Grod_The_Giant
2013-12-12, 05:28 PM
The Cleric
Alignment: Must be within one step of their deitys.
Hit Die: d8
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) Χ 4
Skill Points at Each Additional Level: 4 + Int modifier
Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+2
+0
+2
Channeling, Domains
5
3
2nd
+1
+3
+0
+3
Divine Gift, Weapon Focus
6
4
3rd
+2
+3
+1
+3
Turn or Rebuke Undead
6
5
3
4th
+3
+4
+1
+4
Divine Gift
6
6
4
5th
+3
+4
+1
+4
Weapon Specialization
6
6
5
3
6th
+4
+5
+2
+5
Divine Gift
6
6
6
4
7th
+5
+5
+2
+5
Bonus Domain
6
6
6
5
3
8th
+6/+1
+6
+2
+6
Divine Gift
6
6
6
6
4
9th
+6/+1
+6
+3
+6
Atonement
6
6
6
6
5
3
10th
+7/+2
+7
+3
+7
Divine Gift
6
6
6
6
6
4
11th
+8/+3
+7
+3
+7
Imbued Divinity
6
6
6
6
6
5
3
12th
+9/+4
+8
+4
+8
Divine Gift
6
6
6
6
6
6
4
13th
+9/+4
+8
+4
+8
Rising Church (followers)
6
6
6
6
6
6
5
3
14th
+10/+5
+9
+4
+9
Bonus Domain, Divine Gift
6
6
6
6
6
6
6
4
15th
+11/+6/+1
+9
+5
+9
Divine Cloak
6
6
6
6
6
6
6
5
3
16th
+12/+7/+2
+10
+5
+10
Divine Gift
6
6
6
6
6
6
6
6
4
17th
+12/+7/+2
+10
+5
+10
Divine Cohort
6
6
6
6
6
6
6
6
5
3
18th
+13/+8/+3
+11
+6
+11
Divine Gift
6
6
6
6
6
6
6
6
6
4
19th
+14/+9/+4
+11
+6
+11
Weapon Mastery
6
6
6
6
6
6
6
6
6
5
20th
+15/+10/+5
+12
+6
+12
Ascension, Divine Gift
6
6
6
6
6
6
6
6
6
6
Weapon and Armor Proficiency- A cleric is proficient with all simple weapons, his deitys favored weapon, and with light and medium armor and shields (except for tower shields)
Channeling: Good-aligned clerics channel positive energy, while evil-aligned clerics channel negative energy. Neutral clerics much choose whether to channel positive or negative energy. This choice determines which spell list he uses and whether he turns or rebukes undead.
Spells: A cleric casts divine spells, which are drawn from the appropriate cleric spell list-- Positive Energy or Negative Energy-- based on which energy type he channels. 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 the table above. In addition, he receives bonus spells per day if he has a high Wisdom score.
A cleric need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells hell cast.
Domains: A clerics deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric selects two domains from among those normally offered by his deity. He adds the spells to his list of spells known, as well as the granted power.
Divine Gift: At 2nd level, and every subsequent even-numbered level, a cleric may chose one cleric spell from the original cleric spell list of and add it to his spell list. The chosen spell must be of a level he could normally cast.
Weapon Focus: At 2nd level, a cleric gains the Weapon Focus feat with his deity's favored weapon. If the character already has that feat, he can choose a different one.
Turn or Rebuke Undead (Su): Beginning at 3rd level, a cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol. Clerics who channel positive energy turn undead, and those who channel negative energy rebuke undead.
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.
Sidebar: Revised Turn/Rebuke Rules
Turning Undead
All undead within 60 feet must make a Will save, with a DC of 10 + 1/2 Cleric level + Charisma modifier. They gain a bonus on this save equal to their Turn Resistance. On a failure, they are turned, with varying effects based on how many hit die they have relative to the cleric:
Hit Die
Effect
1/2 level or fewer
Instantly destroyed
1/2 level to level
Panicked for 1d4 rounds, and frightened for 1 minute
level to level + Charisma modifier
Frightened for 1d4 rounds and shaken for 1 minute
level + Charisma modifier or higher
shaken for 1d4 rounds
Undead suffer fear effects from turning or rebuking despite their normal immunities.
