Cleric

Clerics are the earthly representatives of the gods. They provide services to the faithful in the form of prayers, healing, and even kind words, pass on the word of their god to those who wish to hear it, and perform other duties as their faith requires. As with normal people, clerics can run the gamut of good to evil, law-abiding to anarchic, as their beliefs and their god's will dictate.

Adventures: Clerics journey with adventurers in search of lost relics and religious tracts, and to further the ethos of their gods and power of their church. At times, they may be operating under secret orders by their church elders.

Characteristics: Clerics are mainly defined by their gods and their roles in the church. All clerics, no matter their faith, are identifiable by the holy symbol they almost always wear prominently. Most have at least a passing familiarity with weapons and combat.

Alignment: Clerics can be of any alignment, but their alignment must be within one step of their god's.

Religion: The cleric is not only devout, but seeks to spread the word of his god, defend the faithful, and guard the church from those who would destroy it. All clerics must belong to a church and worship a god.

Background: Clerics can start out either at a young age, serving the church as a servant, or can join the clergy later in life. All who wish to dedicate their lives to their god, regardless of age, are welcome.

Races: All races worship gods of one sort or another, and all of them have clerics. Worshipping the same god is not always enough to overcome racial prejudice, but it does go a long way.

Other Classes: Cleric get along well with other classes, as most of them depend on the cleric for support and healing.

Role: A cleric's role depends on his god and the god's portfolios. A cleric of the god of war, for example, is more likely to be found with an adventuring group or mercenary company, on the front lines. A cleric of the god of music, on the other hand, would fill a support role, aiding others through spells and domain abilities.

Game Rule Information

Abilities: Wisdom is a cleric's primary ability – it determines how many bonus spells he can cast. Charisma runs a close second, as it affects many of his class abilities; Strength is useful for combat-based clerics, while Constitution is useful for all clerics. Intelligence and Dexterity fall together near the bottom in relative importance.

Alignment: A cleric's alignment must be within one step of his deity's (that is, it can be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric cannot be neutral unless his deity's alignment is also neutral.

Hit Die: d8.

Class Skills

The cleric's class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana, religion, the planes) (Int), and Spellcraft (Int). The DM can add up to three more skills as class skills depending on the cleric's god and his domains. See Deity, Domains, and Domain Spells, below, for more information. Clerics are also fluent in Abyssal, Celestial, and Infernal.

Skill Points Per Level: 4 + Int modifier



Table 1: The Cleric
Spells Per Day
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special 0 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 3 1+1
2 +1 +3 +0 +3 4 2+1
3 +2 +3 +1 +3 Divine ability 4 2+1 1+1
4 +3 +4 +1 +4 5 3+1 2+1
5 +3 +4 +2 +4 5 3+1 2+1 1+1
6 +4 +5 +2 +5 5 3+1 3+1 2+1
7 +5 +5 +2 +5 Divine ability 6 4+1 3+1 2+1 1+1
8 +6/+1 +6 +3 +6 6 4+1 3+1 3+1 2+1
9 +6/+1 +6 +3 +6 6 4+1 4+1 3+1 2+1 1+1
10 +7/+2 +7 +4 +7 6 4+1 4+1 3+1 3+1 2+1
11 +8/+3 +7 +4 +7 Divine ability 6 5+1 4+1 4+1 3+1 2+1 1+1
12 +9/+4 +8 +4 +8 6 5+1 4+1 4+1 3+1 3+1 2+1
13 +9/+4 +8 +5 +8 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1
14 +10/+5 +9 +5 +9 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1
15 +11/+6/+1 +9 +6 +9 Divine ability 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
16 +12/+7/+2 +10 +6 +10 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
17 +12/+7/+2 +10 +6 +10 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18 +13/+8/+3 +11 +7 +11 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19 +14/+9/+4 +11 +7 +11 Divine ability 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1
20 +15/+10/+5 +12 +8 +12 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1

1 In addition to the stated number of spells per day for 1st- through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st. The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.

Class Features
All of the following are class features of the cleric.

Weapon and Armor Proficiency: Clerics are proficient with any three weapon groups as well as their god's chosen weapon (for which he has the Martial Weapon Proficiency feat applied if necessary). They are proficient with light and medium armor, and all shields (except tower shields). They are not proficient with martial weapons.

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

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

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 + 1/2 the cleric's caster level + spell level.

