Cleric: Difference between revisions

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m (Admin moved page Mystic to Cleric: Decided to stay with the Cleric name after all. Neither option is perfect. The D&D trope does set the correct gameplay expectations so we'll go with it.)
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[[Category: Character Classes]]
[[Category: Character Classes]]
The '''Mystic''' is a spellcaster who gets their power from summoning spirits and from adjuration, that is, from directly commanding Nature using names of power. The Mystic is roughly equivalent to the SRD class called "cleric" but is different in concept. The Mystic doesn't get their powers directly from a single god. They get them from the mystical teachings of a particular cult. The cults may be affiliated with a single god or they may be polytheistic in devotion. Cults are usually associated with a particular culture, so mystics from different cultures will have different powers.
The '''Cleric''' is a spellcaster who gains the power to work miracles by following a spiritual regimen of meditation and rituals. The word "cleric" is a bit of a misnomer because a cleric doesn't have to be affiliated with an organized sect. We use the word "cleric" because it's the term for this class in other games (both 5E and Pathfinder). In Adventure Band, clerics don't get their powers directly through prayer. They practice rituals prescribed by a sacred mystery and thereby gain spiritual powers.
 
= Creating a Cleric =
# Choose one [[Archetype]] to represent the mystical powers at your command. Cleric is the only character class for which the Archetype is required. Your Archetype will give you:
** Weapon proficiencies
** Armor proficiency
** Extra [[power]]s you can choose
# Unlock the [[Sanctity]] Skill. Sanctity is needed for your powers so you should strongly consider putting a high score into it.
# Choose three first-level [[powers]]. You can choose freely from the [[:Category:Cleric Powers|Cleric Powers list]] and from the list provided by your [[Archetype]]
# Consider taking an Aspect related to your [[creed]] and/or your position in a religious [[order]] -- or outside it!

Revision as of 04:43, 27 June 2022

The Cleric is a spellcaster who gains the power to work miracles by following a spiritual regimen of meditation and rituals. The word "cleric" is a bit of a misnomer because a cleric doesn't have to be affiliated with an organized sect. We use the word "cleric" because it's the term for this class in other games (both 5E and Pathfinder). In Adventure Band, clerics don't get their powers directly through prayer. They practice rituals prescribed by a sacred mystery and thereby gain spiritual powers.

Creating a Cleric

  1. Choose one Archetype to represent the mystical powers at your command. Cleric is the only character class for which the Archetype is required. Your Archetype will give you:
    • Weapon proficiencies
    • Armor proficiency
    • Extra powers you can choose
  1. Unlock the Sanctity Skill. Sanctity is needed for your powers so you should strongly consider putting a high score into it.
  2. Choose three first-level powers. You can choose freely from the Cleric Powers list and from the list provided by your Archetype
  3. Consider taking an Aspect related to your creed and/or your position in a religious order -- or outside it!