Cleric
pathfinder-cleric.jpg

In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.

Role: Clerics call upon the powers of their deity's domains to assist the party, boosting their allies' fighting prowess or vexing the opponents' defense to make them easier to fight. Many mistake the cleric to be a fragile unit on the battlefield, but nothing could be further from the truth. The cleric often doubles as a martial, capable of keeping their own in a fight while they heal and assist in the throes of chaos. The cleric must be careful, however, as they present a unique threat to the battlefield than fighters and barbarians as smarter opponents may seek to eliminate the party's greatest source of support first if they cannot eliminate the warriors in front of them quick enough.

Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.

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

Skill Ranks Per Level: 2 + Int modifier.

Level Base Attack Bonus Maximum hits Fort Save Ref Save Will Save Special Spell Points Max Spell Level
1 +0 1 +2 +0 +2 Aura, Channel Energy 1d6, Domains, Orisons, Spontaneous Casting 7 1
2 +1 1 +3 +0 +3 9 1
3 +2 1 +3 +1 +3 Channel Energy 2d6 12 2
4 +3 1 +4 +1 +4 14 2
5 +3 1 +4 +1 +4 Channel Energy 3d6 17 3
6 +4 1 +5 +2 +5 21 3
7 +5 1 +5 +2 +5 Channel Energy 4d6 26 4
8 +6 2 +6 +2 +6 34 4
9 +6 2 +6 +3 +6 Channel Energy 5d6 42 5
10 +7 2 +7 +3 +7 51 5
11 +8 2 +7 +3 +7 Channel Energy 6d6 61 6
12 +9 2 +8 +4 +8 72 6
13 +9 2 +8 +4 +8 Channel Energy 7d6 84 7
14 +10 2 +9 +4 +9 97 7
15 +11 2 +9 +5 +9 Channel Energy 8d6 111 8
16 +12 3 +10 +5 +10 116 8
17 +12 3 +10 +5 +10 Channel Energy 9d6 122 9
18 +13 3 +11 +6 +11 128 9
19 +14 3 +11 +6 +11 Channel Energy 10d6 134 9
20 +15 3 +12 +6 +12 140 9
21 +15 3 +12 +7 +12 Channel Energy 11d6 140 9
22 +16 4 +13 +7 +13 - 140 9
23 +17 4 +13 +7 +13 Channel Energy 12d6 140 9
24 +18 4 +14 +8 +14 140 9
25 +18 4 +14 +8 +14 Channel Energy 13d6 140 9
26 +19 4 +15 +8 +15 140 9
27 +20 4 +15 +9 +15 Channel Energy 14d6 140 9
28 +21 4 +16 +9 +16 140 9
29 +21 4 +16 +9 +16 Channel Energy 15d6 140 9
30 +22 4 +17 +10 +17 140 9

Weapon and Armor Proficiency

Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil, though not a spell here, for details).

Cleric Spell-Point

A cleric is a preparation spellcaster that casts divine spells drawn from the cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs (see Chaotic, Evil, Good, and Lawful Spells. A cleric may cast any spell he is attuned to (see Divine Attunement ), as long as he has the spell points to do so. To attune to or cast a spell, a cleric must have a wisdom score equal to at least 10 + the spell level. A cleric gains bonus spell points equal to his wisdom bonus (to a maximum of the highest level spell he can cast). The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s wisdom modifier. A cleric has a limited number of spell points in a spell pool. To cast a 1st level or higher spell he is attuned to, a cleric must expend a number of spell points equal to the spell’s level +1. Thus, to cast a 1st level spell a cleric must expend 2 points from his spell pool, and casting a 5th level spell requires the cleric to expend 6 points from his spell pool.

Because a cleric’s spells are not internalized to his aura (they are sacred powers cast through divine inspiration, unlike an oracle’s innate magic powers), each time the cleric casts a spell it leaves some traces on his magic aura (much like the lingering auras that can be revealed with a detect magic spell, though the residue on a cleric’s aura is often too faint to actually set off detect magic). This residue, known as eldritch dissonance, makes it difficult for the cleric to cast the same spell multiple times in the same day, as some traces of its previous mystic pattern interfere with the casting process. As a result, each time a cleric casts the same spell since restoring his spell pool, it costs a number of additional spell points equal to its level. This additional spell point cost is removed when the cleric refills his spell points and attunes his spells for the day.

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 spell points, attune to spells of his choice (see Divine Attunement), and reset his spell point costs to their base level (ending any additional cost from eldritch dissonance). Time spent resting has no effect on whether a cleric can prepare spells. A cleric may attune to any spell on the cleric spell list he meets the qualifications to cast, but he must choose which spells to attune during his daily meditation.

However: items, spells, or any other ability that gives bonuses to wisdom do not increase the maximum amount of spells that can be prepared.

Channel Energy (Su)

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see Spontaneous Casting below).

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 channel 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.

Note: You must select either to heal or harm, you cannot do both.

Domains

A cleric’s deity influences her alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. In Aldium, all clerics worship one of the gods or a church (see Gods).

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells added to the cleric’s spell list. The cleric is always considered attuned to the spells from his domains. In addition, the cleric receives an additional pool of spell points – the domain pool – with spell points equal to his cleric level. These points do not count towards the cleric’s open or reserve pool of spell points, and expending them does not force the cleric to save against fatigue.

In addition, a cleric gains the listed powers from both of his domains, if he is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Domains cannot be changed once selected.

Orisons:

A cleric can prepare a number of orisons, or 0-level spells. Each orison he prepares reduces the number of spell points in his spell pool by 1 until he next attunes spells. These spells are cast like any other spells, but once prepared they do not require the cleric to expend any points from his spell pool to cast them. Orisons do not suffer from eldritch dissonance.

Spontaneous Casting

Good Cleric

A good cleric (or a neutral cleric of a good deity) can channel spell points into healing spells without creating eldritch dissonance. A cleric is always considered attuned to cure spells and when the cleric casts any cure spell, the spell point cost of the spell does not increase. (A cure spell is any spell with “cure” in its name).

Evil Cleric

An evil cleric (or a neutral cleric of an evil deity) is not automatically attuned to cure spells and can’t cast cure spells without their spell point cost increasing, but is attuned to and can cast inflict spells (an inflict spell is one with “inflict” in its name) without their spell point cost increasing.

A cleric who is neither good nor evil and whose deity is neither good nor evil is either automatically attuned to cure spells or inflict spells (player’s choice), and can cast such spells without affecting their spell point cost. Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy.

Chaotic, Evil, Good, and Lawful Spells

A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. There may be some other restrictions based on the beliefs of the god themselves.

Aldium Homebrew

In addition, clerics cannot cast spells that do not match their exact alignment.

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 her race.

Ex-Clerics

A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).

Spell Cost

Spell Level Spell Point Cost
1 1
2 2
3 3
4 4
5 5
6 6
7 7
8 8
9 9
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