Half-Cleric
The Divine Path
Many people believe that great strength is acquired by faith and devotion, and for such individuals, the garments of a holy man suit them well. Physical strength of limb, catlike reflexes and great intelligence are not necessary to be a member of a religious order, only the willpower to test one's conviction against the trials of the mortal and spiritual realms simultaneously. To succeed on this course is to gain great wisdom and power under a divine inspiration, whether it be dedicating oneself to a great deity or to a spiritual ideal. Regardless, the cleric is one of the few adventuring professions with access to healing powers, an ability that is coveted by many. Divine influence is far beyond the reach of those unwilling to surrender themselves to a purpose or cause greater than themselves, and so other classes often find themselves wishing to employ the services of a Cleric.
Adventurers
Most adventuring clerics are fortunate enough to have the backing of their church, meaning they are generally well equipped and supported by peers in their area when beginning their careers. A Cleric who sets out to explore the world is expected to spread their faith to those who will listen, and deal with any opposition to their deity's cause, be it holy or unholy. As representatives of their church, they serve as a powerful beacon and example of the principles for which their chosen divine inspiration stands. Priests who compromise their ideals in exchange for vice or avarice can quickly find themselves without the aid of their brethren and their divine patrons.
These men and women of faith tend to be highly sought after by other adventuring parties, excluding those with a distrust for the gods. In some cases, even the wary are willing to put up with some occasional preaching and tithing in exchange for a well timed healing spell, so Clerics hiring themselves out to a worthy cause rarely find themselves without work for long. A Cleric who spends a great amount of time outside of their church walls can expect to have their faith and ideals tested numerous times. However, if they succeed in overcoming these trials, they grow in ways that seem beyond the reaches of most mortal men, potentially ascending to rival the very beings they serve .
History and Culture
Clerics have existed in one form or another since the mortal races were first capable of recognizing the divine presence. Those particularly receptive to their elusive (and sometimes confusing) doctrines found themselves opened to the mysteries of creation in due time. After the power of holy (or unholy) power became accessible to humanoids, the allure of a greater understanding has drawn in countless mortals to the eternal struggle between gods and mortals.
Since their inception, religious orders have had a profound impact in shaping the planet; most societies tend to have some sort of religious influence in their community, generally one that shares similar beliefs to their own. Religion has also involved itself in a great many violent deeds over the centuries, sometimes as defenders, others as instigators. The record of blood has led many scholars in more liberated areas to speculate on whether the divine presence has done more harm for the mortal races than good.
Alignment
The disposition of a cleric is extremely important to them; their sense of morality often becoming the lifeline which ties them to the divine powers they serve. Just like mortals, deities of all different alignments and strength exist: some powerful, others weaker, but all have incredible gifts they are willing to grant to devout subjects. Should a cleric stray too far from their god's will, they might very well lose their connection until they atone, or suffer a worse fate as penance, depending on the nature of their god.
A cleric can choose to be good or evil, chaotic or lawful, or even serve the cause of neutrality, a stoic observer to the chessboard of existence. Goodly clerics tend to have access to healing powers, whereas evil clerics tend to gather negative, hurtful energies from their gods. In congruence, many powerful goodly clerics have a propensity to align themselves with angels, good-natured beasts and other divine servants. Conversely, evil clerics often favor darker powers such as demons, undead, and maliciously willed mortal races.
Class Features
- You gain a bonus Basic Divine Prayer at level 1
- You gain a bonus Advanced Divine Prayer at level 6
- You gain a bonus Legendary Divine Prayer at level 14
Combat Training
Type | 1st | 2nd | 3rd | 5th | 6th | 7th | 9th | 10th | 11th | ||
Casting | ' | +½ | ' | ? | ' | ? | ' | ? | ? | ||
Ranged | ' | ' | ' | ? | ' | ? | ' | ? | ? | ||
Melee | ' | +½ | ' | ? | ' | ? | ' | ? | ? | ||
Parry | ' | ' | +½ | ? | ' | ? | ' | ? | ? | ||
Fort | +½ | ' | ? | ' | +½ | ' | ? | ' | ' | ||
Reflex | ' | ' | ? | ' | ' | ' | ? | ' | ' | ||
Will | +½ | ' | ? | ' | ' | ' | ? | +½ | ' |
- 1st level, ½ point in Fortitude and ½ point in Will.
- 2nd level, ½ point in Casting and ½ point in Melee Weapon Attacks.
- 3rd level, ½ point in Parry and ½ point in your choice of the following: Fortitude, Reflex, or Will.
- 5th level, ½ point in your choice of the following: Casting, Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
- 6th level, ½ point in Fortitude.
- 7th level, ½ point in your choice of the following: Casting, Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
- 9th level, ½ point in your choice of the following: Fortitude, Reflex, or Will.
- 10th level, ½ point in Will and ½ point in your choice of the following: Casting, Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
- 11th level, ½ point in your choice of the following: Casting, Melee Weapon Attacks, Ranged Weapon Attacks, or Parry.
Half-Cleric Specialties
When your character earns a Class Specialty, you may choose one from the following list.