Ruins of Adventure
- Races: Human
- Classes: Cleric
- Ability Requirements: Cha 15, Wis 9
- Alignments: Lawful Good
- Starting Cash: By class
- Allowed Priest Kits: Adviser, Avenger, Guardian, Moralist, Nobleman Priest, Planewalker Priest
- Weapon Slots: By class
- Allowed Weapons: Any Weapons
- Allowed Armor: Any Armor, No Shields
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Non-weapon Slots: By class
- Available Categories: General, Priest, Warrior
- Bonus Proficiencies: Religion
- Required Proficiencies: none
- Recommended Proficiencies: Blind-Fighting
- Forbidden Proficiencies: none
- Major: All, Combat, Divination, Guardian, Healing, Law, Necromantic, Protection, Summoning, Sun, War
- Minor: Charm
Overview: Clerics of Torm are best described as priests who act like paladins but with much closer ties to the organized church. Thus far, the only specialty clerics of Torm are found operating in the vicinity of Tantras. These clerics focus on completing quests or leading people in a great cause or crusade. With the rise in Torm’s popularity (from a corresponding fall in Helm’s reputation and church), the clerics always hope to lead new worshipers to great deeds in Torm’s name.
Description: Clerics of Torm wear glistening white plate mail, massive pearl-white helms, and sky-blue cloaks. They look every inch the hero, and one would swear that they actually glow with holiness. Clerics of Torm favor two-handed swords or bastard swords, and thus refuse to use shields.
Role-Playing: Clerics of Torm are scrupulously honest and fiercely loyal to Torms credos. They do not utter vows lightly, because they will die before breaking one. These clerics are idealistic heroes who love grand quests and crusades. These holiest of priests deliberately keep a high profile wherever they go to inspire those around them.
- Clerics of Torm gain a +2 bonus on attack rolls against chaotic evil opponents.
- A cleric of Torm can detect the presence of evil intent up to 60 feet away by concentrating on locating evil in a particular direction. He can do this as often as desired, but each attempt takes one round. This ability detects evil monsters and characters.
- A cleric of Torm receives a +2 bonus to all saving throws.
- A cleric of Torm is immune to all forms of disease.
- A cleric of Torm can heal by laying on hands, like a paladin. The cleric restores 2 hit points per experience level. He can heal himself or someone else, but only once per day.
- A cleric of Torm can cure diseases of all sorts only once per week for each five levels of experience.
- A cleric of Torm is constantly surrounded by an aura of protection from evil with a 10-foot radius.
- A cleric of Torm using a holy sword projects a circle of power 10 feet in diameter when the sword is unsheathed and held. This power dispels hostile magic of a level up to the cleric’s experience level.
- At 4th level, a cleric of Torm may call for his war horse. This faithful steed need not be a horse; it may be whatever sort of creature is appropriate to the character. A cleric’s war horse is a very special animal, bonded by fate to the cleric. The cleric does not really “call” the animal, nor does the horse instantly appear in front of him. Rather, the character must find his war horse in some memorable way, most frequently by a specific quest.
- Starting at 5th level, clerics of Torm turn undead at four levels lower than their actual experience level.
- Specialty clerics of Torm must have Tantras as their home region.
- Clerics of Torm have all the restrictions of paladins, including not owning more than 10 magic items, never retaining wealth, tithing to the church, and only employing lawful good followers and henchmen.
- At 6th level and each level after that, a cleric of Torm must undergo a quest, commit a heroic deed, or slay a monster of twice the cleric’s level single-handedly before he can advance to the next level.
Return to Religions.