Part of a series with my
wizard and
summoner classes. Work in progress.
ClericHD: d6
Class Skills (4+Int): Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the planes), Profession, Search, Sense Motive, Spellcraft.
Level | BAB | Fort | Ref | Will | Special |
1st | +0 | +0 | +0 | +2 | Channel energy (1hp/level), Domains, Gift (Personal), Spells |
2nd | +1 | +0 | +0 | +3 | AC bonus |
3rd | +1 | +1 | +1 | +3 | Gift (Touch) |
4th | +2 | +1 | +1 | +4 | Prayer 1/day (1 minute) |
5th | +2 | +1 | +1 | +4 | Channel energy (2hp/level) |
6th | +3 | +2 | +2 | +5 | Gift (2 targets) |
7th | +3 | +2 | +2 | +5 | Divine grace |
8th | +4 | +2 | +2 | +6 | Prayer 2/day (1 round) |
9th | +4 | +3 | +3 | +6 | Channel energy (3hp/level) |
10th | +5 | +3 | +3 | +7 | Gift (3 targets) |
11th | +5 | +3 | +3 | +7 | Favored soul |
12th | +6/+1 | +4 | +4 | +8 | Prayer 3/day (move action) |
13th | +6/+1 | +4 | +4 | +8 | Channel energy (4hp/level) |
14th | +7/+2 | +4 | +4 | +9 | Gift (4 targets) |
15th | +7/+2 | +5 | +5 | +9 | - |
16th | +8/+3 | +5 | +5 | +10 | Prayer 4/day (swift action) |
17th | +8/+3 | +5 | +5 | +10 | Channel energy (5hp/level) |
18th | +9/+4 | +6 | +6 | +11 | Gift (5 targets) |
19th | +9/+4 | +6 | +6 | +11 | Transmigration |
20th | +10/+5 | +6 | +6 | +12 | Prayer 5/day (free action) |
Weapon and Armor Proficiency: Clerics are proficient with simple weapons, but not with any type of armor or shield.
Spells: A cleric casts spells spontaneously based on Wisdom. He has knowledge of every spell on his spell list (see below), like a warmage, plus the spells on his domain lists. Every two levels a cleric possesses in other classes stack with his cleric level for determining caster level and spells per day (eg. a cleric 10/fighter 10 would cast as a cleric 15).
Channel Energy (Su): A cleric chooses at 1st level to channel either positive or negative energy through his spells.
Positive energy causes living creatures affected by his spells to regain hp equal to his character level plus his Charisma modifier, in additional to the spell's normal effects. At 5th level and every 4th level thereafter, the hp restored increases by an amount equal to his character level (eg. a 6th-level cleric would restore 12hp + his Cha modifier). Undead creatures instead take damage equal to half this amount.
Negative energy functions identically, except that its effects on living creatures and undead are reversed.
The cleric can choose to exclude some targets of his spells from this effect, eg. to avoid healing enemies.
Gift: A cleric may cast Personal range spells as if they had a range of Touch. At 3rd level he may cast Touch range spells as if they had a range of Close. At 5th level and every odd level thereafter, he may choose for targeted spells to affect one additional target.
An unwilling target receives a +4 bonus to AC and saving throws against spells delivered in this manner (if the spell would not normally allow a save, he is entitled to a Will save to negate its effects).
AC Bonus (Ex): When unarmored and unencumbered, a cleric of 2nd level or higher adds his Charisma bonus (if any) to his AC. This bonus to AC applies even against touch attacks or when the cleric is flat-footed. He loses this bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
The effects of this class feature do not stack with other class features of the same name.
Prayer (Ex): At 4th level by praying for 1 minute (provoking attacks of opportunity) a cleric can temporarily add a spell from any list to his spells known. His knowledge of this spell fades after 1 minute or after he successfully casts it, whichever comes first. He may use this ability 1/day per 4 cleric levels he possesses. At 8th level using this ability takes 1 round, which becomes a move action at 12th level, a swift action at 16th level and a free action at 20th level.
A cleric cannot use this ability to gain knowledge of spells which directly oppose his patron, such as
holy smite for an evil deity or
animate dead for a god of life; he may still learn these spells through other methods.
Divine Grace (Su): At 7th level, a cleric gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Favored Soul (Ex): At 11th level, a cleric can take 10 on Bluff, Diplomacy, Intimidate and Sense Motive checks made against members of his religion or beings associated with his religion (eg. dwarves for a cleric of Moradin, animals and plants for a cleric of nature).
Transmigration:New FeatsLay Priest [General]
Prerequisites: Must not have any levels of cleric
Benefit: You can cast orisons (0-level spells) as a 1st-level cleric.
Special: If you ever gain a level of cleric, replace this feat with another feat for which you meet the prerequisites.