03. Classes - 03 - Cleric
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.
HP/Level: 5.
Class Save Bonuses: +1 Fort, +0 Refl, +2 Will.
Cleric Class Skills: Animal Handling, Concentration, Crafts, Knowledge (civilizations), Knowledge (mystical), Perception, Persuasion, Ride and Spellcrafts.
Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (wilderness) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge skills to the list. A cleric who chooses the Travel domain adds Outliving to the list. A cleric who chooses the Trickery domain adds Performance and Stealth to the list. See Deity, Domains, and Domain Spells, below, for more information.
Skill Training Feats: Skill Training (Concentration), Skill Training (Knowledge (mystical)), Skill Training (Persuasion), Skill Training (Spellcrafts).
Proficiency Feats: Weapon Proficiency (simple), Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Shield Proficiency, Weapon Finesse.
Code:
Table: The Cleric
———————— Spells per Day1 ——–—————
Level BAB Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 Aura, channel energy 3 2+1 — — — — — — — —
2nd +1 Lay on hands, eschew materials 4 2+1 — — — — — — — —
3rd +2 Mercy, divine health 4 2+1 1+1 — — — — — — —
4th +3 Immunity to possession, exorcism 5 3+1 2+1 — — — — — — —
5th +3 Bonus feat 5 3+1 2+1 1+1 — — — — — —
6th +4 Mercy 5 3+1 3+1 2+1 — — — — — —
7th +5 Aura of courage 6 4+1 3+1 2+1 1+1 — — — — —
8th +6/+1 Bonus feat 6 4+1 3+1 3+1 2+1 — — — — —
9th +6/+1 Mercy 6 4+1 4+1 3+1 2+1 1+1 — — — —
10th +7/+2 Aura of resolve 6 4+1 4+1 3+1 3+1 2+1 — — — —
11th +8/+3 Bonus feat 6 5+1 4+1 4+1 3+1 2+1 1+1 — — —
12th +9/+4 Mercy 6 5+1 4+1 4+1 3+1 3+1 2+1 — — —
13th +9/+4 Aura of faith 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 — —
14th +10/+5 Divine reach 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 — —
15th +11/+6/+1 Mercy 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 —
16th +12/+7/+2 Aura of righteousness 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 —
17th +12/+7/+2 Bonus feat 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 Mercy 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 Holy champion 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 Bonus feat 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
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” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.
Class Features
Other Proficiencies: Clerics are proficient with the favored weapon of their deity. A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s favored weapon as a bonus feat.
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.
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.
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 channels positive or negative energy (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.
Aura (Su): 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). The power of this aura is equal the the cleric’s channeling level (see below).
Channel Energy (Su): Regardless of alignment, a cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. By presenting her holy (or unholy) symbol as a standard action that does not provoke attacks of opportunity, using this ability results in a burst of energy with a 30ft radius centered on the cleric. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures involved.
A good cleric (or one who worships a good deity) channels positive energy, healing all chosen living creatures (including himself, if living) and damaging all chosen undead creatures. An evil cleric (or one who worships an evil deity) channels negative energy, dealing damage to all chosen living creatures and healing all chosen undead creatures (including himself, if undead). A neutral cleric who worships a neutral deity must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision must be in pair with whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting, above).
The cleric may channel energy a total number of times per day equivalent to half his effective channeling level. The effective channeling level of a character is equal to his cleric levels + his paladin levels. The amount of damage dealt or healed is equal to 1d6 points of damage for every two effective channeling levels. Creatures affected by Channel Energy receive a Will save, if so desired, to halve all effects. The DC of this save is equal to 10 + 1/2 the effective channeling level + the character’s Charisma modifier. Undead creatures that fail their save are under a command undead effect (as the spell) for one minute. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. If a character has both cleric and paladin levels he does not gain double daily uses of this ability.
Lay On Hands (Su): Beginning at 2nd level, a cleric can choose to use this ability in place of one use of Channel Energy (see above). As a standard action that does not provoke attacks of opportunity, a cleric that channels positive energy can heal 2 hit points of damage per effective channeling level to one living creature (including himself, if living) or deal 3 hit points of damage per effective channeling level to one undead creature. A cleric that channels negative energy can deal 2 hit points of damage per effective channeling level to one living creature or heal 3 hit points of damage per effective channeling level to one undead creature (including himself, if undead). The cleric must be able to touch the target with one hand to use this ability. Using this ability to deal damage requires a successful melee touch attack that doesn’t provoke an attack of opportunity. Targets do not receive a saving throw against this damage.
Eschew Materials: At 2nd level you gain Eschew Materials as a bonus feat.
