Knitifine
2017-08-15, 11:34 AM
Cleric
Clerics have the following game statistics.
Abilities: Clerics rely heavily upon wisdom in order to cast spells, bestow healing and served as an effective judge of character. Constitution is important for clerics, as they are often melee combatants, and Strength and Dexterity can also be useful.
Alignment: Clerics may be of any alignment suitable for the religion they serve. In some campaigns this requirement is very strict while in others it may not have any restriction at all.
Hit Die: d8
Starting Wealth: 4d6 x 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The cleric's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks at Per Level: 4 + Int modifier
Cleric
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
2nd
3rd
4th
5th
6th
1st
+0
+2
+0
+2
Channel energy 1d6, orisons
1
-
-
-
-
-
2nd
+1
+3
+0
+3
Domain
2
-
-
-
-
-
3rd
+2
+3
+1
+3
Channel Energy 2d6
3
-
-
-
-
-
4th
+3
+4
+1
+4
Domain
3
1
-
-
-
-
5th
+3
+4
+1
+4
Bonus Feat, Channel Energy 3d6
4
2
-
-
-
-
6th
+4
+5
+2
+5
Domain
4
3
-
-
-
-
7th
+5
+5
+2
+5
Channel Energy 4d6
4
3
1
-
-
-
8th
+6/+1
+6
+2
+6
Domain
4
4
2
-
-
-
9th
+6/+1
+6
+3
+6
Channel Energy 5d6
4
4
2
-
-
-
10th
+7/+2
+7
+3
+7
Bonus Feat, Divine Redeemer
5
4
4
2
-
-
11th
+8/+3
+7
+3
+7
Channel Energy 6d6
5
5
4
2
-
-
12th
+9/+4
+8
+4
+8
Domain
5
5
4
3
-
-
13th
+9/+4
+8
+4
+8
Channel Energy 7d6
5
5
4
3
1
-
14th
+10/+5
+9
+4
+9
Domain
5
5
4
4
2
-
15th
+11/+6/+1
+9
+5
+9
Bonus Feat, Channel Energy 8d6
5
5
5
4
3
-
16th
+12/+7/+2
+10
+5
+10
Domain
5
5
5
4
3
1
17th
+12/+7/+2
+10
+5
+10
Channel Energy 9d6
5
5
5
4
4
2
18th
+13/+8/+3
+11
+6
+11
Domain
5
5
5
5
4
3
19th
+14/+9/+4
+11
+6
+11
Channel Energy 10d6
5
5
5
5
5
4
20th
+15/+10/+5
+12
+6
+12
Bonus Feat, Divine Exarch
5
5
5
5
5
5
Class Features
All of the following are class features of the Cleric.
Weapon and Armor Proficiencies: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Spells: A cleric casts divine spells drawn from the cleric spell list. They can cast any spell they knows without preparing it ahead of time. To learn or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class (DC) 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. Their base daily spell allotment is given on Table: Cleric. In addition, they receive bonus spells per day if they have a high Wisdom score.
The cleric’s selection of spells is limited. A cleric begins play knowing four 0-level spells and two 1st-level spells of the cleric’s choice. At each new cleric level, they gains one or more new spells, as indicated on Table: Cleric Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by their Wisdom score (See Table: Ability Modifiers and Bonus Spells). A cleric may also recieve bonus spell from their domains and class features (see channel energy below).
At every cleric level beyond 1st, a cleric can choose to learn a new spell in place of one he already knows. In effect, the cleric “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level cleric spell the cleric can cast. A cleric may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.
A cleric need not prepare his spells in advance. They can cast any spell they knows at any time, assuming they have not yet used up their allotment of spells per day for the spell’s level.
Orisons Cleric may cast any 0 level spells they know without regard to how many spells they have each day.