Rebuking Undead
Rebuking Undead works identically to turning undead, but creatures who would be destroyed are instead dominated. At any one time, a cleric may command any number of undead whose total Hit Dice do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones.
Clerics who channel opposite energies may attempt to counter each other's turn or rebuke attempts. Doing so works just like counterspelling using dispel magic, using their cleric level + charisma modifier in place of the caster level check. Clerics may attempt to break each other's control over turned or rebuked undead in the same manner.
Weapon Specialization: At 5th level, a cleric gains the Weapon Specialization feat with her deity's favored weapon. If she already has that feat, she can choose a different one.
Bonus Domain: At 7th level, and again at 14th level, a cleric selects one addition domain from among those normally offered by his deity. He adds the spells to his list of spells known, as well as the granted power.
Atonement (Sp): Beginning at 9th level, a cleric may use atonement once per week as a spell-like ability. The casting time remains one hour, but he does not need to provide the focus or pay an experience cost. If the experience cost would normally be mandated, the subject must undertake a quest or some other sort of penance on behalf of the deity before the benefits of the atonement spell kick in.
Imbued Divinity (Ex): Beginning at 11th level, a cleric is imbued with enough divine energy that his body begins to change. If he channels positive energy, he gains DR 5/Evil, and if he channels negative energy, he gains DR 5/Good.
In addition, he may grow wings as a full-round action, granting himself a fly speed equal to his base land speed with average maneuverability. If he already had wings, he instead grows a second pair, improving his maneuverability by one step and gaining a 30-foot bonus to fly speed. While his wings are active, he loses the damage reduction granted by this ability. He may retract the wings with another full-round action.
Finally, he no longer needs to provide a holy symbol to cast his spells-- his entire body counts as a holy symbol.
Rising Church (Ex): At 13th level, a cleric gains the benefits of the Leadership feat, with the following exceptions. His leadership score is equal to his cleric level plus his inherent charisma modifier (ie, before any temporary bonuses or magic items), and he receives twice as many followers as normal. However, his cohort is only half the normal level, and he must be a cleric of the same deity (or cause) as the cleric. In addition, the cohort only levels up when the cleric raises his leadership score, not from gaining experience points.
Divine Cloak (Ex): Beginning at 15th level, a cleric gains spell resistance equal to 15+his cleric level against [Evil] spells (if he channels positive energy) or [Good] spells (if he channels negative energy).
Divine Cohort (Ex): At 17th level, a cleric's deity sends him a group of three powerful outsiders to serve him. These beings are not dominated or otherwise magically compelled they serve the cleric loyally and will aid him in combat, but they will not obey commands which are self-destructive or radically opposed to their nature. If slain, a replacement arrives 1d6 days later. The type of servant depends on the deity's alignment.
Clerics whose deities who are neutral on one alignment axis (Good-Evil or Law-Chaos) must pick one or the other-- a cleric of a NG deity could recieve a cohort of Couatls or Lillends, while a cleric of a CN god could be granted a cohort of Lillends or Vrocks. A cleric of a true neutral deity simply picks one of the four options. All cohorts must be of the same type-- the cleric cannot "mix-and-match" from among the available options.
Lawful Good Couatls
Chaotic Good Lillends
Lawful Evil Erinyes
Chaotic Evil Vrocks
Weapon Artistry: At 19th level, a cleric gains the benefits of the Crushing Strike, Driving Attack, or Slashing Flurry feat (whichever is appropriate) while wielding his deity's favored weapon.
Ascension: At 20th level, a cleric is ready to sit at his gods right-hand side. His type changes to Outsider (native) and he gains 60ft darkvision and immunity to sleep, poison, and paralysis. The damage reduction granted by Imbued Divinity improves to 10/Good or Evil, his fly speed improves by 30 feet, the maneuverability improves to Good, and he may extend his wings without losing his damage reduction. In addition, he gains benefits depending on his alignment:
A cleric who channels positive energy gains the Angel subtype, granting him:
Immunity to acid, cold, and petrifaction
Resistance to electricity and fire 10
+4 racial bonus on saves against poison
Protective Aura (Su)- Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the cleric. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals cleric level). This aura can be dispelled, but the cleric can create it again as a free action on his next turn.
