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Cleric

In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.

Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)


Alignment: A cleric's alignment must be within one step of his deity's, along either the law/chaos axis or the good/evil axis.

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class SkillsThe cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int),Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.

Table: Cleric
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells Per Day
0
1
2
3
4
5
6
7
8
9
1st
+0
+2
+0
+2
Aura, channel energy 1d6, domains, orisons, spontaneous casting
3
1
2nd
+3
+0
+3
Holy Symbol
4
2
3rd
+2
+3
+3
Channel energy 2d6
4
2
1
4th
+3
+4
+4
Bonus Feat
4
3
2
5th
+3
+4
+4
Channel energy 3d6
4
3
2
1
6th
+4
+5
+2
+5
4
3
3
2
7th
+5
+5
+2
+5
Channel energy 4d6
4
4
3
2
1
8th
+6/
+6
+2
+6
Bonus Feat
4
4
3
3
2
9th
+6/
+6
+3
+6
Channel energy 5d6
4
4
4
3
2
1
10th
+7/+2
+7
+3
+7
4
4
4
3
3
2
11th
+8/+3
+7
+3
+7
Channel energy 6d6
4
4
4
4
3
2
1
12th
+9/+4
+8
+4
+8
Bonus Feat
4
4
4
4
3
3
2
13th
+9/+4
+8
+4
+8
Channel energy 7d6
4
4
4
4
4
3
2
1
14th
+10/+5
+9
+4
+9
4
4
4
4
4
3
3
2
15th
+11/+6/
+9
+5
+9
Channel energy 8d6
4
4
4
4
4
4
3
2
1
16th
+12/+7/+2
+10
+5
+10
Bonus Feat
4
4
4
4
4
4
3
3
2
17th
+12/+7/+2
+10
+5
+10
Channel energy 9d6
4
4
4
4
4
4
4
3
2
1
18th
+13/+8/+3
+11
+6
+11
4
4
4
4
4
4
4
3
3
2
19th
+14/+9/+4
+11
+6
+11
Channel energy 10d6
4
4
4
4
4
4
4
4
3
3
20th
+15/+10/+5
+12
+6
+12
4
4
4
4
4
4
4
4
4
4

Class Features
The following are class features of the cleric.

Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, all armor (heavy, light, and medium) and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Spells
A cleric casts divine spells which are drawn from the cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare his spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during hisr daily meditation.

Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether he channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + his Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include himself in this effect.

A cleric must be able to present his holy symbol to use this ability.

Domains
A cleric's deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Holy Symbol
Starting at 2nd level whenever the Cleric currently possesses his holy symbol he is granted a boon from his deity. This boon is a supernatural effect which provides +1 wisdom and +1 Deflection Armor Class for every 4 cleric levels (Min +1, maximum +5 at 20th level)

Bonus Feat
At levels 4, 8, 12 and 16, the cleric gains a bonus channeling related feat for free. The list of feats a cleric can choose from is: Alignment Channel, Bestow Hope, Channel (Improved), Channeled Revival, Channeled Shield Wall, Command Undead, Elemental Channel, Extra Channel, Life Lure, Selective Channeling, Turn Undead, Versatile Channeler.

Note that the cleric must meet the normal prerequisites for any feat chosen.

Chaotic, Evil, Good, and Lawful Spells
A cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages
A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Ex-Clerics
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones for his deeds (see the atonement spell description).