Cleric Spells Known
Level
0th
1st
2nd
3rd
4th
5th
6th
1st
4
2
-
-
-
-
-
2nd
5
3
-
-
-
-
-
3rd
6
4
-
-
-
-
-
4th
6
4
2
-
-
-
-
5th
6
4
3
-
-
-
-
6th
6
4
4
-
-
-
-
7th
6
5
4
2
-
-
-
8th
6
5
4
3
-
-
-
9th
6
5
4
4
-
-
-
10th
6
5
5
4
2
-
-
11th
6
6
5
4
4
-
-
12th
6
6
5
4
4
-
-
13th
6
6
5
5
4
2
-
14th
6
6
6
5
4
3
-
15th
6
6
6
5
4
4
-
16th
6
6
6
5
5
4
2
17th
6
6
6
6
5
4
3
18th
6
6
6
6
5
4
4
19th
6
6
6
6
5
5
5
20th
6
6
6
6
6
6
6
Channel Energy (Su): A cleric can release a wave of positive energy by channeling the power of their faith through their holy symbol. This energy heals all living creatures within 30 ft. of the cleric. The amount of damage healed equals 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 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 + their Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include themself in this effect. A cleric must hold their holy symbol to aloft in at least one hand to use this ability.
Additionally, the cleric adds stabilize and cure light wounds to their list of spells known. When cleric becomes capable of casting 2nd level spells they gain cure moderate wounds as a spell known. When they are able to cast 3rd level spells they gain cure serious wounds as a spell known. When they are able to cast 4th level spells they gain cure critical wounds as a spell known. When they are able to cast 5th level spells they gain raise dead as a spell known. Finally, when they are able to cast 6th level spells they gain heal as a spell known.
Bonus Languages: A cleric’s bonus language options include any language associated with their god or religion. These choices are in addition to the bonus languages available to the character because of their race. If the god the cleric is using does not come from a source that has associated languages, use the following table to generate a list.
Cleric Bonus Language
Domain
Associated Language
Air
Auran
Animal
Sylvan
Death
Necril
Earth
Terran
Evil
Abyssal, Infernal
Fire
Ignan
Madness
Aboleth, Aklo
Magic
Draconic
Plant
Sylvan
Void
Aboleth, Aklo
Water
Aquan
Weather
Auran, Aquan
Domains: Starting at 2nd level, a cleric may choose a domain from among those belonging to her deity or religion. A cleric can usually 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 or religion, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a lesser and greater domain powers as well as bonus spells known. A cleric only gains the additional spells known if they are of a level they may cast, though as they gain additional access to higher level spells they also gain the additional spells known from their domain list. All domain spells count as cleric spells to the cleric who knows them even if they are not on the cleric spell list.
At 2nd level, the cleric gains the lesser domain power of the domain they chose. They gain the greater power of that domain at 12th level. At 4th, 6th, and 8th level the cleric gains access to a new domain, that domains spells and it's lesser power. At 14th, 16th, and 18th level, you gain access to the greater domain power of the domain they select ten levels prior.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a cleric gains a bonus feat. At each such opportunity, they can choose a channel feat or metamagic feat. The cleric must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The cleric is not limited to the categories of Channel Feats, or Metamagic Feats when choosing those feats.
Divine Redeemer (Su): At 10th level, a cleric may cast atonement as a supernatural ability. This still requires the material, focus and divine focus components of the spell and still takes an hour to cast. Additionally, the cleric can cast atonement on themself if they ever lose their other powers (though they may no longer cast atonement on others) petitioning their deity, religion, or other divine force (or appointed messangers of such) directly for redemption. In this case, the power petitioned acts as the caster and the cleric the subject for the purpose of interpreting the spell description.
Divine Exarch (Ex): At 20th level, a cleric's type changes to outsider (native), though they can still be affected by spells that targeted their previous creature type if they so choose. Additionally, whenever the cleric casts a healing spell on a creature, that creature regains a number of additional hit points equal to the cleric's wisdom modifier (even if the spell didn't normally restore hit points, or is countered or negated by some effect). If that spell is a 0 level spell, the hit points are only temporary hit points and expire after 1 hour.
Ex-Clerics
A cleric who grossly violates the code of conduct required by their deity or religion loses all spells and class features, except for bonus languages and armor, shield and weapon proficiencies. They cannot thereafter gain levels as a cleric of that god until they atones for their deeds (see the atonement spell description).
