Difference between revisions of "Cleric"

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Clerics often work closely with inquisitors, paladins and so forth. Certain faiths have close ties with rangers or monks, and the Angorites in particular are known for their barbarians and warriors who serve with the faithful. Other examples may be drawn or assumed from deity theme.
 
Clerics often work closely with inquisitors, paladins and so forth. Certain faiths have close ties with rangers or monks, and the Angorites in particular are known for their barbarians and warriors who serve with the faithful. Other examples may be drawn or assumed from deity theme.
   
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==Clerics==
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Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need.
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As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)
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'''Alignment:''' A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.
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'''Hit Die:''' d8
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'''Class Skills:''' Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
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'''Skill Ranks per Level:''' 2 + Int modifier.
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===Class Features===
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====Domains====
 
== Clerics and Deities ==
 
== Clerics and Deities ==
 
Emblem of Ea clerics must select a diety. They cultivate that relationship throughout their entire career, becoming closer in thought, word and deed to their patron.
 
Emblem of Ea clerics must select a diety. They cultivate that relationship throughout their entire career, becoming closer in thought, word and deed to their patron.

Revision as of 18:49, 18 February 2014

Cleric04.jpg
The Cleric
Common Roles Acolyte, adventurer, advisor, ambassador, bounty hunter, chaplain, cultist, diplomat, diplomatic aide, healer, high priest, knight, priest, teacher, templar, tutor
Common Races Humans, Egalrin, Giantborn, Halflings, Khazad-Aul
Influencial Faiths All. Clerics are servants and warriors of the gods.
Common Organizations Temple Organizations
Pathfinder Rules for Cleric


Clerics are the templars and evangelists of the churches of the world. Serving equally as battle chaplains and as pastors that shepherd the various religious flocks that exist, they are the mighty hands of the gods themselves and can be as varied as the aspects of the deities they serve. Acolytes who wield minor bits of divine magic staff most temples but the Clerics are the ones who act as the voice, champions and defenders of the faith.

On the Emblem of Ea, clerics must be aligned with a god. These choices often determine factional allegiances, feat availability and domain and spell availability. Emblem of Ea has no "alignment" clerics, that is to say clerics who draw their divine power by serving abstract ideals. Clerics are rendered into the service of the gods and their divine magic comes from their faith in these gods and willingness to do their will.

Clerics often work closely with inquisitors, paladins and so forth. Certain faiths have close ties with rangers or monks, and the Angorites in particular are known for their barbarians and warriors who serve with the faithful. Other examples may be drawn or assumed from deity theme.

Clerics

Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need.

As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)

Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.

Hit Die: d8

Class Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Class Features

Domains

Clerics and Deities

Emblem of Ea clerics must select a diety. They cultivate that relationship throughout their entire career, becoming closer in thought, word and deed to their patron.

The Emblem of Ea cultivates a pantheon of unique gods. These gods once existed with physical forms that interacted with the world but an ancient great war destroyed these forms and for the most part, confined them to the heavens. They may still manifest on the material plane through dreams, visions and the occasional proxy or a brief appearance through a simulacrum that represents but a tiny fraction of their whole being, they are content to operate through their servants and followers. Some deities rail against this and seek ways to increase their influence on the world, bypassing the ancient oath. Sworn on the Loom of Creation. Seeming success, on the part of at least one of the greater powers, has recently thrown the pantheon into disarray with epic repercussions upon the mortal world. The fall of one greater power and the ascension of another has ushered in a new era of conflict, uncertainty and opportunities for heroism with foreshadowing of soon coming cataclysmic events.

The table below lists the twenty-one primary gods of the world of Gaea as of our changeover into Pathfinder. Do note that these deities represent true cleric supporting powers. Other faiths, philosophies and divine forces exist in the world but they are often at odds with the true churches, or, kept under them as sub-orders of saints attached to greater powers. The full details of these deities are mentioned elsewhere in the theme files. As a rule of thumb we prefer players to not attempt to be followers of false faiths although fringe faiths that have variant understandings of a given god or group of gods is reasonable. Refer to their individual sections for information on that.

Evil aligned characters are not allowed in character generation as we believe the evil alignments are best used as antagonists. As a result the only evil gods available for clerics are those who exist within alignment step of neutral characters and said characters must justify their choices and religious upbringing while in chargen.


Gods of Good
Deity AL Embodies Domains & Inquisitions Relations The Devoted
Althea, The Foundation NG Compassion, Family, Protection Good, Healing, Protection, Community

Conversion, Truth, Illumination, Spellkiller

Wife of Daeus, Mother of Eluna, Tarien, and Gilead Altheans
Angoron, The Athlete CG Valor and Competition, Childbirth, Freedom Good, Strength, Luck, Chaos, Liberation

Anger, Valor, Fervor, Spellkiller

Competitor of Kor, Traveling, Lover, and Boasting Companion of Tarien Angorites
Daeus, The Knight LG Justice, Good Governance, Protection, Good Dragons Glory, Good, Law, Sun, Nobility

Truth, Valor, Banishment, Order, Spellkiller

Husband of Althea, Father of Eluna, Tarien, and Gilead, Brother of Maugrim the Fallen Daeusites
Eluna, The Seeress NG Magic, Dreams, and Wisdom Knowledge, Magic, Good, Rune