Tongues (Su)- The cleric may speak with any creature that has a language, as though using a tongues spell (caster level equals cleric level). This ability is always active.
A cleric who channels negative energy gains:
Immunity to fire, poison, and electricity
Resistance 10 to acid and cold
Protective Aura (Su)- Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the cleric. Otherwise, it functions as a magic circle against good effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals cleric level). This aura can be dispelled, but the cleric can create it again as a free action on his next turn.
Telepathy (100ft)
Cleric Spells
Positive Energy Spell List
0 Level Cleric (+) Spells (Orisons)
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Light: Object shines like a torch.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
1st Level Cleric (+) Spells
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water (M): Makes holy water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Protection from Chaos/Evil/Good/Law (whichever match your alignment): +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield of Faith: Aura grants +2 or higher deflection bonus.
2nd Level Cleric (+) Spells
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Consecrate (M): Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Spiritual Weapon: Magic weapon attacks on its own.
3rd Level Cleric (+) Spells
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
4th Level Cleric (+) Spells
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Dismissal: Forces a creature to return to native plane.
Divination (M): Provides useful advice for specific proposed actions.
Imbue with Spell Ability: Transfer spells to subject.
5th Level Cleric (+) Spells
Commune (X): Deity answers one yes-or-no question/level.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Hallow (M): Designates location as holy.
Raise Dead (M): Restores life to subject who died as long as one day/level ago.
6th Level Cleric (+) Spells
Banishment: Banishes 2 HD/level of extraplanar creatures.
Blade Barrier: Wall of blades deals 1d6/level damage.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes Feast: Food for one creature/level cures and grants combat bonuses.
7th Level Cleric (+) Spells
Control Weather: Changes weather in local area.
Dictum or Word of Chaos (Whichever matches your alignment): Kills, paralyzes, slows, or deafens non (lawful or Chaotic) subjects.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Regenerate: Subjects severed limbs grow back, cures 4d8 damage +1/level (max +35).
Resurrection (M): Fully restore dead subject.
8th Level Cleric (+) Spells
Antimagic Field: Negates magic within 10 ft.
Cloak of Chaos or Shield of Law (Whichever matches your alignment) F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Earthquake: Intense tremor shakes 80-ft.-radius.
Holy Aura (F): +4 to AC, +4 resistance, and SR 25 against evil spells.
9th Level Cleric (+) Spells
Heal, Mass: As heal, but with several subjects.
Storm of Vengeance: Storm rains acid, lightning, and hail.
True Resurrection (M): As resurrection, plus remains arent needed.
Negative Energy Spell List
0 Level Cleric (-) Spells (Orisons)
Create Water: Creates 2 gallons/level of pure water.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
1st Level Cleric (-) Spells
Bane: Enemies take -1 on attack rolls and saves against fear.
Curse Water (M): Makes unholy water.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Protection from Chaos/Evil/Good/Law (Whichever match your alignment): +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield of Faith: Aura grants +2 or higher deflection bonus.
2nd Level Cleric (-) Spells
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Spiritual Weapon: Magic weapon attacks on its own.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Desecrate (M): Fills area with negative energy, making undead stronger.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
3rd Level Cleric (-) Spells
Animate Dead (M): Creates undead skeletons and zombies.
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Dispel Magic: Cancels spells and magical effects.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Magic Circle against Chaos/Evil/Good/Law (whichever match your alignment): As protection spells, but 10-ft. radius and 10 min./level.
4th Level Cleric (-) Spells
Death Ward: Grants immunity to death spells and negative energy effects.
Dismissal: Forces a creature to return to native plane.
Divination (M): Provides useful advice for specific proposed actions.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
5th Level Cleric (-) Spells
Commune (X): Deity answers one yes-or-no question/level.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Raise Dead (M): Restores life to subject who died as long as one day/level ago.
Slay Living: Touch attack kills subject.
