Cleric

From OSE SRD
Requirements None
Prime requisite WIS
Hit Dice 1d6
Maximum level 14
Armour Any, including shields
Weapons Any blunt weapons
Languages Alignment, Common


Clerics are adventurers sworn to the service of a deity. They are trained for battle and channel the power of their deity.

Combat

Clerics can use all types of armour. The edicts of their holy order forbid them from using weapons that have a sharp, cutting edge or stabbing point. They may use the following weapons: club, mace, sling, staff, war hammer.

Divine Magic

See Spells for full details on divine magic.

Holy symbol: A cleric must carry a holy symbol (see Adventuring Gear).

Deity disfavour: Clerics must be faithful to the tenets of their alignment, clergy, and religion. Clerics who fall from favour with their deity may incur penalties.

Magical research: A cleric of any level may spend time and money on magical research. This allows them to create new spells or other magical effects associated with their deity. When a cleric reaches 9th level, they are also able to create magic items.

Spell casting: Once a cleric has proven their faith (from 2nd level), the character may pray to receive spells. The level progression table (below) shows the number of spells a cleric may memorize, based on their experience level. The list of spells available to clerics is found in Cleric Spells.

Using magic items: As spell casters, clerics can use magic scrolls of spells on their spell list. They can also use items that may only be used by divine spell casters (e.g. some magic staves).

Turning the Undead

Clerics can invoke the power of their deity to repel undead monsters encountered. To turn the undead, the player rolls 2d6. The referee then consults the table below, comparing the roll against the HD of the type of undead monsters targeted.

Successful Turning

If the turning attempt succeeds, the player must roll 2d6 to determine the number of HD affected (turned or destroyed).

Turned undead: Flee from the cleric’s presence if possible, and will not harm the cleric.

Destroyed undead (result of D): Are instantly and permanently annihilated.

Excess: Rolled Hit Dice that are not sufficient to affect a monster are wasted.

Minimum effect: At least one undead monster will always be affected on a successful turning.

Mixed groups: If turn undead is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first.

Turning the Undead

Turning the Undead
Hit Dice of Monster Type†
Level 1 2 2* 3 4 5 6 7-9
1 7 9 11
2 T 7 9 11
3 T T 7 9 11
4 D T T 7 9 11
5 D D T T 7 9 11
6 D D D T T 7 9 11
7 D D D D T T 7 9
8 D D D D D T T 7
9 D D D D D D T T
10 D D D D D D D T
11+ D D D D D D D D

* 2 HD monsters with a special ability (i.e. with an asterisk next to their HD rating, in the monster description).

† At the referee’s option, the table may be expanded to include more powerful types of undead monsters.

Turning Table Results

—: The turning fails.

Number: If the 2d6 turning roll is higher or equal, the turning attempt succeeds.

T: The turning succeeds.

D: The turning succeeds; the monsters are destroyed, not simply caused to flee.

After Reaching 9th Level

A cleric may construct a stronghold. If the cleric is in favour with their deity, the construction costs are halved, due to divine aid.

When the stronghold is complete, 5d6 × 10 fighters of level 1–2 will arrive to serve the cleric. These followers are completely devoted to the cleric, never checking morale. The referee decides which followers are 1st and 2nd level, as well their combat role (e.g. archers, infantry, etc.).

Cleric Level Progression

Cleric Level Progression
Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4 5
1 0 1d6 19 [0] 11 12 14 16 15
2 1,500 2d6 19 [0] 11 12 14 16 15 1
3 3,000 3d6 19 [0] 11 12 14 16 15 2
4 6,000 4d6 19 [0] 11 12 14 16 15 2 1
5 12,000 5d6 17 [+2] 9 10 12 14 12 2 2
6 25,000 6d6 17 [+2] 9 10 12 14 12 2 2 1 1
7 50,000 7d6 17 [+2] 9 10 12 14 12 2 2 2 1 1
8 100,000 8d6 17 [+2] 9 10 12 14 12 3 3 2 2 1
9 200,000 9d6 14 [+5] 6 7 9 11 9 3 3 3 2 2
10 300,000 9d6+1* 14 [+5] 6 7 9 11 9 4 4 3 3 2
11 400,000 9d6+2* 14 [+5] 6 7 9 11 9 4 4 4 3 3
12 500,000 9d6+3* 14 [+5] 6 7 9 11 9 5 5 4 4 3
13 600,000 9d6+4* 12 [+7] 3 5 7 8 7 5 5 5 4 4
14 700,000 9d6+5* 12 [+7] 3 5 7 8 7 6 5 5 5 4

* Modifiers from CON no longer apply.

D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.