Fate, Illumination, Recovery, Spellkiller

Daughter of Daeus and Althea, Sister to Gilead and Tarien Elunites
Gilead, The Hunter NG The Hunt and the Wild Animal, Community, Good, Plant

Imprisonment, Persistence, Recovery, Spellkiller

Son of Daeus and Althea, Brother to Eluna and Tarien; The imprisonment inquisition ability refers primarily to his abilities as a trapper, and capability to capture evil or aberrant aspects Gileans
Serriel, The Soldier LG Honor and Civilization, Advancement of Society Good, Law, War, Protection

Order, Tactics, True Death, Spellkiller

Birthed after the death of Animus, Unknown, Lover of Vardama Serrielites
Tarien, The Trickster CG Luck and Travel, Talespinning Good, Chaos, Trickery, Luck, Travel

Truth, Valor, Persistence, Spellkiller

Son of Daeus and Althea (the middle child), Traveling and Boasting Companion of Angoron (lover of the same), Father of Deimos (according to legend), Reminds Kor to Have a Sense of Humor (failure so far) Tarienites
Gods of Neutrality
Deity AL Embodies Domains & Inquisitions Relations The Devoted
Ceinara, The Artist CN Artistic Inspiration Charm, Luck, Fire, Chaos, Liberation

Conversion, Zeal, Fervor, Spellkiller

Daughter of Dana and Reos Ceinarans
Dana, The Earth TN The Forces of Nature (She is also known as "The Green Word") Air, Animal, Plant, Water, Weather

Vengeance, Persistence, Spellkiller

Wife of Reos, Mother of Ceinara Danan
Kor, War CN War and Chaos, Conflict Chaos, Glory, Strength, War, Destruction

Anger, Fervor, Spellkiller

Competitor with Maugrim and Serriel over the dominion of War, and Angoron like that brother you never wanted Korites
Navos, The Historian LN History and Self-Perfection Healing, Knowledge, Rune, Strength, Law

Oblivion, Illumination, Truth, Spellkiller

Once close friend of Daeus, distanced now with His new role among the Twilight and loss of Compassion Navosians
Rada, The Trader and Sailor TN Sea and Travel, Trade and Wealth Weather, Water, Nobility, Travel

Recovery, Conversion, Spellkiller

Glub. Glub glub glub. Radan
Reos, The Craftsman LN Craftsmanship, Artifice, Engineering Artifice, Earth, Law, Rune

Order, Tactics, Spellkiller

Husband of Dana, Father of Ceinara Reosian
Vardama, The Crone and Mortician LN Death, Inevitability, and Prophecy Community, Healing, Knowledge, Repose, Law

Final Rest, Fate, True Death, Possession, Spellkiller

Once wife of Thul, Lover of Serriel Vardaman
Gods of Evil
Deity AL Embodies Domains & Inquisitions Relations The Devoted
Caracoroth, The Nightmare CE Nightmares, Monsters, and Madness Evil, Chaos, Animal, Madness

Anger, Zeal, Spellkiller

Mad son of Maugrim, Harries Eluna across the sky Caracorothans
Deimos, The Betrayer NE Betrayal, Secrets, and Corruption Luck, Trickery, Evil, Charm

Conversion, Truth, Spellkiller

Rumored son of Tarien Deimosan
Gunahkar, The Destroyer CE Chaos, Disaster, and Wrath Chaos, Destruction, Death, Weather, Evil

Oblivion, Fervor, Spellkiller

Gunahkarans
Illotha, The Scourned NE Murder, Poison, Envy and Loss Evil, Death, Knowledge, Rune

Vengeance, Conversion, Possession, Spellkiller

Illothans
Maugrim, The Tyrant LE Tyrrany, Slavery, Pride, Evil Dragons Evil, Law, War, Strength, Destruction

Order, Heresy, Imprisonment, Banishment, Spellkiller

Husband of Taara, Brother of Daeus Maugrimites
Taara, The Avaricious NE Cruelty and Greed, Avarice Evil, Darkness, Magic, Destruction

Fate, Vengeance, Spellkiller

Wife of Maugrim, Lover to Thul Taarans
Thul, The Cannibal LE Gluttony, Undeath, Contracts and Cannibalism Death, Evil, Strength, Trickery, Law

Heresy, Oblivion, Imprisonment, Possession, Spellkiller

Maddened husband of Vardama, now divorced, Sometime lover of Taara Thulites


Additional Options

Additional spells are available.

Starting Kits

Concept Attributes Feats and Skills Frequent Spells Notes
Battle-scarred Healer Wis 16+, Cha 14+ Key Feats: Selective Channeling, Combat Casting

Recommended Feats: Scribe Scroll

Key Skills: Heal, Knowledge/Religion

Recommended Skills: Survival

Bless, Shield of Faith, and similar buffing spells. Channel energy will provide healing, and unused spells may always be converted into healing. Working in the middle of the ranks, you keep your allies on their feet and guide them in both health and spirit. Your access to buffing and healing spells is unparalleled. You do your fighting primarily through augmenting your allies. When they're brought low, you can quickly patch them up.

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