Clerics can be found amongst humans, dwarves, gnomes and
other races, but are unknown amongst elves, which have their own distinctive
priests. Human clerics in Europa belong to the
The ability to channel Divine Magic is a rare gift in Terra Viejo. Many
choose to serve in the clergy, but few are capable of controlling divine
energy. In order to cast spells and access the abilities granted by Divine
Magic, including the ability to turn undead, a cleric is required to have the
Alignment: If a cleric worships a particular pagan god, that cleric’s
alignment must be within one step of his deity’s (that is, it may be one step
away on either the lawful-chaotic axis or the good-evil axis, but not both); a
pagan cleric may not be neutral unless his deity’s alignment is also neutral.
For other clerics, their choice of alignment is given in the relevant table for
their religion, listed below. They are restricted to the listed alignment, and
cannot deviate, not even by a step.
Hit Die: d8
Class Skills: The cleric’s class skills (and the key ability for each
skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis),
Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion)
(Int), Knowledge (cosmology) (Int), Profession (Wis), Read/Write, Speak Language
and Spellcraft (Int)
Domains and Class Skills: A cleric who chooses the Animal or Plant
domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A
cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the
list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A
cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and
Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more
information.
“Studious vs. “Martial” clerics: There are
two kinds of cleric in Terra Viejo, combat oriented “martial” clerics and the
more scholarly “studious” clerics. The latter are sometimes also called
“cloistered” clerics for the cloisters found in Holy Church monasteries. Martial
clerics are the "standard cleric" as described below. Studious
clerics also cast spells, turn undead, and have the same saving throw
progression as standard clerics, however, they have more class skills, more
skill points, know a few more spells, and are generally more knowledgeable, but
are proficient in fewer kinds or armor and have a poorer base attack bonus
(BAB) then their martial brethren. The exact statistics for a studious cleric
are listed below.
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
|
Spells per Day |
||||||||||||||
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1st |
+0 |
+2 |
+0 |
+2 |
Turn or rebuke undead |
3 |
1+1 |
— |
— |
— |
— |
— |
— |
— |
— |
2nd |
+1 |
+3 |
+0 |
+3 |
|
4 |
2+1 |
— |
— |
— |
— |
— |
— |
— |
— |
3rd |
+2 |
+3 |
+1 |
+3 |
|
4 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
— |
— |
4th |
+3 |
+4 |
+1 |
+4 |
|
5 |
3+1 |
2+1 |
— |
— |
— |
— |
— |
— |
— |
5th |
+3 |
+4 |
+1 |
+4 |
|
5 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
— |
6th |
+4 |
+5 |
+2 |
+5 |
|
5 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
— |
— |
— |
7th |
+5 |
+5 |
+2 |
+5 |
|
6 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
— |
— |
8th |
+6/+1 |
+6 |
+2 |
+6 |
|
6 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
— |
— |
9th |
+6/+1 |
+6 |
+3 |
+6 |
|
6 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
— |
10th |
+7/+2 |
+7 |
+3 |
+7 |
|
6 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
— |
11th |
+8/+3 |
+7 |
+3 |
+7 |
|
6 |
5+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
— |
12th |
+9/+4 |
+8 |
+4 |
+8 |
|
6 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
— |
13th |
+9/+4 |
+8 |
+4 |
+8 |
|
6 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
— |
14th |
+10/+5 |
+9 |
+4 |
+9 |
|
6 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
— |
15th |
+11/+6/+1 |
+9 |
+5 |
+9 |
|
6 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
— |
16th |
+12/+7/+2 |
+10 |
+5 |
+10 |
|
6 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
— |
17th |
+12/+7/+2 |
+10 |
+5 |
+10 |
|
6 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
2+1 |
1+1 |
18th |
+13/+8/+3 |
+11 |
+6 |
+11 |
|
6 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1 |
19th |
+14/+9/+4 |
+11 |
+6 |
+11 |
|
6 |
5+1 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
20th |
+15/+10/+5 |
+12 |
+6 |
+12 |
|
6 |
5+1 |
5+1 |
5+1 |
5+1 |
5+1 |
4+1 |
4+1 |
4+1 |
4+1 |
1 In addition to the stated number of spells per day for 1st- through
9th-level spells, a cleric gets a domain spell for each spell level, starting
at 1st.
The “+1” in the entries on this table represents that spell. Domain spells are
in addition to any bonus spells the cleric may receive for having a high Wisdom
score.
Bonus language and Literacy: Starting
martial clerics receive an additional bonus language that can be used to take Speak
Language (Literate) or another language. In the latter case they begin play illiterate.
See Speak Languages skill for more on illiteracy.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).
