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Cleric

Page history last edited by Jeff 14 years, 7 months ago

Clerics are holy men and women with special ties to spirits, ancestors, Intercessors, and the gods themselves. Nearly everyone in Sakuru is vaguely religious, and affiliated with one of the primary aligned gods: Chaos, Evil, Good, or Law. Clerics delve deeper into the Circle of Essence, learning more of the gods that comprise this circle, developing deeper relationships with their ancestors and the spirits associated with their patron gods.

     A cleric always serves at least one of the four aligned gods, and occasionally two. A cleric never serves opposed gods, so a cleric cannot worship Good and Evil, or Law and Chaos.

 

Cleric

Alignment: Any.

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 (religion) (Int), Knowledge (planes) (Int), Language (Int), Sense Motive (Wis), and Spellcraft (Int).

 

 

Level Base Attack Bonus Fort Save Ref Save Will Save Skill Points  Special
1st +0 +2 +0 +2 2 + Int mod. Aura, channel energy 1d6,
domain powers
2nd +1 +3 +0 +3 3 + Int mod.
3rd +2 +3 +1 +3 4 + Int mod. Channel energy 2d6
4th +3 +4 +1 +4 5 + Int mod.
5th +3 +4 +1 +4 6 + Int mod. Channel energy 3d6
6th +4 +5 +2 +5 6 + Int mod.
7th +5 +5 +2 +5 7 + Int mod. Channel energy 4d6
8th +6/+1 +6 +2 +6 8 + Int mod.
9th +6/+1 +6 +3 +6 9 + Int mod. Channel energy 5d6
10th +7/+2 +7 +3 +7 10 + Int mod.
11th +8/+3 +7 +3 +7 11 + Int mod. Channel energy 6d6
12th +9/+4 +8 +4 +8 11 + Int mod.
13th +9/+4 +8 +4 +8 12 + Int mod. Channel energy 7d6
14th +10/+5 +9 +4 +9 13 + Int mod.
15th +11/+6/+1 +9 +5 +9 14 + Int mod. Channel energy 8d6
16th +12/+7/+2 +10 +5 +10 15 + Int mod.
17th +12/+7/+2 +10 +5 +10 16 + Int mod. Channel energy 9d6
18th +13/+8/+3 +11 +6 +11 17 + Int mod.
19th +14/+9/+4 +11 +6 +11 18 + Int mod. Channel energy 10d6
20th +15/+10/+5 +12 +6 +12 19 + Int mod.

 

Class Features

All of the following are class features of the cleric.

 

Weapon and Armor Proficiency

Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). In addition, a cleric is proficient with wind and fire wheels, often carried by servitors of the gods, and considered divine weapons.

 

Aura (Ex)

A cleric has a particularly powerful aura corresponding to his or her main deity (Chaos, Evil, Good, or Law).

 

Spells

A cleric casts divine spells from the cleric spell list. Alignment, however, might restrict spell choice that opposes his or her main god. A cleric must choose and prepare spells in advance.

      To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + 1/2 spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + 1/2 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. The base number of spell is given in Spells by Level, plus an extra spell at some levels for domain spells (see below). In addition, a cleric receives bonus spells per day for a high Wisdom score.

      Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain the daily allotment of spells. Rest 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 she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

 

Channel Energy (Su)

All clerics can affect undead creatures and spirits by channeling the power of faith through her holy (or unholy) symbol. This power also heals or harms living creatures in the radius.

     A cleric who worships Good channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. A cleric who worships Evil channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A cleric who worships Chaos or Law must choose whether to channel positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inf ict spells (see spontaneous casting).

     Channeling energy causes a burst that affects all creatures of one type (either undead or living) 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 1st (2d6 at 3rd, 3d6 at 5th, and so on). 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 Charisma modifier. 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 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

 

Domain Powers (Su)

Each deity has specific domain powers, and grants a portion of those powers to loyal clerics. Although a cleric may call on any gods at appropriate times, clerics choose two as objects of special devotion. One is a cleric's main god, the other may be from any other god on the Circle of Essence (except the god opposed to his or her main god).

      Each domain grants a number of domain powers dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot at every even numbered level. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

     In addition, a cleric gains the listed powers from both domains, at the approrpiate level. Unless otherwise noted, activating a domain power is a standard action.

 

Spontaneous Casting

A cleric of Good can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “drop” any prepared spell to cast a cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

     A cleric of Evil 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 of Chaos or Law can convert spells to either cure spells or inflict spells, as determined by the player's Channel Energy choice.

 

Chaotic, Evil, Good, and Lawful Spells

A cleric can’t cast spells of an alignment opposed to her deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

 

Ex-Clerics

A cleric who grossly violates the tenets of her aligned god loses all spells and class features, except for weapon, armor, and shield proficiencies. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).

 

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