Cleric Sage Abilities
Below can be found a list of the knowledge fields and studies available to the Cleric Class. Starting at 1st level, clerics gain ONE field and ONE study within that field. This choice is left entirely to the player. There are four fields to choose from:
- The Church: details focusing upon the organization and political management of the secular religious establishment, apart from its belief systems and supernatural elements. Knowledge and activities relate to governance, oversight, finances and ordinary daily coordination.
- Legends & Folklore: describes extraneous supernatural elements of the world that are indirectly related to religion, emphasizing knowledge of beings, magical items, events and individuals — not only with respect to power, but relating also to the stories and hearsay that has arisen from their presence on Earth.
- Power: describes the influence of magical energy in all its forms, enabling the character to explore those forces of the universe that arise from outside the Prime Material Plane. This knowledge acts as a form of empowerment and as a means to finding protection against those forces that threaten the character's religion and all natural life.
- Theology & Customs: enables the character to employ rituals as a complement to spells, primarily in service to the religion and its congregations, to assuage common suffering and encourage greater understanding and support from the masses.
The studies within these fields are each described more thoroughly on their own pages — and in turn are a number of sage abilities that await possession by player characters and others. Following are a list of studies sorted by their field.
The Church
Legends & Folklore
Power
- Divination
- Dweomercraft
- Faith
- Medicine
- Outer Planes
Theology & Customs
- Astronomy & Astrology
- Gods
- Law & Policy
- Ritual
Having chosen a field and a study within that field, the cleric is awarded 12 knowledge points in the chosen study (which becomes a 'specialty'). The cleric then rolls 1d8 -1 for all other studies in the cleric's field, generating numbers from 0 to 7. Finally, the cleric rolls a d4 -1 for all out-of-field studies.
Upon gaining a level, the cleric increases specialties by 1d12 knowledge points. In-field studies are increased by 1d8 -1 points. Out-of-field studies are increased by 1d4 -1 points.
Once the cleric obtains 10 knowledge points in any specialty or study, the cleric becomes an amateur in that study. Once the cleric obtains 30 knowledge points, the cleric becomes an authority. Obtaining 60 points makes the cleric an expert, while 100 points makes the cleric a sage. Abilities and proficiencies enabled for each knowledge status may be found on the links for the fields and studies above.
At 5th level, and every four levels thereafter (9th, 13th, 17th, 21st, 25th and 29th level), the cleric gains an additional specialty from the cleric’s field studies (that is, within the cleric’s present field). At that point, the cleric begins rolling a d12 for additional level gains in that specialty. Suppose that a given field study rated 15 points at 4th level, the cleric having rolled 4d8 -4 up until then. At 5th, the cleric chooses that study as a new specialty; a d12 is then rolled (for gaining a level) and added to the original 15.
At 7th level, and every six levels thereafter (13th, 19th and 25th level), the cleric gains an additional field. All the studies in that field henceforth become field studies and increase at 1d8 -1 per level. Clerics may choose additional specialties from any field they possess.
See Cleric