GAME RULE INFORMATION
Alignment: Normally a cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A cleric may not be true neutral unless his deity’s alignment is also true neutral or their deity specifically allows it. In spite, of these limitations certain deities allow clerics of alignments farther removed than a single step. In most of these cases those clerics are part of a specific, non-ministerial order, or allowed because the shifted alignment does not prevent them from fulfilling the dogma of the church. An example, is the small Skannian order of Paladins and clerics, The Night Sons, that have been tasked with purging her church of Venninite influences. Though she is Chaotic in nature she has granted them spells so they may accomplish this purpose.
Hit Die: d8.
Class Skills: The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana/history/religion/the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Hit Die: d8.
Class Skills: The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana/history/religion/the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features
All of the following are class features of the cleric.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
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 evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells [1st Level]: 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 his domain spells in advance but is otherwise able to cast spells without preparation.
To 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: The Cleric. 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 clear his mind so he can cast his daily allotment of 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 his daily meditation.
Deity, Domains, and Domain Spells [2nd, 8th, 14th Level]: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses three domains during his adventures which represent his spiritual inclinations and abilities. He selects a new domain at his 2nd, 8th and 14th levels. 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 may only cast one or the other each day in his domain spell slot.
Domain spells are the only spells that must be prepared in advance. Only one domain spell may be prepared at each level and it may only be cast using a domain spell slot. The exception to this rule is if the cleric takes a domain spell as a spell known, or if the cleric converts a spell slot to a domain spell using Domain Spontaneity (see below).
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 chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su) [1st Level]: Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric can turn or destroy undead creatures. An evil cleric instead rebukes or commands such creatures. A neutral cleric must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see below).
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Spontaneous Caster: A cleric of 1st level or higher can channel their divine ability to cure or wound others. A good cleric can channel stored spell energy into healing spells that the cleric does not have on his spell list. The cleric can “lose” any spell slot that is not a domain spell slot 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, can’t convert spell slots 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 either converts spells to cure spells or inflict spells, depending on whether the cleric turns or commands undead. A neutral cleric that turns undead is a spontaneous healer, while a neutral cleric that rebukes undead is a spontaneous wounder.
Domain Spontaneity (Sp): A cleric of 5th level or higher is able to use his connection to the divine in order to convert his spell slots into his domain spells. At 5th level, a cleric chooses one of his Domains. From then on he may choose to convert his divine spell slots into any spells from chosen Domain list by abandoning a divine spell slot of equal or higher level. Using this ability does not use any domain spell prepared. At 11th level a cleric may select a second Domain with which he can use this ability, and at 17th level he can choose a third.
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.
Divine Aura (Su) [20th Level]: A Cleric that reaches 20th level becomes a conduit on the material plane for his deity. This divine connection grants the cleric the ability to envelop himself and only himself in either a Holy Aura or an Unholy Aura as per the spells. Whether this ability grants a cleric the ability to use an unholy or Holy Aura depends on whether they Turn or Rebuke Undead. Clerics that Rebuke undead are given an unholy Aura, Clerics who Turn undead are given a Holy Aura. This ability is a permanent affect that can be lowered and raised as a standard action.
Ex-Clerics: A cleric who grossly violates the code of conduct required by his god or his own personal beliefs 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 (see the atonement spell description) and make amends for his actions.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
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 evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells [1st Level]: 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 his domain spells in advance but is otherwise able to cast spells without preparation.
To 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: The Cleric. 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 clear his mind so he can cast his daily allotment of 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 his daily meditation.
Deity, Domains, and Domain Spells [2nd, 8th, 14th Level]: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses three domains during his adventures which represent his spiritual inclinations and abilities. He selects a new domain at his 2nd, 8th and 14th levels. 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 may only cast one or the other each day in his domain spell slot.
Domain spells are the only spells that must be prepared in advance. Only one domain spell may be prepared at each level and it may only be cast using a domain spell slot. The exception to this rule is if the cleric takes a domain spell as a spell known, or if the cleric converts a spell slot to a domain spell using Domain Spontaneity (see below).
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 chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su) [1st Level]: Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric can turn or destroy undead creatures. An evil cleric instead rebukes or commands such creatures. A neutral cleric must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see below).
