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
Level | Base Attack Bonus | Fort Save | Reflex Save | Will Save | Special | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
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1 | +0 | +2 | +0 | +2 | Turn or Rebuke Undead | 3 | 1+1 | - | - | - | - | - | - | - | - |
2 | +1 | +3 | +0 | +3 | - | 4 | 2+1 | - | - | - | - | - | - | - | - |
3 | +2 | +3 | +1 | +3 | - | 4 | 2+1 | 1+1 | - | - | - | - | - | - | - |
4 | +3 | +4 | +1 | +4 | - | 5 | 3+1 | 2+1 | - | - | - | - | - | - | - |
5 | +3 | +4 | +1 | +4 | - | 5 | 3+1 | 2+1 | 1+1 | - | - | - | - | - | - |
6 | +4 | +5 | +2 | +5 | - | 5 | 3+1 | 3+1 | 2+1 | - | - | - | - | - | - |
7 | +5 | +5 | +2 | +5 | - | 6 | 4+1 | 3+1 | 2+1 | 1+1 | - | - | - | - | - |
8 | +6/+1 | +6 | +2 | +6 | - | 6 | 4+1 | 3+1 | 3+1 | 2+1 | - | - | - | - | - |
9 | +6/+1 | +6 | +3 | +6 | - | 6 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | - | - | - | - |
10 | +7/+2 | +7 | +3 | +7 | - | 6 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | - | - | - | - |
11 | +8/+3 | +7 | +3 | +7 | - | 6 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | - | - | - |
12 | +9/+4 | +8 | +4 | +8 | - | 6 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | - | - | - |
13 | +9/+4 | +8 | +4 | +8 | - | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | - | - |
14 | +10/+5 | +9 | +4 | +9 | - | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | - | - |
15 | +11/+6/+1 | +9 | +5 | +9 | - | 6 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | - |
16 | +12/+7/+2 | +10 | +5 | +10 | - | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 3+1 | 3+1 | 2+1 | - |
17 | +12/+7/+2 | +10 | +5 | +10 | - | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 |
18 | +13/+8/+3 | +11 | +6 | +11 | - | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 |
19 | +14/+9/+4 | +11 | +6 | +11 | - | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 |
20 | +15/+10/+5 | +12 | +6 | +12 | - | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 4+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
| | | |
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Create Water | Cure Minor Wounds | Detect Magic | Guidance |
Light | Mending | Purify Food and Drink | Read Magic |
Detect Poison | Inflict Minor Wounds | Resistance | Virtue |
Cleric Spells, Level 1
| | | |
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Bless | Cause Fear | Command | Comprehend Languages |
Cure Light Wounds | Detect Chaos | Detect Evil | Detect Good |
Detect Law | Endure Elements | Obscuring Mist | Protection from Chaos |
Protection from Evil | Protection from Good | Protection From Law | Summon Monster I |
Lesser Vigor | Sanctuary | | |
Cleric Spells, Level 2
| | | |
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Unseen Crafter | Aid | Bear's Endurance | Bull's Strength |
Cure Moderate WOunds | Darkness | Delay Poison | Resist Energy |
Guidance of the Avatar | Divine Insight | Conjure Ice Object | Shield Other |
Cleric Spells, Level 3
| | | |
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Animate Dead | Bestow Curse | Contagion | Continual Flame |
Cure Serious Wounds | Daylight | Deeper Darkness | Remove Curse |
Remove Disease | Protection from Energy |
Cleric Spells, Level 4
| | | |
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Spell Immunity | Neutralize Poison | Tongues | Cure Critical Wounds |
Restoration | True Seeing | Winter's Embrace | |
Domains:
Cleric Domains
Domain | Protection | Travel |
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Granted Power | You 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 | | |
1st | Sanctuary | Longstrider |
2nd | Shield Other | Locate Object |
3rd | Protection from Energy | Fly |
4th | Spell Immunity | Dimension Door |
5th | Spell Resistance | Teleport |
6th | Antimagic Field | Find the Path |
7th | Repulsion | Greater Teleport |
8th | Mind Blank | |
9th | |
Domain | Craft |
Granted Power | You cast creation spells at +1 caster level and gain Skill Focus (a +2 bonus) in the Craft skill of your choice. |
Spells |
1st | Animate Rope |
2nd | Wood Shape |
3rd | Stone Shape |
4th | Minor Creation |
5th |
6th |
7th |
8th |
9th |
|
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