Cleric

Cleric

La Luce è ovunque, in luoghi di bellezza naturale e in splendenti armature, in templi slanciati e nei cuori dei devoti. La luce è benevola, scalda e rincuora come un'alba.
L' Ombra offusca la luce e le impedisce di raggiungere i cuori e gli spiriti, è nel decadimento e nella putredine, nella violenza e nell'inganno. L'ombra è malevola, circuisce e smarrisce come una notte senza stelle.

La Luce e l' Ombra operano soprattutto attraverso intermediari: i loro chierici. I chierici della Luce curano, proteggono e vendicano. I chierici dell' Ombra corrompono, distruggono e mirano al loro esclusivo dominio. Un chierico usa il potere della Luce e dell' Ombra per renderne manifesta la volontà. Ma se un chierico usa il potere per migliorare il proprio destino, non bisogna comunque stupirsene. In base a come sceglie di servire la Luce o l' Ombra, il chierico avrà accesso a diverse sfere di incantesimi e potrà avere alcuni poteri particolari. .

Requisiti Minimi: WIS 9
Hit Dice : d6
Alignment : Any
Races Allowed: Any

Elenco dei Sacerdoti

Nome

Al

Etica

Valore

Difensori

LG

Luce

Onore

Figli Della Luce

LN

Luce

Giustizia

Tempeste

LE

Ombra

Tirannia

Curatori

NG

Luce

Vita

Sapienti

TN

Luce

Sapienza

Necromanti

NE

Ombra

Morte

Viaggiatori

CG

Luce

Natura

Figli della Spada

CN

Luce

Guerra

Figli Dell' Ombra

CE

Ombra

Inganno

DEFENDERS
Priest Alignment : Lawful Good

Spheres
War Major
Wards Major
Weather Major
Guardian Major
Law Major
Combat Major
Protection Major
Sun Major
Summoning Major
Healing Minor

Detect evil : This power allows the priest to use detect evil once per day per two levels (twice a day at 3rd, three times a day at 5th, etc.). The priest must stand still and concentrate for one round; in all other respects the ability operates just like a detect evil spell cast by the priest.
Turn undead : A priest with this power may turn undead
Weapon selection :  the priest may wield any weapon he wishes to.
Fire/electrical resistance : The priest gains a +2 bonus to saving throws vs. fire or electrical effects, including both natural phenomena and magical attacks.


CHILDREN OF THE LIGHT
Priest Alignment : Lawful Neutral

Spheres :
Law Major
Combat Major
Protection Major
Summoning Major
Healing Minor
Charm Major
Divination Major
Law Major
Time Major
Thought Major

Detect evil : This power allows the priest to use detect evil once per day per two levels (twice a day at 3rd, three times a day at 5th, etc.). The priest must stand still and concentrate for one round; in all other respects the ability operates just like a detect evil spell cast by the priest
Detect undead : A priest with this ability may use detect undead once per day per two levels. He need only stand still and concentrate for one round to invoke the power. The duration and area of effect are the same as a detect undead spell cast by the priest
Immunity to charm : At 3rd level, the priest becomes immune to charm effects or spells cast by a group of related creatures, such as woodland creatures, undead, plant monsters, extraplanar monsters, or wizards.

HEALERS
Priest Alignment : Neutral Good

Spheres
All Major
Animal Major
Astral Major
Creation Major
Healing Major
Necromantic Major
Travelers Major
Elemental Major
Protection Major
Weather Minor

Armor Class improvement : The priest is trained in avoiding blows through timing and deception. His natural Armor Class improves by one point at every even level (AC 9 at 2nd, 8 at 4th, 7 at 6th, and so on) to a maximum of AC 2. However, this ability is useless if the priest wears any form of armor or magical devices which replace armor, like bracers of defense.
Expert Healer : Cure Light Wounds 1xday
Weapon selection : The priest is allowed to include one edged weapon in his list of permissible weapons

