Upon Creation:

Hpoints: 18 + Vitality Modifier

Mana: 12 + Mentality Modifier

Knows: One spell, dependent on deity.

Attack: 2

Defense: 5

Upon Level Up:

Hoints: + 1d6 + Vitality Modifier

Mana: + 1d4 + Mentality Modifier

Attack: +1 two out of every three levels

Defense: +1 two out of every three levels

 

Abilities:

Level 1 Miracle

Once every three hours, a cleric can use the Miracle ability. All lost hp and debilitating status effects are instantly removed from the caster.

Level 7 Spontaneous Casting

At seventh level, a cleric gains the ability to cast spells that belong to his deity’s seeds with no mana cost. This can be used a number of times per day equal to the cleric's level divided by two.

Seed Bonuses:

+1 to a seed of choice every 4 levels starting at level 4 (4, 8, 12, 16, 24 and so on)

+3 to a seed of choice every 5 levels starting at level 5 (5, 10, 15, 20, 25 and so on)

Levels divisible by both 4 and 5 you will receive the +3 bonus

 

Note to everyone using armor, and weapons:

See the weapons, and armor restrictions in the Updates to the game

If you are 10 levels below a monsters level, your weapon will not do as much damage.

The damage can be reduced to 3-6 damage, if you are way under the monsters level.

The same in true for monsters who attack you with weapons.

Special abilities for thiefs, and fighters, that include a 1 shot kills, are less affected buy the damage gimp, in tearms of you getting a kill.

Those abilities are based on attack, instad of damage.


 The clergy of the various deities, while they don't always get along too terribly well, have at one time actually met together to bring together their knowledge of the magic that makes up the divine. This is what they have found:

  -Good and evil, law and chaos, though they seem truly distant, are in the end somehow connected.

  -Light and darkness have their place on opposite sides of the divine spectrum.

  -Whenever a spell is cast of a certain type, the deity grants caster experience with the "seed" of that type. In addition, related "seeds" gain a little bit of experience as well.

  -Each seed, other than the initial seeds offered by your deity, requires a certain level of experience before it is discovered.

  -Along with the common connected seeds, certain seeds may be offered by deities that are outside the range of the divine, however, these are in no way connected to the divine.

  -It is suspected that the deities are withholding some of their power.

 


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