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Cleric
In the
world of Everlynn Clerics are seen as well aligned and religious people who have
faith in the pantheon and Deities that watch over Everlynn. In some junction the
Clerical faith does not believe in a Light or Dark though many misinterpret that
Clerics are divided by good an evil. The Pantheon is maintained as a balance and
even though a deity may represent as evil or good with out the pantheon
retaining good or evil there would be no order or chaos thing would be random.
However though there are different followers some good, some evil, and some
neutral they are all worshippers of their god and retain very similar abilities
base on their deity. Clerics spend their time focusing on their faith learning
of their deity and their deities powers which also aid in their ability to
perform certain actions and Clerical Power base on their alignment and deity.
Though Clerics do not all have the same ability they do have common abilities
from their teachings and are able to use clerical spells base on their deity’s
domain over their magic though not all Clerics will have access to spell like
abilities but some unique powers depending on whom they worship.
Benefits>
These are basic Abilities you know of easily from your novice training when
learning to become a Cleric. Some are set specifically for your profession as
abilities you may know and how to use. Though they are rarely powerful skills
they are useful skills that will assist you in your travels as an Adventurer in
the world of Everlynn.
Rise
from they Grave>
Only those of Clerical Powers can raise a player or target from the dead.
However the target must have been dead with in recent time and not a death long
ago. For Examples to Raise a Dead Character with in a time limit a person just
dead in an adventure should be brought back or at the end of the Quest they
would suffer what is on the Death Page. No Cleric of any order can bring back
something long dead since it would be seen as heresy unless they follow the
order of Cain or Kudos.
Turn
Dead> A Cleric of
Good Alignment can turn dead and banish them back to their grave or send them
away from his site. The Cleric of good alignment must make a Spirit Roll d20 and
score under their Spirit to turn a target undead away. However the strength a
Cleric has in banishing or turning dead is based on the target’s spirit and
since undead do not have a high spirit most can be turned unless stronger than
the cleric. Only Half Vampires and Vampires are immune to the Turn Undead
ability. Also Criticals are reverse in this ability roll where a 1 is a Crit
Fail it is an automatic success and a 20 is a Crit Success it is an automatic
fail for the good Cleric.
Animated
Dead> Dark Aligned
Clerics can raise undead Zombies to come to their aid as well as communicate
with the Vampire Race and Undead race. A Dark Aligned Cleric can raise only a
certain amount of Zombies equal to half their Spirit Attribute rounded down. For
Attributes of the Cleric’s Zombies they have but 25% Hp of that of the
Cleric’s Max Hp, -2 Power, -2 Reflex, -6 Mind, -8 Spirit, and has Zero Social
compared to the Clerics Attributes. They also deal 2d4 Scratch Damage, 3d6 Bite
Damage, they can grapple just like the Cleric, and a 2d4 rnd Poison bile that
they can shoot from their mouth up to 10ft.. Many good align Clerics see this as
sacrilege to the spirit and body of the deceased but to the Dark Aligned it is
being in communication of those long dead.
Neutral
Aligned> Those
that are neutral can use either ability but must understand that each represents
a Light and Dark Power. The Difficulty of achieving these prayers rises the
Difficulty +2 when the Neutral attempts to use either or the other. Also because
they can use either sides abilities this difficulty of +2 applies to every
ability a Cleric of neutral position attempts. Also a Neutral Cleric can only
learn three spells instead of the five from their deity’s domain of Magic or
Power.
Abilities>
Cleric Abilities range from what type of alignment they are and whom their
chosen deity is granting them a balance of clerical and magical powers. Once
they have chosen their deity they may not learn from another deity and if they
change faith they loose access to that deity’s spells as well as the ones they
have. Though neutral Clerics seem to have better access of Clerical powers they
do how ever have it tougher. When a Cleric does something to change their
alignment or worships a deity other than their own they must seek atonement by
doing what is needed of their alignment and good. Till that point of time the
Cleric is powerless till they regain the favor of their god. Neutral Clerics are
also the only ones who can learn from two deities however they must maintain
faith between both or loose favor from both if either one is not satisfied with
them and the other would notice this and be concern of their power as well
making neutral Clerics hard to portray and play.
Healing
Touch> By praying
to their deity for Healing only a light align Cleric can heal her parties
wounds. This restores 2d6 +Spirit as Hp restored to the party and can also heal
one Status Effect if one of the Cleric’s allies is affected by an abnormality.
Cost>
20 Exp
Harmful
Touch> This
ability can only be used by Dark aligned Clerics and causes a target severe
pain. His hand holds out fourth a ghostly skull and through his prayer he
summons a spirit in pain to infest the soul of his enemy. This deals 2d4 +
Spirit worth of Damage to the target and also the Target must make a Spirit
Check vs. the Dark Clerics roll to avoid suffering a -1 to all action for the
remainder of battle.
