Customized Clerics

Clerics in the Bastard Greyhawk campaign should be customized to reflect their deities. The following options are offered, organized by deity name. Unless otherwise noted, all class features are the same as the standard cleric class.

Boccob
Weapon and armor proficiency: All simple weapons. No armor, no shields.

Bonus feats: At first level, a cleric of Boccob may choose four of the following feats: Bonus Domain (Complete Divine; Boccob's domains only, may be chosen more than once), Armor Proficiency (Light), Armor Proficiency (Medium) (Light Armor Proficiency required), Armor Proficiency (Heavy) (Medium Armor Proficiency required), Augment Summoning (Conjuration Spell Focus required), Combat Casting, Eschew Materials, Extra Turning (may be chosen more than once), Greater Spell Focus (Spell Focus of the same school required), Greater Spell Penetration (Spell penetration required), Greater Turning Focus (Turning Focus required), Improved Counterspell, Iron Will, Scribe Scroll, Shield Proficiency, Skill Focus (may be chosen more than once), Spell Focus (may be chosen more than once), Spell Penetration, Turning Focus, or any core metamagic feat.

Kord
Class skills: Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int), and Swim (Str).

Weapon and armor proficiency: All simple weapons, plus the greatsword. Light and medium armor, no shields.

Bonus feats: At first level, a cleric of Kord receives two of the following feats as bonus feats: Armor Proficiency (Heavy), Diehard (Endurance required), Endurance, Great Fortitude, Improved Unarmed Strike, Shield Proficiency, Toughness, or Weapon Focus (greatsword). Unless otherwise specified, the cleric receives these feats even if he doesn't meet their prerequisites.

Olidammara
Class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (4 + Int modifier) × 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Saving throws: Clerics of Olidammara have "good" Reflex and Will saves, and "poor" Fortitude saves.

Weapon and armor proficiency: All simple weapons, plus the rapier. Light armor, no shields.

Bonus feat: At first level, a cleric of Olidammara receives one of the following as a bonus feat, even if he does not meet the prerequisite: Armor Proficiency (Medium), Bonus Domain (Complete Divine; Olidammara's domains only), Combat Reflexes, Dodge, Lightning Reflexes, Shield Proficiency, Skill Focus.

Wee Jas
Weapon and armor proficiency: All simple weapons. No armor, no shields.

Bonus feats: At first level, a cleric of Wee Jas may choose four of the following feats: Bonus Domain (Complete Divine; Wee Jas's domains only, may be chosen more than once), Armor Proficiency (Light), Armor Proficiency (Medium) (Light Armor Proficiency required), Armor Proficiency (Heavy) (Medium Armor Proficiency required), Augment Summoning (Conjuration Spell Focus required), Combat Casting, Eschew Materials, Extra Turning (may be chosen more than once), Greater Spell Focus (Spell Focus of the same school required), Greater Spell Penetration (Spell penetration required), Greater Turning Focus (Turning Focus required), Improved Counterspell, Iron Will, Scribe Scroll, Shield Proficiency, Skill Focus (may be chosen more than once), Spell Focus (may be chosen more than once), Spell Penetration, Turning Focus, or any core metamagic feat.