Cleric

Table: Cleric
Level BAB Fort Ref Will Special Mana Points
1st +0 +2 +0 +2 Divine Calling, Moral Devotion, Aura, Domain, Channel Energy 1d6, 2 Points+7 Bonus
2nd +1 +3 +0 +3 - 2 Points+7 Bonus
3rd +2 +3 +1 +3 Channel Energy 2d6 4 Points+7 Bonus
4th +3 +4 +1 +4 Divine Power 1/day 4 Points+7 Bonus
5th +3 +4 +1 +4 Channel Energy 3d6 6 Points+7 Bonus
6th +4 +5 +2 +5 Blessing of Morality 6 Points+7 Bonus
7th +5 +5 +2 +5 Channel Energy 4d6 8 Points+7 Bonus
8th +6 +6 +2 +6 Divine Power 2/day 8 Points+7 Bonus
9th +6 +6 +3 +6 Channel Energy 5d6 10 Points+7 Bonus
10th +7 +7 +3 +7 - 10 Points+7 Bonus
11th +8 +7 +3 +7 Gift of Divinity, Channel Energy 6d6 12 Points+7 Bonus
12th +9 +8 +4 +8 Divine Power 3/day 12 Points+7 Bonus
13th +9 +8 +4 +8 Channel Energy 7d6 14 Points+7 Bonus
14th +10 +9 +4 +9 Divine Blessing 14 Points+7 Bonus
15th +11 +9 +5 +9 Channel Energy 8d6 16 Points+7 Bonus
16th +12 +10 +5 +10 Blessing of Morality, Divine Power 4/day 16 Points+7 Bonus
17th +12 +10 +5 +10 Channel Energy 9d6 18 Points+7 Bonus
18th +13 +11 +6 +11 - 18 Points+7 Bonus
19th +14 +11 +6 +11 Channel Energy 10d6 20 Points+7 Bonus
20th +15 +12 +6 +12 Domain Mastery, Divine Power 5/day 20 Points+7 Bonus

Hit Die: d8

Class Skills: The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 4 + Int modifier.

All of the following are Class Features of the cleric class. A character must sleep to regain uses of any ability limited in uses per day.

Weapon and Armor Proficiency: A cleric is proficient with all simple weapons. A cleric is proficient with light armor, medium armor and shields (except tower shields). Clerics are also proficient with the favored weapon of their religion or order (if they belong to one).

Spellcasting: A cleric is capable of tapping their mana to learn and cast spells. Like other spellcasters, a cleric gains additional Mana Points as they level that may be allocated to any Pool the cleric has access to (see Mana Pools for more information). Unlike many casters, a cleric gains an amount of bonus points when they level that are automatically allocated to either their Red, White or Black mana pool (depending on their choice for Fire, Light or Shadow) so long as they have access to the appropriate Mana Pool.

Bonus Languages: A cleric’s bonus language options include Celestial and Abyssal (the languages of good and evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Divine Calling: At 1st level, a cleric must decide whether to dedicate himself to the Light, to the Shadow, or to the Fire. If the cleric chooses Light the bonus Mana Points he gains automatically go to his White Mana Pool and his Channel ability is based off his Wisdom score. If the cleric chooses Shadow the bonus Mana Points he gains automatically go to his Black Mana Pool and his Channel ability is based off his Charisma score. If the cleric chooses Fire the bonus Mana Points he gains automatically go to his Red Mana Pool and his Channel ability is based off his Charisma score.

Moral Devotion: At 1st level, a cleric may choose to devote himself to Good, Evil, Chaos, or Law. The cleric must be of a Good alignment to devote himself to Good, an Evil alignment to devote himself to Evil, a Chaotic alignment to devote himself to Chaos, or a Lawful alignment to devote himself to Law. A true neutral cleric may not make a moral devotion.

If the cleric devotes himself to Good, his Good spells gain a +2 to their save DC and he foregoes his ability to learn and cast Evil spells. If the cleric devotes himself to Evil, his Evil spells gain a +2 to their save DC and he foregoes his ability to learn and cast Good spells. If the cleric devotes himself to Chaos, his Chaotic spells gain a +2 to their save DC and he foregoes his ability to learn and cast Lawful spells. If the cleric devotes himself to Law, his Lawful spells gain a +2 to their save DC and he foregoes his ability to learn and cast Chaos spells.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful order has a particularly powerful aura corresponding to their religion or order’s alignment (see the detect evil spell for details). Clerics that don’t belong to a religion or order but choose the Chaotic, Evil, Good, or Lawful devotion have a similarly powerful aura of the corresponding alignment.

Domain: A cleric’s religion or order influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses one domain from among those belonging to his religion or his order. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If a cleric does not belong to a particular religion or order, he still selects one domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies. The 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.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of his dedication through his holy symbol or his order’s symbol (or a personal symbol if the cleric has neither). This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or one that belongs to a good church or order) channels positive energy that deals damage to undead creatures and heals living creatures.

An evil cleric (or one that belongs to an evil church or order) channels negative energy that deals damage to living creatures and heals undead creatures.

