Clerics rely on divine beings to provide them with the power to overcome challenges. This means that a cleric is not only a follower strong enough to further the deity’s interests, but he is often called upon to recruit new members into the faith. Clerics find themselves at home in all areas of the world. Often times, clerics will be welcomed into smaller communities with open arms, regardless of the deity they worship, in the hopes of receiving the healing touch of the cleric’s spells.

Characteristics: A variety of faiths means that clerics find a variety of feats to benefit them. A cleric of the god of war finds different feats useful than a cleric of the god of the sun. The same is true of spell selection. Clerics have a limited skill selection and limited skill points, so it’s usually best for them to focus their skill points in a few areas.

Religion: Religion and clerics go hand in hand. It is a cleric’s faith that powers his class abilities and provides him with spells. While the greater gods are finite in number, the quantity of intermediate and lesser gods means a cleric character always has a god to worship. In fact, without a deity to worship, clerics lose their spellcasting and turning.

Role: The strengths of the cleric class are in his spells. With such a wide variety of spells available to them, clerics can fill many different spellcasting roles within an adventuring group. Most often, it’s a cleric’s curative magic that is called upon to aid his companions.


Game Rule Information

Clerics have the following game statistics.

Abilities: As divine casters, Charisma and Wisdom are important to clerics.

Hit Die: d6+2

Starting Gold: 5d4x10

Level

Base Attack Bonus

Fortitude Save

Reflex Save

Will Save

Class Abilities

1

+0

+1

+0

+2

Turning, Domain I, +1 divine spellcasting level

2

+1

+2

+0

+3

+1 divine spellcasting level

3

+2

+2

+1

+3

+1 divine spellcasting level

4

+3

+2

+1

+4

+1 divine spellcasting level

5

+3

+3

+1

+4

Domain II, +1 divine spellcasting level

6

+4

+3

+2

+5

+1 divine spellcasting level

7

+5

+4

+2

+5

Favored Weapon, +1 divine spellcasting level

8

+6/+1

+4

+2

+6

+1 divine spellcasting level

9

+6/+1

+4

+3

+6

Domain III, +1 divine spellcasting level

10

+7/+2

+5

+3

+7

+1 divine spellcasting level

11

+8/+3

+5

+3

+7

Favored Weapon, +1 divine spellcasting level

12

+9/+4

+6

+4

+8

+1 divine spellcasting level

13

+9/+4

+6

+4

+8

Domain IV, +1 divine spellcasting level

14

+10/+5

+6

+4

+9

+1 divine spellcasting level

15

+11/+6/+1

+7

+5

+9

Favored Weapon, +1 divine spellcasting level

16

+12/+7/+2

+7

+5

+10

+1 divine spellcasting level

17

+12/+7/+2

+8

+5

+10

Domain V, +1 divine spellcasting level

18

+13/+8/+3

+8

+6

+11

+1 divine spellcasting level

19

+14/+9/+4

+8

+6

+11

+1 divine spellcasting level

20

+15/+10/+5

+9

+6

+12

Ascendancy, +1 divine spellcasting level

Class Skills: The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana, planes and cosmology, religion)(Int), and Spellcraft (Int). See Player’s Handbook Chapter 4: Skills for skill descriptions.

Skill Points per Level: 2 + Int modifier


Class Features

All the following are class features of the cleric

Weapon and Armor Proficiency: Clerics have proficiency with Basic Weapons Group, one other weapon group of their choice, and the weapon group that their deity’s favored weapon appears in. They are proficient with all armor and shields (except tower shields).


Domain: At level 1, all clerics gain access to a domain granted by their deity. The domain granted power is available as soon as the cleric has access to that domain. The first domain is granted at level 1 and the second domain is granted at level 8, and the third domain is granted at level 14.


Spells: A cleric casts divine spells, which are drawn primarily from the cleric spell list.


When a cleric first gains access to a domain, he may choose any spells from the domain spell list as a spell known as if it appeared on the cleric spell list. He does not gain these spells in addition to his normal spells known, but must select them as normal spells that appear on the cleric spell list.


Domain spells are considered class specific spells and only clerics may access them. A character must meet the minimum number of cleric levels to gain access to these domain spells. All domain spells are divine spells, even if they normally appear on a different list. Use the following chart to determine the minimums necessary.

