Description
Clerics are versatile figures, both capable in combat and skilled in the use of divine magic. The worshiped deity's dogma determines what type of spell the cleric has access to, with greater access (all spells within a sphere, providing the cleric is of sufficient power [level] to cast it) for those spells closely aligned with the deity's dogma.
HP per Level
8
Class Skills
The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), and Knowledge (the planes) (Int).
Skill Points at 1st Level
(2 + Int modifier) ×4.
Weapon and Armor Proficiency
Most clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
However, some deity restrict their cleric to one or a few weapons, in which case they also receive the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Deity
A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric must choose a deity to worship. Some deities grant bonus class skills and features to their clerics.
Aura
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
A cleric casts divine spells from the spheres of influences of his deity. A cleric must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the 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. In addition, he receives bonus spells per day if he has a high Wisdom score.
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting 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 he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Spontaneous Casting
A cleric can channel stored spell energy into healing spells that the cleric did not prepare ahead of time, if his deity grants him access to the Healing sphere. The cleric can "lose" any prepared spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).