Hit Die: d6
Base Attack Bonus:Poor (as a sorcerer or wizard)
Saving Throws: As cleric
Class Skills: The studious cleric's class skills (and the key ability
for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal
(Wis), Intimidate (Cha), Knowledge (Any) (Int), Profession (Wis), Sense Motive
(Wis), Speak Language and Spellcraft (Int).
Domains and Class Skills: A cleric who chooses the Travel domain adds
Survival (
Skill Points at 1st Level: (6+Int modifier) x 4
Skill Points at each additional level: 6+Int modifier
Bonus language and Literacy: Starting
studious clerics are always literate and receive Speak Language (Literate) as an
additional bonus language. To take levels
in studious cleric requires Speak Language (Literate).
Master of the Word: You can learn any language from Europa or the
Weapon and Armor Proficiency: Studious clerics are proficient with all
simple weapons unless otherwise indicated and with light armor.
Lore (Ex): Thanks to long hours of study, a studious cleric has a wide
range of stray knowledge. This ability is identical to the bard’s bardic
knowledge class feature, using the studious cleric’s class level in place of
the bard level.
Spellcasting: The studious cleric cast spells as a cleric, and adds the
following spells to their class spell list:
Domains: As a cleric, the studious cleric can choose
two domains, in addition they receive the Knowledge domain as a bonus domain,
and can prepare domain spells from any of their three domains.
Other Class Features: All other class features are as given in the
Cleric section of the Core Rule Book I
Human Clerics
Human clerics include pagans, who follow the old Classical, Celtic, Finish,
Egyptian, Mesopotamian and Norse pantheons. They also include clerics of the
Region |
Human Religion |
Britannia |
Celtic Pantheon, Holy
Church |
Eastern Empire |
Classical Pantheon, |
Finmark |
Finnish Pantheon |
|
Celtic Pantheon (Armorica
and Breton) Holy Church |
Iberia |
Holy Church |
Levant |
Egyptian Pantheon,
Mespotamian Pantheon, Way of the Prophet |
Magyaria and Rumania |
|
Norseland |
Norse Pantheon |
Jagiellon Empire |
|
Principalities of Rus |
|
Western Empire |
Classical Pantheon
(Italia), Holy Church |
The Holy Church has many kinds of servants. Most serve as priests in the villages
and towns, others work and contemplate in the monasteries that dot the
landscape. Some however are Chosen, and they may use this gift in many ways. As
clerics of the Church they remain subordinate to higher-ranking members of the
clergy, however they normally have the liberty to set out on their own for
extended periods of time. They, of course, must act in a way consistent with
their alignment and the teachings of their Church, or they will cease being
clerics. Either men or women can be clerics of the Church; women members of the
clergy are called nuns. At 3rd or 4th level male clerics may become ordained
priests, and are called father.
Crusader: Some clerics of the Holy Church are known as Crusaders. These martial clerics are the soldiers of the Church, seeking to protect it from harm and further its influence. Crusaders are often affiliated with the prestigious Knights Templar, Knights Hospitaller, or the Knights Protector, orders which they may someday have the honor to join as full members.
Restrictions: Clerics of the Church must be human. They must also be celibate like other clergy of the Church. They should give at least 10% of their income to the Church, however they can expect a commensurate level of support in return.
Game rule information: Holy Church Clerics are considered Studious Clerics and may be Lawful Good, Lawful Neutral
or Neutral Good. They may choose from the Good, Healing, Law, Protection, Reason, Sun and Wisdom
domains.
Holy Church Crusaders are considered Martial Clerics
and may be Lawful Good or Lawful Neutral. They may choose from the Battle, Destruction, Healing, Law, Protection,
Strength and War domains.
Clerics of the
There is no equivalent of the
In Persia, the ancient religion of Zoroastrianism is still practiced. With its emphasis on the battle of light versus darkness, Zoroastrian Clerics are natural adventurers, seeking to destroy evil and control chaos.
Restrictions: Clerics of the Prophet and Zoroastrian Clerics are almost always male and must be human.
Game rule information: Clerics of the Prophet may be either Studious or Martial
Clerics and may be Lawful Good or Lawful Neutral They may choose from the Battle, Fate,
Law, Protection, Reason, War and Wisdom
domains.
Zoroastrian Clerics are considered Studious Clerics
and may be Lawful Good, Lawful Neutral, or Neutral Good. They may choose from
the Fire, Good, Law and War domains.
Pagan Clerics
While pagan clerics normally respect all deities in their religions pantheon,
they must choose one to serve as a patron. If a god does not have a cleric
listed as a spellcasting priest, that god is provides power only to Druids. The
chosen deity determines the cleric's possible alignment and domains, as
described in the Core Rule Book I. Gender indicates the deity's gender, not
necessarily that of the cleric. Deities marked in bold are considered
leaders of their respective pantheon. The most prominenet pagan gods worshiped
in Europa may be found under the Pagan Gods
of Terra Viejo listed with their pertinent clerical information.
