Difference between revisions of "Cleric"

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== Class Summary ==
 
== Class Summary ==
  
Rogues come in extremely varied feats and forms. From the dull-witted thug to the infamous and romanticized few who captivate the public’s eye with daring displays of agility and cunning, all the while eluding capture of the local guards. While some Rogues simply strike their target with a blackjack to the head and empty their pockets, many prefer to acquire the trust and dance around the victim’s feelings and beliefs, all in a well choreographed display of mental cunning. And when their guard is finally dropped, the Rogue makes off into the pages of history with all of their ill-gotten loot, leaving their victim slack-jawed and astounded. Rogues are known for their ability to understand and pick open practically any chest, and their famously quick fingers. As such, many of them seek fame and fortune with adventuring groups, hoping to put their skills to use on a suitably large chest of treasure.
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The Cleric is the harbinger of of all that is good and holy in the lands. It is a Cleric's job to look after the souls of the residents here and provide aid to those in need. Armed with Divine powers of protection and a medium of ability to protect yourself from physical harm, you will be a welcome addition to any adventuring party. Add those devices to your natural ability to call back a fallen companion from the grasp of death, no party should leave home without you. These special abilities come at a cost, however, you can never master any weapon style nor can you wield anything other than mace weapons. Given the benefits of keeping you alive, your companions should be only too happy to keep you well protected."
  
 
== Starting Items ==
 
== Starting Items ==

Revision as of 18:50, 25 August 2020

Classes

Class Summary

The Cleric is the harbinger of of all that is good and holy in the lands. It is a Cleric's job to look after the souls of the residents here and provide aid to those in need. Armed with Divine powers of protection and a medium of ability to protect yourself from physical harm, you will be a welcome addition to any adventuring party. Add those devices to your natural ability to call back a fallen companion from the grasp of death, no party should leave home without you. These special abilities come at a cost, however, you can never master any weapon style nor can you wield anything other than mace weapons. Given the benefits of keeping you alive, your companions should be only too happy to keep you well protected."

Starting Items

20 Gold

Spellbook w/ low level scrolls

Mace

Leather Armor

Plain shirt

Long pants

Boots

Lantern

Journal

Feats

Cleric.jpg Clericabilities.jpg


All Clerics have access to the same standard class feat advanced healing. Beyond that, you must choose a specialization. Upon choosing either Divine or Unholy specialization at level 10, the Cleric will have access to unlock two new feats.

Divine Specialization

Divine.jpg Divineabilities.jpg

Deception Specialization

Unholy.jpg Unholyabilities.jpg


Skills

(note: All other skills default to 0.0 each)

Combat

Mace Fighting - 80.0

Resist Spells - 100.0

Tactics - 100.0

Anatomy - 100.0

Aim - 15.0

Healing - 100.0

Block - 60.0

Wrestling - 80.0

Crafting

Blacksmithing - 40.0

Carpentry - 40.0

Cooking - 60.0

Fletching - 40.0

Tailoring - 40.0

Tinkering - 40.0

Other

Detect Hidden - 100.0

Fishing - 100.0

Camping - 100.0

Lumberjacking - 100.0

Mining - 100.0

Musicianship - 100.0


Bonuses / Restrictions

Class Feats & Items

Chainmail armor



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