WISE ONES
Priest Alignment : Any

Spheres
All Major
Astral Major
Chaos Major
Divination Major
Law Major
Numbers Major
Thought Major
Weather Major
Summoning Major
Protection Major
Divination (Wizard)

Weapon selection : The priest is allowed to include one edged weapon in his list of permissible weapons

WANDERERS
Priest Alignment : Chaotic Good

Spheres
All Major
Animal Major
Creation Major
Elemental (All) Major
Weather Major
Travelers Major
Plant Major
Healing Minor

Identify plants and animals : The character has the ability to identify natural plants and animals. He may also identify pure water.
Turn Undead : A priest with this power may turn undead
Weapon selection : The priest is allowed to include one edged weapon in his list of permissible weapons
Pass without trace : At 1st level, the priest gains the ability to pass without trace, as per the spell, at his normal movement rate.
Immunity to natural disease : The priest is immune to normal diseases, although magical diseases such as lycanthropy and mummy rot still affect him.

BORN OF THE SWORDS
Priest Alignment : Chaotic Neutral

Spheres
All Major
Chaos Major
Combat Major
Elemental Fire Major
Healing Minor
Summoning Major
War Major
Weather Major

Hit point bonus : A priest with this ability uses a d10 for his Hit Die instead of a d8
Weapon selection : The priest may wield any weapon he wishes to.
Weapon specialization : This ability allows a priest to specialize in a weapon using the normal specialization rules.
Combat bonus : The priest’s THAC0 advances at the warrior rate of 1 per level instead of the normal priest rate of 2 per 3 levels. The effects of this ability become more pronounced at higher levels.

STORMS
Priest Alignment : Lawful Evil

Spheres
All Major
Charm Major
Combat Major
Divination Major
Harming Minor
Law Major
Protection Minor
War Major
Wards Major

Detect good : Clerics with this ability can see emanations of good from creatures or objects within a path 10 feet wide by 60 feet long. It takes one round to scan a direction, and the cleric cannot be attempting other actions.
Know alignment : This ability allows the character to cast the know alignment spell once a day. This is in addition to the number of spells the priest can normally cast.
Weapon specialization : This ability allows a priest to specialize in a weapon using the normal specialization rules.
Immunity to charm : The priest is immune to charm spells
Immunity to disease : The priest is immune to natural diseases.

NECROMANCERS
Priest Alignment :Neutral Evil

Spheres
All Major
Chaos Major
Healing Major
Law Major
Necromantic Major
Numbers Major
Protection Major
Summoning Major
War Major
Weather Major
Necromancy (Wizard)

Pass without trace : At 3rd level, the character can pass without trace, as per the spell, at his normal movement rate.
Putrefy food and water : This ability allows the character to cast one putrefy food and drink spell a day in addition to the number of spells he can normally cast.
Wizardly priests : These priests gain access to necromancy school of wizard spells and can cast them as if they were clerical spells. The priests must continue to observe the number of various level spells they can cast each day.
Command undead : The cleric is granted power over undead, such as zombies, skeletons, vampires, and liches. Clerics can command these creatures, and as clerics advance in faith and experience levels, they can create some forms of undead.
Expert wounder : This ability allows the character to cast one cause light wounds spell a day in addition to the number of spells the priest can normally cast.
Speak with dead  : Once per day, the character can cast speak with dead spells.

DARK ONES
Priest Alignment :Chaotic Evil

Spheres
All Major
Astral Major
Chaos Major
Charm Major
Creation Major
All Elemental Major
Harming  Minor
Necromancy Minor
Summoning Major
Thought Major
Time Major
Illusion / Phantasm (Wizard)

Detect good : Clerics with this ability can see emanations of good from creatures or objects within a path 10 feet wide by 60 feet long. It takes one round to scan a direction, and the cleric cannot be attempting other actions.
Know alignment : This ability allows the character to cast the know alignment spell once a day. This is in addition to the number of spells the priest can normally cast.
Wizardly priests : These priests gain access to illusion/phantasm school of wizard spells and can cast them as if they were clerical spells. The priests must continue to observe the number of various level spells they can cast each day.