Unhallow (M): Designates location as unholy
6th Level Cleric (-) Spells
Banishment: Banishes 2 HD/level of extraplanar creatures.
Blade Barrier: Wall of blades deals 1d6/level damage.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Harm: Deals 10 points/level damage to target.
7th Level Cleric (-) Spells
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: Changes weather in local area.
Destruction (F): Kills subject and destroys remains.
Dictum or Word of Chaos (Whichever matches your alignment): Kills, paralyzes, slows, or deafens non (lawful or Chaotic) subjects.
Resurrection (M): Fully restore dead subject.
8th Level Cleric (-) Spells
Cloak of Chaos or Shield of Law (Whichever matches your alignment) (F): +4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead (M): Create shadows, wraiths, spectres, or devourers.
Earthquake: Intense tremor shakes 80-ft.-radius.
Unholy Aura (F): +4 to AC, +4 resistance, and SR 25 against good spells.
9th Level Cleric (-) Spells
Implosion: Kills one creature/round.
Storm of Vengeance: Storm rains acid, lightning, and hail.
True Resurrection (M): As resurrection, plus remains arent needed.
ACF: Cloistered Cleric
Hit Die: d6
Base Attack Bonus: Poor
Class Skills: The cloistered cleric's class skill list includes Decipher Script, Speak Language, and all Knowledge skills (from the Knowledge domain, see below). The cloistered cleric gains skill points per level equal to 6 + Int modifier (and has this number x4 at 1st level).
Class Features: The cloistered cleric has all the standard cleric class features, except as noted below.
Weapon and Armor Proficiency: Cloistered clerics are proficient with simple weapons and with light armor.
Lore (Ex): Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level. A cloistered cleric gains this ability at first level.
Deity, Domains, and Domain Spells: In addition to any domains selected from his deity's list, a cloistered cleric automatically gains the Knowledge domain as a bonus domain (even if the Knowledge domain is not normally available to clerics of that deity). He gains the Knowledge domain granted power and adds the spells to his list of spells known.
Weapon Focus, Weapon Specialization, and Weapon Artistry: A Cloistered Cleric does not gain these class features.
Alignment: Must be within one step of their deitys.
Hit Die: d8
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) Χ 4
Skill Points at Each Additional Level: 4 + Int modifier
Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+2
+0
+2
Channeling, Domains
5
3
2nd
+1
+3
+0
+3
Divine Gift, Weapon Focus
6
4
3rd
+2
+3
+1
+3
Turn or Rebuke Undead
6
5
3
4th
+3
+4
+1
+4
Divine Gift
6
6
4
5th
+3
+4
+1
+4
Weapon Specialization
6
6
5
3
6th
+4
+5
+2
+5
Divine Gift
6
6
6
4
7th
+5
+5
+2
+5
Bonus Domain
6
6
6
5
3
8th
+6/+1
+6
+2
+6
Divine Gift
6
6
6
6
4
9th
+6/+1
+6
+3
+6
Atonement
6
6
6
6
5
3
10th
+7/+2
+7
+3
+7
Divine Gift
6
6
6
6
6
4
11th
+8/+3
+7
+3
+7
Imbued Divinity
6
6
6
6
6
5
3
12th
+9/+4
+8
+4
+8
Divine Gift
6
6
6
6
6
6
4
13th
+9/+4
+8
+4
+8
Rising Church (followers)
6
6
6
6
6
6
5
3
14th
+10/+5
+9
+4
+9
Bonus Domain, Divine Gift
6
6
6
6
6
6
6
4
15th
+11/+6/+1
+9
+5
+9
Divine Cloak
6
6
6
6
6
6
6
5
3
16th
+12/+7/+2
+10
+5
+10
Divine Gift
6
6
6
6
6
6
6
6
4
17th
+12/+7/+2
+10
+5
+10
Divine Cohort
6
6
6
6
6
6
6
6
5
3
18th
+13/+8/+3
+11
+6
+11
Divine Gift
6
6
6
6
6
6
6
6
6
4
19th
+14/+9/+4
+11
+6
+11
Weapon Mastery
6
6
6
6
6
6
6
6
6
5
20th
+15/+10/+5
+12
+6
+12
Ascension, Divine Gift
6
6
6
6
6
6
6
6
6
6
Weapon and Armor Proficiency- A cleric is proficient with all simple weapons, his deitys favored weapon, and with light and medium armor and shields (except for tower shields)
Channeling: Good-aligned clerics channel positive energy, while evil-aligned clerics channel negative energy. Neutral clerics much choose whether to channel positive or negative energy. This choice determines which spell list he uses and whether he turns or rebukes undead.
