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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.

 

Alignment: Any.

Hit Die: d8.

Class Skills: The cleric’s class skills are Craft(Int), Heal (Wis), Influence (Cha), Knowledge  (arcane) (Int), Knowledge (civilization) (Int), Knowledge (divine) (Int), Knowledge (history) (Int), Knowledge (occult) (Int), Knowledge (planes) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and  Spellcraft (Int).

Skill Ranks per Level: 4 + INT modifier

Table: The Cleric

Cleric.jpg

CLASS FEATURES

The following are the class features of the cleric:

 

Weapon and Armor Proficiency:

Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapons of their deity.

Aura (Ex):

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment.

Spells:

A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.. A cleric must choose and prepare her 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. A cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric Spells per Day. In addition, she receives bonus spells per day if she has a high Wisdom score. Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Table: Cleric Spells per Day

Channel Energy (Su):

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her 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 one 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 one 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 who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed.

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 channeled 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 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.


Domain:

A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses a domain from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. This domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric domain spell slots for each level of cleric spell she can cast, from 1st on up. These slots can be used to spontaneous cast spells from the cleric's domain. If a domain spell is not on the cleric spell list, a cleric can cast it only through her domain spell slots. In addition, a cleric gains the listed powers from her domain, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action.

All of the available domains can be found HERE.


Faith (Su):

A cleric’s faith manifests itself in a pool of points which fuel their domain powers. The cleric’s faith pool is equal to their level plus their Wisdom modifier (minimum 1). When casting a cleric spell, they can expend 2 points of faith to increase their effective caster level by 1 or increase the DC of the spell by 1. The cleric regains all expended faith when they regain spells each day.

 

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 cast like any other spell, but they are not expended when cast and may be used again.

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 her race.

Deific Obedience

At 2nd level a cleric gains Deific Obedience as a bonus feat, even if she doesn’t meet the feat’s prerequisites. She gains access to her boons at an accelerated rate  rather than the standard HD-based rate granted by the feat. At 6th level, she gains access to the first boon granted by her deity. At 11th level, she gains access to the second boon. At 18th level, she gains access to the third boon.

Reputation (Ex):

At 3rd level, the divine reputation of the cleric or her god precedes her. Creatures with an Intelligence score of 3 or higher and an alignment within one step of the cleric or her god begin with an attitude (per the Influence skill) of one step higher than normal.

Confessor (Sp):

At 10th level, a cleric can cast atonement as an at will spell-like ability. However, the casting time remains 1 hour, the cleric cannot target herself, and the spell-like ability still requires an expensive material component when a creature is atoning for deliberate misdeeds.

Bonded Holy Symbol (Sp):

At 14th level, the cleric forms a powerful bond with her holy symbol, allowing it to function as a bonded object. This functions identically to the wizard class feature, except a bonded holy symbol casts spells from the cleric spell list.

Aura of Purity/Profanity

At 20th level, the cleric gains an aura of purity (or profanity if wielding negative energy). The cleric gains an aura that is the equivalent of the consecrate (or desecrate) spell, which is continuously active. In addition, they deal their Charisma modifier as channeling damage to creatures of opposing alignments within that aura. Those of opposing alignments find it hard to even stand in their presence.

Ex-Clerics

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

ARCHETYPES

The following archetypes are available to the cleric

DIVINE CHANNELER

WARPRIEST

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