Cleric

The handiwork of the gods is everywhere -- in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, gods run the gamut from benevolent to malicious, reserved to intrusive, simple to inscruable. The gods, however, work mostly through intermediaries -- their clerics. Good clerics heal, protect, and avenge. Evil clerics pillage destroy, and sabotauge. A cleric uses the power of his god to make the god's will manifest. And if a cleric uses his god's power to improve his own lot thats to be expected too

base-max-health: 18

max-health-per-level: 9

attack bonus per level: +1

permitted-armor:

- LEATHER

- IRON

- CHAIN

- GOLD

permitted-weapon:

- WOOD_SWORD

- STONE

- IRON_SWORD

- IRON_AXE

- GOLD

special abilites:


 * Aura


 * A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment. Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.


 * Turn/Rebuke Undead:


 * Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol.


 * A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. ((An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures/NOT_AVAILABLE_ATM)).


 *  A cleric may attempt to turn undead a number of times per day equal to 3 + his Wisdom modifier. ((A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undeadNOT_AVAILABLE_ATM)


 * Ex-Clerics


 * A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and weapon proficiencies. He cannot thereafter gain levels as a cleric of that god until he atones for his sins.