Clerics have the following game statistics.
Abilities: Clerics rely heavily upon wisdom in order to cast spells, bestow healing and served as an effective judge of character. Constitution is important for clerics, as they are often melee combatants, and Strength and Dexterity can also be useful.
Alignment: Clerics may be of any alignment suitable for the religion they serve. In some campaigns this requirement is very strict while in others it may not have any restriction at all.
Hit Die: d8
Starting Wealth: 4d6 x 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The cleric's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks at Per Level: 4 + Int modifier
Cleric
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
2nd
3rd
4th
5th
6th
1st
+0
+2
+0
+2
Channel energy 1d6, orisons
1
-
-
-
-
-
2nd
+1
+3
+0
+3
Domain
2
-
-
-
-
-
3rd
+2
+3
+1
+3
Channel Energy 2d6
3
-
-
-
-
-
4th
+3
+4
+1
+4
Domain
3
1
-
-
-
-
5th
+3
+4
+1
+4
Bonus Feat, Channel Energy 3d6
4
2
-
-
-
-
6th
+4
+5
+2
+5
Domain
4
3
-
-
-
-
7th
+5
+5
+2
+5
Channel Energy 4d6
4
3
1
-
-
-
8th
+6/+1
+6
+2
+6
Domain
4
4
2
-
-
-
9th
+6/+1
+6
+3
+6
Channel Energy 5d6
4
4
2
-
-
-
10th
+7/+2
+7
+3
+7
Bonus Feat, Divine Redeemer
5
4
4
2
-
-
11th
+8/+3
+7
+3
+7
Channel Energy 6d6
5
5
4
2
-
-
12th
+9/+4
+8
+4
+8
Domain
5
5
4
3
-
-
13th
+9/+4
+8
+4
+8
Channel Energy 7d6
5
5
4
3
1
-
14th
+10/+5
+9
+4
+9
Domain
5
5
4
4
2
-
15th
+11/+6/+1
+9
+5
+9
Bonus Feat, Channel Energy 8d6
5
5
5
4
3
-
16th
+12/+7/+2
+10
+5
+10
Domain
5
5
5
4
3
1
17th
+12/+7/+2
+10
+5
+10
Channel Energy 9d6
5
5
5
4
4
2
18th
+13/+8/+3
+11
+6
+11
Domain
5
5
5
5
4
3
19th
+14/+9/+4
+11
+6
+11
Channel Energy 10d6
5
5
5
5
5
4
20th
+15/+10/+5
+12
+6
+12
Bonus Feat, Divine Exarch
5
5
5
5
5
5
Class Features
All of the following are class features of the Cleric.
Weapon and Armor Proficiencies: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Spells: A cleric casts divine spells drawn from the cleric spell list. They can cast any spell they knows without preparing it ahead of time. To learn or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class (DC) 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. Their base daily spell allotment is given on Table: Cleric. In addition, they receive bonus spells per day if they have a high Wisdom score.
The cleric’s selection of spells is limited. A cleric begins play knowing four 0-level spells and two 1st-level spells of the cleric’s choice. At each new cleric level, they gains one or more new spells, as indicated on Table: Cleric Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by their Wisdom score (See Table: Ability Modifiers and Bonus Spells). A cleric may also recieve bonus spell from their domains and class features (see channel energy below).
At every cleric level beyond 1st, a cleric can choose to learn a new spell in place of one he already knows. In effect, the cleric “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level cleric spell the cleric can cast. A cleric may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.
A cleric need not prepare his spells in advance. They can cast any spell they knows at any time, assuming they have not yet used up their allotment of spells per day for the spell’s level.
Orisons Cleric may cast any 0 level spells they know without regard to how many spells they have each day.
