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Advanced Dungeons and Dragons Classes The Priest Class From the Players Handbook page 32 The priest is a believer and advocate of a god from some particular mythos. More than just a follower, he/she intercedes and acts on behalf of others, seeking to use his/her powers to advance the beliefs of his/her mythos. All priests have certain powers: The ability to cast spells, the strength of arm to defend their beliefs, and special, deity granted powers to aid them in their calling( i.e. Turning the Undead). All priest spells are divided into different spheres of influence, and these are: All, Animal, Astral, Combat, Charm, Creation, Divination, Elemental, Guardian, Healing, Necromantic, Plant, Protection, Summoning, Sun, and Weather. The Cleric:The most
common of the priest class is the cleric. The cleric may be adherent of
any religion (though if the DM designs a specific mythos, the clerics
abilities and spells may be changed). Clerics are generally good, but
they are not restricted to good; they can have any alignment acceptable
to their order. A cleric must have a Wisdom score of 9 or more. High Constitution
and Charisma are also particularly useful. Those with a Wisdom score of
16 or higher gain a 10% bonus to their experience points gained. The Druid:The druid
is an example of a priest designed for a specific mythos. His/Her powers
and beliefs are different from those of the cleric. The druid is a priest
of nature and guardian of the wilderness, be it forest, plains, or jungle. For more info on the Priest, pick up The Players Handbook.
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