Cost>
30 Exp
Raise
Dead> There are
two functions for this ability depending on the Clerics alignment. For that Good
Aligned the ability allows them to make a Prayer Roll Difficulty 12 and if
successful raises an ally back to full D.Hp and Hp. The other allows a Dark
Aligned Cleric to raise an ally or target as a Animated ghoul that retains all
the powers and abilities of the person’s past form with the handicap of the a
Zombie’s Attribute and has 75% of its Max Hp, -2 Power, -2 Reflex, -6 Mind, -8
Spirit, and has Zero Social with a -1 to Movement. The ability lasts for the day
and a Dark Cleric can only raise one of these once a day.
Cost>
40 Exp
PPD>
Prayer per Day can be increase with this ability increasing the amount of
Prayers a Cleric can do each day. This gives +1 more Prayer that can be added to
your base Prayer which is your Spirit Attribute. Having more prayers at times
can be useful and appropriate for your character’s development.
Cost>
30 Exp
Exorcism>
The Cleric is bale to banish spirits or demons that have possessed a vessel or
an object. The Cleric makes a Spirit Roll and must score under their Spirit to
perform the Exorcism correctly. The Demon or Spirit must then make a Spirit Roll
Difficulty base on the Spirit of the Cleric or be banished from the area.
Cost>
30 Exp
Banishment>
A Cleric of any order can banish spirits and demons by blessing an area equal to
their Spirit in Movement. A Movement is 5ft if a Spirit of 10 is 50ft then from
the area around the Cleric the Demon or Spirit must be 55ft feet away or else be
Banished and return to the realm of their origin. This also works like a Bane to
keep Undead, Spirits, and Demons away from the Cleric. This lasts for about
hours equal to the Spirit of the Cleric.
Cost>
40 Exp
<Note>
The following Section are Cleric Deity Spells that a Cleric can choose by
learning that Deity’s domain of Magic. Each Deity is different and only
certain Deities can give spells others give abilities to the Cleric that they
can use. These prayer like spells are cast like a prayer and must beat the
Difficulty of 10.
Serenade
of Setsuna> These
prayers are spell like and allow the Dark Cleric to learn from the Magus Spell
Domain. They may choose five spells from this domain and must meet the
requirement of spells in order to obtain them if it applies any requirements.
This also allows the ability to Smite
Good equal to the amount of Spirit they have each day. This Smite Good
ability deals a +10 Damage to those the Cleric find Evil.
Cost>
100 Exp
Sonnet
of Illumina> These
prayers are spell like and allow a good align cleric to learn five spells from
the Way Lighter magic domain. If any requirements are shown the Cleric must
fulfill those requirements before choosing the spells. Also Clerics of this
faith get the Smite Evil ability that
deals +10 Damage to those who are considered Evil.
Cost>
100 Exp
Pale
of Fiora> Learning
from the domain of Sorcery magic Fiora grants to her Clerics her power of fire.
They may choose five of these spells as long as any requirement is reached. They
also gain the ability to Smite Aquatic
and deal +10 to any who are tied with Water and Ice such as Aquamancers and
Water creatures.
Cost> 100 Exp
Unda
Siren> Unda
teaches her disciples to respect the waters of the world since from these waters
life was brought. Disciples of Unda can cast a prayer to give direction at open
waters and Unda will guide them to the right and safest direction. They may also
learn from the Aquamancer domain five spells as well as gain the ability Smite Fire and cause harm to those of the Sorcery domain and any
Fire base creature.
Cost>
100 Exp
Call
of the Winds>
Windia teaches much to respect the air we breath and those blessed with flight.
Her disciples can grow wings and fly as if they were Avian. She also teaches
them the ability to learn from the Wizardry domain five spells of their choosing
as long as all requirements are met.
Cost>
100 Exp
Earth
Mother> Rudridia
shows much of respecting the earth and caring for the planet. She teaches those
of the earth her might and its fury. Those followers of Rudridia can summon a
Lesser Golem as their protector It has 100Hp and equal to the attributes of the
Cleric as well can lift twice its own strength and is of stone so has 30% Armor.
Since it is a construct abnormal status does not inflict it. Also her children
may learn five spells from the Geomancer domain as long as they reach the
requirements of a spell. Also this Golem can only be summoned once per day and
if the Golem dies the Cleric cannot summon another till the following day.
Cost>
100 Exp
Force
of Jenia>
“Summon fourth my madness and call fourth my Force. From you I ask to be my
sword and shield to those spirits in need or use them to your own discretion.
Respect me for angry I am stricken with Madness and Force to this I give my
children.” So are the words in scriptures of those followers of Jenia. They
can gain access of five spells of the Trickster or Enforcer spell domain. Also
any Incorporeal that stands in the way of a Cleric will be smashed by Smite
Incorporeal transferring the Clerics weapon or power to harm an incorporeal
being that harms them.