Cleric Spells Known
Level
0th
1st
2nd
3rd
4th
5th
6th
1st
4
2
-
-
-
-
-
2nd
5
3
-
-
-
-
-
3rd
6
4
-
-
-
-
-
4th
6
4
2
-
-
-
-
5th
6
4
3
-
-
-
-
6th
6
4
4
-
-
-
-
7th
6
5
4
2
-
-
-
8th
6
5
4
3
-
-
-
9th
6
5
4
4
-
-
-
10th
6
5
5
4
2
-
-
11th
6
6
5
4
4
-
-
12th
6
6
5
4
4
-
-
13th
6
6
5
5
4
2
-
14th
6
6
6
5
4
3
-
15th
6
6
6
5
4
4
-
16th
6
6
6
5
5
4
2
17th
6
6
6
6
5
4
3
18th
6
6
6
6
5
4
4
19th
6
6
6
6
5
5
5
20th
6
6
6
6
6
6
6
Channel Energy (Su): A cleric can release a wave of positive energy by channeling the power of their faith through their holy symbol. This energy heals all living creatures within 30 ft. of the cleric. The amount of damage healed equals 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 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 + their Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include themself in this effect. A cleric must hold their holy symbol to aloft in at least one hand to use this ability.
Additionally, the cleric adds stabilize and cure light wounds to their list of spells known. When cleric becomes capable of casting 2nd level spells they gain cure moderate wounds as a spell known. When they are able to cast 3rd level spells they gain cure serious wounds as a spell known. When they are able to cast 4th level spells they gain cure critical wounds as a spell known. When they are able to cast 5th level spells they gain raise dead as a spell known. Finally, when they are able to cast 6th level spells they gain heal as a spell known.
Bonus Languages: A cleric’s bonus language options include any language associated with their god or religion. These choices are in addition to the bonus languages available to the character because of their race. If the god the cleric is using does not come from a source that has associated languages, use the following table to generate a list.
Cleric Bonus Language
Domain
Associated Language
Air
Auran
Animal
Sylvan
Death
Necril
Earth
Terran
Evil
Abyssal, Infernal
Fire
Ignan
Madness
Aboleth, Aklo
Magic
Draconic
Plant
Sylvan
Void
Aboleth, Aklo
Water
Aquan
Weather
Auran, Aquan
Domains: Starting at 2nd level, a cleric may choose a domain from among those belonging to her deity or religion. A cleric can usually 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 or religion, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a lesser and greater domain powers as well as bonus spells known. A cleric only gains the additional spells known if they are of a level they may cast, though as they gain additional access to higher level spells they also gain the additional spells known from their domain list. All domain spells count as cleric spells to the cleric who knows them even if they are not on the cleric spell list.
At 2nd level, the cleric gains the lesser domain power of the domain they chose. They gain the greater power of that domain at 12th level. At 4th, 6th, and 8th level the cleric gains access to a new domain, that domains spells and it's lesser power. At 14th, 16th, and 18th level, you gain access to the greater domain power of the domain they select ten levels prior.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a cleric gains a bonus feat. At each such opportunity, they can choose a channel feat or metamagic feat. The cleric must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The cleric is not limited to the categories of Channel Feats, or Metamagic Feats when choosing those feats.
Divine Redeemer (Su): At 10th level, a cleric may cast atonement as a supernatural ability. This still requires the material, focus and divine focus components of the spell and still takes an hour to cast. Additionally, the cleric can cast atonement on themself if they ever lose their other powers (though they may no longer cast atonement on others) petitioning their deity, religion, or other divine force (or appointed messangers of such) directly for redemption. In this case, the power petitioned acts as the caster and the cleric the subject for the purpose of interpreting the spell description.
Divine Exarch (Ex): At 20th level, a cleric's type changes to outsider (native), though they can still be affected by spells that targeted their previous creature type if they so choose. Additionally, whenever the cleric casts a healing spell on a creature, that creature regains a number of additional hit points equal to the cleric's wisdom modifier (even if the spell didn't normally restore hit points, or is countered or negated by some effect). If that spell is a 0 level spell, the hit points are only temporary hit points and expire after 1 hour.
Ex-Clerics
A cleric who grossly violates the code of conduct required by their deity or religion loses all spells and class features, except for bonus languages and armor, shield and weapon proficiencies. They cannot thereafter gain levels as a cleric of that god until they atones for their deeds (see the atonement spell description).