As has been stated previously in the section
detailing CHARACTER ABILITIES,
the principal attribute of a cleric is
WIS.
A character must have a min. WIS
ability score of 9 (13 if a multi-classed half-elven
cleric but 9 if a multi-classed half-orc cleric).
If WIS ability
is greater than 15, <16+>
the character adds 10% to xperience
(q.v.) awarded to him || her by the referee.
Example: A cleric character
gains an award of 975
XP
from the DM after a successful adventure. Because
the
character has a WIS ability
score in excess of 15, he or she then adds 98
XP
(975 X .10 = 97.5, or 98 E.P.) to the 975, for a total of
1,073 E.P.
Of course, a cleric will benefit in other
ways by having a high wisdom score.
He or she gains bonus
spells from high
wisdom,
as well as a better chance to avoid the
effects of certain magickal attacks. <1>
S | I | W(16) | D | C | Ch |
6 | 6 | 9 | 3 | 6 | 9 |
High ability scores in STR
and CON are also desirable for a
character of this class, and good dexterity
is likewise of benefit.
This class of character bears a certain
resemblance to religious orders of knighthood of medieval times.
The cleric
has an eight-sided die (d8) per
level to determine how many HP
(q.v.) he || she has.
The priest is
dedicated to a deity, or deities, and
at the same time a skilled combatant
at arms. The cleric can be of any alignment
(q.v.) save (true) neutral (see
Druid hereafter)
alignment,
depending upon that of the deity the cleric
serves. All clerics have certain holy
symbols which aid them and give
power to their spells. All are likewise
forbidden to use edged and/or
pointed weapons which shed blood.
All clerics have their own spells,
bestowed upon them by their deity for
correct and diligent prayers and
deeds.
* Spell Casting:
A study of the spells usable by clerics (see
CHARACTER
SPELLS) will convey
the main purpose of the cleric. That is,
the cleric serves to fortify, protect,
and revitalize. The cleric
also has a limited number of attack spells,
some of which are simply the reverse form
of curative incantations. Note
that all spells must be spoken or read
aloud.
In addition, the cleric
has the
ability to wear armor, carry effective
weaponry, and engage in
hand-to-hand (melee) combat
with a reasonable chance of success.
* Turning Undead:
Another important attribute of the cleric
is the ability to turn away (or
actually command into service) the undead
&& less powerful demons &&
devils.
The undead are: ghasts,
ghosts,
ghouls,
liches,
mummies,
shadows,
skeletons,
spectres,
wights,wraiths,
vampires,
and zombies. These
creatures,
as well as demons
&& devils are detailed in AD&D,
MM.
The matrix
showing what
effect clerics of various levels have
upon such creatures is for use by the
DM only.
As a rule of thumb, a cleric is effective
against any
undead monster whose HD are not greater
than those of the cleric.
Only high level clerics have any hope
of driving away or influencing
demons || devils.
Only humans will
normally have clericism as their sole class:
thus they are the only clerics with unlimited
advancement in level.
<UA: female drow have
unlimited advancement in level>
Clerics have
nearly as good a prospect of success in melee combat as
fighters (the
best in such situations). They move upwards in combat ability,
in -- steps consisting of three ability
levels.
Similarly they make saving
throws (q.v) against magical and poison attacks in like steps.
Clerics can
employ a fair number of magic items including: most potions;
clerical and "protection" scrolls;
most rings; some wands, rods, and
staves; many other magical items; and
all of the non-edged, non-pointed
magical weaponry. As they are able to
wear armor, clerics can employ all
forms of magic armor and magic shields,
too.
Q: Can neutral clerics turn or control undead?
A: Some campaigns
may allow neutral
clerics to control undead
whose alignment
matches the nonneutral component
of the
cleric's alignment, turning
all others (e.g., a
chaotic-neutral cleric could
control chaotic
undead and could turn others).
If the
cleric has a true-neutral
alignment, then
only true-neutral undead
are controlled;
all others are turned.
(136.52)
Shrine: When
a cleric achieves 8th level (Patriarch || Matriarch) he or she
automatically attracts followers if the
cleric establishes a place of worship
-- a building of not less than 2,000 square
feet in floor AREA with an altar,
shrine, chapel, etc. These followers are
fanatically loyal and serve without
pay so long as the cleric does not change
deities and/or alignment. These
followers number between 20 and 200 (2d10,
totaled, and multiplied by
10). In addition, there will be followers
who are men-at-arms (q.v.), and
your referee will relay the types and
numbers at the appropriate time.
Stronghold:
Upon reaching 9th level (High Priest or High Priestess), the cleric has
the
option of constructing a religious stronghold.
