GURPS:Cleric

Racial Restrictions: Not from Elven culture
Important Attributes: HT, IQ
Important Skills: Axe/Mace, Knife, Spear, Staff, Crossbow, Dart, Spear Thrower, Sling, Shield, all crafting skills, all professions, Accounting, Administration, Diagnosis, Diplomacy, First Aid, History, Leadership, Occultism, Physician, Poisons, Politics, Religious Ritual, Shadow World Lore, Surgery, Symbol Drawing, Theology, Will, plus skills depending on chosen deity.
Important Skills Number: 5
Prerequisite Advantages: Clerical Investment
Prerequisite Disadvantages: Vow or Disciplines of Faith adequate to the religion
Special Prerequisites: Must be trained with chosen deity's favoured weapon.
Allowed Advantages: Power Investiture (Cleric) all levels, Holy abilities, True Faith (Turning) [25], any advantage may be taken at any time


Special:
Must choose a deity and two of deity's domains.
Each domain adds a special ability and some spells ordinarily not available for casting with Power Investiture (Cleric).
May only take Power Investiture (Cleric) at level 1 without Blood Scion advantage.


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