A neutral cleric that belongs to a neutral church or order or doesn’t belong to a church or order must choose whether he channels positive or negative energy.

Once this choice is made, it cannot be reversed. Channeling energy causes a burst that affects all creatures in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond first. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10+1/2 the cleric’s level+ the cleric’s Wisdom modifier (if Light was chosen) or Charisma modifier (if Shadow or Fire was chosen). Creatures healed by channeled energy cannot exceed their maximum hit point total – all excess healing is lost. A cleric may Channel energy a number of times per day equal to 3 + his Wisdom modifier (if Light was chosen) or Charisma modifier (if Shadow or Fire was chosen). This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include himself in this effect. A cleric must be able to present his holy symbol or order’s symbol (or personal symbol) to use this ability.

Divine Power (Su): Starting at 4th level, a cleric can call upon the the power of his faith as a swift action. Starting when the power is summoned, the cleric receives a bonus or special ability based on the type of power summoned.

At 4th level, a cleric can use this ability once per day. At 8th level and every four levels thereafter, the cleric can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The cleric must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again.

When the cleric uses this ability, she must select one type of power to summon. As a swift action, he can change this power to another type. If the cleric is Evil, he receives profane bonuses instead of sacred, as appropriate. Neutral clerics must select profane or sacred bonuses. Once made, this choice cannot be changed. This ability is modified by any feat, spell, or effect that specifically works with the Judgement Inquisitor class feature.

Destruction: The cleric is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three cleric levels he possesses.

Healing: The cleric is surrounded by a healing light, gaining fast healing 1. This causes the cleric to heal 1 point of damage each round as long as the cleric is alive and the power lasts. The amount of healing increases by 1 point for every three cleric levels he possesses.

Justice: This power spurs the cleric to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five cleric levels he possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.

Piercing: This power gives the cleric great focus and makes his spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three cleric levels he possesses.

Protection: The cleric is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five cleric levels he possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the cleric.

Purity: The cleric is protected from the vile taint of his foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five cleric levels he possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.

Resiliency: This power makes the cleric resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the cleric’s. If he is neutral, the cleric does not receive this increase.

Pursuit: This power quickens the cleric’s movements in the pursuit of her foes, granting a 5 foot morale bonus to a chosen movement speed (land, flight, swim, climb, etc). This bonus increases by 5 feet for every five cleric levels he possesses. If the cleric doesn’t already possess the chosen type of movement, this judgement doesn’t grant it to them.

Smiting: This power bathes the cleric’s weapons in a divine light. The cleric’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the cleric’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the cleric’s alignments. If the cleric is neutral, he does not receive this bonus. At 10th level, the cleric’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Blessing of Morality: At 6th level, if the cleric chose to dedicate himself to Good he may Quicken (as the Quicken spell metamagic) a Good spell once per day. If the cleric chose to dedicate himself to Evil he may Quicken an Evil spell once per day.. If the cleric chose to dedicate himself to Chaos he may Quicken a Chaotic spell once per day. If the cleric chose to dedicate himself to Law he may Quicken a Lawful spell once per day.

At 16th level, if the cleric chose to dedicate himself to Good he may choose to add the Good descriptor to a spell he is casting a number of times per day equal to his Wisdom modifier (if he chose Light) or Charisma modifier (if he chose Shadow or Fire). If the cleric chose to dedicate himself to Evil he may choose to add the Evil descriptor to a spell he is casting a number of times per day equal to his Wisdom modifier (if he chose Light) or Charisma modifier (if he chose Shadow or Fire). If the cleric chose to dedicate himself to Chaos he may choose to add the Chaotic descriptor to a spell he is casting a number of times per day equal to his Wisdom modifier (if he chose Light) or Charisma modifier (if he chose Shadow or Fire). If the cleric chose to dedicate himself to Law he may choose to add the Lawful descriptor to a spell he is casting a number of times per day equal to his Wisdom modifier (if he chose Light) or Charisma modifier (if he chose Shadow or Fire). A cleric may now Quicken a Good spell (if he chose Good) or Evil spell (if he chose Evil) or Chaotic spell (if he chose Chaos) or Lawful spell (if he chose Law) twice per day.

Gift of Divinity: At 11th level, if the cleric chose to dedicate himself to Light he gains a +2 to the save DCs and a +2 bonus to overcome spell resistance for the White spells he casts. If the cleric chose to dedicate himself to Shadow he gains a +2 to the save DCs and a +2 bonus to overcome spell resistance of Black spells he casts. If the cleric chose to dedicate himself to Fire he gains a +2 to the save DCs and a +2 bonus to overcome spell resistance of Red spells he casts.

Divine Blessing(Ex): At 14th level, whenever a cleric uses his Divine Power ability, he selects two different powers, instead of one. This only consumes one use of her Divine Power ability. As a swift action, he can change one of these powers to another type.

Domain Mastery: At 20th level, a cleric unlocks the true power of their domain. If they have more than one domain, they must choose one to master for this ability. They gain the 20th level ability noted in their chosen domain. Once made, this choice is final, and cannot be changed.

Cleric

Skies of Glass Planeswalker Planeswalker