Ecclesiastic
Ecclesiastics are human men and women dedicated to the service of a religious order. If your Judge has not specified particular religious orders in his campaign, the default ecclesiastic is assumed to be a member of the Temple of the Winged Sun, devoted to Ammonar, God of Law and Light. Whatever order they serve, the majority of ecclesiastics never adventure, preferring to dedicate themselves to ministry, prayer, and sacramental duties. Only a few venture forth from their parishes into the dangers of the world, traveling as mendicants, proselytizers, missionaries, or crusaders. Most of these ecclesiastics lose their lives or their faith to darkness or decadence. Those ecclesiastics who succeed in bringing the light of faith into dark places are recorded by later generations as saints and prophets of their god.
Ecclesiastic Level Progression |
Ecclesiastic Ceremony Progression |
Experience |
Title |
Level |
Hit Dice |
|
1 |
2 |
3 |
4 |
5 |
6 |
0 |
Catechist |
1 |
1d4 |
|
1 |
- |
- |
- |
- |
- |
1,250 |
Acolyte |
2 |
2d4 |
|
2 |
- |
- |
- |
- |
- |
2,500 |
Priest |
3 |
3d4 |
|
2 |
1 |
- |
- |
- |
- |
5,000 |
Curate |
4 |
4d4 |
|
2 |
2 |
- |
- |
- |
- |
10,000 |
Vicar |
5 |
5d4 |
|
2 |
2 |
1 |
- |
- |
- |
20,000 |
Rector |
6 |
6d4 |
|
2 |
2 |
2 |
- |
- |
- |
40,000 |
Prelate |
7 |
7d4 |
|
3 |
2 |
2 |
1 |
- |
- |
80,000 |
Bishop |
8 |
8d4 |
|
3 |
3 |
2 |
2 |
- |
- |
160,000 |
Patriarch |
9 |
9d4 |
|
3 |
3 |
3 |
2 |
1 |
- |
260,000 |
Patriarch, 10th lvl |
10 |
9d4+1* |
|
3 |
3 |
3 |
3 |
2 |
- |
360,000 |
Patriarch, 11th lvl |
11 |
9d4+2* |
|
4 |
3 |
3 |
3 |
2 |
1 |
460,000 |
Patriarch, 12th lvl |
12 |
9d4+3* |
|
4 |
4 |
3 |
3 |
3 |
2 |
560,000 |
Patriarch, 13th lvl |
13 |
9d4+4* |
|
4 |
4 |
4 |
3 |
3 |
2 |
660,000 |
Saint |
14 |
9d4+5* |
|
4 |
4 |
4 |
4 |
3 |
3 |
*Hit point modifiers from constitution are ignored |
Ecclesiastics receive little combat training. At first level, ecclesiastics hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws only two points every six levels of experience (i.e. the same as mages), but they advance in saving throws by two points every four levels of experience (i.e. as clerics). They may only fight with quarterstaffs, clubs, daggers, or darts. They are unable to use shields, fight with two weapons, or wear any kind of armor.
Although they cannot cast spells like clerics, ecclesiastics may learn and perform eldritch ceremonies in the liturgical tradition starting at 1st level (Acolyte). The number and levels of ceremonies the ecclesiastic can perform in a single day is summarized on the Ecclesiastic Ceremony Progression table. An ecclesiastic’s selection of ceremonies is limited to the ceremonies in his repertoire. An ecclesiastic’s repertoire can include a number of eldritch ceremonies up to the number and level of ceremonies listed for his level, increased by his Intelligence bonus. More information on ceremonial magic, and individual spell descriptions, can be found in the Magic chapter (p. XX).
As they advance in level, ecclesiastics may add new ceremonies to their repertoire by visiting a temple of their order and spending one game week per ceremony. At the Judge’s discretion, the ecclesiastic’s order may require that the ecclesiastic learn particular ceremonies at each level, or refuse to teach certain ceremonies it deems sacrilegious. Ecclesiastics who wish to learn such ceremonies must find or research them on their own.
