BD&D Cleric
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Cleric[edit]
Description: Clerics are humans who have have dedicated themselves to follow the example of St. Cuthbert. As such, they are holy warriors. At first, they have no access to any of the magical rituals and prayers of their god, but as they gain experience they get a wide array of powerful spells available to them. They must pray at a holy place to receive their daily allotment of magic. Clerics are also powerful warriors, with access to all armor and all shields. They have access to all blunt weapons too, due to their vows against bloodshed. In exchange for a vow to never shed the blood of the living, clerics gain the ability to Turn, and at high levels even destroy, the undead by presenting the holy symbol of their god.
Restrictions: Clerics cannot use any sort of edged or pointed weapon, or they lose the ability to Turn Undead forever.
Prime Requiste: Their prime requisite ability is Wisdom. Clerics with an 13-15 Wisdom gain a +5% bonus to earned experience. Clerics with an 16-18 Wisdom gain a +10% bonus to earned experience. Likewise, Clerics with an 6-8 Wisdom suffer a -10% penalty to earned experience, and Clerics with an 3-5 Wisdom suffer a -20% penalty to earned experience.
Levels | Title | Experience Points | Hit Dice | Spells |
---|---|---|---|---|
1 | Acolyte | 0 | 1d6 | - - - - - |
2 | Adapt | 1500 | 2d6 | 1 - - - - |
3 | Priest | 3000 | 3d6 | 2 - - - - |
4 | Vicar | 6000 | 4d6 | 2 1 - - - |
5 | Curate | 12000 | 5d6 | 2 2 - - - |
6 | Eldar | 25000 | 6d6 | 2 2 1 1 - |
7 | Bishop | 50000 | 7d6 | 2 2 1 1 1 |
8 | Lama | 100000 | 8d6 | 3 3 2 2 1 |
9 | Matriarch/Patriarch | 200000 | 9d6 | 3 3 3 2 2 |
10 | Matriarch/Patriarch | 300000 | 9d6+1 | 4 4 3 3 2 |
11 | Matriarch/Patriarch | 400000 | 9d6+2 | 4 4 4 3 3 |
12 | Matriarch/Patriarch | 500000 | 9d6+3 | 5 5 4 4 3 |
13 | Matriarch/Patriarch | 600000 | 9d6+4 | 5 5 5 4 4 |
14 | Matriarch/Patriarch | 700000 | 9d6+5 | 6 5 5 5 4 |
15 | Matriarch/Patriarch | 800000 | 9d6+6 | 6 6 6 5 5 |
Attribute adjustments: Clerics may lower Strength and/or Intelligence by 2 points to raise Wisdom by 1 point. This process may be repeated, though Strength and Intelligence may not be lowered below 9, and Wisdom cannot rise above 18. These adjustments may only be done at character creation.
Spells[edit]
1st Level: Cure Light Wounds Detect Evil Detect Magic Light Protection from Evil Purify Food and Water Remove Fear Resist Cold
2nd Level: Bless Find Traps Know Alignment Hold Person Resist Fire Silence 15' radius Snake Charm Speak with Animals
3rd Level: Continual Light Cure Disease Growth of Animals Locate Object Remove Curse Striking
4th Level: Create Water Cure Serious Wounds Neutralize Poison Protection from Evil 10' radius Speak with Plants Sticks to Snakes
5th Level: Commune Create Food Dispel Evil Insect Plague Quest Raise Dead
- Main Page; Keep On The Borderlands