Cleric

Alignment
  A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.  
Hit Die
d8.  
Class Skills
The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).  
Skill Points at level 1:
(2+ Int Mod) x4  
Skill points at each level:
2+ Int Mod

Cleric Levels


LevelBase Attack BonusFort SaveReflex SaveWill SaveSpecial0th1st2nd3rd4th5th6th7th8th9th
1+0+2+0+2Turn or Rebuke Undead31+1--------
2+1+3+0+3-42+1--------
3+2+3+1+3-42+11+1-------
4+3+4+1+4-53+12+1-------
5+3+4+1+4-53+12+11+1------
6+4+5+2+5-53+13+12+1------
7+5+5+2+5-64+13+12+11+1-----
8+6/+1+6+2+6-64+13+13+12+1-----
9+6/+1+6+3+6-64+14+13+12+11+1----
10+7/+2+7+3+7-64+14+13+13+12+1----
11+8/+3+7+3+7-65+14+14+13+12+11+1---
12+9/+4+8+4+8-65+14+14+13+13+12+1---
13+9/+4+8+4+8-65+15+14+14+13+12+11+1--
14+10/+5+9+4+9-65+15+14+14+13+13+12+1--
15+11/+6/+1+9+5+9-65+15+15+14+14+13+12+11+1-
16+12/+7/+2+10+5+10-65+15+15+15+14+13+13+12+1-
17+12/+7/+2+10+5+10-65+15+15+15+14+14+13+12+11+1
18+13/+8/+3+11+6+11-65+15+15+15+14+14+13+13+12+1
19+14/+9/+4+11+6+11-65+15+15+15+15+14+14+13+13+1
20+15/+10/+5+12+6+12-65+15+15+15+15+14+14+14+14+1
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).   A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.  
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). Clerics who don’t worship a specific deity but choose the Chaos, Evil, Good, or Law domain have a similarly powerful aura of the corresponding alignment.   Spells
Level 5: Break Enchantment, Commune, Raise Dead, Wall of Stone   Level 6: Heal   Level 7:   Level 8:   Level 9:   Spells:

Cleric Spells, Level 0


Create WaterCure Minor WoundsDetect MagicGuidance
LightMendingPurify Food and DrinkRead Magic
Detect PoisonInflict Minor WoundsResistanceVirtue

Cleric Spells, Level 1


BlessCause FearCommandComprehend Languages
Cure Light WoundsDetect ChaosDetect EvilDetect Good
Detect LawEndure ElementsObscuring MistProtection from Chaos
Protection from EvilProtection from GoodProtection From LawSummon Monster I
Lesser VigorSanctuary

Cleric Spells, Level 2


Unseen CrafterAidBear's EnduranceBull's Strength
Cure Moderate WOundsDarknessDelay PoisonResist Energy
Guidance of the AvatarDivine InsightConjure Ice ObjectShield Other

Cleric Spells, Level 3


Animate DeadBestow CurseContagionContinual Flame
Cure Serious WoundsDaylightDeeper DarknessRemove Curse
Remove DiseaseProtection from Energy

Cleric Spells, Level 4


Spell ImmunityNeutralize PoisonTonguesCure Critical Wounds
RestorationTrue SeeingWinter's Embrace
  Domains:

Cleric Domains


DomainProtectionTravel
Granted PowerYou can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This granted power is a supernatural ability. Add Survival to your list of cleric class skills.
Spells
1stSanctuaryLongstrider
2ndShield OtherLocate Object
3rdProtection from EnergyFly
4thSpell ImmunityDimension Door
5thSpell ResistanceTeleport
6thAntimagic FieldFind the Path
7thRepulsionGreater Teleport
8thMind Blank
9th
DomainCraft
Granted PowerYou cast creation spells at +1 caster level and gain Skill Focus (a +2 bonus) in the Craft skill of your choice.
Spells
1stAnimate Rope
2ndWood Shape
3rdStone Shape
4thMinor Creation
5th
6th
7th
8th
9th

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