Clerics are both divine emissaries and holy warriors, looking to spread the word of their faith and seek out anathema to that faith and smite it, in particular the undead. To all religions and faiths, undead are a mockery of the gift of life, and must be vanquished whenever possible. To that end, all clerics are trained in weaponry best suited to combat these mockeries as well as the possessing the ability to focus their faith in a holy light that can banish or even destroy the undead.
Legends claim that at one time the clerics were but an Order of one faith, who’s name is lost to history. Their intense training, combat prowess, and array of divine spells began to win over the people of the land, and causing the other faiths to grow jealous. To that end, many other religions lured away clerics and their teachers to covert to their faith and teach to their faithful. Today, nearly every faith has cleric training, all culled from the same roots, accounting for the similarities in abilities and martial skill among all clerics.
In most civilized places, clerics are welcome with open arms. Divine magic, especially of the healing kind, is looked upon in wonderment and awe, instead of the fear and mistrust of arcane magic stylings. Cleric abilities granted by the gods, one of the few observable signs of their power, is revered and honored. However, some question the true roots of a cleric’s power, citing the lack of other divine manifestations as well as the disturbing similarities of abilities dispersed among the many faiths. Those people theorize that the power does not come from the divine, but something far more sinister, in a bid to cause complacency among the populace.
Why They Adventure: Clerics adventure mostly for one reason. To seek out those that are a perversion to their faith and destroy them. This holds particularly true to the undead and those that use the undead, a common foe among all clerics. Besides that, clerics adventure to help spread their faith, as adventurers often travel the length and breadth of the world and this allows the cleric a chance to introduce settlements throughout the land to the miracles of his religion. Many faiths do not sponsor a cleric after his training is complete and the fortune found in adventuring can help keep a cleric on his tasks. Other faiths send clerics out seeking old artifacts and relics lost in crumbling ruins that hold import to their religion as well.
Role-Playing Tips: Don’t forget that a cleric is, above all, dedicated to his faith. He should never hesitate to speak the tenets of his religion or call upon his gods whenever possible. Nor will a cleric not take an opportunity to attempt to convert others to his faith. Training as a cleric takes years of dedication and an unshakable faith, clerics should pray or institute other traditions of their religion during rests and at night and may even hum hymns or quote passage from holy scriptures. Incorporating their faith into all they do should be second nature to a cleric.
Rule Changes: Clerics retain all the features as presented in Labyrinth Lord with the follow exception: Languages: Clerics speak Common and the Alignment Language of their deity.
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