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Spontaneous Caster: A cleric of 1st level or higher can channel their divine ability to cure or wound others. A good cleric can channel stored spell energy into healing spells that the cleric does not have on his spell list. The cleric can “lose” any spell slot that is not a domain spell slot 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, can’t convert spell slots 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 either converts spells to cure spells or inflict spells, depending on whether the cleric turns or commands undead. A neutral cleric that turns undead is a spontaneous healer, while a neutral cleric that rebukes undead is a spontaneous wounder.
Domain Spontaneity (Sp): A cleric of 5th level or higher is able to use his connection to the divine in order to convert his spell slots into his domain spells. At 5th level, a cleric chooses one of his Domains. From then on he may choose to convert his divine spell slots into any spells from chosen Domain list by abandoning a divine spell slot of equal or higher level. Using this ability does not use any domain spell prepared. At 11th level a cleric may select a second Domain with which he can use this ability, and at 17th level he can choose a third.
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.
Divine Aura (Su) [20th Level]: A Cleric that reaches 20th level becomes a conduit on the material plane for his deity. This divine connection grants the cleric the ability to envelop himself and only himself in either a Holy Aura or an Unholy Aura as per the spells. Whether this ability grants a cleric the ability to use an unholy or Holy Aura depends on whether they Turn or Rebuke Undead. Clerics that Rebuke undead are given an unholy Aura, Clerics who Turn undead are given a Holy Aura. This ability is a permanent affect that can be lowered and raised as a standard action.
Ex-Clerics: A cleric who grossly violates the code of conduct required by his god or his own personal beliefs 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 (see the atonement spell description) and make amends for his actions.
Cleric | ||||
Level | Attack Bonus | Fortitude Save | Reflex Save | Will Save |
1 | +0 | +2 | +0 | +2 |
2 | +1 | +3 | +0 | +3 |
3 | +2 | +3 | +1 | +3 |
4 | +3 | +4 | +1 | +4 |
5 | +3 | +4 | +1 | +4 |
6 | +4 | +5 | +2 | +5 |
7 | +5 | +5 | +2 | +5 |
8 | +6/+1 | +6 | +2 | +6 |
9 | +6/+1 | +6 | +3 | +6 |
10 | +7/+2 | +7 | +3 | +7 |
11 | +8/+3 | +7 | +3 | +7 |
12 | +9/+4 | +8 | +4 | +8 |
13 | +9/+4 | +8 | +4 | +8 |
14 | +10/+5 | +9 | +4 | +9 |
15 | +11/+6/+1 | +9 | +5 | +9 |
16 | +12/+7/+2 | +10 | +5 | +10 |
17 | +12/+7/+2 | +10 | +5 | +10 |
18 | +13/+8/+3 | +11 | +6 | +11 |
19 | +14/+9/+4 | +11 | +6 | +11 |
20 | +15/+10/+5 | +12 | +6 | +12 |
Cleric | Spells /day | ||||||||||
Level | Special | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | Turn/Rebuke Undead, Spontaneous Caster | 5 | 3/1 | - | - | - | - | - | - | - | - |
2 | Domain | 6 | 4/1 | - | - | - | - | - | - | - | - |
3 | 6 | 5/1 | 3/1 | - | - | - | - | - | - | - | |
4 | 6 | 6/1 | 4/1 | - | - | - | - | - | - | - | |
5 | Domain Spontaniety | 6 | 6/1 | 5/1 | 3/1 | - | - | - | - | - | - |
6 | 6 | 6/1 | 6/1 | 4/1 | - | - | - | - | - | - | |
7 | 6 | 6/1 | 6/1 | 5/1 | 3/1 | - | - | - | - | - | |
8 | Domain | 6 | 6/1 | 6/1 | 6/1 | 4/1 | - | - | - | - | - |
9 | 6 | 6/1 | 6/1 | 6/1 | 5/1 | 3/1 | - | - | - | - | |
10 | 6 | 6/1 | 6/1 | 6/1 | 6/1 | 4/1 | - | - | - | - | |
11 | Domain Spontaniety | 6 | 6/1 | 6/1 | 6/1 | 6/1 | 5/1 | 3/1 | - | - | - |
12 | 6 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 4/1 | - | - | - | |
13 | 6 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 5/1 | 3/1 | - | - | |
14 | Domain | 6 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 4/1 | - | - |
15 | 6 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 5/1 | 3/1 | - | |
16 | 6 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 4/1 | - | |
17 | Domain Spontaniety | 6 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 5/1 | 3/1 |
18 | 6 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 4/1 | |
19 | 6 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 5/1 | |
20 | Divine Aura | 6 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 | 6/1 |