EXAMPLE: Balbus, an ecclesiastic, has advanced to 2nd level, increasing his repertoire from one to two 1st level ceremonies. He visits the local Temple of the Winged Sun and impudently inquires of his Patriarch whether he might learn darkness or weave smoke. After a stern lecture on upholding Light and Law, Balbus is offered a choice of light or command word.
Ecclesiastics must uphold the doctrines of their faith in order to remain members of their religious order. If an ecclesiastic is found breaking the rules of his order, he may be disciplined or even separated from his order.
An ecclesiastic who is separated from his order may not return to the order when they advance in level to learn new ceremonies, and will not receive aid or followers when building a cathedral (see below). Other penalties are entirely up to the Judge.
Ecclesiastics are among the most educated and respected members of their society. All ecclesiastics learn theology at a seminary or monastery (as per the Theology proficiency). They can automatically identify religious symbols, spell signatures, trappings, and holy days of their own faith, and can recognize those of other faiths with a proficiency throw of 11+. Rare or occult cults may be harder to recognize (Judge’s discretion). An ecclesiastic may select additional ranks in the Theology proficiency to improve his proficiency throw if desired.
In order to evangelize their faith and convert others to the worship of their god, ecclesiastics are trained in diplomacy. They receive a +2 bonus on all reaction rolls when they attempt to parley with intelligent creatures (as per the Diplomacy proficiency).
Ecclesiastics can comfort and console the wounded, helping the faithful to better endure pain and suffering while they heal. The base healing rate of a character is doubled during each day of complete rest under the care of an ecclesiastic. The ecclesiastic can simultaneously comfort and console up to one character per level of experience. An ecclesiastic cannot comfort and console wounded characters of a different alignment or religion. This ability does not stack with the effects of the salving rest spell.
By reciting a sermon or singing a hymn before battle, ecclesiastics can inspire courage in the faithful. Inspiring courage requires a few moments of oration (one round), and grants the ecclesiastic’s allies within a 50' radius a +1 bonus to attack throws, damage rolls, morale rolls (for monsters or NPCs allied with the caster), and saving throws against magical fear. The bonus lasts for 10 minutes (1 turn). An ecclesiastic can inspire courage in any given character once per day per class level. (Even the most inspiring parable gets old if you hear it twice in the same day.) An ecclesiastic cannot inspire courage in characters who are already engaged in combat or in characters of a different alignment or religion.
Finally, all ecclesiastics have the ability to turn undead, calling upon the liturgy of their faith to drive back, and even destroy, undead. Ecclesiastics turn undead as clerics of their level. There is no limit to how often an ecclesiastic may attempt to turn undead each day, but if an attempt to turn undead fails during an encounter, the ecclesiastic may not attempt to turn undead again for the remainder of that encounter. At the Judge’s discretion, some orders may teach their ecclesiastics to control undead rather than turn them.
An ecclesiastic can use any magic items usable by mages or clerics. When an ecclesiastic reaches 5th level (Vicar), he may begin to research spells, scribe scrolls, and brew potions. Ecclesiastics may collect and use divine power as clerics in order to fuel their magical research.
At 9th level (Patriarch), he is able to create more powerful magic items such as weapons, rings, and staffs. Also upon attaining 9th level (Patriarch), an ecclesiastic may establish or build a cathedral. So long as the ecclesiastic is currently a member in good standing of his order, he may buy or build his cathedral at half the normal price due to aid from his order. Once a cathedral is established, the ecclesiastic’s reputation will spread and he will attract 5d6x10 0th level soldiers armed with various weapons, plus another 1d6 ecclesiastics of 1st-3rd level of the same religion to serve the order. They are completely loyal (morale +4). While in the ecclesiastic’s service, his followers must be provided food and lodging, but need not be paid wages. The Judge determines which proportions of followers are archers, infantry, etc. Ecclesiastic’s cathedrals are otherwise identical to cleric’s fortified temples, as detailed in the Campaign chapter of the ACKS Rulebook.
At 11th level, an ecclesiastic may create ceremonial artifacts (see p. XX), may learn and cast ritual divine spells of great power (6th and 7th level), craft magical constructs, and create magical cross-breads. If chaotic, the ecclesiastic will become able to create necromantic servants and even become undead himself.