CLERIC
Clerics are spell slingers of a divine nature. They are a strange cross breed between magical practioner and true believer, and their kind is likely very rare in the Dresdenverse, but rest assured, they're out there.
Musts: A cleric must have a high-concept aspect that indicates the nature of his faith, and should also hint towards his magical ability if possible. A cleric must buy at least one point of powers from the True Faith list. In addition, a cleric must either take Evocation or Sponsored Magic. If the Cleric takes Evocation, use "elements" that reflect the divine nature of his magic. If he takes Sponsored Magic, make sure to design its abilities and limitations to thematically suit whichever deity is sponsoring it.
Options: Ritual, Refinement, Soulgaze, The Sight, Marked by Power, Item of Power if it is an object of faith, any True Faith power
Important Skills: Conviction, Conviction, and Conviction. Discipline and Lore are also important, and at least one combat skill should be at fair for low refresh games, and good for high refresh games.
Example of a Cleric that somehow managed to get Soulfire:
Skills:
Superb (+5): Conviction, Discipline
Great (+4): Guns, Presence
Good (+3): Empathy, Endurance
Fair (+2): Lore, Alertness, Rapport
Average (+1): Contacts, Athletics, Scholarship, Investigation, Might
Powers:
Soulfire (-5)
Guide my Hand (-1)
Stunts:
Begone, you devil! (Presence): Same as the stunt for one of the reverends in the Nevermore chapter
Tower of Faith (Conviction)
Adjusted Refresh: 2
This is a more healing type cleric
Skills:
Superb (+5): Conviction
Great (+4): Discipline, Lore, Empathy
Good (+3): Weapons, Endurance, Rapport
Fair (+2): Scholarship, Contacts, Investigation
Average (+1): Alertness, Athletics, Might
Powers:
Bless this House (-1)
Sponsored Magic (-4) use Seelie magic as a basis, and modify it slightly to give it the flavor of the characters deity
Stunts:
Blessed Words (Conviction)
Person of Conviction (Conviction)
Counselor (Empathy)
Adjusted Refresh: 2
Also, the character I put at the beginning of this topic satisfies this definition of cleric.
Examples of Sponsored Magic:
Gifts of Loki: Loki is a trickster god, opposed to Odin, and specializing in illusions and shape-shifting. If you are the kind of devious individual that manages to get his attention, Loki may grant you access to magic based on his power. You are able to cast magic that fits Loki's essential nature: chaotic, deceptive, illusionary, air. In addition to the standard benefits of sponsored magic, you can cast magic with photomancy effects at evocation's methods and speeds.
Zeus's Wrath: Most of the gods of the ancient civilizations are extremely diminished in power, perhaps in hibernation. Still, as "active" as Zeus was, there's bound to be a scion or two of his running around, able to use magic connected to him, and intent bringing him and his compadres back onto the scene. Using Zeus's magic is likely to produce loud, flashy, spectacularly destructive effects. One of the benefits of using this magic is the ability to use Zeus's lightning, a very powerful evocation which has a heavy discount.
Ritual themes for Clerics:
Counter-Necromancy - spell effects designed to disrupt the undead, and combat the wizards that control them
Biomancy - Healing is a classic for clerics
Wards - Producing powerful defensive effects, that when combined with some of the threshold increasing potential of clerics, can be absolutely devasting
Diabolism - Used for fighting demonic forces
Next Up: The Rogue!