Cleric

35 Points

Advantages: Clerical Investment [ 5 ], Power Investiture 1 [ 10 ], Domain Power [ 15 ]
*Note: Power Investiture assumes a “built-in” Vow to adhere to the ethics of the chosen deity. If this Vow is broken, all magical powers, including Domain abilities cease to function until proper atonement has been done.

Domains: Choose two domains associated with the deity. One of the two Domain Powers from these domains are added at character creation; the other may be added when build points become available. See Divine Magic for details.

Skills:
- Deity’s favored weapon [ 1 ]
- Religious Ritual IQ+2 [ 4 ]

Cleric

GD&D JohnHoleman JohnHoleman