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CLERIC

The cleric is a man of faith and it shows in his skills and following in life. Through devotion to his deity and knowledge of religious lore and structure, the cleric has learned how to combat undead and the supernatural forces of evil or good. Though most clerics fallow a just deity, many fallow wicked gods who want nothing but for their followers to cause chaos and death within the world. But no matter what the cleric worships he has the strength of the divine, the capability to call down miracles and through those cast spell like effects that rival the power of wizards spells. A cleric spends his life doing his gods wish and that varies greatly from deity to deity. Devotion and faith flow through his veins with the same passion that the light from his holy symbol shatters his enemies. To help him in his journey to promote his gods will the cleric develops a modest skill in weapons and is learned in the arts of armor wearing and shield bearing.
 

Through prolonged sacrifice, dedication, servitude and following of ones god the clerics miracle like capabilities increase in the same way that a wizards understanding of spells increase. His power over undead grows till he posses the strength to destroy them utterly or cause them to permanently fall under his command. Truly devote and powerful clerics can call down the wrath of the gods, and it is not uncommon to see one conjure a host of angels or demons to do his bidding, for overall in every clerics heart his goal is not to be as his god is, but to become what his god has become.

1d8 Hit Points Per Level
Fortitude & Willpower Saves Are Base Saves
+2 Bonus To Hit Every 3 Levels
Cast Divine Spells
(Good)Turn Undead Or (Evil)Rebuke Undead
Spontaneous Casting
Domain Spells
2 Domain Powers
Air Turn Earth Creatures, Rebuke Air Creatures 3+Wis Mod/day)
Animal (Cast Animal Friendship 1/day, Knowledge Nature Is Class Skill)
Chaos (Chaos Spells +1 Caster Level)
Death (Death Touch 1/day, Touch Attack, Roll 1d6 Per Level, If The Roll Equales Or Exceeds Targets HP Target Dies)
Destruction (Smite 1/day, +4 Attack +Level Damage)
Earth (Turn Air Creatures, Rebuke Earth Creatures 3+Wis Mod/day)
Evil (Evil Spells +1 Caster Level)
Fire (Turn Water Creatures, Rebuke Fire Creatures 3+Wis Mod/day)
Good (Good Spells +1 Caster Level)
Healing (Healing Spells +1 Caster Level)
Knowledge (Divination Spells +1 Caster Level, Knowledge Skills Are Class Skills)
Law (Law Spells +1 Caster Level)
Luck (Reroll Any Roll 1/day)
Magic (Use Scrolls Wands & Other Devices As Wizard At 1/2 Your Level)
Plant (Rebuke Plant Creatures 3+Wis Mod/day, Knowledge Nature Is Class Skill)
Protection (Protective Ward, Target Touched Gets +1/Level Bonus To Next Saving Throw Within 1 Hour 1/day)
Strength (+Level To Strength 1/day)
Sun (Greater Turning, Undead That Would Be Turned Are Destroyed 1/day)
Travel (Freedom Of Movement (as spell) 1 Round/Level, , Wilderness Lore Is Class Skill)
Trickery (Bluff, Disguise & Hide Are Class Skills)
War (Free martial Weapon Proficiency, Free Weapon Focus With Deity Favored Weapon)
Water (Turn Fire Creatures, Rebuke Water Creatures 3+Wis Mod/day)
Skilled In All Simple Weapons
Skilled In All Types Of Armor & Shields
2 Skill Points Per Level
200 Starting Gold