Solaris RPG
Class Name:
Cleric
Energy Potency:
1.10
Available Armors:
Any
Class Type:
Caster
Elemental Potency:
1.00
Available Weapons:
Light, Medium
Clerics are those of dedication. Many are people of faith and find their powers through prayer and meditation to a divine being. Some however are focused on the power of his own spirit or mentality, or even the power of emotions throughout the world around them. No matter their muse, you could never find anyone who cares for and lives for his beliefs more than a cleric. While a multitude of things might fuel a particular cleric, the outcome is the same; they are unmatched in their ability to use their powers to mend the wounds of the allies and even strengthen their metal and mettle as they send them back to the front line.
Level 1 Ability:
Healing - As his action, the cleric can heal himself or an ally within five feet with his favored energy. This heals for a number of hit points equal to his base energy damage. If he has effects that alter his base energy damage or bonus energy damage, these bonuses and penalties do not influence his healing. The cleric cannot use healing on a character with zero hit points, an inanimate object, or a construct. All energies heal the same. Once he uses healing, the cleric may not use healing again on his next three turns. (Action Ability)
Level 5 Ability:
Purify - A cleric can remove one status ailment from himself or an ally. If he or the ally would need to compare a statistic to the creator of that effect in order to remove it himself, the cleric instead substitutes his own Vitality PVS (base or total, depending on the effect) in his attempt to dispel it. The cleric may not perform a Purify for two turns after using this capability. Purify is instantaneous and can be used alongside another action. (Action Ability)
Level 10 Ability:
Prayer of Desperation - Once per battle, a cleric can bless himself with the power of the forces which lasts for three consecutive rounds. For these three rounds, the cleric may utilize Healing as much as he wants, ignoring the cool down period. Prayer of Desperation is instantaneous and can be used alongside another action. (Action Ability)
Level 20 Ability:
Cleric’s Favor - Once per battle, a cleric can create a barrier around himself or an ally. This barrier absorbs any mitigated damage the target would take. The barrier has a number of HP equal to ten times the cleric’s Mind SVS. If the barrier is reduced to zero HP with an attack, it is destroyed and the attack that destroyed it does not deal damage to the protected, even if it was overkill against the barrier. (Action Ability)
Level 30 Ability:
Resurrection - From this point forward, the cleric can use his healing ability on characters with zero hit points. If used during or immediately following a battle, the character will come back to live a little disoriented. It usually takes someone an entire turn to get to his feet and get his bearings, even if he is used to the sensation of death through the use of the Arena or otherwise. If a character has been dead for more than 24 hours, resurrection is still possible (even upwards of years later); however, the revived character will receive an experience point penalty. Resurrecting in this way requires Staff permission. A dead character can refuse accepting a resurrection for any reason. (Utility Ability)
Level 50 Ability:
Reversal - Once per battle, the cleric can respond to an act of aggression in turn. The cleric can target any enemy that made an attack against him or an ally within 10 feet within the last three turns and afflict him with the Energy Burn effect of his favored energy. This is undodgeable. Reversal causes no damage, but the Energy Burn effect lasts for three rounds, instead of the normal one. (Action Ability)
Level 75 Ability:
Faith’s Caress - Once per battle, the cleric may increase the survivability of himself or an ally by providing him a 50% bonus to Dodge SVS that lasts for five rounds. (Action Ability)
Level 90 Ability:
Serenity - Once per battle, the cleric conjures up a field of pure grace that encompasses the entire area. For three turns, no one in the battle can deal damage to another character in any way. Effects that last a certain amount of time, beneficial or not and on allies or enemies, will continue to tick away during this time. Actions may be taken as normal, but nothing will hurt another person. (Action Ability)
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