Clerics stand at the crossroads of faith and fate, wielding miracles to mend the wounded, shield the righteous, and drive back the shadows. They learn through their order—a temple college, a wandering brotherhood, a hidden shrine—where senior adepts pass down the rites that bind the divine to mortal will.
Core Build
- Primary Stats: Mind (powers Magic skill, Insight); Body (fuels HP/SP pool, underlies healing).
- Secondary Stats: Strength (for melee combat, shield use, carrying gear); Dexterity (for Dodge, balance).
- Signature Skills: Performance (liturgy, ritual), Persuasion (preaching), Insight (reading hearts), First Aid, Survival or Lore (sacred lore), Dodge.
Equipment
Clerics typically wear the heaviest armor their order endorses—such as Chain Mail, Scale Mail, or even Plate Armor—often paired with a sturdy shield bearing the symbol of their god. Their weapon is frequently a mace, flail, or warhammer topped with a holy icon. A prayer book or relic pouch often holds the secrets they channel.
Channeling the Divine (Using Effects)
When a cleric chooses to call on the sacred, they use the same Magic → Mana Points → Effects system as any caster in Alacrity:
- Initiate Magic: You must spend 20 XP to add the Magic skill to your character sheet, starting at a percentage equal to your Mind score. This grants you a Mana Pool (MP) equal to your Magic skill percentage.
- Learn Divine Effects: For each specific power or miracle your order grants (like a basic healing touch, a ward of faith, or the legendary Turn Undead), you must find the rite or scripture in play (GM approval) and pay 5 XP to inscribe and learn it.
- Cast Effects: To use a learned Effect, pay the MP cost set by the GM, roll your Magic skill (applying any situational modifiers from the Difficulty Ladder), and apply the outcome (success, failure, critical) as detailed by the Effect’s description.
Signature Divine Effects
Clerics typically learn Effects appropriate to their deity and domain, channeling divine power. Common examples reflecting this power might include potent healing (such as Lay on Hands), the ability to repel undead (like Turn Undead), or forging protective bonds between allies (such as Divine Link). Refer to Appendix A for defined Effects or consult your GM for specific powers granted by your faith.
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File Created: 05/05/2025 Last Modified: 05/05/2025