Spells: A cleric casts divine spells, which are drawn from the appropriate cleric spell list-- Positive Energy or Negative Energy-- based on which energy type he channels. 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 the table above. In addition, he receives bonus spells per day if he has a high Wisdom score.
A cleric need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells hell cast.
Domains: A clerics deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric selects two domains from among those normally offered by his deity. He adds the spells to his list of spells known, as well as the granted power.
Divine Gift: At 2nd level, and every subsequent even-numbered level, a cleric may chose one cleric spell from the original cleric spell list of and add it to his spell list. The chosen spell must be of a level he could normally cast.
Weapon Focus: At 2nd level, a cleric gains the Weapon Focus feat with his deity's favored weapon. If the character already has that feat, he can choose a different one.
Turn or Rebuke Undead (Su): Beginning at 3rd level, a cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol. Clerics who channel positive energy turn undead, and those who channel negative energy rebuke undead.
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.
Sidebar: Revised Turn/Rebuke Rules
Turning Undead
All undead within 60 feet must make a Will save, with a DC of 10 + 1/2 Cleric level + Charisma modifier. They gain a bonus on this save equal to their Turn Resistance. On a failure, they are turned, with varying effects based on how many hit die they have relative to the cleric:
Hit Die
Effect
1/2 level or fewer
Instantly destroyed
1/2 level to level
Panicked for 1d4 rounds, and frightened for 1 minute
level to level + Charisma modifier
Frightened for 1d4 rounds and shaken for 1 minute
level + Charisma modifier or higher
shaken for 1d4 rounds
Undead suffer fear effects from turning or rebuking despite their normal immunities.
Rebuking Undead
Rebuking Undead works identically to turning undead, but creatures who would be destroyed are instead dominated. At any one time, a cleric may command any number of undead whose total Hit Dice do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones.
Clerics who channel opposite energies may attempt to counter each other's turn or rebuke attempts. Doing so works just like counterspelling using dispel magic, using their cleric level + charisma modifier in place of the caster level check. Clerics may attempt to break each other's control over turned or rebuked undead in the same manner.
Weapon Specialization: At 5th level, a cleric gains the Weapon Specialization feat with her deity's favored weapon. If she already has that feat, she can choose a different one.
Bonus Domain: At 7th level, and again at 14th level, a cleric selects one addition domain from among those normally offered by his deity. He adds the spells to his list of spells known, as well as the granted power.
Atonement (Sp): Beginning at 9th level, a cleric may use atonement once per week as a spell-like ability. The casting time remains one hour, but he does not need to provide the focus or pay an experience cost. If the experience cost would normally be mandated, the subject must undertake a quest or some other sort of penance on behalf of the deity before the benefits of the atonement spell kick in.
Imbued Divinity (Ex): Beginning at 11th level, a cleric is imbued with enough divine energy that his body begins to change. If he channels positive energy, he gains DR 5/Evil, and if he channels negative energy, he gains DR 5/Good.
In addition, he may grow wings as a full-round action, granting himself a fly speed equal to his base land speed with average maneuverability. If he already had wings, he instead grows a second pair, improving his maneuverability by one step and gaining a 30-foot bonus to fly speed. While his wings are active, he loses the damage reduction granted by this ability. He may retract the wings with another full-round action.
Finally, he no longer needs to provide a holy symbol to cast his spells-- his entire body counts as a holy symbol.
Rising Church (Ex): At 13th level, a cleric gains the benefits of the Leadership feat, with the following exceptions. His leadership score is equal to his cleric level plus his inherent charisma modifier (ie, before any temporary bonuses or magic items), and he receives twice as many followers as normal. However, his cohort is only half the normal level, and he must be a cleric of the same deity (or cause) as the cleric. In addition, the cohort only levels up when the cleric raises his leadership score, not from gaining experience points.