This fortified place must
contain a large temple, cathedral, or
church of not less than 2500 square
feet on the ground floor. It can be a
castle, a monastery, an abbey or the
like. It must be dedicated to the cleric's
deity (or deities). The cost of
construction
will be only one-half the usual for such a place because of
religious help. If the cleric then clears
the surrounding territory and
humans dwell in this AREA, there will
be a monthly revenue of 9 sp per inhabitant
from trade, taxation, and tithes.
Experience
Points |
Experience
Level |
8-Sided
Dice for Accumulated HP |
Level Title | Notes | THACO | SAVES | Proficiencies | NPC XP | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
- | 0 | - | - | - | 20n | 16.17.18.20.19 | ? | - | - | - | - | - | - | - | - |
- | 0 | - | - | - | 20n | ^ | ? | - | - | - | - | - | - | - | - |
0 ---- 1,501 | 1 | 1 | Acolyte | TURN | 20 | 10.13.14.16.15 | 2/3 | - | 1 | - | - | - | - | - | - |
1,501 ---- 3,000 | 2 | 2 | Adept | - | 20 | ^ | ^ | - | 2 | - | - | - | - | - | - |
3,001 ---- 6,000 | 3 | 3 | Priest | - | 20 | ^ | ^ | 215 (T1). 168, 153 (T3), 171 (T4) | 2 | 1 | - | - | - | - | - |
6,001 ---- 13,000 | 4 | 4 | Curate | - | 18 | 9.12.13.15.14 | ^ | 321, 243 (T3) | 3 | 2 | - | - | - | - | - |
13,0001 ---- 27,500 | 5 | 5 | Perfect (Prefect) | - | 18 | ^ | 3/4 | 770 (T1)
520, 520 (T3) |
3 | 3 | 1 | - | - | - | - |
27,501 ---- 55,000 | 6 | 6 | Canon | - | 18 | ^ | ^ | 796 (T1), 1072 (T2),
988 (T3), 635 (T4) |
3 | 3 | 2 | - | - | - | - |
55,001 ---- 110,000 | 7 | 7 | Lama | Make scrolls & potions | 16 | 7.10.11.13.12 | ^ | 1680 (T3.98) | 3 | 3 | 2 | 1 | - | - | - |
110,001 ---- 225,000 | 8 | 8 | Patriarch | Shrine | 16 | ^ | ^ | - | 3 | 3 | 3 | 2 | - | - | - |
225,001 ---- 450,000 | 9 | 9 | High Priest | Stronghold | 16 | ^ | 4/5 | 4392 (T3) | 4 | 4 | 3 | 2 | 1 | - | - |
450,001 ---- 675,000 | 10 | 9+2 | High Priest (10th level) | - | 14 | 6.9.10.12.11 | ^ | - | 4 | 4 | 3 | 3 | 2 | - | - |
675,001 ---- 900,000 | 11 | 9+4 | High Priest (11th level) | Make items | 14 | ^ | ^ | - | 5 | 4 | 4 | 3 | 2 | 1* | - |
900,001 ---- 1,125,000 | 12 | 9+6 | High Priest
(12th level) |
- | 14 | ^ | 5/6 | - | 6 | 5 | 5 | 3 | 3 | 2 | - |
1,125,000 ---- 1,350,000 | 13 | 9+8 | High Priest
(13th level) |
- | 12 | 5.8.9.11.10 | ^ | - | 6 | 6 | 6 | 4 | 2 | 2 | - |
1,350,001 ----1,575,000 | 14 | 9+10 | High Priest
(14th level) |
- | 12 | ^ | ^ | - | 6 | 6 | 6 | 5 | 3 | 2 | - |
1,575,001 ----1,800,000 | 15 | 9+12 | High Priest
(15th level) |
- | 12 | ^ | ^ | - | 7 | 7 | 7 | 5 | 4 | 2 | - |
1,800,001 ---- 2,025,000 | 16 | 9+14 | High Priest
(16th level) |
- | 10 | 4.7.8.10.9 | 6/7 | - | 7 | 7 | 7 | 6 | 5 | 3 | 1** |
2,025,001 ---- 2,250,000 | 17 | 9+16 | High Priest
(17th level) |
Craft clay golem (if LG) | 10 | ^ | ^ | - | 8 | 8 | 8 | 6 | 5 | 3 | 1 |
2,250,001 ---- 2,500,000 | 18 | 9+18 | High Priest
(18th level) |
- | 10 | ^ | ^ | - | 8 | 8 | 8 | 7 | 6 | 4 | 1 |
2,500,001 ---- 2,275,000 | 19 | 9+20 | High Priest
(19th level) |
- | 9 | 2.5.6.8.7 | ^ | - | 9 | 9 | 9 | 7 | 6 | 4 | 2 |
2,275,001 ---- 3,000,000 | 20 | 9+22 | High Priest
(20th level) |
- | ^ | ^ | 7/8 | - | 9 | 9 | 9 | 8 | 7 | 5 | 2 |
225,000 experience points per level for
each additional level beyond 11th. <>
<THACO and AC does not improve beyond
the 19th level>
Clerics gain 2 h.p. per level after the 9th.
