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Classes - Cleric
The handiwork of the gods is everywhere, in places of natural beauty and in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries-their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage, destroy, and sabotage. A cleric uses the power of h is god to make his god’s will manifest. And if a cleric uses his god’s power to improve his own lot, that’s to be expected, too.

Adventures: Ideally, a cleric's adventures support his god's causes, at least in a general way. A good cleric, for example helps those in need. If, though noble acts, he can bring a good &nbpb;reputation to his god or temple, that's even better. An evil cleric seeks to increase the power of himself and his deity, so that others will respect and fear him. Clerics sometimes recieve orders, or at least suggestions, from their ecclesatical superiors, directing them to undertake missions for the church. They and their companions are compensated fairly for these missions, and the church may be especially generous with casting spells or divine magic items as payments. Of course, clerics are people to, and they may have all the more common motivations for adventuring.

Characteristics: Clercs are masters of divine magic. Divine magic. is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death, and an experienced clerc can even bring back people who have crossed over that brink. As Channelers of divine energy, clerics can turn away or even destroy undead creatures. An evil cleric, on the other hand, can bring undead under his control.

Alignment: Like the Gods they serve, clerics can be of any alignment. Because people more readily worship good deities than neutral or evil deities, good clerics are more numerous that evil ones. Clerics also tend toward law instead of chaos, since lawful religions tend to be more structured and better able to recruit and train clerics.

Typically, a cleric is the same alignment as his deity, though some clerics are "one step" away from their respective deities. For Example, most clerics of Heironeous, god of valor (who is lawful good) are lawful good themselves, but some are lawful neutral or neutral good. Additionally, a cleric may not be neutral unless his deity is neutral. Exceptions are the cleris of St. Cuthbert (a lawful neutral deity), who may only be lawful good or lawful neutral.

Background: Most clerics are offically ordained members of religious organizations, commonly called churches. Each has sworn to upholds the ideals of his or her church. Most clerics join their churches as young adults, though some feel themselves devoted to a god's service from a young age and a few feel "the call" later in life. While some clerics are tightly bound to their churches' activities on a daily basis, others have more free rein to conduct their lives, as long as they do so in accordance with their god's wishes.

::Game Rule Information::

Clerics have the following game statistics:

Abilities: Wisdom determines how powerful a spell a cleric can cast, how many spells the cleric can cast per day, and how hard those spells are to resist. A high Constitution improves a cleric's hit points, and a h igh Charisma improves his ability to turn undead.

Class Features:

Armor and Weapon Proficiency: Clerics are proficient with all simple weapons. Clerics are proficient with all types of armor (light, medium, and heavy) and with shields.

Spells: The Cleric may prepare and cast any spell on the cleric spell list, provided he can cast spells of that level. Clerics do not aquire their spells from books or scrolls, not prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. Each cleric must choose a time at which he must spend an hour each day in quiet contemplation or supplication to regain his daily allotment of spells (typically, this hour is at dawn for good clerics and at dusk or midnight for evil clerics.) Time spent resting has no effect on whether a cleric can prepare spells. In addition to h is standard spellsm a cleric gets one domain spell of each spell level, starting at 1st.

Deity, Domains, and Domain Spells: Choose a deity for your Cleric. The cleric's deity influences his alignment, what magic he can perform, his values, and how others see him.

When you have chosen a deity and an alignment for your cleric, choose two from among the deity's domains for your cleric's domains. While the clerics of a particularreligion are united in their reverance for their deity, each religion encompasses different aspects. You can only select an alignment domain (such as Good) for your Cleric if his alignment matches that domain.

Spontaneous Casting: Good Clerics (and neutral clerics of good deities) can channel stored spell energy into healing spells that they haven't prepared ahead of time. The cleric can "lose" a prepared spell in order to cast any cure spell of the same level or lower. A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to cure spells or to inflict spells (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the plater makes this choice, it cannot be reversed. This choice is also determines whether the neutral cleric turns or commands undead. A cleric can't use spontaneous casting to convert domain spells into cure or inflict spells. These spells arise from the particular powers of the clerics deity, not divine energy in general.

Choatic, Evil, Good, and Lawful Spells: A cleric can't cast spells of alignment opposed to his own or to his deity's. For example, a good cleric or a neutral cleric of a good deity cannot cast evil spells. Spells associated with the domains of Choas, Evil, Good, and law are identified as such on the "Level" line of the spell description.

Turn or Rebuke Undead: A good cleric (or a neutral cleric who worships a good deity) has the supernatural ability to turn undead, such as skeletons, zombies, ghosts, and vampires, forcing these unholy abominations to recoil from the channeled power of the god the cleric worships. Evil clerics (and neutral clerics who worships an evil deities) can rebuke such creatures. Neutral clerics of neutral deities can do one or the other (player's choice), depending on whether the cleric is more proficent at wielding positive or negative energy. Once thie player makes this choice, it cannot be reversed.


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