Divine Cleric

Immortal Freedom RPG > Non-player Entities (NPCs) > Classes

Divine magic—which manifests as blinding, burning light—is possible thanks to one’s connection to a mysterious force or deity known simply as the Divine. Very few exhibit mastery in divine magic, and fewer more are able to harness it. Terrans are the most proficient in its use, though other species are also capable of harnessing it. Ewoche also mastered the use of divine magic—though it did little to prevent their downfall.

Attribute Details
Type Character
Emotion/Logic Number 1d6
Magic/Tech Number 2
Maximum Major Injuries 3
Maximum Minor Injuries 5

Divine clerics use divine magic to attack their enemies and heal allies. Divine magic is stronger than other magics and divine clerics know it—they use it to their advantage as much as possible. They focus on attacking until an ally is damaged, at which point they get within melee range to heal or cleanse.

Actions

Reactions

Level 1 Abilities

Level 2 Abilities

Level 3 Abilities

Level 4 Abilities

Level 5 Ability

Level 6 Abilities

Standard Inventory

Tactics

Divine clerics have a base AP pool of 3 AP.

  1. (Level 6) Begins the encounter with the Divine Avatar status.
  2. Guards or uses the Magical Shield ability (level 3+), if they believe they have the AP to spare.
  3. Moves or scrambles to:
    • Get within range of a target or an ally, if they’re not already in range, and
    • Stay as far away from danger as possible.
  4. If inhibited, moves or scrambles to:
    • Get away from the originator,
    • Get within range of an ally, if they’re not already in range, and
    • Stay as far away from danger as possible.
  5. (Level 6) Uses the Renascence ability, if:
  6. (Level 2+) Cleanses, if themselves or an ally has a negative status.
  7. Uses the Restoration ability, if themselves or an ally is unstable.
  8. (Level 5+) Uses the Supernova ability, if:
  9. (Level 3+) Censures, if the target is a big enough threat.
  10. (Level 2+) Uses the Divine Radiance ability, if the target is a big enough threat.
  11. Assails the target with holy fire.
  12. (Level 6) Raptures, if: