CLERICPicture credit: yefumm"Quote!"- Some cleric
A Cleric wields divine magic, inspired by the gods.
MAKING A CLERIC TBA...
Abilities: Wisdom determines a cleric's spellcasting, and Constitution determines his hit points.
Races: TBA...
Alignment: Any, as determined by your choice of deity.
Starting Gold: As cleric.
Starting Age: As cleric.
Class Skills (2+Int): The cleric's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).
Hit Dice: d8
| Base | Fort | Ref | Will | | Domains | ----Spells---- |
Level | Attack Bonus | Save | Save | Save | Special | Granted | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1st | +0 | +2 | +0 | +2 | Archetype power, domains (2), inspiration 1/day | 2 | 4 | 3 | – | – | – | – | – | – | – | – |
2nd | +1 | +3 | +0 | +3 | Domain | 2 | 5 | 4 | – | – | – | – | – | – | – | – |
3rd | +2 | +3 | +1 | +3 | Archetype power | 2 | 6 | 5 | 2 | – | – | – | – | – | – | – |
4th | +3 | +4 | +1 | +4 | Paragon I | 2 | 6 | 6 | 3 | – | – | – | – | – | – | – |
5th | +3 | +4 | +1 | +4 | Domain | 2 | 6 | 6 | 4 | 2 | – | – | – | – | – | – |
6th | +4 | +5 | +2 | +5 | Archetype power | 2 | 6 | 6 | 5 | 3 | – | – | – | – | – | – |
7th | +5 | +5 | +2 | +5 | Inspiration 2/day | 3 | 6 | 6 | 6 | 4 | 2 | – | – | – | – | – |
8th | +6/+1 | +6 | +2 | +6 | Paragon II | 3 | 6 | 6 | 6 | 5 | 3 | – | – | – | – | – |
9th | +6/+1 | +6 | +3 | +6 | Archetype power | 3 | 6 | 6 | 6 | 6 | 4 | 2 | – | – | – | – |
10th | +7/+2 | +7 | +3 | +7 | Domain | 3 | 6 | 6 | 6 | 6 | 5 | 3 | – | – | – | – |
11th | +8/+3 | +7 | +3 | +7 | — | 3 | 6 | 6 | 6 | 6 | 6 | 4 | 2 | – | – | – |
12th | +9/+4 | +8 | +4 | +8 | Archetype power, Paragon III | 3 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | – | – | – |
13th | +9/+4 | +8 | +4 | +8 | Inspiration 3/day | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 2 | – | – |
14th | +10/+5 | +9 | +4 | +9 | — | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | – | – |
15th | +11/+6/+1 | +9 | +5 | +9 | Archetype power, Domain | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 2 | – |
16th | +12/+7/+2 | +10 | +5 | +10 | Paragon IV | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | – |
17th | +12/+7/+2 | +10 | +5 | +10 | — | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 2 |
18th | +13/+8/+3 | +11 | +6 | +11 | Archetype power | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
19th | +14/+9/+4 | +11 | +6 | +11 | Inspiration 4/day | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
20th | +15/+10/+5 | +12 | +6 | +12 | Ascendance, Domain, Paragon V | 5 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Weapon and Armor Proficiencies: Clerics are proficient with simple weapons, all non-exotic armor, and shields. Clerics are also proficient with their deity's favored weapon.
Spells: A cleric casts divine spells which are drawn from her Domains (see below). You know every spell that is on one of your Domain lists. You need not prepare your spells ahead of time, but instead, pray for some of the Domains that you know at the beginning of each day to be granted by your deity, as shown above. You can only cast spells you know from your granted Domains; if you do not know all of the spells from one of your Domains, you can still be granted that Domain, but you can cast only the spells that you know.
To learn or cast a cleric spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric spell you cast is 10 + the spell level + your Wisdom modifier. Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given in the table above. In addition, you receive bonus spells for a high Wisdom score. You regains your spells by getting a good night’s sleep and spending 1 hour communing with your deity.
Orisons are not associated with any particular Domain. You can cast all of your known orisons regardless of what Domains you are granted. Orisons are simple enough that a cleric can cast them even if they aren't granted to her, and you begin play knowing all Cleric orisons.
Archetype (Su): Clerics, on the whole, are not a homogeneous group. Some are warrior-priests who smite their foes with impunity, while others contemplate magic and the divine ideal from sparse stone cells. At 1st level, and every 3 levels after, you learn one of the archetype powers below of your choice, for which you meet the prerequisites.
Archetype Powers:Armored by Faith Alone: Whenever you are not wearing armor or using a shield, you gain your Wisdom modifier as an armor bonus to AC.
Ascetic Priest: You forswear material possessions, tithing your wealth to your deity's cause and gaining increased power in return. Whenever you tithe currency, magic items, or other valuable objects, you gain the benefits of one or more magic items with total market price no greater than 75% of the value of your tithe. You do not actually possess these magic items, but they benefit you as if you did. You may apply enhancement bonuses and armor properties to the armor bonus granted by your Armored by Faith Alone ability, and enhancement bonuses and weapon properties to your unarmed strikes. You can have a maximum number of 8 magic item effects at any time. If you gain a new one, you choose which effect to lose; however, you may upgrade any effect currently benefiting you as per the "upgrading magic items" rules given in the Magic Item Compendium. You lose the benefit of this ability whenever you activate or gain passive benefit from a magic item, or a mundane item with a cost of more than 1 gp, but regain the benefit if you receive an
atonement spell cast by a member of your faith. Requires Armored by Faith Alone and Wielder of Belief.
Bulwark of Faith: Your Armored by Faith Alone ability applies whenever you are wearing Medium or lighter armor, even if you are using a light or heavy shield. Requires Armored by Faith Alone.
Cloistered Education: You learn the Knowledge Domain as a bonus Domain, which can be granted to you as normal.
Darkness Against the Light: You gain the ability to
rebuke undead. If you have both this ability and Light Against the Darkness, you have one pool of attempts for both abilities.
Divine Smite: Once per round, as a free action you may declare a melee or ranged attack you make as a smite attack. When smiting, you gain a bonus to the attack roll equal to your Charisma modifier, and deal bonus damage equal to your Cleric level.
Extraordinary Divinity: You gain a [Divine] feat for which you meet the prerequisites as a bonus feat. You may select this Archetype power multiple times. Requires Darkness Against the Light or Light Against the Darkness.
Foe Smite: Whenever you attack a creature with an opposing alignment, the attack is a smite attack. Requires Divine Smite.
Forbidden Knowledge: You have delved into secrets that one should not know. You can make a Knowledge (Religion) check in place of any other skill check, but you suffer a -2 penalty to saves for 1 round whenever you do so. Requires Cloistered Education.
Improved Divine Smite: Once per encounter, when you use your Divine Smite ability, every attack you make until the beginning of your next turn is a smite attack. Requires Divine Smite.
Light Against the Darkness: You gain the ability to
turn undead. If you have both this ability and Darkness Against the Light, you have one pool of attempts for both abilities.
Lore of the Gods: You gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. You add your cleric level and your Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
Warrior of Conviction: You gain proficiency in all martial weapons.
Warrior of Faith: You learn one maneuver from the Devoted Spirit discipline, as per the Martial Study feat. You can select this Archetype power a maximum of 3 times. Requires Warrior of Conviction.
Wielder of Belief: You gain the Improved Unarmed Strike feat, and deal 1d6 lethal damage (for a Medium creature) with your unarmed strikes. Your unarmed strike damage increases by one size category for every 5 cleric levels you have (rounded down).
Domains: A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. Upon entering this class, choose two domains from among those belonging to your deity. You can select an alignment domain (Chaos, Evil, Good, or Law) only if one aspect of your alignment matches that domain. If you are not devoted to a particular deity, you still select two domains to represent your spiritual inclinations and abilities, and the restriction on alignment domains still applies. Each domain you acquire adds its associated spells to your spell list, as well as a granted power. You acquire the granted powers of all domains selected. You gain access to an additional domain at 2nd, 5th, 10th, 15th, and 20th levels.
Inspiration (Su): There are times when your deity speaks directly to a cleric's soul, bypassing the usual methods of prayer and communion. Once per day, when you cast a spell, you may have it take the form of a supernatural ability instead of a normal spell. This does not alter the casting time, and if the spell requires an xp cost or an expensive material component or focus (other than a divine focus), you must still supply them; however, any other components are ignored, the spell is not subject to spell resistance, dispelling, or countering, and casting it does not provoke attacks of opportunity. The save DC for an inspired spell is either the normal DC or 10 + 1/2 your caster level + your Wisdom modifier, whichever is higher. You may use this ability one additional time per day at 7th level, and every 6 levels after.
Paragon (Ex): Your body gains a measure of your deity's perfection. You gain the following abilities at the appropriate level:
- At 4th level, you gain your Charisma modifier as a sacred bonus to saves vs mind-affecting spells and effects, as well as spells and effects which would change your form.
- At 8th level, reduce any ability damage or ability drain you suffer by an amount equal to your Charisma modifier, and any negative levels you receive by an amount equal to half your Charisma modifier.
- At 12th level, you can cast a spell from a Domain which has not been granted to you, but you must spend an additional spell slot of the same level. You can do this once per day per spell level available to you.
- At 16th level, you gain Spell Resistance 11 + your Cleric level.
- At 20th level, you gain DR /epic equal to your Charisma modifier.
Ascendance (Ex): When you reach 20th level, you are the ultimate tool of your deity's will, and they want to keep you around as long as possible. At any time, you count as having the Outsider type or your own type, whichever is beneficial. You can no longer die from old age or massive damage, and you take no penalties for aging, though you still accrue bonuses. You become immune to disease, paralysis, petrification, and poison, and gain energy resistance 20 against all energy types.
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