Divine Cloak (Ex): Beginning at 15th level, a cleric gains spell resistance equal to 15+his cleric level against [Evil] spells (if he channels positive energy) or [Good] spells (if he channels negative energy).
Divine Cohort (Ex): At 17th level, a cleric's deity sends him a group of three powerful outsiders to serve him. These beings are not dominated or otherwise magically compelled they serve the cleric loyally and will aid him in combat, but they will not obey commands which are self-destructive or radically opposed to their nature. If slain, a replacement arrives 1d6 days later. The type of servant depends on the deity's alignment.
Clerics whose deities who are neutral on one alignment axis (Good-Evil or Law-Chaos) must pick one or the other-- a cleric of a NG deity could recieve a cohort of Couatls or Lillends, while a cleric of a CN god could be granted a cohort of Lillends or Vrocks. A cleric of a true neutral deity simply picks one of the four options. All cohorts must be of the same type-- the cleric cannot "mix-and-match" from among the available options.
Lawful Good Couatls
Chaotic Good Lillends
Lawful Evil Erinyes
Chaotic Evil Vrocks
Weapon Artistry: At 19th level, a cleric gains the benefits of the Crushing Strike, Driving Attack, or Slashing Flurry feat (whichever is appropriate) while wielding his deity's favored weapon.
Ascension: At 20th level, a cleric is ready to sit at his gods right-hand side. His type changes to Outsider (native) and he gains 60ft darkvision and immunity to sleep, poison, and paralysis. The damage reduction granted by Imbued Divinity improves to 10/Good or Evil, his fly speed improves by 30 feet, the maneuverability improves to Good, and he may extend his wings without losing his damage reduction. In addition, he gains benefits depending on his alignment:
A cleric who channels positive energy gains the Angel subtype, granting him:
Immunity to acid, cold, and petrifaction
Resistance to electricity and fire 10
+4 racial bonus on saves against poison
Protective Aura (Su)- Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the cleric. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals cleric level). This aura can be dispelled, but the cleric can create it again as a free action on his next turn.
Tongues (Su)- The cleric may speak with any creature that has a language, as though using a tongues spell (caster level equals cleric level). This ability is always active.
A cleric who channels negative energy gains:
Immunity to fire, poison, and electricity
Resistance 10 to acid and cold
Protective Aura (Su)- Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the cleric. Otherwise, it functions as a magic circle against good effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals cleric level). This aura can be dispelled, but the cleric can create it again as a free action on his next turn.
Telepathy (100ft)
Cleric Spells
Positive Energy Spell List
0 Level Cleric (+) Spells (Orisons)
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Light: Object shines like a torch.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
1st Level Cleric (+) Spells
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water (M): Makes holy water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Protection from Chaos/Evil/Good/Law (whichever match your alignment): +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield of Faith: Aura grants +2 or higher deflection bonus.
2nd Level Cleric (+) Spells
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Consecrate (M): Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Spiritual Weapon: Magic weapon attacks on its own.
3rd Level Cleric (+) Spells
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
4th Level Cleric (+) Spells
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Dismissal: Forces a creature to return to native plane.
Divination (M): Provides useful advice for specific proposed actions.
Imbue with Spell Ability: Transfer spells to subject.
5th Level Cleric (+) Spells
Commune (X): Deity answers one yes-or-no question/level.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Hallow (M): Designates location as holy.
Raise Dead (M): Restores life to subject who died as long as one day/level ago.
6th Level Cleric (+) Spells
Banishment: Banishes 2 HD/level of extraplanar creatures.
Blade Barrier: Wall of blades deals 1d6/level damage.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes Feast: Food for one creature/level cures and grants combat bonuses.
7th Level Cleric (+) Spells
Control Weather: Changes weather in local area.
Dictum or Word of Chaos (Whichever matches your alignment): Kills, paralyzes, slows, or deafens non (lawful or Chaotic) subjects.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Regenerate: Subjects severed limbs grow back, cures 4d8 damage +1/level (max +35).
