Hundreds of people look towards the gods for help. This generally takes the form of a simple prayer in the case of most commoners, but some have the favour of the gods. The gods not only answer these peoples prayers, but allow them to tap into the deific power granting themselves spells.
They are wise and generally enter leadership roles. But the clerics are varied in kind, each gods followers acting different and filling alternate niches.
Most clerics worship the Divines, but clerics of demons and devils can be found in Sumra. Cultists are also rarely clerics, but most are warlocks.
Role: Which role a Cleric fills is dependent on which deity he worships. One which worships a healing deity might be strengthening and restoring his allies, a priest devoted to the smithing god might enhance his fellows weaponry, a cultist with a lord of destruction as his patron may fight with his companions as a front-line fighter.
Alignment: A Cleric can be of any alignment of Clergy Alignments mentioned in his deities entry. If a Deity lacks the Clergy Alignments information, then a cleric's alignment must be within one step of his deity's, along either the law/chaos axis or the good/evil axis
Hit Die: d8.
Starting Gold: 4d4Χ10 gp.
The Clerics class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wisdom), Spellcraft (Int).
Skill Points at First Level: (4 + Int modifier)
1st|+0|+0|+0|+2|Divine Connection, Domain Power|5|3||||||||
8th|+4|+2|+2|+6|Aura of Conviction|*|6|5|5|4|||||
10th|+5|+3|+3|+7|Servants of the Deity|*|6|6|5|5|4||||
11th|+5|+3|+3|+7|Favored in Death|*|6|6|6|5|4|3|||
14th|+7/+2|+4|+4|+9|Tongue of the Gods|*|6|6|6|6|5|5|4||
19th|+9/+4|+6|+6|+11|Gate to the Outer|*|*|*|6|6|6|6|6|5|5
All of the following are class features of the cleric.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, plus their deity's favoured weapon (see Divine Connection). They are proficient with light armour, but not with shields.
Spells: Clerics cast divine spells, which are drawn from their deity's domains (see Divine Connection), as well as the cleric spell list. Their caster level for these spells is equal to their character level, and any save DCs for these spells are equal to 10 + the spell's level + the cleric's Wisdom modifier. Clerics can use their spells a limited number of times before having to pray for more, as indicated on Table: The Cleric. They receive additional spells if they have a high Wisdom score.
Clerics may cast any spell they know, provided they have a slot of that level or higher to cast it with. They do not need to prepare their spells first.
In order to receive their spells, the clerc must pray for 1 hour without interruption, in a place free from distractions or noise. At the end of this time, the cleric receives their spell slots. After praying, the cleric cannot pray again until one night has passed.
Divine Connection: A cleric has a close connection to a particular deity or pantheon. This connection grants the cleric access to four domains associated with the deity or pantheon and one other of the cleric's choice (representing the clerics perception of their deity). All of the spells in those domains are added to the cleric's list of spells known at the same level at which they appear in the domain.
Domain Power: When a cleric first begins their service, they only have access to a single domain power from among their chosen domains. The DC for a domain power is 10 + half their cleric level + their Wisdom modifier unless otherwise listed. They may select an alternate domain power from among their available domains every time they pray to recover their spells.
At 3rd, 5th, 7th, and 9th level the cleric's connection to their chosen deity or pantheon grows stronger. At each of these levels the cleric gains access to an additional domain power, so they may have 2 domain powers at 3rd level, 3 at 5th level, and so on. These may also be changed when the cleric prays to recover their spells, providing they do not already have access to all 5 domain powers.
Scribe: Upon reaching second level, each cleric gains Scribe Scroll as a bonus feat.
Untouchable (Su): A 4th level clerics can temporarily channel the awe and power of their deity. As a swift action, they can gain the benefit of modified a sanctuary effect for 5 minutes. The save DC for the effect is 10 + 1/2 the cleric's character level + the priest's wisdom modifier. Targets who fail their save may attempt another 1 minute later. If the cleric takes any offensive action while under this effect, the effect is broken only for those who were targeted. Channeling divine power in this way is not without it's cost, however, and the cleric suffers 2 points of Wisdom burn when they use this ability. At the end of the 5 minute duration the cleric becomes fatigued (or exhausted if already fatigued). An exhausted cleric may not use this ability.