*Usable only by clerics of 17 or greater
wisdom
**Usable only by clerics of 18 or greater
wisdom
SPELLS
USABLE BY CLASS AND LEVEL -- CLERICS
Cleric Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
1 | 1 | - | - | - | - | - | - |
2 | 2 | - | - | - | - | - | - |
3 | 2 | 1 | - | - | - | - | - |
4 | 3 | 2 | - | - | - | - | - |
5 | 3 | 3 | 1 | - | - | - | - |
6 | 3 | 3 | 2 | - | - | - | - |
7 | 3 | 3 | 2 | 1 | - | - | - |
8 | 3 | 3 | 3 | 2 | - | - | - |
9 | 4 | 4 | 3 | 2 | 1 | - | - |
10 | 4 | 4 | 3 | 3 | 2 | - | - |
11 | 5 | 4 | 4 | 3 | 2 | 1* | - |
12 | 6 | 5 | 5 | 3 | 3 | 2 | - |
13 | 6 | 6 | 6 | 4 | 2 | 2 | - |
14 | 6 | 6 | 6 | 5 | 3 | 2 | - |
15 | 7 | 7 | 7 | 5 | 4 | 2 | - |
16 | 7 | 7 | 7 | 6 | 5 | 3 | 1** |
17 | 8 | 8 | 8 | 6 | 5 | 3 | 1 |
18 | 8 | 8 | 8 | 7 | 6 | 4 | 1 |
19 | 9 | 9 | 9 | 7 | 6 | 4 | 2 |
20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 |
21 | 9 | 9 | 9 | 9 | 8 | 6 | 2 |
22 | 9 | 9 | 9 | 9 | 9 | 6 | 3 |
23 | 9 | 9 | 9 | 9 | 9 | 7 | 3 |
24 | 9 | 9 | 9 | 9 | 9 | 8 | 3 |
25 | 9 | 9 | 9 | 9 | 9 | 8 | 4 |
26 | 9 | 9 | 9 | 9 | 9 | 9 | 4 |
27 | 9 | 9 | 9 | 9 | 9 | 9 | 5 |
28 | 9 | 9 | 9 | 9 | 9 | 9 | 6 |
29 | 9 | 9 | 9 | 9 | 9 | 9 | 7 |
*Usable only by clerics of 17 or greater
wisdom
**Usable only by clerics of 18 or greater
wisdom
Q: How does one determine
which
spells a cleric can CAST?
A: A cleric always
has access to the full list
of clerical spells (limited,
of course, by that
character's level). Clerics
have no spell
books, and their spell
lists are not limited
as are magic-users'.
(153.6)
Q: How many spells
can my 124th level
cleric cast per day? The
spell
list only goes up to 29th
level.
A: A cleric gains
a seventh-level spell at
30th level, and another
seventh-level spell
at 31st level, giving the
cleric nine spells of
each level.
At 32nd level, the cleric
gains one each
first-, second-, and third-level
spell, giving
the cleric 10 first- to
third-level spells and
nine fourth- to seventh-level
spells.
At 33rd level, the cleric
gains one each
fourth-, fifth-, and sixth-level
spell, giving
the cleric 10 first- to
sixth-level spells and
nine seventh-level spells.
At 34th level, the cleric
gains a seventhlevel
spell, giving the cleric
10 spells of
each level.
When the cleric reaches
35th level, he
gains one each first-, second-,
and thirdlevel
spell, just like at 32nd
level. The
progression from 32nd to
34th level continues
to repeat itself thereafter.
You will have to work out
the spell list
for your 124th-level cleric
yourself. It may
be easier just to start
a new character.
(145.12)
AT A GLANCE:
Clerics are those individuals capable
of directing energies deriving from particular entities known properly
as Powers, though often referred to as deities or gods.
All clerics belong to faiths which venerate
these Powers and advocate their aims and goals.
ELMINSTER'S
NOTES:
The Realms tend to be in generally tolerant
of all faiths, such that in larger cities there are "temple districts"
of various faiths of dissimilar alignments and goals existing side-by-side.
Faiths and temples maintain varying levels
of influence in the local government, and only in a few cases is there
a "state religion."
One such example is the island-nation
of Lantan, whose strange inhabitants are
almost all worshipers of Gond.
Even so, there are shrines to other deities
on Lantan, though they exist primarily to serve foreign visitors.
Clerics tend to be divided into two groups
within their faith, though members of one group easily and often cross
into the other group.
