Advertisement

 


Clerics
The handiwork of the gods is everywhere — in places of natural beauty, in mighty crusades, in soaring temples and in the hearts of worshipers. Like people, gods can run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The gods, however, work mostly through intermediaries — their clerics. Good clerics heal, protect and avenge. Evil clerics pillage, destroy and sabotage.

Characteristics: Clerics are masters of divine magic, a form of magic that is especially good for healing. Even an inexperienced cleric can bring people back from the brink of death, and an experienced cleric can return those who have crossed over that brink.

As channelers of divine energy, clerics can affect undead creatures. A good cleric can turn away or even destroy undead; an evil cleric can bring such creatures under his or her control.

Clerics have some combat training. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells the way it does with arcane spells.

Alignment: Like the gods they serve, clerics can be of any alignment. Because people more readily worship good deities than neutral or evil ones, there are more good clerics than evil. Clerics also tend toward law instead of chaos, since lawful religions tend to be more structured and better able to recruit and train clerics than chaotic ones. Typically, a cleric is the same alignment as her deity, though some clerics are one step away from their respective deities in alignment. A cleric may not be true neutral unless his deity is also true neutral.

Other Classes: In an adventuring party, the cleric is everybody's friend and often the glue that holds the party together, as well as the healer who channels divine energy to keep others alive. Clerics sometimes clash with druids, since druids represent an older, more primal relationship between the mortal and the divine.

Mostly, though, the religion of a cleric and the gods that she worships, determines how they get along with others.

Role: The cleric serves as a primary healer, diviner and defensive specialist. A cleric can hold her own in a fight, but she is not usually well served by charging to the front of combat.

Abilities: Wisdom determines the power of a cleric's spells, how many spells she can cast per day and how hard those spells are to resist. A high Constitution score improves a cleric's hit points and a high Charisma score improves her ability to turn undead.

Hit Die: d8

Class Skills

  • Concentration, Diplomacy, Heal and Spellcraft.


  • Domains and Class Skills: A cleric who chooses the Travel domain adds Survival to the list. A cleric who chooses the Trickery domain adds Bluff and Hide to the list.


  • Skill Points at 1st Level: (2 + Int modifier) x 4.


  • Skill Points at Each Additional Level: 2 + Int modifier.


  •  The Cleric
    Level
    Base Attack Bonus
    Fort Save
    Refx Save
    Will Save
    Special
    1st
    0
    +2
    0
    +2
    Turn or Rebuke Undead
    2nd
    +1
    +3
    0
    +3
    ---
    3rd
    +2
    +3
    +1
    +3
    ---
    4th
    +3
    +4
    +1
    +4
    ---
    5th
    +3
    +4
    +1
    +4
    ---
    6th
    +4
    +5
    +2
    +5
    ---
    7th
    +5
    +5
    +2
    +5
    ---
    8th
    +6/+1
    +6
    +2
    +6
    ---
    9th
    +6/+1
    +6
    +3
    +6
    ---
    10th
    +7/+2
    +7
    +3
    +7
    ---

    Class Features

    Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium and heavy) and with shields.

    Every deity has a favored weapon and his or her clerics consider it a point of pride to wield that weapon. A cleric who chooses the War domain receives the Weapon Focus feat related to that weapon as a bonus feat. She also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

    Spells: A cleric casts divine spells (the same type of spells available to the druid, paladin and ranger). However, a cleric's alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs (see Domain spells, below).

    To prepare or cast a spell, a cleric must have a Wisdom score equal to 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells and so forth).

    Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high enough Wisdom score.

    In addition to the stated number of spells per day for 1st through–5th-level spells, a cleric gets a domain spell for each spell level, starting at 1st. The +1 in the entries in the below table represents that domain spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.

     Cleric Spells Per Day
    Spell Level
    0
    1
    2
    3
    4
    5
    Caster Level
    ---
    ---
    ---
    ---
    ---
    ---
    1st
    3
    1+1
    ---
    ---
    ---
    ---
    2nd
    4
    2+1
    ---
    ---
    ---
    ---
    3rd
    4
    2+1
    1+1
    ---
    ---
    ---
    4th
    5
    3+1
    2+1
    ---
    ---
    ---
    5th
    5
    3+1
    2+1
    1+1
    ---
    ---
    6th
    5
    3+1
    3+1
    2+1
    ---
    ---
    7th
    6
    4+1
    3+1
    2+1
    1+1
    ---
    8th
    6
    4+1
    3+1
    3+1
    2+1
    ---
    9th
    6
    4+1
    4+1
    3+1
    2+1
    1+1
    10th
    6
    4+1
    4+1
    3+1
    3+1
    2+1

    Deities, Domains and Domain Spells: The cleric's deity influences her alignment, the spells she can cast, her values and how others see her.