Mercy (Su): At 3rd level, and every three levels thereafter, a cleric can select one mercy. Each mercy adds an effect to the cleric’s lay on hands ability. Whenever the cleric uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the cleric. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
With 3 effective channeling levels, the cleric can select from the following initial mercies.
• Fatigued: The target is no longer fatigued.
• Shaken: The target is no longer shaken.
• Sickened: The target is no longer sickened.
With 6 effective channeling levels add the following mercies to the list of those that can be selected.
• Dazed: The target is no longer dazed.
• Diseased: The cleric’s lay on hands ability also acts as remove disease, using the effective channeling level as the caster level.
• Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
With 9 effective channeling levels add the following mercies to the list of those that can be selected.
• Cursed: The cleric’s lay on hands ability also acts as remove curse, using the effective channeling level as the caster level.
• Exhausted: The target is no longer exhausted. The cleric must have the fatigue mercy before selecting this mercy.
• Frightened: The target is no longer frightened. The cleric must have the shaken mercy before selecting this mercy.
• Nauseated: The target is no longer nauseated. The cleric must have the sickened mercy before selecting this mercy.
• Poisoned: The cleric’s lay on hands ability also acts as neutralize poison, using the effective channeling level as the caster level.
With 12 effective channeling levels add the following mercies to the list of those that can be selected.
• Blinded: The target is no longer blinded.
• Deafened: The target is no longer deafened.
• Paralyzed: The target is no longer paralyzed.
• Stunned: The target is no longer stunned.
These abilities are cumulative. For example, the lay on hands ability of a cleric with 12 effective channeling levels heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.
Divine Health (Ex): At 3rd level, a cleric is immune to all diseases, including supernatural and magical diseases.
Immunity to Possession (Ex): A cleric of 4th level or higher has immunity to magic jar, soul bind, trap the soul, a ghost’s malevolence ability and all other spells or effects that displace or replace a character’s life force. The character can still travel to the planes via astral projection, if so desired.
Exorcism (Su): Starting at 4th level, as a full-round action, a cleric can force a possessing creature or spirit out of the body it inhabits (for example, a ghost with the malevolence ability). To exorcise a possessing creature, she makes a class level check (also adding her Charisma modifi er, if any), against a DC of 10 + the possessing creature’s HD + its Charisma modifi er (if any). If her result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.
Bonus Feats: At 5th, 8th, 11th, 17th and 20th level, a cleric gains a bonus feat. At each such opportunity, she can choose a metamagic feat or an item creation feat. The cleric must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The cleric is not limited to the categories of item creation feats or metamagic feats when choosing these feats.
Aura of Courage (Su): At 7th level, a cleric is immune to fear (magical or otherwise). Each ally within 20 feet per point of Charisma bonus (with a minimum of 20 feet) of him gains a +4 morale bonus on saving throws against fear effects. The area effect functions only while the cleric is conscious, not if he is unconscious or dead. Multiple Aura of Courage effects don’t stack.
Aura of Resolve (Su): At 10th level, a cleric is immune to charm spells and spell-like abilities. Each ally within 20 feet per point of Charisma bonus (with a minimum of 20 feet) of her gains a +4 morale bonus on saving throws against charm effects. The area effect functions only while the cleric is conscious, not if he is unconscious or dead. Multiple Aura of Resolve effects don’t stack.
Aura of Faith (Su): At 13th level, any attack (be it from him or from another creature) made against an enemy within 20 feet from the cleric per point of her Charisma bonus (with a minimum of 20 feet) is also treated as good-aligned for the purposes of overcoming damage reduction. The area effect functions only while the cleric is conscious, not if he is unconscious or dead. Multiple Aura of Faith effects don’t stack.
Divine Reach (Su): Beginning at 14th level, a cleric can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the cleric must make a ranged touch attack instead.
Aura of Righteousness (Su): At 16th level, a cleric gains immunity to compulsion spells and spell-like abilities. Each ally within 20 feet per point of Charisma bonus (with a minimum of 20 feet) of her gains a +4 morale bonus on saving throws against compulsion effects. The area effect functions only while the cleric is conscious, not if he is unconscious or dead. Multiple Aura of Righteousness effects don’t stack.
Holy Champion (Su): At 19th level, a cleric becomes a conduit for the power of her god. She becomes subject to a constant death ward effect, as the spell. Whenever he successfully attacks and hits an evil outsider, the outsider is also subject to a banishment effect, as the spell, using his cleric level as the caster level (his weapon and holy symbol automatically count as objects that the subject hates). In addition, whenever he channels energy to heal a creature, he heals the maximum possible amount.
Ex-Clerics
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).