At 15th level their ability to channel their deity's awe improves. While they are untouchable they also benefit from Acid, Cold, Electricity, Fire, and Sonic Resistance of 15.
Genius: When a cleric of 6th level casts level zero spells, it doesn't expend spell slots. At 12th level, this expends to level one spells, and again to level two spells at 18th level.
Aura of Conviction (Su): At 8th level, a cleric's faith warps the minds of those around them, inspiring their allies to greater acts. Whenever an ally within 25 ft. + 5 ft./2 class levels of the cleric (excluding the cleric themselves) rolls a natural 1 on an attack roll, saving throw, or skill or ability check, they may re-roll it. The second roll stands (even if it's another 1).
Servants of the Deity (Sp): After 10th level onward, a cleric can call upon outsiders that serve their deity to assist or fight for them. The cleric must spend 1 round communing with their deity and sacrifice a spell slot to summon assistance. A number of creatures with an EL equal to twice the level of the sacrificed spell are summoned, though the total EL gained may not exceed the cleric level -4. A cleric may only have one group of servants summoned at any given time.
These creatures remain for up to 10 minutes, but may be dismissed by the cleric at any time. The cleric can direct these creatures mentally, and does not need to have a language in common with them to give them instructions. Summoned creatures may not use a spell or spell-like ability with a higher spell level than the spell sacrificed to summon them.
Favored in Death (Su): The divine power wielded by an 11th level cleric grants them a strong connection with their physical form even after death, one that can be used to make a return to it less difficult. As such the cleric may elect to suffer 2 points of wisdom burn in place of level or attribute loss when raised from the dead.
Crusaders Blade (Sp): Upon reaching 13th level a cleric can undergo an hour long ritual which converts a weapon into a force of spirituality. After completing this ritual the weapon deals divine damage rather than bludgeon, piercing, or slashing (Other forms of damage remain unchanged). This can only work on the favoured weapon of your patron. The effects of this ritual stop, if it hasnt been in contact with a cleric who enacted the ritual for 1 day.
Tongue of the Gods (Ex): At 14th level or higher clerics can speak with and understand any creature, regardless of if it would normally possess a language.
Alter Reality (Su): At 16th level, the cleric gains some of their deity's power to affect reality, although to a much lesser degree. As a full-round action, the cleric can sacrifice a 8th level or higher spell slot to cast Miracle as a supernatural ability.
They may not create any effect that would fall outside of their deity's portfolio, however, and they must still spend experience points if the effect would require them from a standard casting. After the cleric has cast the miracle, they become fatigued and suffer 4 points of Wisdom burn. An exhausted cleric may not use this ability. This ability can only be used once per month.
Paragon Symbol (Ex): Any holy symbol possesed by a Cleric of 17th level gains additional hit points and hardness equal to 1/2 class level + wisdom modifier. After leaving his possession, the symbols retain the improvements for three weeks.
Gate to the Outer (Sp): At 19th level, a cleric can open a portal between any two locations as a standard action. This is otherwise identical to the gate spell, except that it lasts for 5 rounds (though it may be dismissed earlier), does not require concentration, and can only be used for travel. After the cleric has opened a portal this way, they become fatigued (or exhausted if already fatigued) and suffer 2 points of wisdom burn. An exhausted cleric may not use this ability. This ability has an effective spell level of 9th level.
The locations available for this ability is as follows: the homeplane of the clerics deity, and places of worship for the deity on Keran.
Ascended Flesh (Ex): Upon reaching the pinnacle of his power, the cleric becomes part of his patron. A cleric of 20th level gains several benefits:
- He counts as an Outsider, instead of the clerics normal type if it would be beneficial.
- +30 ft. Bonus to Base Land Speed
- Immunity to Mind-Affect Effects and Petrification.
- +5 Bonus on saves against Poison.
- Spell Resistance 20
- Acid, Cold, Electricity, and Fire Resistance 10.