    If the typical worshipers of a deity include the members of a race, a cleric must be of the indicated race to choose that deity as her own. (The god may have occasional worshipers of other races, but not clerics). See Deities on next page.

    Clerics also choose two domains for their deity. While the clerics of a particular religion are united in their reverence for their deity, each cleric emphasizes different aspects of the deity's interests. You can select an alignment domain (Chaos, Evil, Good or Law) for your cleric only if his alignment matches that domain.

    Each domain gives your cleric access to a domain spell at each spell level she can cast, as well as a granted power. Your 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 her domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her 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. For example, a good cleric who has prepared Command (a 1st-level spell) may lose Command in order to cast Cure Light Wounds (also a 1st-level spell). Clerics of good deities can cast Cure spells in this way because they are especially proficient at wielding positive energy.

    An evil cleric (or a neutral cleric of an evil deity), on the other hand, can't convert prepared spells to Cure spells but can convert them to Inflict spells. Such clerics are especially proficient at wielding negative energy.

    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), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead.

    Exceptions: All lawful neutral clerics of Wee Jas (goddess of death and magic) convert prepared spells to Inflict spells. All clerics of St. Cuthbert (god of retribution) and all non-evil clerics of Obad-Hai (god of nature) convert prepared spells to Cure spells.

    Chaotic, Evil, Good and Lawful Spells: A cleric can't cast spells of an alignment opposed to her deity's. For example, a good cleric (or a neutral cleric of a good deity) cannot cast evil spells. Spells associated with a particular alignment are indicated by the chaos, evil, good or lawful descriptors in the their spell descriptions.

    Turn or Rebuke Undead: Any cleric, regardless of alignment, has the power to affect undead creatures (such as skeletons or zombies) by channeling the power of her faith through her holy (or unholy) symbol.

    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, forcing them to cower in awe of her power. If your character is a neutral cleric of a neutral deity, you must choose whether her turning ability functions as that of a good cleric or an evil cleric.

    Once you make this choice, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous Cure or Inflict spells.

    Exceptions: All lawful neutral clerics of Wee Jas rebuke or command undead. All clerics of St. Cuthbert and all non-evil clerics of Obad-Hai turn or destroy undead. A cleric may attempt to turn undead a number of times per day equal to 3 + her Charisma modifier.

     Dieties
    Diety
    Alignment
    Domains
    Typical Worshippers
    Heironeous, god of valor
    Lawful good
    Good, Law, War
    Paladins, fighters, monks
    Moradin, god of the dwarves
    Lawful good
    Earth, Good, Law, Protection
    Dwarves
    Yondalla, goddess of the halflings
    Lawful good
    Good, Law, Protection
    Halflings
    Ehlonna, goddess of the woodlands
    Neutral good
    Animal, Good, Plant, Sun
    Elves, gnomes, half-elves, halflings, rangers, druids
    Garl Glittergold, god of the gnomes
    Neutral good
    Good, Protection, Trickery
    Gnomes
    Pelor, god of the sun
    Neutral good
    Good, Healing, Strength, Sun
    Rangers, bards
    Corellon Larethian, god of the elves
    Chaotic good
    Chaos, Good, Protection, War
    Elves, half-elves, bards
    Kord, god of strength
    Chaotic good
    Chaos, Good, Luck, Strength
    Fighters, barbarians, rogues, athletes
    Wee Jas, goddess of death and magic
    Lawful neutral
    Death, Law, Magic
    Wizards, necromancers, Sorcerers
    St. Cuthbert, god of retribution
    Lawful neutral
    Destruction, Law, Protection, Strength
    Fighters, monks, soldiers
    Boccob, god of magic
    Neutral
    Knowledge, Magic, Trickery
    Wizards, sorcerers, sages
    Fharlanghn, god of roads
    Neutral
    Luck, Protection, Travel
    Bards, adventurers, merchants
    Obad-Hai, god of nature
    Neutral
    Air, Animal, Fire, Earth, Plant, Water
    Druids, barbarians, rangers
    Olidammara, god of thieves
    Chaotic Neutral
    Chaos, Luck, Trickery
    Rogues, bards, thieves
    Hextor, god of tyranny
    Lawful evil
    Destruction, Evil, Law, War
    Evil fighters,monks
    Nerull, god of death
    Neutral evil
    Death, Evil, Trickery
    Evil necromancers, rogues
    Vecna, god of secrets
    Neutral evil
    Evil, Knowledge, Magic
    Evil wizards, sorcerers, rogues, spies
    Erythnul, god of slaughter
    Chaotic evil
    Chaos, Evil, Trickery, War
    Evil fighters, barbarians, rogues
    Gruumsh, god of the orcs
    Chaotic evil
    Chaos, Evil, Strength, War
    Half-orcs, orcs