Priest Subclasses

The Cleric is a believer in a cause or higher goal. To him, the concept of the Immortal’s portfolio is more important than the Immortal himself. As such, clerics worship a greater goal first, then a particular Immortal second, if they even bother to worship any Immortal at all. To a cleric, every Immortal has a role to play in relation to their particular belief in the “big picture” of things, therefore rarely does one particular Immortal deserve more worshiping than another.

On Mystara, there are two types of Clerics: the Philosopher, and the Pantheist.

The Philosopher is a cleric who believes in a particular ethos, notably Law, Chaos, or Neutrality. To him, the moral definition of good and evil are secondary when compared with the struggles between order and anarchy (Law), stasis and freedom (Chaos), or stability and choice (for Neutrality).

Philosophers receive their spells from all the Immortals of Law (or Chaos or Neutrality), and
therefore upsetting just one of them will not cause any problems with the cleric’s powers. Only a severe change in ethos (alignment) will affect the Philosopher’s powers.

The Pantheist is a cleric who believes in a way of life represented by several Immortals as to be the correct way to live. As such, a Pantheist worships and entire pantheon in which she believes are the true ideal of perfection. She therefore honors all the Immortals of the pantheon and will only lose her spells if she somehow offends them all. The goal of the pantheist is to make sure that all the Immortals in a pantheon are respected, thereby keeping a balance between them all.

There are several pantheons found on Mystara.

Clerics tend to travel the land, as they are not locked into a hierarchy or organization. Some join various churches and religions throughout their lives, while others do not. Those that do often do so because the Immortal worshiped in that particular religion is often very close in philosophy to the beliefs of the cleric. For example, clerics of the Norse Pantheon often join the church of Odin, as being the head of the Norse gods, he obviously represents them best.
Still, clerics can (and do) leave a particular faith without much incident. The above mentioned
cleric might decide that the worshiping of Thor is starting to slip and therefore try to fix things. He would likely resign his role in the church of Odin and then join the church of Thor. This is one of the main advantages of being a cleric.

The other comes from the fact that, since you worship almost all the Immortals, a cleric will
generally be well treated by most religious organizations and priests. After all, the cleric is a
potential recruit into their order.

Base Class Statistics:
Ability Requirements: Wis 9
Alignments: Any
Experience Advancement: Cleric
Hit Dice: d8
Maximum Hit Dice: 9d8
Additional Hit Points: +2 per level beyond 9th
Attack: Priest
Paralyzation/Poison/Death: as Priest
Rods/Staves/Wands: as Priest
Petrification/Polymorph: as Priest
Breath Weapon: as Priest
Spell: as Priest
Weapons, Initial: 2
Weapons, Advancement: +1 per 4 levels
Non-Weapon, Initial: 4
Weapons, Advancement: +1 per 3 levels
Bonus Proficiencies: Religion
Allowed Weapons: All Bludgeoning weapons
Allowed Armor: Any

Class Features:
Clerics are sturdy soldiers, although their selection of weapons is limited. They can use a fair number of magical items including priest scrolls, most potions and rings, some wands and rods, staves, armor, shields, and magical versions of any weapons allowed by their order.
Spells are the main tools of the cleric, however, helping him to serve, fortify, protect, and revitalize those under his care. He has a wide variety of spells to choose from, suitable to many different purposes and needs.

A cleric has major access to the All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning and Wards (plus either Law or Chaos) spheres, and minor access to the Elemental Spheres of Earth and Water

The cleric receives his spells as insight directly from his deity (the deity does not need to make a personal appearance to grant the spells the cleric prays for), as a sign of and reward for his faith, so he must take care not to abuse his power lest it be taken away as punishment. In addition to those spells gained by leveling (see the Table below), the cleric gains a number of bonus spells based on his Wisdom score. Bonus spells of a given level are not gained until the cleric could cast at least 1 spell of that spell level normally.

Priest Spells

Level 1st 2nd 3rd 4th 5th 6th 7th
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 2 2
13 6 6 6 4 2 2
14 6 6 6 5 3 2 1
15 6 6 6 6 4 2 1
16 7 7 7 6 4 3 1
17 7 7 7 7 5 3 2
18 8 8 8 8 6 4 2
19 9 9 8 8 6 4 2
20 9 9 9 8 7 5 2

The cleric is also granted power over undead-evil creatures that exist in a form of non-life, neither dead nor alive. The cleric is charged with defeating these mockeries of life. His ability to turn undead enables him to drive away these creatures or destroy them utterly (though a cleric of evil alignment can bind the creatures to his will). Some of the more common undead creatures are ghosts, zombies, skeletons, ghouls, and mummies.

