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Cleric
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| Alignment Restrictions:
None |
Hit Die:
d8 |
| BAB:
+3/4 levels |
| Proficiencies:
Armor (Light, Heavy, Medium), Shields, Weapons (Simple) |
| PST(S):
Fortitude, Will |
| Skill Points:
(Int modifier * 4 at 1st level) 2 + Int modifier |
| Skills:
Concentration, Craft armor, Craft trap, Craft weapon, Heal, Lore, Parry, Persuade, Spellcraft |
| Selectable Class Feats:
Ambidexterity, Brew Potion, Craft Wand, Deflect Arrows, Divine Might, Divine Shield, Extra turning, Quicken Spell, Scribe Scroll, Spell Focus, Two-Weapon Fighting, Weapon Proficiency (Exotic), Weapon Proficiency (Martial) |
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Special Abilities & Feats
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Level 1 Spontaneous Cast, Turn undead
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Spells:
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Level 0
Cure minor wounds
Inflict minor wounds
Light
Resistance
Virtue
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Level 5
Battletide
Circle of doom
Flame strike
Healing circle
Monstrous regeneration
Raise dead
Slay living
Spell resistance
Summon creature V
True seeing
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Level 1
Bane
Bless
Cure light wounds
Divine favor
Doom
Endure elements
Entropic shield
Inflict light wounds
Magic weapon
Protection from alignment
Remove fear
Sanctuary
Scare
Shield of faith
Summon creature I
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Level 6
Banishment
Blade barrier
Control undead
Create undead
Greater dispelling
Greater sanctuary
Harm
Heal
Planar ally
Summon creature VI
Undeath to death
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Level 2
Aid
Bull's strength
Cure moderate wounds
Darkness
Eagle's splendor
Endurance
Find Traps
Fox's cunning
Hold Person
Inflict moderate wounds
Lesser dispel
Lesser restoration
Negative energy ray
Owl's wisdom
Remove paralysis
Resist elements
Silence
Sound burst
Stone bones
Summon creature II
Ultravision
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Level 7
Destruction
Greater restoration
Regenerate
Resurrection
Summon creature VII
Word of faith
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Level 3
Animate dead
Bestow curse
Blindness/deafness
Clarity
Contagion
Continual flame
Cure serious wounds
Darkfire
Dispel magic
Glyph of warding
Inflict serious wounds
Invisibility purge
Magic circle against alignment
Magic vestment
Negative energy protection
Prayer
Protection from elements
Remove blindness/deafness
Remove curse
Remove disease
Searing light
Summon creature III
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Level 8
Aura versus alignment
Earthquake
Create greater undead
Fire storm
Mass heal
Summon creature VIII
Sunbeam
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Level 4
Cure critical wounds
Death ward
Dismissal
Divine power
Freedom of movement
Hammer of the gods
Inflict critical wounds
Greater magic weapon
Neutralize poison
Poison
Restoration
Summon creature IV
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Level 9
Energy drain
Gate
Implosion
Storm of vengeance
Summon creature IX
Undeath's eternal foe
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| Bonus Feats:
The epic cleric gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, 29, 32, 35, and 38.
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| Epic Bonus Feats:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Greater Spell Focus, Great Wisdom, Improved Combat Casting, Planar Turning |
| Epic Selectable Class Feats:
Blinding Speed, Epic spell: dragon knight, Epic spell: greater ruin, Epic spell: hellball, Epic spell: mummy dust |
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Description:
Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.
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Domains:
Each domain gives your cleric access to a special domain power and additional spells.
This increases the total number of spells that a cleric may prepare each day by one per spell level.
Upon taking her first level of cleric, a character is allowed to select 2 domains from the following list:
Air Animal Death Destruction Earth Evil Fire Good Healing Knowledge
Magic Plant Protection Strength Sun Travel Trickery War Water
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Epic
Cleric:
The epic cleric is among the most elite of her deity's servants, spreading the word and acting as emissary for the church. The epic cleric commands great power and respect.
Hit Die: d8 and Skill Points: 2 + Int modifier |
Prestige Class Tips:
Militant clerics should consider becoming a Champion of Torm.
Evil clerics make powerful Blackguards.
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Notes:
Animal Domain's summon spell modification applies to summon spells cast by multiclassed cleric's other casting class. (e.g. wizard 10/cleric 1 Summon Creature I spell cast from wizard spellbook summons a boar).
Healing Domain's Empower Healing ability also empowers healing potions and items that cast the affected spells.
Clerics with the healing domain will notice that empowered versions of the cure spells will not be twice empowered.
Outsiders have been improved. They get turn resistance equal to their spell resistance rating (only clerics of the Good or Evil domains may turn them without the new Planar Turning feat). If you have the Planar Turning feat, they are weakened and only have 1/2 their spell resistance as turn resistance.
Spellcasting:
Divine (Wisdom-based, spell failure from armor is ignored). Must have a Wisdom score of 10 + the spells level to cast a spell.
Clerics receive bonus spells based on their Wisdom ability modifier.
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Spells
per Day |
Class Levels
0 1 2 3 4 5 6 7 8 9 |
1 3 2 * * * * * * * *
2 4 3 * * * * * * * *
3 4 3 2 * * * * * * *
4 5 4 3 * * * * * * *
5 5 4 3 2 * * * * * *
6 5 4 4 3 * * * * * *
7 6 5 4 3 2 * * * * *
8 6 5 4 4 3 * * * * *
9 6 5 5 4 3 2 * * * *
10 6 5 5 4 4 3 * * * *
11 6 6 5 5 4 3 2 * * *
12 6 6 5 5 4 4 3 * * *
13 6 6 6 5 5 4 3 2 * *
14 6 6 6 5 5 4 4 3 * *
15 6 6 6 6 5 5 4 3 2 *
16 6 6 6 6 5 5 4 3 3 *
17 6 6 6 6 6 5 5 4 3 2
18 6 6 6 6 6 5 5 4 4 3
19 6 6 6 6 6 6 5 5 4 4
20 6 6 6 6 6 6 5 5 5 5 |
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