| Classes & Professions; What You Do | |
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| Tweet Topic Started: Sep 8 2009, 08:27 PM (109 Views) | |
| Kelsa Rynvale | Sep 8 2009, 08:27 PM Post #1 |
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| Kelsa Rynvale | Sep 8 2009, 09:25 PM Post #2 |
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Cleric "Have courage, my friends! Pelor favors us today!" Class Traits Role: Leader. You lead by shielding allies with your prayers, healing, and using powers that improve your allies' attacks. Power Source: Divine. You have been invested with the authority to wield divine power on behalf of a deity, faith, or philosophy. Key Abilities: Wisdom, Strength, Charisma. Armor Proficiencies: Cloth, leader, hide, chainmail. Weapon Proficiencies: Simple melee, simple ranged. Implement: Holy Symbol. Bonus to Defense: +2 Will Hit Points (4th Level): 27 + Constitution score Hit Points Gained per Level: 5 (You stay fit and can take a monster head to head if you have to) Healing Surges per Day: 7 + Constitution modifier (a person can only take so much abuse in a given day) Trained Skills: Religion, + (three of the following: Arcana, Diplomacy, Heal, History, Insight -- These are subjects every Cleric is versed in; if you are interested in a skill another class holds you may select it, but you will want to explain in your Character's History why they decided to focus on a skill outside of your profession's trademarks. Keep in mind, spending your time on unique skills reduces the time you could have spent bolstering the established regimen [Requires the Skill Training feat].) Class Features: Channel Divinity: Once per encounter/fight you can invoke divine power, filling yourself with the might of your patron deity. (This power can be manifested in a variety of ways, such as turning undead or receiving the luck of the gods) Healer's Lore: Your study of healing allows you to make the most of your healing prayers. Add your Wisdom modifier to the hit points the recipient regains. (The Wiser you are, the more attune your healing efforts are at treating a person's injuries and the faster they recover) Healing Word: You whisper a brief prayer as divine light washes over your target, helping to mend its wounds. (The target uses a 'Healing Surge' to regain an additional 1d6 hit points/life*) Ritual Casting: You gain the Ritual Caster feat, as a bonus feat, allowing you to use magical rituals. You possess a ritual book, and it contains two rituals you have mastered: the Gentle Repose ritual and one other 1st-level ritual of your choice. Others can be purchased later and inscribed into your ritual book after 8-hours of study. (Rituals are often long, complex, and require key components or ingredients in order to complete them; they can accomplish great feats of magic, however) *Increases every few levels. |
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6:22 PM Jul 10