Cost>
100 Exp
Time
of Ages> Those who
worship Celestine the God of the outside world can learn to manipulate space.
This grants two abilities to his Clerics the ability to Warp Space and Unlimited
times of teleportation in an instant. When the Cleric Warps Space they can
vanish from sight and move to a location double their movement and appear there
as long as it is visible to them with no difficulty. Unlimited Teleportation is
similar to the spell Teleportation except the Cleric can instantly appear and
disappear to visible locations equal to their movement however when under stress
or combat this ability cannot be used since clerics are taught that the
slightest miscalculation could be their death.
Cost>
100 Exp
Gyro
Nexus> Followers
of Nexus having strong faith in the force called gravity and many scholars of
the knowledge of gravity and the rotation of the world around the sun are
Clerics. These Clerics bring this wisdom to people to educate them of how small
their world is compare to the outside world. Followers are able to summon the
Force Gravity as a prayer causing target to make a E.Resist Difficulty base on
their Spirit or fall to the ground as if paralyzed for 2d4 rounds. Also Clerics
of this faith can levitate objects or themselves instantaneously and
hover15-30ft off the surface. For these Clerics falling is not a problem but a
Cleric of Nexus can only levitate equal to their spirit a day.
Cost>100 Exp
Strata
Image> Followers
of another outer realm deity Clerics follow Strata the Goddess who maintains
devastating winds and the Barrier that protect Everlynn. The knowledge from her
is of Star Rock and Debris that has fallen from the heavens. This knowledge
shows Clerics of Strata how to forge star metal onto armor and weapons giving
them +4 to forge when using star metal. Also they are able to once a day create Strata’s Barrier an impenetrable barrier that a Strata Cleric can
pray for and creates a Barrier that is impenetrable to any form of attack equal
to their spirit to rounds/ hrs. this can also contain an object with in it
equivalent to 4x the Clerics height.
Cost>
100 Exp
Spirit
Bound> Clerics
with faith in Gaia and Geo gain the ability to be Planet touched able to
communicate with all life in the planet regardless of the race or creature. Also
they are protectors of Everlynn and will fight to the death for their world and
if ceases to exist then all life ceases to exist. This faith grants to them
three spells from the domain of Geomancer and Druid as well as Smite
by the Planet to those who would ever dare harm the Everlynn and that which
resides on and in the Everlynn dealing +10 more damage and can be done equal to
their spirit per day.
Cost>
100 Exp
Druidia>
A faith followed by Clerics of the seasons and Druids this faith is in
preserving the seasons and learning the knowledge each season has. Seasons
affect the environment and nature of all living things. This study by druids and
faith that protects the season grants many things to the goddesses followers.
Those of Clerical power may learn one
spell from Sorcery, Aquamancer, Geomancer, and Druid domains. As well as learn
the skill to Smite for Nature on
those who would harm nature dealing +10 damage and can be done equal to the
Clerics spirit per day.
Cost>
100 Exp
Faith
and Justice> Those
that follow Diana and young Renard’s example of good faith and justice follow
these deities. Through Justice comes the correction of injustice and with strong
faith for thy religion one can overcome non-believers and reach a place of
Nirvana. Follower such as Clerics gain a few unique abilities such as Might of
the Heavens a prayer that gives all and the Cleric +1 as long as they are not
unlawful to any action they do. Divine Sword gives a magical 2d10 +10 Dmg
blessed sword of Divine Power that can be used to perform the ability Smite Unlawful equal to the amount of Spirit the Cleric has per day.
Janis Spear is a divine spell that a Cleric of this faith can throw and deals
2d10 +10 Divine Power it will harm targets as well as deal double damage to
those unlawful, demonic, and undead.
Cost>
100 Exp
Power
of the Damn>
Worshiping Cain or Kudos the cleric has power in the field of necromancy and can
learn five spells from the domain of Necromancy. Aside from learning form
Necromancy Necronomicons can also Smite
Living and deal +10 more damage to those of the living equal to the Spirit
they have as per day usage of this ability. Also they may use Animated Dead
freely whether the cleric is good or bad aligned.
Cost>
100 Exp
Dragon’s
Soul> Some have
religious faith in the power of the dragon pantheon and its wisdom. Those of the
Dragon pantheon are able to inherit traits and knowledge of Dragons. When the
skill Dragon Knowledge is applied the Cleric gains +4 to knowledge of dragons
and can take this as a regular skill. Also the Cleric must choose a specific
dragon god to follow to gain their inheritance. Clerics of the Dragons gain the
ability of natural armor and weapons. Soul of the Dragon allows the Cleric to
transform into a dragoon and have dragoon traits and can be done equal to the
amount of Spirit they have per day. This is a unique ability that allows them to
change to any Dragoon making the Cleric versatile and show of the strength and
wisdom of the draconic people.
Cost>
100 Exp
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