|An Human cleric|
A cleric is a divine servant of one or more gods, serving them through combat prowess and divine spells, investing their allies with divine power. They are divine leaders who inspire through their own strength of faith. Clerics gain their powers through training and activate them through prayers and rites in the name of their divine patron.
Religion is deeply important to the majority of people on Akara, who feel that the gods are a very real and active presence in their lives, something that is not very far from the truth. For this reason, serving the gods is something that most people do as just a regular part of their lives. Clerics are elite agents of gods, sworn to follow and obey the tenets of their deity's dogma in ways that the average mortal cannot.
Gods are as varying as people and, as a result, so are their divine agents, such as clerics, who might be good or evil, lawful or chaotic, dependent on who they worship and why. Good clerics heal and protect, helping those in need while evil clerics terrorize and destroy, increasing the power of their deity and themselves. Generally, good, or at the very least nonevil, clerics are more common, since good or nonevil deities tend to attract worshipers more than evil ones do.
Relatively few priests become wandering clerics, but those that do are often inspired with the desire to spread their deity's works, for good or evil. Others are sent by their superiors, dispatched on missions of importance for the church. A few others take on the adventuring lifestyle for more mundane reasons.
Nearly all clerics are ordained members of a religious organization of some kind, though a few operate more independently and even those who are bound to a hierarchy do not necessarily answer to superiors. Most make their career choice relatively early in life, seeking to uphold the ideals of his or her god. Churches are often, but not always, tied to a specific god and a few gods maintain separate churches, some of which war with one another over differing interpretations of their god's (or pantheon's) dogma.
Clerics commonly use light or medium armor, simple weapons, and divine magic to improve the abilities of themselves or their allies in combat.
Clerics are powerful healers thanks to special training and the blessings of their gods, both of which increase the potency of the curative prayers available to them.
Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Revelation is the moment at which a follower of a god is chosen by that deity to serve them. This moment is marked by a huge display of divine power and renders the area around the person as "Holy/Unholy" for several weeks after depending on the strength of the deity.
Effects of Revelation:
- Hallowed / Unhallowed effect for 10 yards / deity level around the target.
- Cure Light Wounds for all Followers within 20 yards / deity level around target.
- Cause light Wounds for all Enemies of deity within 20 yards / deity level around target.
- Cure Serious Wounds for all Devoted followers within 10 yards / deity level around target.
- Cause Serious Wounds for all Enemies within 10 yards / deity level around target.
- Cure Disease / Infirmity for all Devoted followers within 5 yards / deity level around target.
- Restore health for target
Upon the completion of revelation the target will have been given a holy symbol of their god (or have their current holy symbol converted).