The Cleric is the most widely affected of all the classes in GoHyaku. Clerics are representatives, community leaders, holy men and defenders of the innocent. They function as emmisaries, lore keepers and sometimes warlords. Clerics are very important in the world because it is broken. Monsters ravage the land and evil men run free. As a Cleric it is your duty to protect the innocent and mete out justice as you see fit.
The Divine Power Source
Clerics work miracles with a strange and unknown force known as the Divine Power Source. This source is strengthened by bonds, tradition and togetherness tied up into a single philosophy or mantra. For the Lawful, every faction has their own based on the traditions and cultures of the Galactic Accord. And a new faction, Humanist, is slowly being developed at the Tabernacle. The Agents of Chaos draw from a similar power source, the growing uneasiness and distrust of the Galactic Accord, and the fear of what the true goal of the Accord might be. This growing fear is not as collected or focused as the traditions of the Lawful factions, but it is strong nonetheless.
Picking A Side (Alignments)
Choosing a faction is an important decision, as it will affect how others perceive you. Firstly you should choose an alignment. In GoHyaku your alignment is nothing more than your political affiliation, and all that matters is whether you are Lawful, Chaotic or Neutral. Good and Evil do not mean as much, and breaking a few Lawful rulings will not change to you Chaotic unless you are caught. It is the opinions of the Galactic Accord and your fellow humans who determine your alignment, not any deities. The alignments are arranged thusly:
Law vs Chaos
- Law: Pro-Galactic Accord; the Galactic Accord may be strange with strong ways, but they are the future for all mankind.
- Chaos: Anti-Galactic Accord; not fooled by the Accord’s lies and know an alien invasion when you see it.
- Neutral: You don’t feel strongly either way, or you’re transitioning between one side and another.
Good vs Evil
- Good: You seek to bring everyone together and would gladly sacrifice your life for your cause, friends or family.
- Evil: Life is hard and the only one you can really count on is yourself. You see the value in others but when push comes to shove you’ll do whatever it takes to survive.
- Neutral: You’re an average person. You’ll save the occasional person in trouble, but you won’t die for just anybody either.
See Divinity, Culture and Alignment Charts for more information.
Both sides of the struggle between Law and Chaos have many factions within them. It is your faction that will determine your domain spells (if anything refers to your deity or religion in the Pathfinder rules just substitute that with faction.) Regardless of which faction you pick, all Lawful factions can choose the Law and Good domains and sub-domains should they desire, and all Chaotic factions can choose Chaos and Evil.
Note: The Humanist faction is not available to Clerics.
|Ophan||Aasimar||Lawful||Air, Charm, Glory, Healing, Luck|
|Ra||Drake||Lawful||Good, Law, Nobility, Scalykind, Strength|
|Kurma||Dwarf||Lawful||Artifice, Community, Earth, Glory, Protection|
|Eldrassil||Elf||Lawful||Animal, Knowledge, Liberation, Magic, Plant|
|Iwa||Gnome||Lawful||Darkness, Destruction, Repose, Trickery, War|
|Laka||Halfling||Lawful||Water, Madness, Sun, Travel, Weather|
|Budai||Orc||Lawful||Animal, Community, Glory, Repose, War|
|Seraph||Tiefling||Lawful||Destruction, Fire, Madness, Magic, Rune|
|Human||Humanist||Lawful||All except Death and Void|
|Akeldama||Necromancy||Chaotic||Community, Death, Destruction, Liberation, Repose|
|Void||Nothingness||True Neutral||Death and Void|
|The Silver Adventurer’s Guild||Neutral Party||True Neutral||All Domains|
|Saturnalia||Neutral Party||True Neutral||All Domains|
Skills (Knowledge: Factions)
Clerics replace the skill Knowledge: Religion with Knowledge: Factions, which covers general knowledge of all factions. Clerics also gain the feat “Knowledge Factions Specific” for whatever faction they choose. This feat confers a +5 power bonus to all Knowledge: Faction rolls pertaining to the Cleric’s specific faction.
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faction through her factional symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A lawful cleric (or a neutral cleric who is allied with a lawful faction) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. A chaotic cleric (or a neutral cleric who is allied with a chaotic faction) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral faction (or one who is not devoted to a particular faction) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her factional symbol to use this ability.