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 2. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

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 can't cast spells of an alignment opposed to his own or his deity's. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Deity, Domains, and Domain Spells: 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 his alignment matches that domain.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot. See here for a variant domain system.

Spontaneous Casting: A cleric can channel stored spell energy into spells from the domains he did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any domain spell from any of his chosen domains of the same spell level or lower.

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to his own or his deity's. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Divine Ability (Ex or Su): At 3rd level and every four levels thereafter, the cleric can choose a divine ability, or a Divine feat for which he fulfills the prerequisites. This list is not all-inclusive; the DM can add new abilities as he sees fit. All divine abilities that are usable 1 + Cha bonus times per day draw from the same pool of uses as domain abilities.

Blast Infidel (Su): The cleric can use negative energy spells to their maximum effect on creatures of opposing alignment or faith (all extreme alignments - LG, CG, LE, CE - are opposed to TN). Any spell with a description that involves inflicting or channeling negative energy cast on a creature of the opposed alignment is automatically maximized. In the case of good-aligned clerics, or those opposed to undead, this ability applies to positive energy spells when used against undead.

Command/Rebuke Creature (Su): The cleric can exchange one use of his domain ability to command or rebuke a creature of a certain type (see the ranger's favored enemy list for examples). The creature type chosen must be one that would logically be opposed to the cleric's faith: see the clerical domains for examples. Evil clerics can choose undead or good or evil outsiders.

Divine Providence (Su): The cleric can exchange one use of his domain ability to can add half his class level as a luck bonus to all rolls for one round, or he can automatically succeed at a single roll whose DC is no more than his class level +20 (or, for an attack roll, the AC is class level +20).

Divine Sanctuary (Ex): If the cleric is on ground sanctified to his patron deity, he is immune to scrying and detection/location effects from non-divine sources.

Divine Touch (Su): The cleric can exchange one use of his domain ability to cure or inflict conditions, disease, poison, or energy drain on herself or another being. This is otherwise identical to the paladin ability of the same name.

Extra Domain Ability: The cleric can take the Extra Domain Ability feat, which grants him 4 more uses of domain or divine abilities (they draw from the same pool).

Faith Healing (Su): The cleric can use healing spells to their maximum effect on creatures of the same faith as he is (including himself). Any spell with the healing descriptor cast on such creatures is automatically maximized. Spells that remove afflictions, like remove curse, gain a +4 bonus to the caster level check.

Gift of the Divine (Su): The cleric can transfer one or more uses of any domain ability (but not a divine ability) to a willing creature who worships the same god or is of the same alignment. The transfer lasts for 24 hours; for the next 24 hours, the cleric's uses per day of that domain ability is reduced by the number transferred. The effective level for the recipient's use of the ability is equal to the cleric's level, but the recipient uses her own ability modifiers for the save DC, if applicable.

Mastery of Energy (Su): The cleric can channel divine energy much more effectively. Add a +2 bonus to the cleric's turning checks and turning damage rolls. This ability affects any kind of creature the cleric can turn or command/rebuke. The cleric also adds a +2 bonus to the DC for any domain abilities that are powered by divine energy (or +2 damage for abilities like Smite the Unbelievers). He can choose the ability multiple times; its effects stack.

Smite the Unbelievers (Su): The cleric can exchange one use of his domain ability to attempt to smite good or evil (depending on his alignment), or someone of an opposing faith (no matter the alignment) as a standard action with a melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per class level, plus his Charisma bonus. Any class-based abilities that would normally apply to a melee attack (sneak attack, e.g.) can be added to this roll also, if applicable. If the cleric accidentally smites a creature that is not of an opposing alignment of faith, the smite has no effect, but the ability is still used up for that day.

Clerics of a neutral deity can use this ability to smite those of extreme alignments only – LG, CG, LE, or CE - as well as those of opposing faiths. If the cleric attempts to smite a creature that has a neutral component in its alignment, the smite has no effect, but the ability is still used up for that day.

Turn Creature (Su): The cleric can exchange one use of his domain ability to attempt to turn creatures of a certain type (see the ranger's favored enemy list for examples). The creature type chosen must be one that would logically be opposed to the cleric's faith: see the clerical domains for examples. Good-aligned clerics can choose undead or evil outsiders.

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 weapon proficiencies (except for his god's chosen weapon, if applicable). He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).

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