"Hierarchy" clerics are those which are
usually tied down to a specific location, such as a temple, shrine, or
monastery, and work primarily to the good of that location and iits community.
"Mission" clerics are "at-large" agents
entrusted to wander the length and breadth of the Realms spreading the
basic tenets and beliefs of the organization.
Many of the clerics found in Adventuring
Parties, or working alongside merchant or mercenary
companies are "mission" clerics.
Again, the line is a fuzzy one, such that
a cleric who has spent his life in the "hierarchy" may suddenly decide,
for the good of his order, to engage in a quest for an artifact, and gather
a group of like-minded adventurers, and set off as a "mission" cleric.
<> <relic?>
Similarly, a cleric who has spent her
life in adventuring companies, tithing a large part of her earning to setting
up shrines for the Powers, may determine to retire (or semi-retire) to
a temple to use the experience gained to teach others, and enter the hierarchy
in that fashion.
Most faiths are fairly loose on such restrictions, only requiring that a cleric seeking to leave his or her hierarchy get the approval of a superior (or of the Power being venerated, if the cleric is of Patriarch/Matriarch level) before joining or leaving the hierarchy.
In a similar fashion, there is no required
"dress" or raiment for a cleric outside of the raiment required for ceremonies.
In general, clerics dress in the colorsof
their order (which are usu. those of their holy
symbol) and wear some clearly-obvious symbol of their faith on their
person.
A cleric of Tymora
will tend towards greys, and wear a
silver disk either on a neck-chain or in a setting on the forehead,
while a worshiper of Tempus will wear helms
(or metal skullcaps) and display his symbol
(the blood-red sword on
a crimson field) on his or her shield.
GAME INFORMATION:
Clerics in the FR
are as presented in the
PH, with those limitations
as to armor and weapons which may be used.
While certain restrictions may be lifted
in particular cases at a future date, the cleric of the FR is limited to
plate
mail and weapons which do not draw blood.
richardstincer wrote:
Gary, a druid of early ADandD
1st edit. is the only adventurer-class profession that is required
to have the TN-alignment.
Why were nondruid general
clerics not allowed to have the TN-alignment? Is it because TN is not a
divine enough alignment for a nondruid cleric to have?
Well...
Considering that the entities served by the Evil clergy are far from divine, I wouldn't say that the deities of the druid class are not more divine than demons and devils, but...
The general concept conveyed by the admonition regarding the ecclesiastical servants of the Neutral alignment position is this: In the fantasy milieu, only the druid class adheres to the precepts of this alignment. thus only druids, not other sorts of clerics can claim this alignment.
In short, if a cleric is truly neutral, he is per se a druid.
Cheers,
Gary
---------------------------------------------------------------------------
Well Greg...
Glad you are having fin with some OAD&D:)
The Cleric is not as good
a combatant as a fighter, spells are not as manifold and potent as those
of a Magic-User, have limited magic items to gain, so those are the downside.
Also, one must indeed be
careful of all actions or risk getting in hot water with one's deity.
Cheers,
Gary
richardstincer wrote:
Gary Gygax, in the nondruid
cleric class description of the ADandD 1st edit.
PHB
for 1987, does it say that the nondruid cleric can be dedicated to one
or more deities?
If that is the wording used,
should the deities be from the same pantheon or can they be from different
pantheons? As an example, can my human male PC nondruid cleric be a cleric
of three or more different deities who come from different campaigns?
To put it plainly, clerics
are dedicated to a specific deity of a pantheon, or to a single pantheon.
A cleric of Thoth would certainly be reverant
to all the other deities of the Egyptian
Pantheon and might, for example, offer incense to a non-Egyptian deity
that was similar to Thoth. however, the individual would be a priest of
thoth and no other deity.
If a cleric of multiple deities,
it would be those associated tigether.
Using the above example,
the priest might be one of Thoth and Maat.
another example would be one of Osiris
and Anubis, a priestess of Isis
and Nepthys.
Cheers,
Gary
Anonymous wrote:
thanks, Gary, i think i
understand it. If i am a cleric of more than one deity, it should be two
or more deities from the same pantheon. I cannot be a cleric of: one Greek
deity, one Finnish deity, one Celtic deity, one ForgottenRealms deity,
one Lankhmar deity, one Greyhawk deity, and one DragonLance deity--am I
correct?
Correct indeed!
Furthermore, the cleric of multiple deities is always one that serves associated deities as indicated as such in the pantheon or logically so according to the GM of the campaign.
cheers,
Gary
livewirerc wrote:
Antoher interesting thing to look at is that since clerics regularly commune with their dieties, they seem to have a higher "lightning rod" (for good or for ill) for divine interference than many others around them. I'd think that a cleric serving multiple un-related dieties would have to walk a very straight and narrow road in order to please them all simultaneously, if they could even do so at all. Of course, a cleric displeasing a diety could spell doom for said cleric, so be very careful which gods you serve...
