Clergy

Often called Priests/Priestesses, Clerics, and among simpler adventurers, "Healers," clergy members are not trained, but chosen. These men and women have gone beyond the simple call of prayer to live their lives in their deity's image. Sponsored by the church and having gained the favor of their patron deity, clergy members spread the will of their god or godess throughout the land, whatever that will may be.

Unlike their Holy Warrior bretheren, Clergy are not skilled in combat, instead relying solely on their deity's wisdom in the arts of divine magic and on their own wisdom.

General Specs
HP: 3

MP: 20

Attack Bonus: 0/-1 (starter weapon/everything else)

+10 Lore (Religion)

+4 Treat Injury

+4 Diplomacy

+3 Lore

+3 Concentration

+1 Alchemy

+1 Bartering

Clergy receive eight (8) divine spells to choose from. They may replace any spell for a magical technique if justifiable.

Bonus: While most choose to wear cloth/robes, as armor is expensive and must be bought, Clergy have technically been trained to wear heavy armors. All clergy can speak to their deity at the cost of 3 mana points per question/request. This power is typically used lightly to prevent angering their patron.

Restrictions: Must pray to their respective deity before sleeping to receive spells. Must follow their deity's orders.

Starting Armor: Cloth/Robes and a Quality Holy Symbol

Starting Weapon: Staff, Club, Small Bladed Weapon, Crossbow, or Sling. Three (3) vials of Holy/Unholy Water.

Starting Gold: 4d6 GP