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[[TKDCC:Main Page]]
 
[[TKDCC:Main Page]]
 
There are rules that govern the multiverse,
 
some deciphered by man and some opaque.
 
The oldest rules are the Void, which no man
 
or god understands, only Cthulhu and the Old Ones.
 
Then the Old Ones established Law and Chaos, which
 
created and divided the gods. From the gods came divine
 
rules for the behaviors of mortal man, and if man
 
lives by these rules, his gods reward him in this life or
 
the next.
 
 
 
That is what your god tells you, and as his cleric, you
 
will persuade, convert, or destroy those who speak
 
otherwise. You adventure to find gold or holy relics,
 
destroy abominations and enemies, and convert heathens
 
to the truth. You’ll be rewarded – even if you
 
have to die to receive that reward.
 
 
 
An adventuring cleric is a militant servant of a god,
 
often part of a larger order of brothers. He wields the
 
weapons of his faith: physical, spiritual, and magical.
 
Physically, he is a skilled fighter when using his god’s
 
chosen weapons. Spiritually, he is a vessel for the expression
 
of his god’s ideals, able to channel holy powers
 
that harm his god’s enemies. Magically, he is able
 
to call upon his god to perform amazing feats.
 
Both clerics and wizards may gain powers from gods,
 
but in different ways. A cleric worships a greater power
 
and is rewarded for his service. A wizard unlocks
 
the hidden mysteries of the universe in order to dominate
 
powers both known and unknowable.
 
 
 
Hit points: A cleric gains 1d8 hit points at each level.
 
 
 
Choosing a god: At 1st level, a cleric selects a god to
 
worship, and in doing so chooses one side of the eternal
 
struggle. Clerics who worship demons and devils,
 
monsters, fiends, Chaos Lords, and Set and the other
 
dark gods of the naga are servants of Chaos. Clerics
 
who worship lawful gods, nascent demi-gods, principles
 
of good, immortals, celestials, guardians, and
 
the prehistoric gods of the sphinxes are servants of
 
Law. Clerics who stand at the balancing point, placing
 
faith in the eternal struggle itself rather than the factions
 
arrayed about it, are neutral in alignment. These
 
“neutral” clerics may still be good, evil, or truly neutral,
 
and as such are either druids, Cthulhu cultists, or
 
guardians of balance.
 
 
 
All clerics pray to join their god in a never-ending afterlife.
 
While still clothed in mortal form, clerics find
 
a place among others with similar beliefs. The weak
 
follow their order, the strong lead their order, and the
 
mighty are living avatars of their gods. As a cleric progresses
 
in level, he moves through these ranks.
 
 
 
A cleric’s choice of god must match his alignment, and
 
determines weapon groups, holy powers, and magical
 
spells. Clerics may choose from the gods shown on
 
page 32.
 
 
 
Weapon training: A cleric is trained in the weapons
 
used by faithful followers of his god, as shown on page
 
32. Clerics may wear any armor and their spell checks
 
are not hindered by its use.
 
 
 
Alignment: A cleric’s alignment must match his god’s.
 
 
Clerics of chaotic alignments belong to secret cults and
 
strange sects. They travel the world to recruit new cultists
 
and undermine their enemies. Clerics of lawful alignments belong to organized religious
 
groups. They may lead a rural congregation,
 
adventure on great crusades to convert heathens, or
 
defend holy relics as a militant arm of the church.
 
Neutral clerics tend toward philosophical affiliations.
 
They may be druids who worship the oneness of nature
 
or dark theosophists who research the dead gods
 
that originally created the universe.
 
 
 
Caster level: Caster level is a measurement of a cleric’s
 
power in channeling his god’s energy. A cleric’s caster
 
level is usually his level as a cleric but may be modified
 
under certain circumstances. Many clerics adventure
 
in search of holy relics that bring them closer to their
 
gods and thus increase caster level.
 
 
 
Magic: To cast a spell, a cleric makes a spell check (see page
 
106). The spell check is made like any other check: roll
 
1d20 + Personality modifier + caster level. If the cleric
 
succeeds, his god attends to his request – not always
 
predictably, but with generally positive results.
 
If the cleric fails he risks disapproval. His god is preoccupied,
 
annoyed, or facing its own battle – or questions
 
the cleric’s use of its power. Some of the most powerful
 
gods are in turn the most fickle.
 
 
 
----
 
 
 
Lawful deities: Club/mace/sling/staff/warhammer, turn Un-dead, demons, devils, chaotic extraplanar creatures, monsters (e.g., basilisk or medusa), Chaos Primes, chaotic humanoids (e.g., orcs), chaotic dragons
 
 
Shul, god of the moon, Klazath, god of war, Ulesh, god of peace, Choranus, the Seer Father, lord of creation, Daenthar, the Mountain Lord, greater god of earth and industry, Gorhan, the Helmed Vengeance, god of valor and chivalry, Justicia, goddess of justice and mercy, Aristemis, the Insightful One, demigoddess of true seeing and strategy
 
 
Neutral deities: dagger/mace/sling/staff/sword, turn Mundane animals, un-dead, demons, devils, monsters (e.g., basilisk or medusa), lycanthropes, perversions of nature (e.g., otyughs and slimes)
 
 
Amun Tor, god of mysteries and riddles, Ildavir, goddess of nature, Pelagia, goddess of the sea, Cthulhu, priest of the Old Ones
 
 
Chaotic deities: Axe/bow/dagger/dart/flail, turn Angels, paladins, lawful dragons, Lords of Law, Lawful Primes, and Law-aligned humanoids (e.g., goblins)
 
 
Ahriman, god of death and disease, Hidden Lord, god of secrets, Azi Dahaka, demon prince of storms and waste, Bobugbubilz, demon lord of evil, amphibians, Cadixtat, chaos titan, Nimlurun, the unclean one, lord of filth and pollution, Malotoch, the carrion crow god
 

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