Cleric-Base Class

Clerics have the following statistics.

Abilities: Wisdom determines how powerful a spell a cleric can cast, how many spells he 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 his ability to turn undead.

Alignment: A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.

Hit Die: D8

Class Skills: The cleric’s class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int). A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills. A cleric who chooses the Travel domain adds Survival (Wis). A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex).

Starting Skill Points: 2 + Int modifier × 4

Skill Points at Each Additional Level: 2 + Int modifier

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 (except tower 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. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment. Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs. A cleric must choose and prepare his spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). 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, they receive bonus spells per day if they has a high Wisdom score. A cleric also gets one domain spell of each spell level they can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains.

Clerics do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain their daily allotment of spells. Typically, this hour is at dawn or noon for good clerics and at dusk or midnight for evil ones. 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 they can cast spells of that level, but they must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells: Choose a deity for the cleric. The cleric’s deity influences their alignment, what magic they can perform, their values, and how others see them. You may also choose for the cleric to have no deity.

When you have chosen an alignment and a deity for the cleric, you choose two domains from among those given for the 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 the cleric only if his alignment matches that domain.

If the cleric is not devoted to a particular deity, they still select two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the cleric access to a domain spell at each spell level they can cast, from 1st on up, as well as a granted power. The 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 his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot. Domain spells and granted powers are given in Cleric Domains.

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; a cure spell is any spell with “cure” in its name. Clerics of good deities can cast cure spells in this way because they are specially 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; an inflict spell is one with “inflict” in its name.

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.

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his 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 his power. If the character is a neutral cleric of a neutral deity, they must choose whether his turning ability functions as that of a good cleric or an

evil cleric. Once they make this choice, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

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