When encountering undead, a cleric can attempt to turn the creatures. Only one attempt can be made per character per encounter, but several different characters can make attempts at the same time (with the results determined individually).

Attempting to turn counts as an action, requiring one round and occurring during the character’s turn in the initiative order. The mere presence of the character is not enough-a touch of drama from the character is important. Speech and gestures are important, so the character must have his hands free and be in a position to speak. However, turning is not like spellcasting and is not interrupted if the character is attacked during the attempt.

To resolve a turning attempt, look on the Table below. Cross-index the Hit Dice or type of the undead with the level of the character. If there is a number listed, roll 1d20. If the number rolled is equal to or greater than that listed, the attempt is successful. Only one die is rolled regardless of the number of undead the character is attempting to turn in a given round.

The result is read individually for each type of undead. If the letter “T” appears, the attempt is automatically successful without a die roll. If the letter “D” is given, the turning utterly destroys the undead. A dash means that a cleric of that level cannot turn that type of undead. A successful turn or dispel affects 2d6 undead. If the undead are a mixed group, the lowest Hit Dice creatures are turned first.

Turned undead bound by the orders of another (for example, skeletons) simply retreat and allow the character and those with him to pass or complete their actions. Free-willed undead attempt to flee the area of the turning character, until out of his sight. If unable to escape, they circle at a distance, no closer than ten feet to the character, provided he continues to maintain his turning (no further die rolls are needed). If the character forces the free-willed undead to come closer than ten feet (by pressing them into a corner, for example) the turning is broken and the undead attack normally.

Undead Type/Hit Dice Cleric Level1 2 3 4 5 6 7 8 9 10-11 12-13 14+
Skeleton (1 HD) 10 7 4 T T D D D2 D2 D2 D2
Zombie 13 10 7 4 T T D D D2 D2 D2 D2
Ghoul (2 HD) 16 13 10 7 4 T T D D D2 D2 D2
Shadow (3-4 HD) 19 16 13 10 7 4 T T D D D2 D2
Wight (5 HD) 20 19 16 13 10 7 4 T T D D D2
Ghast 20 19 16 13 10 7 4 T T D D
Wraith (6 HD) 20 19 16 13 10 7 4 T T D
Mummy (7 HD) 20 19 16 13 10 7 4 T T
Spectre (8 HD) 20 19 16 13 10 7 4 T
Vampire (9 HD) 20 19 16 13 10 7 4
Ghost (10 HD) 20 19 16 13 10 7
Lich (11+ HD) 20 19 16 13 10
Special1 20 19 16 13

1  Special creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.

2  An additional 2d4 creatures of this type are turned.

Upon reaching 8th level, the cleric automatically attracts a fanatically loyal group of believers, provided the character has established a place of worship of significant size. The cleric can build this place of worship at any time during his career, but he does not attract believers until he reaches 8th level. These followers are normal warriors, 0-level soldiers, ready to fight for the cleric’s cause. The cleric attracts 20 to 200 (2d10 x10) of these followers; they arrive over a period of several weeks. After the initial followers assemble, no new followers trickle in to fill the ranks of those who have fallen in service. The DM decides the exact number and types of followers attracted by the cleric. The character can hire other troops as needed, but these are not as loyal as his followers.

At 9th level, the cleric may receive official approval to establish a religious stronghold, be it a fortified abbey or a secluded convent. Obviously, the stronghold must contain all the trappings of a place of worship and must be dedicated to the service of the cleric’s cause. However, the construction cost of the stronghold is half the normal price, since the work has official sanction and much of the labor is donated. The cleric can hold property and build a stronghold any time before reaching 9th level, but this is done without church sanction and does not receive the benefits described above.

Evil Clerics and Undead:
Evil clerics are normally considered to be in league with undead creatures, or at least to share their aims and goals. Thus, they have no ability to turn undead. However, they can attempt to command these beings.
This is resolved in the same way as a turning attempt. A maximum of 12 undead can be commanded at any one time. A “T” result means the undead automatically obey the evil priest, while a “D” means the undead become completely subservient to the evil priest. They follow his commands (to the best of their ability and understanding) until turned, commanded, or destroyed by another.
Evil priests also have the ability to affect paladins, turning them as if they were undead. However, since the living spirit of a paladin is far more difficult to quell and subvert, paladins are vastly more difficult to turn. An evil priest attempting to turn a paladin does so as if the priest were three levels lower than he actually is. Thus, a 7th-level evil priest would turn paladins on the 4th-level column. He would have only a slim chance of turning a 7th-level paladin (7 HD) and would not be able to turn one of 8th level at all (using the level of the paladin as the HD to be turned). All “D” results against paladins are treated as “T” results.


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