Jason
A cleric might actually
serve the 12 Olympians, but as you note the demands would be taxng in the
extreme.
More likely one might serve
the Numinia or the Titans.
There were a number of deities worshipped in triads, though, so that is a likelihood for the case of multiple deities being served by a cleric.
Cheers,
Gayr
I appreciate the kind wishes
for my birthday anniversary:)
As for serving deities from two or more pantheons, that's not likely, unless it happened to be the same deity under a different name in the disparate pantheons.
Cheers,
Gary
Greg Ellis wrote:
Quote:
unless it happened to be
the same deity under a different name in the disparate pantheons.
That could make for an interesting campaign.
The general populace has no idea, perhaps even the ruling nobles are ignorant.
But certain parties within the various religious organizations at least suspect that there are a lot fewer gawds than it seems.
Imagine a gawd of war rallying an entire kingdom to wage war on his counterpart in another culture who just happens to be... himself!
The Greeks went to a lot
of trouble to match up their deities with those of the Egyptians, and of
course the Romans made their deities and those of the Greeks virtually
one and the same.
Cheers,
Gary
phasedoor wrote:
GreyHawk DM Gary
For ADandD 1st edit. from 1977-1988 with the GreyHawk campaign: as a cleric of Fharlanghn, can a PC cleric be a 1st level TN-alignment nondruid cleric and reach a maximum of 7th level? What symbol does a TN-alignment nondruid cleric of Fharlangn carry?
Is Fharlanghn a True Neutral
deity? If so, then the obvious answer is "yes." However, if he is not such
a deity the cleric in question can not be ordained to serve Fharlanghen.
Cheers,
Gary
Ciao Antonio,
Glad you are enjoying the OAD&D books!
The original reason for allowing clerics blunt weapons only was one of game balance, and I used Bishop Odo of Normandy as the exemplar--no shedding of blood.
As the AD&D game developed, the cleric became less of a spell-casting fighter, and so by the time UA was published there was no reason for concern about balance between classes if clerics could use edged weapons.
That's it in a nutshell;)
Cheerio,
Gary
Originally posted by johnsemlak
2. One of the primary limitations
to the cleric class or related classes has been the prohibition of edged
weopons. This was based, to my knowledge, upon the prohibition among medieval
priests against spilling Christian blood (I don't think they had a problem
with spilling infidel blood). I believe the Pope Julius was known to charge
into battle with mace and beat opponents to death.
However, did you ever feel it was a bit unrealistic to extend this to all priests, including evil priests, not to mention the general concept that it was/is ok for a priest to bash an opponent to death (somehow without spilling blood) but not to use edged weopons?
2. In seeking clear class
distinctions I did indeed proscribe m-us from the use of the sword, and
clerics too. This made the archetypes distinct, balanced the character
classes, and worked well enough for game purposes, methinks.
As for unrealistic, heh! Let's talk about magic and monsters in that term... Actually, when initially writing the cleric class, I did not contemplate much interest in PCs of evil sort. Of course I often had my evil cleric NPCs using proscribed weapons, so I am not all bunched up about changes in the matter--save for game balance. If something new is allowed, then some compensating restriction is likely in order.
Gary
Quote:
Originally Posted by mistere29
How often did you adventure
with a cleric in the party. I ask because some players seem to think that
all adventures are designed so that the cleric's powers are absoutley neccessary.
Usally there is a npc cleric in every group if players don't like the class.
Generally the parties I
DMed had one or more clerics, or at least a Paladin PC able to use some
cleric spells.
My son Ernie's PC, Serten,
got to be a fairly high level cleric.
When I was playing I usually
took along my own cleric, Rigby, sometimes playing him as my main PC and
not merely a tag-along henchman.
To me playing a cleric is
more enhoyable that playing a straight fighter,
Cheers,
Gary
Quote:
Originally Posted by sluggo
the sleazebag
Hello Gary...
I have a class question for you. Do you think a cleric's presence is absolutely essential to the long-term survival of a party? In the absence of a divine caster, potions of healing are the old standby (as are frequent trips to nearby city's cleric for healing/remove disease), but is it really enough? I ask this because I usually feel obligated to play the cleric when no one else wants the job, simply to keep things running smoothly, I suppose.
Am I worried too much about survival?
Sincerely,
Sluggo
Hoi Sluggo!
Gotta love that nick--Sluggo in Little Lulu comics was a favorite of mine as a boy. anyway...
The absolute need for a cleric
in the adventuring party depends on the campaign.
In mine, where there are
plenty of undead, the players knew all too well there was a need for a
cleric in a large expedition where the PCs couldn't sue magical means to
depart when faced with a situation that was likely to bring some unpleasant
results.
