Cleric

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Cleric

==Description:== Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.

Alignment Restrictions: None

Hit Die: d8

Proficiencies: Armor (Light, Heavy, Medium), Shields, Weapons (Simple)

Skill Points: (Int mod * 4 at 1st level) 2 + Int mod

Skills: Concentration, Craft armor, Craft trap, Craft weapon, Heal, Lore, Parry, Persuade, Spellcraft

Selectable Class Feats: Ambidexterity, Brew Potion, Craft Wand, Deflect Arrows, Divine Might, Divine Shield, Extra turning, Quicken Spell, Scribe Scroll, Spell Focus, Two-Weapon Fighting, Weapon Proficiency (Exotic), Weapon Proficiency (Martial)

Primary Saving Throw(s): Fortitude, Will

Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored). Must have a Wisdom score of 10 + the spell’s level to cast a spell.

Special Abilities & Feats

Domains

Each domain gives your cleric access to a special domain power and additional spells.
This increases the total number of spells that a cleric may prepare each day by one per spell level.
Upon taking her first level of cleric, a character is allowed to select 2 domains from the following list:

Spells

Level 0

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Spells per Day

Class Level 0 1 2 3 4 5 6 7 8 9
1 3 2 * * * * * * * *
2 4 3 * * * * * * * *
3 4 3 2 * * * * * * *
4 5 4 3 * * * * * * *
5 5 4 3 2 * * * * * *
6 5 4 4 3 * * * * * *
7 6 5 4 3 2 * * * * *
8 6 5 4 4 3 * * * * *
9 6 5 5 4 3 2 * * * *
10 6 5 5 4 4 3 * * * *
11 6 6 5 5 4 3 2 * * *
12 6 6 5 5 4 4 3 * * *
13 6 6 6 5 5 4 3 2 * *
14 6 6 6 5 5 4 4 3 * *
15 6 6 6 6 5 5 4 3 2 *
16 6 6 6 6 5 5 4 3 3 *
17 6 6 6 6 6 5 5 4 3 2
18 6 6 6 6 6 5 5 4 4 3
19 6 6 6 6 6 6 5 5 4 4
20 6 6 6 6 6 6 5 5 5 5
Epic Cleric
Epic Cleric

Epic Cleric

Skill Points: 2 + Int mod

Bonus Feats: 23, 26, 29, 32, 35, 38

Epic Cleric Bonus Feats: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Greater Spell Focus, Great Wisdom, Improved Combat Casting, Planar Turning

Epic Selectable Class Feats: Blinding Speed, Epic spell: dragon knight, Epic spell: greater ruin, Epic spell: hellball, Epic spell: mummy dust

Notes

  • Animal Domain's summon spell modification applies to summon spells cast by multiclassed cleric's other casting class. (e.g. wizard 10/cleric 1 Summon Creature I spell cast from wizard spellbook summons a boar).
  • Healing Domain's Empower Healing ability also empowers healing potions and items that cast the affected spells.
  • Clerics with the healing domain will notice that empowered versions of the cure spells will not be twice empowered.

Other links

What is the role of a cleric?