Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
|
Base Attack
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
+8
+9
+9
+10
+11
+12
+12
+13
+14
+15
|
Fort Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
|
Ref Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
|
Will Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
|
Special
Turn or Rebuke Undead
|
Spells Per Day
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
|
0
3
4
4
5
5
5
6
6
6
6
6
6
6
6
6
6
6
6
6
6
|
1st
1
2
2
3
3
3
4
4
4
4
5
5
5
5
5
5
5
5
5
5
|
2nd
-
-
1
2
2
3
3
3
3
4
4
4
4
5
5
5
5
5
5
5
|
3rd
-
-
-
-
1
2
2
3
3
3
4
4
4
4
5
5
5
5
5
5
|
4th
-
-
-
-
-
-
1
2
2
3
3
3
4
4
4
4
5
5
5
5
|
5th
-
-
-
-
-
-
-
-
1
2
2
3
3
3
4
4
4
4
5
5
|
6th
-
-
-
-
-
-
-
-
-
-
1
2
2
3
3
3
4
4
4
4
|
7th
-
-
-
-
-
-
-
-
-
-
-
-
1
2
2
3
3
3
4
4
|
8th
-
-
-
-
-
-
-
-
-
-
-
-
-
-
1
2
2
3
3
4
|
9th
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
1
2
3
4
|
Key STATS: Wisdom, Constitution, Charisma
Alignment: Any, but is restricted by Deity chosen
Hit Die: d8
Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge(Arcana), Knowledge(History), Knowledge(Religion), Knowledge(the Planes), Profession, Spellcraft
Note on Domains and Class Skills:
A Cleric that chooses Animal or Plant as one of his domains also gains the Knowledge(Nature) skill as one of his class skills. A Cleric choosing Travel as one of his domains gains the Survival skill as a class skill. A Cleric who chooses Trickery as a domain gains Bluff, Disguise, and Hide as class skills.
Starting Skill Points: (2 + INT modifier) x 4
Points/Additional Level: 2 + INT modifier
Class Features:
- Weapon and Armor Proficiencies
Clerics are proficient with all Simple weapons, all types of armor, and shields (except Tower shields). Every deity has a favored weapon, and his or her clerics consider it a point of pride to use them. A cleric who chooses the War domain receives Specialization in that weapon as a bonus skill. He also receives the appropriate Martial Weapon proficiency feat as a bonus feat, if the weapon falls into that category.
WEAPON GROUP ALTERNATIVE: Basic Weapons, plus any other two.
- 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 Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
- Spells
A cleric casts divine spells according to the table above. A cleric may prepare and cast any spell on the cleric spell lists, provided he can cast spells of that level, and follows alignment restrictions. The Difficulty Class (DC) for a saving throw against a cleric's spells is 10 + the spell level + the cleric's Wisdom modifier. In addition to the standard cleric spells, a cleric receives one Domain spell of each spell level, starting at 1st.
A cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one).
- Domain Access
You get to choose two of the Domains that your deity grants access to.
- Spontaneous Healing/Inflicting
You may turn any of your spells into a healing (or inflicting, depending on deity alignment) spell. It will then heal/harm the being it is cast on of 1d4 points per level of the spell sacrificed.
- Turn/Rebuke Undead
You have the ability to Turn or Rebuke (depends on deity alignment) undead. You may use this power a number of times per day equal to three plus your Charisma modifier.
- Bonus Languages
A cleric's list of bonus languages includes Celestial, Abyssal, and Infernal, in addition to the bonus languages available to the character because of his race.
Page Last Updated Feburary 24th, 2005
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