The Cleric

ADD03 Cleric with Mace

SUMMARY: THE CLERIC (REF1)
 

  • Min. WIS = 9 (13 for multiclassed 1/2 elf)
  • If WIS is greater than 15, +10% XP
  • Any alignment except true neutral <(UA: any alignment)>
  • Cannot use edged or pointed weapons
  • Turn undead
  • Can use most potions, clerical and protection scrolls, most rings, some rods, wands, and staves, and some other magic items.
  • Can employ any non-edged, non-pointed magical weapon, and can use all magical armors and shields.
  • Upon becoming 8th level, attracts followers.
  • Upon becoming 9th level, stronghold possible.

  •  

     
     
     
     
     
     
     
     
     
     
     
     
     
     
     

    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.

    CLERICS TABLE I
    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

    Bonus Spells +
     

    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)
     

    ADD13 Female Cleric (Citadel)
     
     



     
     

    Clerics

    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