Character Class: Cleric

(From the Light Ed.)

Playing the Cleric:

Clerics are fighting priests with the ability and will to heal the sick and injured.


Special Miracle Abilities:

At the cost of no Faith, Clerics are able to heal themselves or someone else one time per day per level. This healing requires the Cleric's touch, and restores 1d6 Life plus an additional +1 Life per level of experience.


Clerics will never us a weapon that has the primary function of drawing blood. Therefore, he or she can only wield or throw blunt weapons, such as maces, flails, and morningstars; or else they lose all Miracle-performing abilities for 1d4 days per Attack with the bladed or missile weapon.

Armor Restrictions

Clerics prefer the fine robes and gowns of their church for casual living. However, for battle, they only wear heavier armor shrouded in the crest of their church.

  • No restrictions

Weapon Restrictions

  • Blunt weapons only
  • No blades, no missiles

Creating the Cleric

Attribute Requirements:

Life and Faith:

  • Life: 2d6 (GE) + (Strength + Endurance + Wisdom)
  • Faith: 2d6 (GE) + (Patience)



Choose four (4) Talents and three (3) Crafts at Level 1.

(You may select Skills from the following list or Weapon Skills from the list below.)

Weapon Skills:

(You may select a Weapon Skill from the following list in place of selecting a Talent or Craft.)

Initial Equipment:

  • Mace (2d10 Damage)
  • Tunic (AP: Chest; DEF: +1)
  • Cape
  • Cloth Breeches (AP: Legs; DEF: +1)
  • Boots (AP: Feet; DEF: N/A)
  • Pouch of 2d6 Gold, 1d6 Silver
  • Sleeping blanket
  • Small Pack
  • Medium Candle
  • 2d6 Food Rations

Progressing the Cleric:

Life and Faith: Add the following to the 's Life and Faith upon reaching each new level.

  • Life: Life: +1d6 (GE) (GE),
  • Faith: Faith: +1d6 (GE)

*(GE) = Grace Effect