Cleric, general stuff
Cleric, general stuff
This section describes traits that clerics of varying elements have in common.
Alignment: Any.
Hit die: d8
Class skills: 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: 2+Int modifier.
Code:
Spell progression
Lvl BAB Fort Ref Will Class features 0 1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 Turn undead 3 1 — — — — — — — —
2 +1 +3 +0 +3 4 2 — — — — — — — —
3 +2 +3 +1 +3 Minor granted power 4 2 1 — — — — — — —
4 +3 +4 +1 +4 5 3 2 — — — — — — —
5 +3 +4 +1 +4 Ignore element, minor granted power 5 3 2 1 — — — — — —
6 +4 +5 +2 +5 5 3 3 2 — — — — — —
7 +5 +5 +2 +5 Gate element, minor granted r 6 4 3 2 1 — — — — —
8 +6/1 +6 +2 +6 6 4 3 3 2 — — — — —
9 +6/1 +6 +3 +6 Minor granted power 6 4 4 3 2 1 — — — —
10 +7/2 +7 +3 +7 6 4 4 3 3 2 — — — —
11 +8/3 +7 +3 +7 Minor granted power 6 5 4 4 3 2 1 — — —
12 +9/4 +8 +4 +8 6 5 4 4 3 3 2 — — —
13 +9/4 +8 +4 +8 6 5 5 4 4 3 2 1 — —
14 +10/5 +9 +4 +9 6 5 5 4 4 3 3 2 — —
15 +11/6/1 +9 +5 +9 6 5 5 5 4 4 3 2 1 —
16 +12/7/2 +10 +5 +10 6 5 5 5 4 4 3 3 2 —
17 +12/7/2 +10 +5 +10 6 5 5 5 5 4 4 3 2 1
18 +13/8/3 +11 +6 +11 6 5 5 5 5 4 4 3 3 2
19 +14/9/4 +11 +6 +11 6 5 5 5 5 5 4 4 3 3
20 +15/10/5 +12 +6 +12 6 5 5 5 5 5 4 4 4 4
Class features
Armor and weapon proficiency: All clerics are proficient in light armor and shields. They are also proficient in those simple weapons potentially allowed by their oaths (e.g. Caelum the Fire cleric is proficient with daggers, because they're a simple weapon and could conceivably be made from obsidian, an allowed material. If he finds a bone dagger, he can wield it without a non-proficiency penalty even though his elemental patrons will be angry with him for doing so). In addition, some of the elements provide other proficiencies as well.
Spiritual oaths: Like druids in the core rules, clerics are bound by certain spiritual oaths to not use certain equipment in combat. In the case of the cleric, this is a matter of weapons rather than armor. Exactly what weapons are allowed is described under each element. If the cleric uses a forbidden weapon, he will be unable to cast cleric spells or use supernatural or spell-like class abilities for 24 hours.
Spellcasting: Clerics cast spells like core clerics, except they don't get domain spells. They can cast spells from the general cleric spell list as well as the sphere corresponding to their element.
Turn Undead (Su): Clerics can turn undead just like core clerics. All Athasian clerics turn undead instead of controlling them, due to the dislike the elemental spirits have for the unnaturalness of the undead. This is related to channeling elemental rather than positive energy. Undead that are destroyed by a cleric are usually consumed in a display appropriate to the cleric's element (e.g. burned in fire or swallowed by the earth)
Spontaneous casting: Just like core clerics, Athasian clerics can spontaneously convert prepared spells to cure spells. In addition, they can also be converted to appropriate summon monster spells, but only to summon elementals. This means summon monster III, V, VI, VII, VIII and IX, as well as IV when used to summon 1d3 Small elementals.
Ignore Element (Su): A 5th level cleric can once per day ignore the presence of the element he's allied with for a duration of one round per level. The exact effects depend on the actual element.
Gate element (Su): A 7th level cleric may once per day gate in one cubic foot of elemental material from the plane he worships per level above 6th. This is the element in a pure form – a gust of wind for air, stone for earth, flames for fire and pure water for water. The exact effects depend on the element in question.
Minor granted powers: In addition to the two major granted powers clerics get, they also get minor powers at levels, 3, 5, 7, 9, and 11 . These are picked from a list depending on the element.