When small parties adventured--well stocked with potions of healing and extra-healing--often no cleric would be present, for the members were high level and had a lot of magical goodies to cover them in crises. for example, Mordenkainen and Bigby would teleport away in a pinch.
What you might want to do
is play another sort of character that you enjoy, forget being the minder
for the group, and see how things turn out.
If lack of a cleric in the
party causes difficulties, then go back to the class if you like,but be
sure to get extra rewards for the services of that needed PC
Cheers,
Gary
Quote:
Originally Posted by JamesM
Gary,
Perhaps you can shed some light on what you see as the quintessential differences between the cleric and the paladin. Somewhere or other you once stated that the cleric was modeled on religious knights from the Middle Ages, like the Templars and Hospitallers, (correct me if I'm mistaken) but the level titles for the class -- not to mention how it was portrayed in published materials -- suggest that it was more priest than knight. Paladins seem to be the opposite side of the coin, more knight than priest but still with a touch of both.
Is this correct? I ask mostly because, nowadays especially, there seems to be a strange dislike for both the cleric and the paladin classes and it's sometimes argued that either they're redundant of one another or somehow inappropriate to D&D. Obviously, I disagree on both counts, but I'd be interested in knowing what you imagined when you added both into the game.
Thanks.
Actually the cleric was
based losely on Bishop Odo, brother of Duke William of Normandy, the fictitional
Friar Tuck, and a religious proscription against the shedding of blood.
The paladin was likewise loosely drawn from the Paladins of Charlemagne and the Code of Chivalry.
Changes in both archetypes
were mandated by the game system for which they were designed.
As they two are quite different
archetypes, criticism of these classes on grounds of similarity is fatuois.
The purpose of each class
in the campaign milieu is quite different.
Cheers,
Gary
Quote:
Originally Posted by JamesM
That's interesting; I don't
believe I've ever heard mention of the Odo of Bayeaux connection. It makes
sense in retrospect, although Odo doesn't have the best reputation historically,
being something of a schemer, even against his own kin.
I take it then, from published sources such as Greyhawk materials, that you envisioned clerics (the character class) working as priests as well as semi-warriors? Hommlet, for example, is serviced by clerics at its temple to St. Cuthbert. I presume this means you saw no need for a non-cleric "priest" class or something similar?
As far as I am concerned
the terms cleric and priest are interchangable for the AD&D
class.
Consider many of the spells
available to the cleric--clearly meant to provide for the general population.
As a matter of fact in more
recent times I have reconsidered the role of the cleric in a fantasy milieu
with active deities.
The ecclesiastics are much
undervalued in most FPPG systems.
They should be as prevalent
and iat least as nfluential as were the churchmen in early medieval Europe.
Not only do they guarantee
much in regards social continuity, teaching, community health, weather,
husbandry, and agriculture;
but they provide a working
link to higher powers that interact with humanity regularly and often not
benignly save through their good offices.
