Cleric
| Level | Experience | Wounds | Stamina |
|---|---|---|---|
| 1 | 0 | 1d6 (min 4) | 1d3 |
| 2 | 1750 | +1 | +1d3 |
| 3 | 3500 | — | +1d3 |
| 4 | 7000 | +1 | +1d3 |
| 5 | 14000 | — | +1d3 |
| 6 | 28000 | +1 | +1d3 |
Saving Throws
| Level | Paralyze | Poison | Breath | Device | Magic |
|---|---|---|---|---|---|
| 1 | 14 | 11 | 16 | 12 | 15 |
| 2 | 14 | 11 | 16 | 12 | 15 |
| 3 | 14 | 11 | 16 | 12 | 15 |
| 4 | 14 | 11 | 16 | 12 | 15 |
| 5 | 12 | 9 | 14 | 10 | 12 |
| 6 | 12 | 9 | 14 | 10 | 12 |
Starting Skills and Possessions
-
1GC
-
Read/Write talent
Careers
- Priest — ordained minister of a faith, serving a congregation and deity
Special Rules
Clerics operate under divine rules distinct from arcane magic:
-
Miracles — how divine miracles are granted and used
-
Holy Activities — religious duties and their mechanical effects
-
Blessings — the forms of divine favour a Cleric can bestow
-
Holy Water — consecration and use of holy water
Important: Clerics must remain faithful to their deity's alignment. Acting against it risks losing access to miracles.