Triadic Cleric (Campaign Class)

Prime Requisite: WIS
Requirements: None
Hit Dice: 1d6
Maximum Level: 14

The Triadic Knights are a powerful chivalric order found throughout the North and the Heartlands, dedicated to the Triad—a trio of saints under Tyr the Even-Handed, God of Justice. The Triad consists of Helm the Vigilant, Ilmater the Broken, and Torm the True. Helm is the patron of guards and protection, Ilmater is the saint of martyrs and suffering, and Torm is the patron of loyalty and obedience. The knights are sworn to these three saints, and to their master, Tyr.

Triadic clerics are members of the order possessed of the power to perform miracles, channeling magical power for the purposes of protection and healing. Champions of Law, they oppose Chaos in all its forms, but especially injustice perpetrated on the defenseless and the weak. They are staunch enemies of the cults of the Demon Princes. The more powerful Triadic clerics use their influence in baronies and city-states to conduct inquisitions against Chaotic cults, and to make certain that secular rulers obey their moral duties to protect their subjects. While some Triadic Knights (fighters and paladins) become secular lords, ruling over their own domains, most Triadic clerics take on a more spiritual role: they shepherd the populations of these domains, or those of other, allied lords, and serve as advisors and counsel for the rulers.

Triadic clerics advance in attack throws and saving throws by two points every four levels of experience. At first level, triadic clerics hit an unarmored foe (AC 0) with an attack throw of 10+. They are trained to fight using all swords and daggers as well as all flails, hammers, and maces, and can fight using a weapon and shield or wielding a weapon two-handed. They can wear any armor. Triadic clerics can use magic items usable by clerics.

Triadic clerics have the ability to turn undead, just as standard clerics.

Starting at 2nd level (Novitiate), Triadic clerics may cast divine spells, as standard clerics. When a Triadic cleric reaches 5th level (Knight-Errant), he may begin to research spells, scribe scrolls, and brew potions as a cleric. At 9th level (Paragon), he is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, a Triadic cleric may learn and cast rituals spells of great power (6th and 7th level), and craft magical constructs such as golems and animated statues.

Triadic clerics are expected to adhere to the Code of the order: they swear to uphold justice, to be loyal, to be watchful against evil and enemies, and to risk life and limb in the pursuit of right and good. As clerics, they are also expected to pray daily and show veneraton towards the Triad and Tyr. All Triadic clerics must be Lawful, or they will be cast out by the order and hunted as heretics and traitors.

Upon attaining 9th level (Paragon), a Triadic cleric may establish or build a fortified church. So long as the cleric is currently in favor with his order, he may buy or build his fortified church at half the normal price due to the help of fervent worshippers. Once a fortified church is established, the cleric's reputation will spread and he will attract 5d6×10 0th level soldiers armed with various weapons, plus another 1d6 clerics of 1st – 3rd level of the same religion to serve the order. They are completely loyal (morale +4). While in the cleric'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.

Triadic Cleric Proficiency List: Apostasy, Battle Magic, Beast Friendship, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Divine Blessing, Divine Health, Fighting Style, Healing, Knowledge (history), Laying on Hands, Leadership, Loremastery, Magical Engineering, Martial Training, Prestidigitation, Profession (judge), Prophecy, Quiet Magic, Righteous Turning, Sensing Evil, Sensing Power, Theology, Unflappable Casting, Weapon Focus

Triadic Cleric Level Progression

Spell Progression
Experience Title Level Hit Dice 1 2 3 4 5
0 Postulant 1 1d6
1,500 Novitiate 2 2d6 1
3,000 Squire 3 3d6 2
6,000 Triadic Knight 4 4d6 2 1
12,000 Knight-Errant 5 5d6 2 2
24,000 Knight-Guardian 6 6d6 2 2 1 1
50,000 Quester 7 7d6 2 2 2 1 1
100,000 Champion 8 8d6 3 3 2 2 1
200,000 Paragon 9 9d6 3 3 3 2 2
300,000 Paragon, 10th level 10 9d6+1* 4 4 3 3 2
400,000 Paragon, 11th level 11 9d6+2* 4 4 4 3 3
500,000 Paragon, 12th level 12 9d6+3* 5 5 4 4 3
600,000 Paragon, 13th level 13 9d6+4* 5 5 5 4 3
700,000 High Paragon 14 9d6+5* 5 5 5 5 4
* Hit point modifiers from Constitution are ignored

Triadic Cleric (Cleric) Attack and Saving Throws

Level Petrification & Paralysis Poison & Death Blast & Breath Staff & Wands Spells Attack Throw
1–2 13+ 10+ 16+ 13+ 15+ 10+
3–4 12+ 9+ 15+ 12+ 14+ 9+
5–6 11+ 8+ 14+ 11+ 13+ 8+
7–8 10+ 7+ 13+ 10+ 12+ 7+
9–10 9+ 6+ 12+ 9+ 11+ 6+
11–12 8+ 5+ 11+ 8+ 10+ 5+
13–14 7+ 4+ 10+ 7+ 9+ 4+

Triadic Cleric Divine Spell List

First Level Divine Spells
1Command Word
2Cure Light Wounds *
3Detect Evil *
4Detect Magic
5Light *
6Protection from Evil *
7Purify Food and Water
8Remove Fear *
9Resist Cold
10Sanctuary
Second Level Divine Spells
1Augury
2Bless *
3Delay Poison
4Find Traps
5Hold Person
6Resist Fire
7Righteous Wrath PC
8Silence 15' Radius
9Speak With Animals
10Spiritual Weapon
Third Level Divine Spells
1Continual Light *
2Cure Blindness
3Cure Disease *
4Feign Death
5Glyph of Warding
6Growth of Animals
7Locate Object
8Remove Curse *
9Speak with Dead
10Striking
Fourth Level Divine Spells
1Create Water
2Cure Serious Wounds *
3Dispel Magic
4Divination
5Neutralize Poison *
6Protection from Evil, Sustained *
7Smite Undead *
8Speak with Plants
9Sticks to Snakes
10Tongues *
Fifth Level Divine Spells
1Atonement
2Commune
3Create Food
4Dispel Evil
5Flame Strike
6Insect Plague
7Quest
8Restore Life and Limb *
9Strength of Mind *
10True Seeing
* Reversible spell
PC Spell found in the Player's Companion