If you happen to see my book,
Living
Fantasy, have a look at what I have to say about the rile of clerics
therein.
Quote:
Originally Posted by JamesM
I assumed that was your
intention. I ask mostly because there are some differences between the
D&D cleric archetype and the more usual priestly one, specifically
the combat puissance of the cleric.
....
Remember that I modeled
the cleric class on Bishop Odo and Friar Tuck...both able combatants
Cheerio,
Gary
(PCR)
PLAYER NAME:
CAMPAIGN:
DATE CHARACTER BEGAN:
#:
CHARACTER NAME:
CLASS:
LEVEL:
RACE:
ALIGNMENT:
PATRON DEITY:
RELIGION:
PLACE OF ORIGIN:
CHARACTER SKETCH:
MOVE RATE:
CONCEALED:
CLIMBING:
SPECIAL MOVE:
SECONDARY SKILL:
VISION:
LISTENING:
STRENGTH:
%:
HIT ADJ.:
DAM. ADJ:
OPEN DOORS:
BEND BARS:
INTELLIGENCE:
ADD. LANG:
% KNOW SPELL:
MIN. # SPELLS:
MAX. # SPELLS:
WISDOM:
MAGICAL ATK. ADJ.:
SPELL BONUS:
% OF SPELL FAILURE:
DEXTERITY:
REACTION ADJ.:
MISSILE ADJ.:
DEFENSE ADJ.:
CONSTITUTION:
HIT POINT ADJ.:
SYSTEM SHOCK:
RESURRECT SURVIVAL:
CHARISMA:
MAX. # HENCHMEN:
LOYALTY BASE:
REACTION ADJ.:
SAVING THROW ADJUSTMENTS
+/-, CONDITION:
+/-, CONDITION:
+/-, CONDITION:
+/-, CONDITION:
+/-, CONDITION:
+/-, CONDITION:
SAVING THROWS
PARALYZATION/POISON:
PETRIFICATION/POLYMORPH:
ROD, STAFF, OR WAND:
BREATH WEAPON:
SPELLS:
RESISTANCES:
DETECTION:
LANGUAGES:
PSIONICS
ATK. STR.:
DEF. STR.:
MAJOR DISCIPLINES:
MINOR DISCIPLINES:
*COMBAT*
AC:
ARMOR WORN:
AC BASE:
CONDITION OF ARMOR:
DEX ADJ.:
+
MAGICAL. ADJ.:
SHIELDLESS AC:
REAR AC:
HIT POINTS
CONST. ADJ.:
HIT DIE TYPE:
SPECIAL ADJUSTMENTS:
WOUNDS:
SURPRISE:
DEX. ADJUST.:
REAR ATTACKS ADJ.:
REAR ATTACKS ADJ.:
WEAPONS OF PROFICIENCY
NUMBER:
NON-PROFICIENCY
PENALTY:
COMBAT ADJUSTMENTS
TOTALS
"TO HIT" ADJ.:
DAMAGE ADJ.:
+/-, CONDITION:
+/-, CONDITION:
+/-, CONDITION:
+/-, CONDITION:
+/-, CONDITION:
+/-, CONDITION:
WEAPON IN HAND:
WEAPON:
MAG. ADJ.:
SPACE REQUIRED/RANGE:
SPEED:
10:
9:
8:
7:
6:
5:
4:
3:
2:
DAMAGE VS. SIZE
S-M/L:
WEAPON:
MAG. ADJ.:
SPACE REQUIRED/RANGE:
SPEED:
10:
9:
8:
7:
6:
5:
4:
3:
2:
DAMAGE VS. SIZE
S-M/L:
WEAPON:
MAG. ADJ.:
SPACE REQUIRED/RANGE:
SPEED:
10:
9:
8:
7:
6:
5:
4:
3:
2:
DAMAGE VS. SIZE
S-M/L:
WEAPON:
MAG. ADJ.:
SPACE REQUIRED/RANGE:
SPEED:
10:
9:
8:
7:
6:
5:
4:
3:
2:
DAMAGE VS. SIZE
S-M/L:
WEAPON:
MAG. ADJ.:
SPACE REQUIRED/RANGE:
SPEED:
10:
9:
8:
7:
6:
5:
4:
3:
2:
DAMAGE VS. SIZE
S-M/L:
WEAPON:
MAG. ADJ.:
SPACE REQUIRED/RANGE:
SPEED:
10:
9:
8:
7:
6:
5:
4:
3:
2:
DAMAGE VS. SIZE
S-M/L:
WEAPONLESS COMBAT
PUMMELING
ATTACK ADJ.:
DAMAGE ADJ.:
DEFENSE ADJ.:
GRAPPLING
ATTACK ADJ.:
DAMAGE ADJ.:
DEFENSE ADJ.:
OVERBEARING
PUMMELING
ATTACK ADJ.:
DAMAGE ADJ.:
DEFENSE ADJ.:
MORALE MODIFIER:
PARISH:
HOLY SYMBOL:
TITHINGS %:
STATUS IN CHURCH:
CHURCH'S INFLUENCE:
SPECIAL ABILITIES:
MAGIC COMPONENTS:
SPELLS KNOWN
SPELLS ACQUIRED
PER LEVEL
1ST:
2ND:
3RD:
4TH:
5TH:
6TH:
7TH:
TURNING UNDEAD
SKELETON:
ZOMBIE:
GHOUL:
SHADOW:
WIGHT:
GHAST:
WRAITH:
MUMMY:
SPECTRE:
VAMPIRE:
GHOST:
LICH:
SPECIAL:
POSSESSIONS
LEFT SIDE
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
CENTER OR BACK
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
RIGHT SIDE
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ITEM: (location)
(weight)
ENCUMBRANCE
STR. ADJ.:
LOAD VS. MOVE RATE
NORMAL = 1:
HEAVY = 3/4:
LOADED = 1/2:
MAXIMUM = 1/4:
TOTAL WEIGHT CARRIED:
PROVISIONS
SUPPLY:
USED:
WATER
SUPPLY:
USED:
CARRYING CAPACITY
CONTAINER: (max.
vol.) (load)
CONTAINER: (max.
vol.) (load)
CONTAINER: (max.
vol.) (load)
CONTAINER: (max.
