User blog:Shalax/Clerics

A party without a healer is destined to fall.

So you'll find a cleric (willingly or not) dragged along with almost every adventurer worth his/her salt.

Masters of the divine and nature as well, they mix these up to heal with both holy magic, and natural remedies and poultices. Clerics start with the ability Heal, and a trait; Injury Sense. The former is self explanatory, Injury sense lets them divine the method most likely to work to heal a wound. This sense allows even novice clerics to set bones properly.

At level 15, they gain access to Clarivoyance, which alerts them to nearby danger as well as lettign them scope out the terrain. At 30, their heal is replaced with a Greater heal. At 50, they can imbue a target with holy power. Comboing this with other stat boosts can utterly annihilate the opposition.

Clerics wear no armor aside from cloth, for it would interfere with their method of channeling armor and frankly, most clerics aren't strong enough to sit in full plate for extended periods of time as is needed in armor .even if they wanted to. Carrying a book and a staff, both viable melee weapons due to their heft and weight,

Clerics start out in Solarius rather than Virizon, just like Paladins for By-Nar