Resurrection (M): Fully restore dead subject.
8th Level Cleric (+) Spells
Antimagic Field: Negates magic within 10 ft.
Cloak of Chaos or Shield of Law (Whichever matches your alignment) F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Earthquake: Intense tremor shakes 80-ft.-radius.
Holy Aura (F): +4 to AC, +4 resistance, and SR 25 against evil spells.
9th Level Cleric (+) Spells
Heal, Mass: As heal, but with several subjects.
Storm of Vengeance: Storm rains acid, lightning, and hail.
True Resurrection (M): As resurrection, plus remains arent needed.
Negative Energy Spell List
0 Level Cleric (-) Spells (Orisons)
Create Water: Creates 2 gallons/level of pure water.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Read Magic: Read scrolls and spellbooks.
1st Level Cleric (-) Spells
Bane: Enemies take -1 on attack rolls and saves against fear.
Curse Water (M): Makes unholy water.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Protection from Chaos/Evil/Good/Law (Whichever match your alignment): +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield of Faith: Aura grants +2 or higher deflection bonus.
2nd Level Cleric (-) Spells
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Spiritual Weapon: Magic weapon attacks on its own.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Desecrate (M): Fills area with negative energy, making undead stronger.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
3rd Level Cleric (-) Spells
Animate Dead (M): Creates undead skeletons and zombies.
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Dispel Magic: Cancels spells and magical effects.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Magic Circle against Chaos/Evil/Good/Law (whichever match your alignment): As protection spells, but 10-ft. radius and 10 min./level.
4th Level Cleric (-) Spells
Death Ward: Grants immunity to death spells and negative energy effects.
Dismissal: Forces a creature to return to native plane.
Divination (M): Provides useful advice for specific proposed actions.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
5th Level Cleric (-) Spells
Commune (X): Deity answers one yes-or-no question/level.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Raise Dead (M): Restores life to subject who died as long as one day/level ago.
Slay Living: Touch attack kills subject.
Unhallow (M): Designates location as unholy
6th Level Cleric (-) Spells
Banishment: Banishes 2 HD/level of extraplanar creatures.
Blade Barrier: Wall of blades deals 1d6/level damage.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Harm: Deals 10 points/level damage to target.
7th Level Cleric (-) Spells
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: Changes weather in local area.
Destruction (F): Kills subject and destroys remains.
Dictum or Word of Chaos (Whichever matches your alignment): Kills, paralyzes, slows, or deafens non (lawful or Chaotic) subjects.
Resurrection (M): Fully restore dead subject.
8th Level Cleric (-) Spells
Cloak of Chaos or Shield of Law (Whichever matches your alignment) (F): +4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead (M): Create shadows, wraiths, spectres, or devourers.
Earthquake: Intense tremor shakes 80-ft.-radius.
Unholy Aura (F): +4 to AC, +4 resistance, and SR 25 against good spells.
9th Level Cleric (-) Spells
Implosion: Kills one creature/round.
Storm of Vengeance: Storm rains acid, lightning, and hail.
True Resurrection (M): As resurrection, plus remains arent needed.
ACF: Cloistered Cleric
Hit Die: d6
Base Attack Bonus: Poor
Class Skills: The cloistered cleric's class skill list includes Decipher Script, Speak Language, and all Knowledge skills (from the Knowledge domain, see below). The cloistered cleric gains skill points per level equal to 6 + Int modifier (and has this number x4 at 1st level).
Class Features: The cloistered cleric has all the standard cleric class features, except as noted below.
Weapon and Armor Proficiency: Cloistered clerics are proficient with simple weapons and with light armor.
Lore (Ex): Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the cloistered cleric's class level in place of the bard level. A cloistered cleric gains this ability at first level.
Deity, Domains, and Domain Spells: In addition to any domains selected from his deity's list, a cloistered cleric automatically gains the Knowledge domain as a bonus domain (even if the Knowledge domain is not normally available to clerics of that deity). He gains the Knowledge domain granted power and adds the spells to his list of spells known.
Weapon Focus, Weapon Specialization, and Weapon Artistry: A Cloistered Cleric does not gain these class features.