Cleric

In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.

Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need.

As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)

Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.

Hit Die: d8.

Class Skills

The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Level Base Attack Bonus Fort Ref Will Special
1 +0 +2 +0 +2 Aura, channel energy 1d6, domains, orisons
2 +1 +3 +0 +3 -
3 +2 +3 +1 +3 channel energy 2d6
4 +3 +4 +1 +4 -
5 +3 +4 +1 +4 channel energy 3d6
6 +4 +5 +2 +5 -
7 +5 +5 +2 +5 channel energy 4d6
8 +6/+1 +6 +2 +6 -
9 +6/+1 +6 +3 +6 channel energy 5d6
10 +7/+2 +7 +3 +7 -
11 +8/+3 +7 +3 +7 channel energy 6d6
12 +9/+4 +8 +4 +8 -
13 +9/+4 +8 +4 +8 channel energy 7d6
14 +10/+5 +9 +4 +9 -
15 +11/+6/+1 +9 +5 +9 channel energy 8d6
16 +12/+7/+2 +10 +5 +10 -
17 +12/+7/+2 +10 +5 +10 channel energy 9d6
18 +13/+8/+3 +11 +6 +11 -
19 +14/+9/+4 +11 +6 +11 channel energy 10d6
20 +15/+10/+5 +12 +6 +12 -

Spells per day

Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 1+1 - - - - - - - -
2 4 2+1 - - - - - - - -
3 4 2+1 1+1 - - - - - - -
4 4 3+1 2+1 - - - - - - -
5 4 3+1 2+1 1+1 - - - - - -
6 4 3+1 3+1 2+1 - - - - - -
7 4 4+1 3+1 2+1 1+1 - - - - -
8 4 4+1 3+1 3+1 2+1 - - - - -
9 4 4+1 4+1 3+1 2+1 1+1 - - - -
10 4 4+1 4+1 3+1 3+1 2+1 - - - -
11 4 4+1 4+1 4+1 3+1 2+1 1+1 - - -
12 4 4+1 4+1 4+1 3+1 3+1 2+1 - - -
13 4 4+1 4+1 4+1 4+1 3+1 2+1 1+1 - -
14 4 4+1 4+1 4+1 4+1 3+1 3+1 2+1 - -
15 4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 -
16 4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 -
17 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 1+1
18 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1
20 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1

Class Features

The following are class features of the cleric.

Weapon and Armor Proficiency: 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 deity. If the deity's favored weapon is a simple weapon, the cleric gains Weapon Focus with that weapon as a bonus feat.

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).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.

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 + 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. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score.

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Cleric Spells

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 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 that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled 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 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Variant Channeling: Given the great variety of deities and their divine portfolios, it naturally follows that some deities would endow their mortal servants with the power to channel energies in other ways that more closely mirror their particular focus.

During character creation you may choose either the standard form of channel energy or a variant based on one aspect of your deity's portfolio. (You may not make this choice if you do not follow a deity) Once this choice is made, it cannot be altered. Variant channeling has the same area of effect, save DC's, uses per day, and other rules relating to channeling energy. Feats and abilities that modify or present alternative uses for channel energy (such as Command Undead and Turn Undead) work normally with these variant channeling abilities.

A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm. When using positive energy to heal, affected creatures gain only half the normal amount of healing but also receive a specific beneficial effect. When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving through negates the additional penalty or effect but does not reduce the damage any further.

Unless otherwise stated, bonuses granted by a variant channeling are sacred bonuses if you channel positive energy or profane bonuses if you channel negative energy. If an alternative channeled energy provides a "channel bonus" on rolls or statistics, the bonus is +1. increasing to +2 at cleric level 5 and for every 5 cleric levels thereafter (to a maximum of +5). Likewise, a "channel penalty" is initially -1, increasing to -2 at cleric level 5 and every 5 cleric levels therafter.

A character who has a the channel energy ability from a class other than cleric may use these variant channeling rules if the class's abilities are tied to serving a deity. For Example, paladins can select alternative channeling abilities if they serve a deity, as can oracles with the Life mystery (as they serve many deities), but necromancer wizards cannot.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can 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, 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 number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell 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 (or a neutral cleric who worships an evil deity) can't convert prepared spells 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 and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

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 her race.

Ex-Clerics
A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).

Subdomains
Subdomains are more specific focuses for clerical worship and power that allow players greater flexibility in customizing their characters. Every domain has a number of subdomains associated with it. Each subdomain replaces a granted power and a number of spells in the domain's granted spell list. A cleric who chooses a subdomain must have access to both the domain and its subdomain from her deity. If a cleric selects a subdomain, she cannot select its associated domain as her other domain choice. (in effect, the subdomain replaces its associated domain). Subdomains are treated as equivalent to their associated domain for any effect or prerequisite based on domains. If a subdomain has two associated domains, the cleric can only select the subdomain for one of her domains. Subdomains can be selected by Druids (except for the metal subdomain) and inquisitors (if their deity allows it).

Cleric Domains

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