Priests

Acoloyte

Medium sentient humanoid (4d6)
STR 4 (3d6) AGI 4 (2d6) END 3 (2d6)INT 3 (2d6) LOG 4 (2d6) WIL 3 (2d6)CHA 3 (2d6) LUC 1 (1d6) REP 1 (1d6)
MELEE DEFENCE 12RANGED DEFENCE 12MENTAL DEFENCE 16VITAL DEFENCE 10
HEALTH 12SOAK 2; VULN noneIMMUNE none
INITIATIVE 2d6PERCEPTION 3d6SPEED 4; CLIMB 2; JUMP 6'/3'
REACH 5-ftACTIONS 2
πŸ…œ Brawing 2d6 (1d6+2 blunt damage)
Skills religion 6 (3d6), linguistics 1Β  (1d6), history 1 (1d6), art 1 (1d6)Gear -Β 

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Sense virtue. The acolyte can sense the presence of good or evil (the opposite to his own virtue) within 60’.Β 

Cleric

Medium sentient humanoid (6d6) Β  Β Β Β Β Β Β Β Β Β Β Β Β Β Β Β Β Β STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)MAG 10 (4d6)
MELEE DEFENCE 18RANGED DEFENCE 18MENTAL DEFENCE 24VITAL DEFENCE 18
HEALTH 36SOAK 6 (ringmail); VULN noneIMMUNE none
INITIATIVE 5d6PERCEPTION 5d6SPEED 6; CLIMB 3; JUMP 12'/6'CARRY 120lb (max lift 300lb)
REACH 5-ftACTIONS 2
πŸ…œ Mace 5d6 melee (3d6+3 blunt damage)πŸ…‘ Ray of light/shadow 5d6 ranged (3d6 light or shadow damage; range 9)
Skills hardy 6 (3d6), staves 3 (2d6), perception 3 (2d6), tactics 3 (2d6), religion 6 (3d6), medicine 3 (2d6), healing 3 (2d6), evocation 3 (2d6)Gear mace, medium shield, ringmail, holy symbol

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Portfolio. The touch of a good cleric heals 1d6 HEALTH as a single action (although any given creature can only benefit from this once per day). The touch of an evil cleric inflicts 1d6 evil damage beyond his natural damage.
Sense virtue. The cleric can sense the presence of good or evil (the opposite to his own virtue) within 60’.Β 

High Priest

Medium good/evil sentient humanoid (8d6)
STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)MAG 15 (5d6)
MELEE DEFENCE 24RANGED DEFENCE 24MENTAL DEFENCE 32VITAL DEFENCE 24
HEALTH 48SOAK 8; VULN noneIMMUNE none
INITIATIVE 6d6PERCEPTION 6d6SPEED 8; CLIMB 4; JUMP 20'/10'CARRY 200lb (max lift 500lb)
REACH 5-ftACTIONS 2
πŸ…œ Mace 6d6 melee (3d6+4 blunt damage)πŸ…ž Holy/unholy word 6d6 vital (3d6+4 psychic damage)Β 
Skills religion 10 (4d6), history 10 (4d6), law 6 (3d6), leadership 6 (3d6), insight 6 (3d6), meditation 10 (4d6), maces 3 (2d6), perception 3 (2d6), reactions 3 (2d6)Gear exceptional maceΒ Β Β Β 

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Sense virtue. The high priest automatically senses the presence of any beings or objects with a virtue opposite to himself.
Shield of faith. The high priest gains +4 to all DEFENSEs against creatures with the opposite virtue.
Divine touch. The high priest's touch either heals 3d6 HEALTH or does 3d6 unholy damage to the target (this cannot be SOAKed). A target can one benefit from the healing (but not the damage) once per day.
Blessing/curse. Once per day the high priest can issue a blessing or curse to a target within 30'. A blessing grants it +3d6 to its LUC dice pool for one hour; a curse deprives it of its LUC dice pool for one hour.
Holy judgement. Choose one target within sight. The high priest illuminates the target with holy or unholy light. That target may not benefit from cover until another target is selected.

Shaman

Medium sentient humanoid (7d6) Β Β Β 
STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)MAG 15 (5d6)
MELEE DEFENCE 21RANGED DEFENCE 21MENTAL DEFENCE 28VITAL DEFENCE 21
HEALTH 42SOAK 7; VULN noneIMMUNE none
INITIATIVE 6d6PERCEPTION 6d6SPEED 7; CLIMB 4; JUMP 20'/10'CARRY 200lb (max lift 500lb)
REACH 5-ftACTIONS 2
πŸ…œ Club 6d6 (3d6+4 blunt damage)πŸ…‘ Blowgun 6d6 (3d6 piercing/poison damage; range 11)
Skills nature 6 (3d6), herbalism 6 (3d6), enchantment 6 (3d6), summoning 3 (12d6), hexes 6 (3d6), medicine 3 (2d6), meditation 6 (3d6), clubs 3 (2d6), hardy 6 (3d6), reactions 3 (2d6)Gear blowgun, club, hide armour, totemΒ Β Β 

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Spirit companion. The shaman is accompanied by an incorporeal spirit companion which takes the form of a wolf, bear, or similar animal. While the spirit cannot directly attack, it can form a flank and can serve as the origin point for any spells the shaman casts.
Spirit healing. All allies within 30' of the shaman or its spirit companion heal 2d6 HEALTH.
Dire hex. The target of the shaman's dire hex must be within 30'. If the mental attack (7d6) is successful, the target suffers a -1d6 die penalty to all checks for the next five minutes. This is cumulative; if multiple hexes reduce the target to a zero maximum dice pool, it falls into a coma until the hex expires.