![]() Can chose a Nonweapon Proficiency at normal cost in the General and Priest categories.Gains a Non-Weapon Proficiency every multiple of 3 levels (level 3, 6, 9, 12, 15, 18.).Includes priest scrolls, most potions and rings, some wands and rods, staves, armor, shields, and magical versions of any weapons allowed by their order.Magic Items: They can use a fair number of magical items.Different Cleric Orders may have different rules for allowable weapons.Weapons: Allowed to use: Only blunt, bludgeoning weapons.Clerics cannot lend any of their initial funds to other characters.Only keep at most 2 or 3 gold of starting money, rest is given back to superiors.Can use their initial funds only to purchase equipment and goods.3d6 × 10 gp (to be used to buy equipment).Multi-Class/Dual-Class: HP acquisition is adjusted if Multi-Class or Dual-Class.Hit Dice (levels 1-10): 1d8 + "HP Adjustment" (See Constitution table) per level.2.3 Fighting Style Specialization (Player's Option: Combat & Tactics).** Usable only by clerics with 18 or greater Wisdom. * Usable only by clerics with 17 or greater Wisdom. When evil threatens, the cleric is well-suited to seek it out on its own ground and destroy it. The Cleric is a generic priest (of any mythos) who tends to the needs of a community. ![]() Player's Option: Spells & Magic: Cleric (POSM)
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