TEXT:  
   
  ________________________________ 
  has been ordained as 
   
  Clergy of Norebo 
  (Within the Church of Seven Faiths) 
  Version 1.22 
   
  Norebo, the “God of Gambles,” is an extremely popular god across the Flanaess, and the Yeomanry is an important seat of 
  power to that church.  His gambling halls are illegal in many districts, but not all, and are seen as a great financial asset to the 
  districts in which they reside (such as Longspear).  Yeomen have a strong affinity for the concept of luck, and generally such 
  concepts as “destiny” are not well regarded.  
   
  More dedicated worshippers may desire to become a Cleric of the Church, indicating that they are religious workers for the 
  Church on at least a part-time basis.  There is a church hierarchy, beginning with Acolyte before progressing through Disciple 
  and Deacon before one becomes a Priest.  There are higher ranks in the Church, but these must be applied for and earned 
  specifically.   
   
  Prerequisites 
  • 
  Characters must either have been created with the Yeomanry as their home region or they must reside in the region for 
  one year before they may join the clergy. 
  • 
  Must be a worshipper of Norebo with 2 ranks in Knowledge (Religion) per advancement within the Clergy (Acolyte: 2 
  ranks, Disciple, 4 ranks, etc…) 
   
  Requirements 
  • 
  In addition to 2 TU spent attending religious functions, there is a yearly cost of 5 TUs per Clergy ‘rank’ that the PC has 
  achieved.  For example, holding the rank of Deacon requires 15 TUs per year (plus the 2 base TUs).  These TUs represent 
  the time spent working in and administering a church.  The higher rank you are, the more time you must devote to the 
  faith! 
  • 
  Clergy must tithe 5% of their income from all scenarios to the Church. 
  • 
  The character must reside in the Yeomanry for one year at their current rank in the Church before they may advance to 
  the next rank.  Acolytes and Disciples may leave the region and retain the benefits of belonging to the Clergy as long as 
  they continue to meet their obligations to the church (tithing and service).  Clergy of higher rank that leave the region are 
  demoted to the rank of Disciple and must re-earn their previous title should they return to the Yeomanry. 
  • 
  In order to achieve Priest status within the Co7F, the character must have the ability to cast divine spells. 
   
  Benefits 
  • 
  Clerics of the Church will perform marriages, funerals, blessings, and other Church sacraments for the PC. 
  • 
  Gain access to all of the items on Table 1-6 Sacred Gear from Defenders of the Faith. 
  • 
  The DC for determining if a desired divine spell is available is lowered by 2 for Members of the Church and the gold cost 
  of such spells is reduced by 10%.  (See YEO-R2, Purchasing Divine and Arcane Spells in the Yeomanry, for exact 
  details.) 
  • 
  Each ‘rank’ counts as one permanent Influence Point towards purchasing divine spells at the church.  For example, a 
  Deacon would have the equivalent of 3 permanent Influence Points and could receive up to 6th-level spells for only gold 
  and TU cost. 
  • 
  Clerics of Norebo receive a +1 Circumstance bonus per clerical rank on all Diplomacy, Bluff, and Intimidate rolls versus 
  the average gods-fearing Yeoman. 
  • 
  Characters who earn the rank of Priest in the Clergy of Norebo also gain immediate Yeoman 
  Citizenship, gaining all of the rights and privileges that come therewith.  
   
  
  Clergy of Norebo (Within the Church of Seven Faiths) 
  Version 1.22 
  • 
  Clerics of Norebo who can cast divine spells gain access to the following feats, prestige classes, and spells.  Training for 
  each requires 1 TU and 100gp paid when the feat/spell/prestige class is gained.  
  o 
  Feats: Charlatan (S&S), Divine Cleansing (DotF), Divine Resistance (DotF), Divine Vengeance (DotF), Divine Vigor 
  (DotF), Empower Turning (DotF), Extra Slot (T&B), Eyes in the Back of Your Head (S&F), Reach Spell (DotF), Sacred 
  Spell (DotF). 
  o 
  Prestige Classes: Consecrated Harrier (DotF), Church Inquisitor (DotF), Fatespinner (T&B), Hunter of the Dead 
  (DotF), Sacred Exorcist (DotF), Templar (DotF). 
  o 
  Spells: Blessed Aim (DotF), Burial Blessing (DotF), Castigate (DotF), Chain of Eyes (DotF), Dimensional Lock (T&B), 
  Divine Agility (DotF), Divine Sacrifice (DotF), Divine Storm (DotF), Filter (T&B), Gaze Screen (T&B), Harrier (DotF), 
  Lesser Telepathic Bond (DotF), Mass Resist Elements (T&B), Righteous Wrath of the Faithful (DotF), Regenerate 
  Circle (MotW), Regenerate Critical Wounds (MotW), Regenerate Light Wounds (MotW), Regenerate Moderate 
  Wounds (MotW), Regenerate Ring (MotW), and Regenerate Serious Wounds (MotW). 
  • 
  Deacons and Priests of Norebo gain access to the Hierophant prestige class (DMG). 
  • 
  Clerics of Norebo gain access to the following magic items, based on rank within the Cof7:  
  o 
  Acolyte—Candle of Invocation, Candle of Truth, Pearl of Power (1st),  Potion of Neutralize Poison, Potion of Remove Blindness 
  / Deafness, Ring of Mind Shielding, Strand of Prayer Beads (Lesser), Wand of Cure Light Wounds. 
  o 
  Disciple—Bag of Holding (Type I), Cloak of Resistance +2, Glove of Storing, Pearl of Power (2nd), Periapt of Proof against 
  Poison, Rod of Metal and Mineral Detection, Wand of Cure Moderate Wounds.  Upgrades: +2 weapon or armor enhancement 
  bonus, Fortunate special ability (weapon, A&E). 
  o 
  Deacon—Brooch of Shielding, Cape of the Mountebank, Circlet of Persuasion, Cloak of Resistance +3, Figurine of Wondrous 
  Power (Onyx Dog), Helm of Comprehend Languages and Read Magic, Pearl of Power (3rd), Periapt of Health, Periapt of 
  Wisdom +2, Rod of Wonder, Strand of Prayer Beads (standard), Wand of Cure Serious Wounds.  Upgrade: +3 weapon or armor 
  enhancement bonus. 
  o 
  Priest-- Bag of Holding (type II), Banded Mail of Luck, Cloak of Resistance +4, Periapt of Wisdom +4, Periapt of Wound 
  Closure, Stone of Good Luck, Strand of Prayer Beads (Greater).  Upgrades: +4 weapon or armor enhancement bonus, Holy 
  special ability (weapon), Sacred special ability (armor or shield). 
  o 
  Disciples and higher ranked clergy may upgrade existing magical weapons and armor with the special abilities or 
  enhancement bonuses listed in their entries above.  The Cleric must pay the cost difference between the old item and 
  the improved one.  This may be done to as many items as they like.  If capable of crafting the new item, the member 
  may pay only half of this difference along with 1 XP for each 25gp spent.  
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Date Ordained as Acolyte: _________ Judge: _________________ RPGA #:_________ 
  Date Ordained as Disciple: _________ Judge: _________________ RPGA #:_________ 
  Date Ordained as Deacon: _________ Judge: _________________ RPGA #:_________ 
  Date Ordained as Priest: _________ Judge: _________________ RPGA #:_________ 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Yeomanry/Phaulkon_3.5.pdf