Domain Spell Level

Minimum Cleric Level

1st level

1st

2nd level

3rd

3rd level

5th

4th level

7th

5th level

9th

6th level

11th

7th level

13th

8th level

15th

9th level

17th


Because clerics now cast any spell they have prepared spontaneously, they no longer gain the ability to spontaneously convert spells into cure or inflict spells.


Turning (su): Clerics may call upon the power of their deity to fight creatures opposed to their deity’s spheres of influence. A character’s Turning Level is equal to all levels of classes that have the Turning ability. Upon first gaining this ability, he must choose to damage creatures, control creatures, or frighten creatures. He must also choose one of the following types:

Table: Turning

Creature Type

Description

Fey

Any creature with the Fey type

Vermin

Any creature with the Vermin type

Plants

Any creature with the Plant type

Animals

Any creature with the Animal type

Undead

Any creature with the Undead type

Anarchic Outsiders

Any creature native to natives of The Abyss, Arborea, Limbo, Pandemonium, or Ysgard

Axiomatic Outsiders

Any creature native to Acheron, Arcadia, Baator, Celestia, or Mechanus

Celestial Outsiders

Any creature native to Arborea, Beastlands, Bytopia, Celestia, or Elysium

Fiendish Outsiders

Any creature native to the Abyss, Baator, Carceri, Gehenna, or Hades

Transitive Plane Outsider

Any creature native to the Astral Plane, the Ethereal Plane, or the Shadow Plane

Air Creatures

Any creature of the Air subtype

Earth Creatures

Any creature of the Earth subtype

Fire Creatures

Any creature of the Fire subtype

Water Creatures

Any creature of the Water subtype


When a cleric makes a turning check, he chooses one creature of the chosen type within short range (25 ft. + 5 ft./2 levels). The targeted creature must make a save (type detailed below; DC 10 + ½ turning level + Cha modifier) or suffer the effect appropriate to what he chose when first gaining Turning.


Damage: If he chose to deal damage the creature types, he deals 1d6 damage / turning level (Reflex save for half damage).


Frighten: If he chose to frighten the creature types, the creature flees from the cleric making all possible haste for 1d10 minutes (Will save to negate). This works even on creatures that are normally immune to resistant to Fear effects.


Command: If he chose to command the creature types, the creature is affected as if with a Compulsion effect (Will save to negate). This even works on creatures normally immune to compulsion effects. Clerics may command a number of HD equal to their cleric level. Commanded creatures with an Int of 2 or less may not break free of the turning, and obey the letter and intent of any orders given. Commanded creatures with Int 3 or higher may not break free, and they must obey the letter of any orders given, but not necessarily the intent of the orders. In either case, the creature cannot directly harm the cleric, cause the cleric harm through their actions, or allow the cleric to be harmed through their inaction.


A creature with Turn Resistance adds that number to its saving throw to resist the turning.


A cleric may lower the DC to resist the turning. For each 1 point he reduces the DC, he may affect one additional creature with his Turning attempt. Clerics also gain a +1 bonus to the save DC if they have at least 5 ranks in a knowledge skill appropriate to that creature’s type or subtype.

Knowledge Skill

Creature Type

Nature

Plants, Vermin, Fey, Animals

Religion

Undead

The Planes

Outsiders

Arcana

Air, Earth, Fire or Water creatures


Turning feats (those with the [Turning] tag) can be applied to this process. See each feat’s description for how they interact with turning, and at what stage of the process they should be applied. This is a Cha based effect, and has an effective level equal to your class level.


Favored Weapon: Each deity has a favored weapon listed and clerics gain a special boon when using that weapon.

At 7th level, clerics receive a +1 to hit when wielding that favored weapon.

At 11th level, clerics receive +2 to damage when wielding that favored weapon.

At 15th level, clerics double the threat range when wielding that favored weapon.


Ascendancy: At level 20, a cleric becomes a mortal embodiment of his deity’s principals and ideals. He gains the outsider type with his native plane as the material plane. Aging no longer gives the cleric penalties, though age bonuses still accumulate, he still appears to age, and he still dies when his maximum age is reached.