Cleric Combat Abilities
|Weapon||Damage||# of Hands||Break Chance||Attack Form|
|bola||1-4||both||1 in 6||hurled|
|bo stick||2-5||both||1 in 8||hand-to-hand|
|club||1-6||one||1 in 4||hand-to-hand, hurled|
|flail||2-7||both||1 in 8||hand-to-hand|
|godentag||2-8||one||1 in 4||hand-to-hand|
|jo stick||1-4||both||1 in 10||hand-to-hand|
|mace||2-7||one||1 in 6||hand-to-hand|
|morning star||2-8||both||1 in 8||hand-to-hand|
|quarterstaff||1-6||both||1 in 6||hand-to-hand|
|sling||1-4||both||1 in 6||hurled|
|staff sling||1-4||both||1 in 6||hurled|
|warhammer||1-6||one||1 in 6||hand-to-hand, hurled|
With every experience level, clerics roll a d8 to determine their hit points. At 1st level, characters are presumed to have rolled an "8" on the die, starting with "full" hit points. Clerics also gain hit points for their body mass, which is rolled by the DM.
Clerics have not dedicated long hours to detailed combat training and are limited to weapons that are neither edged nor designed for stabbing. Clerics are able to wear any type of armour, including helmets and gauntlets.
Clerics begin with two weapon proficiencies. A new weapon proficiency is gained for every fourth level after 1st: at 5th level, 9th level, 13th level and so on. The penalty for using a non-proficient weapon is -3 to hit.
The table below gives ranges for the cleric's missile weapons. Weapons thrown or fired at point blank range are +1 to hit. There is no adjustment at short range. Medium range gives a -2 penalty, while long range gives a -5 penalty.
See Weapons List