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Green Cleric Class
Green Cleric Class
Green Cleric Class
Green Clerics are adventurers sworn to keep the balance of nature. They are not
druids, but may
strive to become one.
Combat:
As they are clerics, and not yet druids, Green Clerics can use all types of armour
and wooden
shields. They may use the following weapons: club, sling, staff, short bow, long
bow and ivory
dagger.
Primal Magic:
Green Cleric's spell advancement is the same as Cleric but use the druid spell
list.
Control Animals:
Green Clerics can invoke the power of nature to control animals encountered. To
control an animal,
the player rolls 2d6. Animals with a special ability and magical animals (unicorns,
owlbears,
dire wolves) are treated as 1 HD higher.
P: pacified
F: friendly
D: dominate
If an effect automatically succeeds, the player may still roll for a greater effect
by treating
automatic successes for pacified as 7 and friendly as 9.
Druidic Advancement:
At level 10, a Green Cleric can opt to become a druid by joining a druidic circle.
If the player
does so, the player may cast spells as if they were 1 level higher but they may not
use armor.
The Control Animals ability can then also be used on plant-like monsters and they
learn the secret
druidic language.