vol.) (load)
MAGIC ITEMS:
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
MAGIC ITEM:
WEALTH
TOTAL WEIGHT:
TOTAL VALUE:
COPPER:
SILVER:
ELECTRUM:
GOLD:
PLATINUM:
GEMS:
JEWELS:
MISCELLANEOUS:
EXPERIENCE POINTS
NEXT LEVEL GOAL:
TREASURE:
COMBAT:
OTHER:
+%:
TOTAL:
DEBTS OWED/OBLIGATIONS:
DESCRIPTION
AGE:
APPARENT AGE:
UNNATURAL AGING:
COLOR OF
HAIR:
EYES:
SEX:
WEIGHT:
HEIGHT:
SOCIAL CLASS (if
any):
STANDING (if any):
WEAKNESSES/FEAR:
HATREDS/FOES:
DESIRES/LOVES:
GENERAL APPEARANCE:
DISTINGUISHING MARKS:
MANNERISMS:
COMPATRIOTS (Followers/Hirelings -- Associates/Relatives)
#:
NAME:
CLASS:
LEVEL:
RACE:
NOTE:
#:
NAME:
CLASS:
LEVEL:
RACE:
NOTE:
#:
NAME:
CLASS:
LEVEL:
RACE:
NOTE:
#:
NAME:
CLASS:
LEVEL:
RACE:
NOTE:
#:
NAME:
CLASS:
LEVEL:
RACE:
NOTE:
#:
NAME:
CLASS:
LEVEL:
RACE:
NOTE:
LOCALES FREQUENTED/RESIDENCE:
LOCATION:
TIME/CONDITION:
DETAILS:
LOCATION:
TIME/CONDITION:
DETAILS:
RESIDENCE:
LOCATION:
DETAILS:
NOTES:
WILL
I <> do
hereby <>
<note: try to find the creator's Name, to credit him -- he has done
this for other classes as well -- good job!>
1. SUBCLASS = n/a
2. SOCIAL CLASS MINIMUM = UMC (36: MMC)
3. ABILITY SCORE MINIMUMS
STRENGTH
= 6 (7d6)
INTELLIGENCE = 6 (4d6)
WISDOM = 9:16 (9d6)
DEXTERITY = 3 (5d6)
CONSTITUTION = 6 (8d6)
CHARISMA = 6 (6d6)
COMELINESS = 3 (3d6)
4. POSSIBLE RACES & MAX. LEVEL ATTAINABLE
= gray dwarf (8+), hill dwarf (8+),
mountain dwarf (8+), dark elf (male: 4+)
(female: U), gray elf (7+),
high elf (7+), valley elf (7+),
wood elf (7+), deep gnome (7+),
surface gnome (7+), half-elf (5+),
halfling (4+), half-orc (4+),
human (U) <>
5. MULTI-CLASS POSSIBILITIES = CF, CR,
CM, CI, CT, CA, CFM, CFT, CMT
6. HIT DIE TYPE = d8
7. MAX. NUMBER OF HIT DICE = 9
8. SPELL ABILITY = yes
9. ARMOR PERMITTED = any
10. SHIELD PERMITTED = any
11. WEAPONS PERMITTED = club,
flail, hammer, mace, staff,
lasso,
sap,
staff
sling
Q:
Why don't clerics have any missile weapons?
Couldn't
they use blunt arrows?
A:
Clerics now have several missile weapons available to them; see UA,
page 13. <several? UA only seems to have added the staff-sling>
Arrows,
blunt-tipped or not, are officially off-limits to clerics in the AD&D
game.
<According
to A0, clerics can use slings>
(136.52)
Q.
Could a cleric use a dagger to cut a
rope
or something similar and not
break
the class restrictions/religious
beliefs?
A.
The restrictions on a cleric using
edged
weapons apply only in combat.
No penalty
should be applied for
using
a knife for everyday, non-violent
functions.
Of course, if a good
cleric
were to cut a rope from which
someone
were dangling, he
should
have good reasons for
doing
so.....
(Imagine
#18)
12. OIL PERMITTED = yes
13. POISON PERMITTED = only if evil
14. ALIGNMENT = any (deities: LG,
LN,
LE,
NG,
N,
NE,
CG,
CN,
CE)
15. STARTING MONEY = 30-180 gp
16. WEAPON PROFICIENCIES = 2, 1 per 4
levels (1st: 2, 5th: 3, 9th: 4, 13th: 5, 17th: 6, 21st: 7, 25th: 8, 29th:
9)
17. NON-PROFICIENCY PENALTY = -3
18. NON-WEAPON
PROFICIENCIES = 3, 1 per 4 levels (1st: 3, 5th: 4, 9th: 5, 13th: 6,
17th: 7, 21st: 8, 25th: 9, 29th: 10)
19. STARTING
AGE = dwarf (250+2d20: old),
elf
(500+10d10:
mature||
middle),
gnome
(300+3d12: middle),
half-elf
(40+d4: mature),
halfling
(<?>),
half-orc
(20+d4: mature)
20. COMBAT = C
21. SAVING THROWS = C
22. MAGIC ITEMS = C