Cleric

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Cleric
Cleric.jpg

Alignment: Any
HP/Level: 8 + CON
Armor (All), Shields, Weapons (Simple)
Skill Points: 4 + INT
Saves: Fort High, Will High, Reflex Low
BAB: +3/4
New Characters
Races
Deity
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Skill Changes
Feat Changes
Death in EFU

General

Generally pious individuals who have entered into service to the Divine. Through the use of relics, Clerics act as both the representative and conduit of the divine power of their deity. Those Clerics who act contrary to the divine energy they wield quickly find themselves stripped of their divine powers.

Alignment: Any

Hit Points: 8+CON per level

Proficiencies: Armor (All), Shields, Weapon (Simple)

Skill Points: 4 + INT modifier per level, (4+INT)*4 at 1st level

Save Progression: Fort High, Will High, Ref Low

Attack Bonus: +3/4 levels

Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation (except for "cure" and "inflict" spells, which can be spontaneously cast). Attunement to a Relic is required to cast spells.

Archetypes

Clerics must choose one of the archetypes. This is a feat that is selected on the cleric's first level.

  • The Chaplain: The Chaplain is the traditional cleric. He wears armor, wields shields and wields simple weapons in pursuit of his God's many enemies.
  • The Priest: The Priest is a divine caster who loses all armor, shield, and weapon proficiencies and, uniquely among classes, can never learn to use them. These feats will be stripped on every level up even when multiclassing. He only possesses Wizard weapon proficiency. However, the Priest is a master of divine spellcasting. When he casts a Cure X Wounds spell (if Good/Neutral) or an Inflict X Wounds spell (if Evil), the spell will recharge after 30 seconds.

Dogmatic Expectations

Clerics are expected to represent their deity and/or divine beliefs in ways beyond casting the appropriate spells and accessing the domains granted by them. Clerics should uphold some manner of philosophy in their daily activities and evangelize a holy (or unholy) message. It is a matter of best judgement, and creative twists on these priestly duties are always welcome. Nonetheless, if a Cleric strays too far from their role, they may receive a spellcasting failure chance (applied by DMs).

Choosing Domains

Newly created Clerics must select a single Primary Domain and one Secondary Domain. This is an intrinsic, inalienable part of the mechanics behind the EFU's custom cleric systems. These domains also serve to determine what kind of relics your Cleric can use.

You can only choose an alignment-based Primary Domain if your Cleric is of that alignment.

You can only choose a race-based Primary Domain if your cleric is of that race.

The domains available are listed here. Please be careful to remember this while designing your wonderful new character!

Relics

In order to be able to cast spells, they must then attune (via Player Tool) to an appropriate Relic that matches either of the domains they selected.

Players are advised to select domains according to desired theme and flair, in ways that associate best with your deity.

Utilizing the new Cleric feats in order to create, improve, and expand upon their relic, players will gain access to many mechanical benefits.


New Cleric Feats
Relic Sacrifice At 3rd level, The cleric gains the ability to sacrifice Divine Relics. When sacrificing relics, the cleric gains sacrificing points, based on the enhancement level of the relic: 1 + relic enhancement level.

The relic is successfully sacrificed by rolling a Consecration skill roll against the relic's gold value score + (10 * relic enhancement level). For example, if a relic's gold value score 12, and if it was enhanced twice, the required roll will be 32.

If the cleric has Skill Focus: Consecration, they roll twice more on a failed roll.

This ability can be used three times a day.

Relic Enhance At 4th level, The cleric gains the ability to enhance the relic she is currently attuned to, by using 3 of their sacrifice relic points. When enhancing relics, their enhancement level increases by 1, and they gain permanent item properties based on their enhancement level:

level 1: random skill +2. level 2: random spell 1 use/day. level 3: random save +1.

All the random properties are relevant to the cleric class. The cleric's domains might give a very slight offset towards a property related to the domain, but this is never guaranteed. If the relic can't be equipped, on all levels it will get a random spell 1 use/day.

The relic can't be enhanced more than 3 times.

The relic is successfully enhanced by rolling a Consecration skill roll against the relic's gold value score + (10 * relic enhancement level). For example, if a relic's gold value score 12, and if it was enhanced twice, the required roll will be 32. If the cleric has Skill Focus: Consecration, they roll twice more on a failed roll.

This ability can be used once a day.

Relic Enchant At 6th level, The cleric gains the ability to enchant the relic she is currently attuned to, by using 3 of their sacrifice relic points. When enchanting relics, the relic gains temporary item properties based on their equippable slot:

Melee - +1 Enchantment Ranged - +1 Attack Armor - +1 AC Helm - +1 AC Shield - +1 AC Cloak - Elemental Immunity 10% Amulet - +1 Empower Class Ability, +1 Extend Class Ability Boots - +2 Reflex Ring - +2 Will Bracers - Physical Immunity 5% Gloves - +2 Fort

The duration of the effect is 1 round for every Consecration rank of the cleric.

