Cleric
Alignment: Varies by deity. A cleric's alignment must be within one step of
his deity's, and it may not be neutral unless the deity's alignment is
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).
Domains and Class
Skills: A cleric who
chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric
class skills listed above. A cleric who chooses the Knowledge domain adds all
Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds
Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff
(Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and
Domain Spells, below, for more information.
Skill Points at 1st
Level: (2 + Int
modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Armor and Weapon Proficiency: Clerics
are proficient with all simple weapons, with all types of armor (light, medium,
and heavy), and with shields (except tower shields).
| Level |
Base Attack Bonus |
Saves | -Special- | -Spells per Day*- | |||||||||||
| Fort | Ref | Will | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |||
| 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 | 4+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 | |
| 21 | +15/+10/+5 | +12 | +7 | +12 | 7 | 6+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | |
| 22 | +16/+11/+6/+1 | +13 | +7 | +13 | 7 | 6+1 | 6+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | |
| 23 | +17/+12/+7/+2 | +13 | +7 | +13 | Bonus Feat | 7 | 6+1 | 6+1 | 6+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 |
| 24 | +18/+13/+8/+3 | +14 | +8 | +14 | 7 | 6+1 | 6+1 | 6+1 | 6+1 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | |
| 25 | +18/+13/+8/+3 | +14 | +8 | +14 | 8 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 5+1 | 5+1 | 5+1 | 5+1 | |
| 26 | +19/+14/+9/+4 | +15 | +8 | +15 | Bonus Feat | 8 | 7+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 5+1 | 5+1 | 5+1 |
| 27 | +20/+15/+15/+5 | +15 | +9 | +15 | 8 | 7+1 | 7+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 5+1 | 5+1 | |
| 28 | +21/+16/+11/+6 | +16 | +9 | +16 | 8 | 7+1 | 7+1 | 7+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 | 5+1 | |
| 29 | +21/+16/+11/+6 | +16 | +9 | +16 | Bonus Feat | 8 | 7+1 | 7+1 | 7+1 | 7+1 | 6+1 | 6+1 | 6+1 | 6+1 | 6+1 |
| 30 | +22/+17/+12/+7 | +17 | +10 | +17 | 8 | 8+1 | 7+1 | 7+1 | 7+1 | 7+1 | 6+1 | 6+1 | 6+1 | 6+1 | |
*In addition to the stated number of spells per day for 1st- through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st. The "+1" on this list represents that. These spells are in addition to any bonus spells for having a high Wisdom.
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, which are drawn from the cleric spell list.
However, his alignment may restrict him from casting certain spells opposed to
his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below.
A cleric must choose and prepare his spells in advance (see below).
To prepare
or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the
spell level. The Difficulty Class for a saving throw against a cleric’s spell
is 10 + the spell level + the cleric’s Wisdom modifier.
Like other
spellcasters, a cleric can cast only a certain number of spells of each spell
level per day. His base daily spell allotment is given on Table: The Cleric. In
addition, he receives bonus spells per day if he has a high Wisdom score. A
cleric also gets one domain spell of each spell level he can cast, starting at
1st level. When a cleric prepares a spell in a domain spell slot, it must come
from one of his two domains (see Deities, Domains, and Domain Spells, below).
Clerics
meditate or pray for their spells. Each cleric must choose a time at which he
must spend 1 hour each day in quiet contemplation or supplication to regain his
daily allotment of spells. Time spent resting has no effect on whether a cleric
can prepare spells. A cleric may prepare and cast any spell on the cleric spell
list, provided that he can cast spells of that level, but he must choose which
spells to prepare during his daily meditation.
Deity,
Domains, and Domain Spells:
A cleric’s deity influences his alignment, what magic he can perform, his
values, and how others see him. A cleric chooses two domains from among those
belonging to his deity. A cleric can select an alignment domain (Chaos, Evil,
Good, or Law) only if his alignment matches that domain.
If a cleric
is not devoted to a particular deity, he still selects two domains to represent
his spiritual inclinations and abilities. The restriction on alignment domains
still applies.
Each domain
gives the cleric access to a domain spell at each spell level he can cast, from
1st on up, as well as a granted power. The cleric gets the granted powers of
both the domains selected.
With access
to two domain spells at a given spell level, a cleric prepares one or the other
each day in his domain spell slot. If a domain spell is not on the cleric spell
list, a cleric can prepare it only in his domain spell slot.
Spontaneous
Casting: A good
cleric (or a neutral cleric of a good deity) can channel stored spell energy
into healing spells that the cleric did not prepare ahead of time. The cleric
can “lose” any prepared spell that is not a domain spell in order to cast
any cure spell of the same spell level or lower (a cure spell is
any spell with “cure” in its name).
An evil
cleric (or a neutral cleric of an evil deity), can’t convert prepared spells
to cure spells but can convert them to inflict spells (an inflict
spell is one with “inflict” in its name).
A cleric
who is neither good nor evil and whose deity is neither good nor evil can
convert spells to either cure spells or inflict spells (player’s
choice). Once the player makes this choice, it cannot be reversed. This choice
also determines whether the cleric turns or commands undead (see below).
Chaotic,
Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his
own or his deity’s (if he has one). Spells associated with particular
alignments are indicated by the chaos, evil, good, and law descriptors in their
spell descriptions.
Turn or
Rebuke Undead (Su):
Any cleric, regardless of alignment, has the power to affect undead creatures by
channeling the power of his faith through his holy (or unholy) symbol (see Turn
or Rebuke Undead).
A good
cleric (or a neutral cleric who worships a good deity) can turn or destroy
undead creatures. An evil cleric (or a neutral cleric who worships an evil
deity) instead rebukes or commands such creatures. A neutral cleric of a neutral
deity must choose whether his turning ability functions as that of a good cleric
or an evil cleric. Once this choice is made, it cannot be reversed. This
decision also determines whether the cleric can cast spontaneous cure or inflict
spells (see above).
A cleric
may attempt to turn undead a number of times per day equal to 3 + his Charisma
modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus
on turning checks against undead.
Bonus
Languages: A
cleric’s bonus language options include Celestial, Abyssal, and Infernal (the
languages of good, chaotic evil, and lawful evil outsiders, respectively). These
choices are in addition to the bonus languages available to the character
because of his race.
| Deities | Domains |
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