Dwarven Clerics
Dwarven clerics do not have patron gods, but instead belong to the Brotherhoods
and Sisterhoods that venerate different aspects of the Dwarven Religion.
Dwarves from any clan can join any priesthood, as long as they are Chosen. For
clerics, loyalty to the order comes before loyalty to clan, and the Brothers
and Sisters often play an intermediating role in inter-clan disputes. Most
Brotherhoods and Sisterhoods consider the Lost to be amoral and without true
religion, though they are said to have a religion of sorts, it is unclear how
this is connected to the Dwarven Religion.
Dwarven clerics usually leave their holds because they are sent by their order to perform a given task. For example a Brother of War may be sent to help battle a dangerous giant, or a Sister of Fertility to help fight an epidemic in a neighboring village of friendly gnomes. In the less common case, the cleric may be given special dispensation to independently pursue the goals of his or her order or may be give a long-term quest of some kind. In some cases the cleric doesn't even know why he or she is being sent out, only the high-ranking members of the order know what Fate has in store.
Restrictions: As their name implies, only male dwarves may be clerics in a Brotherhood, only female dwarves in a Sisterhood. All clerics in either must be dwarves. The Lost are rarely allowed to join a Brotherhood or Sisterhood. All clerics must have the Chosen feat.
Game Rule information: The gender, alignment and domains for the dwarven clerics of the various Brotherhoods and Sisterhoods are given in the table below. The type of cleric is also given. A few orders have other priests, as indicated on the table, and a dwarf cannot be a cleric of one of these orders.
Order |
Gender |
Alignment |
Priest |
Domains |
Craft |
Male |
LN |
- |
|
Discipline |
Male |
LN |
- |
|
Dwarvenkind |
Female |
LG |
Earth, Dwarvenkind, Protection |
|
Earth |
Female |
LN |
- |
|
Fate |
Female |
LN |
Fate, Knowledge, Luck |
|
Fertility |
Female |
NG |
Animal, Charm, Plant |
|
Justice |
Male |
LG |
Fire, Law, Reason |
|
Prosperity |
Male |
NG |
Good, Prosperity , Travel |
|
War |
Male |
LG |
||
Wisdom |
Female |
LG |
Healing, Knowledge, Wisdom |
Like dwarves, elven clerics do not worship gods. Instead they revere the cosmos itself. Their religion is divided into three philosophical pursuits: Arcane Wisdom, Elemental Power and Life.
Clerics of Arcane Wisdom are devoted to learning more about magic and the supernatural. They strive to create new spells or arcane items, and rediscover those that have been lost. They also provide the core of most elven magical academies, through which they can then share their magical breakthroughs with other elves (and any other race at the academy), and acquire funds for their studies in the process. The members of the order can also provide significant magical power when needed (and paid), but they generally do not like to be distracted from their contemplation of magic.
Clerics of Elemental Power devote their lives to understanding and merging with the elements. Because of their control over the elemental forces, they play an important role in many Elven communities. However, while they will assist in time of need to test their power over the elements and to maintain financial support from the community, members of the order are interested in elemental power for its own sake, not to be tamed for social or individual use.
Clerics of Life venerate, and receive power from, the very force of life itself. They act as advocates of nature, healers, and may become community leaders, especially among high elves. They seek to better understand life, and to protect it.
Restrictions: All clerics must be Elven and have the Chosen feat.
Order |
Alignment |
Priest |
Domains |
Arcane Wisdom |
N, NE, NG |
||
Elemental Power |
CE, CG, CN |
Air, Chaos, Earth, Fire, Sun, Water |
|
Life |
CG, N, NG |
Animal, Charm, Death, Healing, Plant, Prosperity |
Gnome Clerics
Gnome clerics belong to mysterious Orders about which outsiders know little.
Each cleric is affiliated with a single order, which has its own structure and
hierarchy known only to its members. Gnome clerics are normally free to
adventure, or do other things, but must obey when their Order calls.
Restrictions: Only gnomes may be a cleric of a gnome order. All clerics must have the Chosen feat.
Game Rule information: The alignment and domains for the gnome clerics of six orders are given on the table below. The type of cleric is also given.
Order |
Alignment |
Priest |
Domains |
Badger |
LG or NG |
Battle, Good, Protection, Strength |
|
Cricket |
NG or CG |
Good, Music, Luck, Sun |
|
Falcon |
CG or NG |
||
Fox |
CG or CN |
Luck, Magic, Travel,
Trickery |
|
Owl |
LG or LN |
||
Rabbit |
NG or N |
Animal, Charm, Healing, Plant |