Cleric

Requirements: None

Prime requisite: WIS

Hit Dice: 1d6

Maximum level: 14

Armour: Any, including shields

Weapons: Any blunt weapons

Languages: Alignment, Common

Clerics are adventures who have sworn to serve a deity.  They are trained for battle and channel the power of their deity.

Combat: Clerics can use all types of armour.  Strict holy doctrine prevents clerics use of weapons that have a sharp, cutting edge or stabbing point.  They may use the following weapons: club, mace, sling, staff, war hammer.

Divine Magic

Holy Symbol: A cleric must carry a holy symbol

Deity disfavour: Clerics must be faithful to the tenants of their alignment, clergy and religion.  Clerics who fall from favour with their deity may incur penalties.

Magical research: a cleric of any level may spend time and money on magical research.  This allows them to create new spells or other magical effects associated with their deity.  When a cleric reaches 9th level, they are also able to create magic items.

Spell casting: Once a cleric has proven their faith (from 2nd level), the character may pray to receive spells.  The power and number of spells available to a cleric are determined by the character’s experience level.

Using magic items: As spell casters, clerics can use magic scrolls of spells on their spell list.  They can also use items that may only be sued by divine spell caster

Turning the Undead

Clerics can invoke the power of their deity to repel undead monsters encountered.  To turn the undead, the player rolls 2d6.  The referee then consults the turn undead table, comparing the roll against the HD of the type of undead monsters targeted.

If the turning attempt succeeds, the player must roll 2d6 again to determine the number of HD affected (turned or destroyed).

Turned undead: will eave the area, if possible, and will not harm or make contact with the cleric.

Destroyed undead (resulted of D): Are instantly and permanently annihilated.

Excess: Rolled Hit dice that are not sufficient to affect a monster are wasted.

Minimum effect: At least one undead monster will always be affected on a successful turning.

Mixed Groups: if turn undead is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first.

Turning Table Results:

-: the turning fails

Number: if the 2d6 turning roll is higher or equal, the turning attempt succeeds.

T: the turning succeeds.

D: The turning succeeds; the monsters are destroyed, not simply caused to flee.

After Reaching 9th Level

A cleric may establish or build a stronghold.  So long as the cleric is currently in favour with their god, a stronghold may be bought or built at half the normal price, due to divine intervention.

Once a stronghold is established, the cleric will attract followers (5d6X10 fighters level 1-2).  These troops are completely devoted to the cleric, never checking morale.  The referee decides which pro-proportions of followers are 1st and 2nd level and which are bowmen, infanty, etc.

Spell Tracking Sheet

Cleric Level Progression Saving Throws Spells
Level XP HD Thac0 D W P B S 1 2 3 4 5
1 0 1d6 19 [0] 11 12 14 16 15
2 1500 2d6 19 [0] 11 12 14 16 15 1
3 3,000 3d6 19 [0] 11 12 14 16 15 2
4 6,000 4d6 19 [0] 11 12 14 16 15 2 1
5 12,000 5d6 17 [+2] 9 10 12 14 12 2 2
6 25,000 6d6 17 [+2] 9 10 12 14 12 2 2 1 1
7 50,000 7d6 17 [+2] 9 10 12 14 12 2 2 2 1 1
8 100,000 8d6 17 [+2] 9 10 12 14 12 3 3 2 2 1
9 200,000 9d6 14 [+5] 6 7 9 11 9 3 3 3 2 2
10 300,000 9d6+1* 14 [+5] 6 7 9 11 9 4 4 3 3 2
11 400,000 9d6+2* 14 [+5] 6 7 9 11 9 4 4 4 3 3
12 500,000 9d6+3* 14 [+5] 6 7 9 11 9 5 5 4 4 3
13 600,000 9d6+4* 12 [+7] 3 5 7 8 7 5 5 5 4 4
14 700,000 9d6+5* 12 [+7} 3 5 7 8 7 6 5 5 5 4
* Modifers from CON no longer apply.
D: Death / poison
W: Wands
P: Paralysis / petrify
B: Breath attacks
S: Spells / rods / staves

 

Turning Undead
Hit Dice of Monster Type
Level 1 2 3 4 5 6 7-9
1 7 9 11
2 T 7 9
3 T T 7 11
4 D T T 9 11
5 D D T 7 9 11
6 D D D T 7 9 11
7 D D D T T 7 9
8 D D D D T T 7
9 D D D D D T T
10 D D D D D D T
11+ D D D D D D D