All the random properties are relevant to the cleric class. The cleric's domains might give a very slight offset towards a property related to the domain, but this is never guaranteed. If the relic can't be equipped, it can't be enchanted.

The relic is successfully enchanted by rolling a Consecration skill roll against the relic's gold value score. For example, if a relic's gold value score 12, the required roll will be 12. If the cleric has Skill Focus: Consecration, they roll twice more on a failed roll.

This ability can be used twice a day.

Sanctify Item At 8th level, The cleric gains the ability to sanctify items, making them only usable by members of their faiths, by using 2 of their sacrifice relic points.

The item is successfully sanctified by rolling a Consecration skill roll against the item's gold value score + (20 if the item is already marked to only be usable by another faith). For example, if a relic's gold value score 12, the required roll will be 12. If the item has an OUB by a different faith, the roll will be 32.

If the cleric has Skill Focus: Consecration, they roll twice more on a failed roll. On a failed roll, the cleric rolls again for half of the original roll's score to attempt to sanctify it to the faith group of their deity, when relevant. For example, if the cleric's deity is "The Wanderer, Warad", if failing the original roll but succeeding the second roll, the item will be usable by all followers of deities of the Wheel faith. But if the cleric's deity is Pra'raj, there's no second roll.

This ability can be used twice a day.

THIS ABILITY IS ONLY RELEVANT FOR CLERICS WITH A VALID SETTINGS DEITY.


Cleric Spell List

Cantrips 1st Circle 2nd Circle 3rd Circle 4th Circle 5th Circle 6th Circle
Cure minor wounds Bane Aid Animate dead Castigate Battletide Banishment
Inflict minor wounds Bless - Bestow curse Cure critical wounds Chaav's Laugh Blade barrier
Light Bless Water Cure moderate wounds Blindness/deafness Death ward Circle of doom Control undead
Resistance Cure light wounds Darkness Clarity Dismissal Flame strike Create undead
Virtue Divine favor - Contagion Divine power Healing circle Greater dispelling
- Doom Enhance Ability Continual flame Freedom of movement Monstrous regeneration Greater Heroism
- Endure elements Find Traps Cure serious wounds Greater magic weapon Slay living Greater sanctuary
- Entropic shield - Darkfire Hammer of the gods Spell resistance Harm
- Inflict light wounds Hearthfire Dispel magic Heroism Summon creature V Heal
- Mage Armor Hold Person Glyph of warding Hypothermia True seeing Planar ally
- Magic weapon Inflict moderate wounds Halt Undead Inflict critical wounds - Scrying
- Protection from alignment Lesser dispel Heart Clutch Lower Spell Resistance - Summon creature VI
- Remove fear Lesser restoration Inflict serious wounds Mass Ultravision - Undeath to death
- Sanctuary Negative energy ray Invisibility purge Neutralize poison - Blood to Water
- Scare - Magic circle against alignment Poison - -
- Shield of faith Remove paralysis Magic vestment Restoration - -
- Summon creature I Resist elements Masochism Summon creature IV - -
- - Silence Negative energy protection Ward Area - -
- - Sound burst Prayer - - -
- - Stone bones Protection from elements - - -
- - Summon creature II Remove blindness/deafness - - -
- - Ultravision Remove curse - - -
- - Death Knell Remove disease - - -
- - - Searing light - - -
- - - Shield Other - - -
- - - Summon creature III - - -
- - - Living Undeath - - -

Turn Undead

EFU has an entirely new Turn Undead system based on the Cleric's domains. When a PC initiates the use of Turn Undead, one effect out of three possible ones based on the primary domain of the Cleric will randomly take place.

The new Turn Undead effects ignore the regular Turn Undead effect entirely (unless otherwise specified), regardless of the bonuses of any of the domains listed in the past (for example, Turning Undead, Destruction Domain turns Constructs, etc.).

If a multiclassed character, there is a chance to experience failure if the character has more non-"turn undead class" (hereby referred to as TUC) levels than TUC class levels. Upon failure, the incantation of Turn Undead will simply do nothing and the charge will be depleted. The chance of success is equal to the character's TUC levels divided by non-TUC levels, rounded up to the nearest percentage up to 100%.

Examples of such include:
3 Cleric, 4 Fighter = 3/4 = 75%
1 Cleric, 8 Rogue = 1/8 = 12.5% rounded to 13%
4 Cleric, 4 Wizard = 4/4 = 100%
2 Cleric, 1 Fighter = 2/1 = 100%
3 Cleric, 2 Paladin, 3 Fighter = (3+2)/3 = 5/3 = 100%
2 Cleric, 1 Paladin, 4 Fighter = (2+1)/4 = 3/4 = 75%

Additionally, turn-undead bonuses can only be applied to other characters which share the cleric's pantheon. For example, a character with a Dome of Man deity will not receive any benefit from a cleric's turn undead from a Wheel diety.