The cleric is the voice of their god on Omen. Though they may not have the martial prowess of the paladin or the fighter, their deep, raw connection to their god’s power allows them to wield several potent prayers, as well as bringing alms to the sick and mending the wounds of their chosen flock. A cleric is a potent boon to their companions, or a wicked bane to their enemies.

Alignment And Racial Restrictions
A cleric’s alignment must perfectly match their deity’s at character creation.

Profession Requirements :
Minimum of 16 Wisdom
Minimum of 16 Constitution

Behavior Toward Others:
A cleric is an ambassador of their god’s will in the land, and treats others in a method befitting their god’s philosophy. A good cleric’s prayers and abilities will make those around them happier, stronger, and fitter, while an evil cleric’s hexes and incantations will wither their foes and bring righteous wrath upon those who cross them. Neutral clerics find themselves straddling these lines, for straying too far in one direction weakens the balance of power that they serve.

Class Abilities & Bonuses:
A cleric may turn or command undead, depending on their alignment, once per event. Good clerics turn undead, causing them to flee in terror for up to 10 rounds, while evil clerics command undead, compelling them to serve for a period of 10 rounds. Neutral clerics choose one of these options at creation, and that choice remains with them for their entire career. No check is required to perform this feat, but the cleric must sacrifice their actions to maintain the turning or control. A cleric can affect undead whose total hit points do not exceed their own maximum. By reducing the total HP worth of undead that they can affect by 75%, the cleric may either destroy the undead outright, or permanently compel them into service, with no further action required to maintain control.

A cleric may use the Healing non-combat skill on a character twice per event, and gains +10% to their skill rating. A successful check heals for 2d8 hit points, plus an additional point for every 3 full cleric levels that the character has attained, instead of the normal value.

1st level - Clerics receive prayers from their god. A cleric knows Mend Wounds, plus two other prayers of their choice. They gain an additional prayer every two levels (3rd, 5th, 7th, etc.), and may not select the same prayer twice. Clerics receive half the normal bonus prayers that their Wisdom score would grant, but they still receive them at every multiple of 5 levels. A cleric’s prayers may cause their alignment to begin shifting, as per the class flaws below.

All clerics are taught the ritual to send pyreflies from Omen as part of their basic training. The cleric may perform a complex and sanctified ritual over five rounds, sending all pyreflies in a 50’ radius from their location. Evil clerics may use this ritual to create mindless undead, but they still require pyreflies, either from battlefields or from ritual sacrifices, to do so, as well as corpses or skeletons to entrap the soul essence. Once the cleric reaches level 12, the radius triples, and at level 25, the ritual can be performed instantly.

At level 5 and every multiple of 5, the cleric gains an additional prayer of the player’s choice, so long as the character’s Wisdom score is 18 or greater.

5th level - The cleric learns how to join power with another cleric. They may pool their energies with one cleric for each 5 levels of advancement that they have attained, with the highest-level cleric in the pool determining the cap. While linked, the clerics may all concentrate their energies to cast one spell that they all know. The casting time for this spell is multiplied by 10, but all clerics in the link contribute their caster levels +1 to the effort. Once the spell is finished, all of the clerics in the link are considered to have cast it.

13th level - They learn the rituals necessary to return a dead body to life. This ritual requires reagents, totaling in cost equal to one-half the normal cost to resurrect the character, and it is both exhausting and time-consuming. For 30 days after performing the ritual, the cleric cannot cast spells and receives -10% to hit and evade, from cap, and the cleric cannot perform the ritual again during this time without causing their own death. At 25th level, this period decreases to 15 days.

Class Flaws:
A cleric’s alignment is tracked more closely than other characters in Omen, for if they fall out of sync with their deity, their powers begin to decline. Clerics’ alignments are tracked along two axis, Law/Chaos and Good/Evil. A Lawful Good cleric begins play with +10 on both of these axis, and a Chaotic Evil cleric begins with -10. Neutral alignments begin at 0 on the appropriate axis. A character becomes Lawful when their Law/Chaos rating becomes +4 or higher, and Chaotic when it is -4 or lower, while becoming Neutral at +3 to -3. Good and Evil work in similar fashion. If a cleric’s alignment becomes one step removed from their deity’s in any direction, their spells function at half effectiveness and they receive -5% to concentration. Alignment-dependent spells always function based on current alignment.

A cleric who is two steps removed from their deity’s alignment cannot cast spells, and is in a grave situation. Should a full week pass without the cleric moving their alignment back in step with their deity’s, they will lose all class abilities until a cleric at least 5 levels higher of the same faith grants them an atonement. Note that no faith will grant an atonement until the supplicant’s alignment perfectly matches their god’s once more. Atonement can be purchased from the temple of the cleric’s deity; the cost of this blessing is based off how far from the deity the cleric’s alignment had slid. The temple may also request that the transgressing cleric perform some sort of service or quest before they grant the indulgence.

Any cleric that desires to permanently change alignments will have to change gods. The spiritual shock of this process results in a permanent loss of two cleric levels, as well as a loss of 1 Charisma point as their faith in themselves is shaken to the core.

Clerics may only use bludgeoning weapons, and may only wear armor of chainmail or lower effectiveness, unless their god’s page specifically states otherwise. Any cleric who garbs themselves strictly in the vestments of their god (cloth, provides no soak, but available to a cleric without cost) receives a bonus 5% soak from their god’s divine protection.

Starting Skills
Ancient History, Healing 30%, Herbalist 20%, Religion, Sense Motive 15%

Cleric Prayer Progression

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