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 grants 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

Primary Saving Throw(s): Fortitude, Will

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



Special Abilities & Feats

 * Level 1 Spontaneous Cast, Turn Undead

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.



Air
Domain Special Abilities

Turn Elementals - Able to turn elementals as if they were undead.

Bonus Spells


 * Level 3 Call Lightning
 * Level 6 Chain Lightning



Animal
Domain Special Abilities

Able to summon more powerful creatures using Summon Creature I through VIII.

Bonus Spells
 * Level 2 Cat's Grace
 * Level 3 True Seeing
 * Level 5 Polymorph Self



Death
Domain Special Abilities

Negative Plane Avatar - The cleric is able to summon a shadow that gains in power as the cleric advances.

Bonus Spells
 * Level 4 Phantasmal Killer
 * Level 5 Enervation



Destruction
Domain Special Abilities

Weaken Constructs - Able to damage constructs while using the turn ability.

Bonus Spells
 * Level 3 Stinking Cloud
 * Level 6 Acid Fog



Earth
Domain Special Abilities

Turn Elementals - Able to turn elementals as if they were undead.

Bonus Spells
 * Level 4 Stoneskin
 * Level 5 Energy Buffer



Evil
Domain Special Abilities

Turn Outsiders - Able to turn outsiders as if they were undead.

Bonus Spells
 * Level 1 Negative Energy Ray
 * Level 3 Negative Energy Burst
 * Level 5 Enervation



Fire
Domain Special Abilities

Turn Elementals - Able to turn elementals as if they were undead.

Bonus Spells
 * Level 4 Wall of Fire
 * Level 5 Energy Buffer



Good
Domain Special Abilities

Turn Outsider - Able to turn outsiders as if they were undead.

Bonus Spells
 * Level 4 Stoneskin
 * Level 5 Lesser Planar Binding



Healing
Domain Special Abilities

Empower Healing - The following healing spells are cast as if with the Empower Spell feat: Cure Minor Wounds, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, and Cure Critical Wounds.

Bonus Spells
 * Level 2 Cure Serious Wounds
 * Level 5 Heal



Knowledge
Bonus Spells
 * Level 1 Identify
 * Level 2 Knock
 * Level 3 Clairaudience/Clairvoyance
 * Level 4 True Seeing
 * Level 6 Legend Lore



Magic
Bonus Spells
 * Level 1 Mage Armor
 * Level 2 Melf's Acid Arrow
 * Level 3 Negative Energy Burst
 * Level 4 Stoneskin
 * Level 5 Ice Storm



Plant
Domain Special Abilities

Turn Vermin - Able to turn vermin as if they were undead.

Bonus Spells
 * Level 2 Barkskin
 * Level 7 Creeping Doom



Protection
Domain Special Abilities

Divine Protection - The cleric is able to cast an improved form of Sanctuary that sets the save DC at 10 + Cha Modifier + Cleric Level. This has a duration of 1 round per caster level + the clericâ€™s Charisma modifier.

Bonus Spells
 * Level 4 Globe of Invulnerability
 * Level 5 Energy Buffer



Strength
Domain Special Abilities

Divine Strength - The cleric gains a bonus to Strength equal to 2 + 1 per 3 class levels. This has a duration of 5 rounds + the clericâ€™s Charisma modifier.

Bonus Spells
 * Level 3 Divine Power
 * Level 5 Stoneskin



Sun
Domain Special Abilities

Exceptional Turning - Add 1d6 to all turning checks to determine the maximum Hit Die of undead turned. Also add 1d4 to the number of undead turned.

Bonus Spells
 * Level 2 Searing Light
 * Level 7 Sunbeam



Travel
Bonus Spells
 * Level 1 Entangle
 * Level 2 Web
 * Level 3 Freedom of Movement
 * Level 4 Slow
 * Level 5 Haste



Trickery
Domain Special Abilities

Divine Trickery - Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, and Pick Pocket checks equal to 1 per 2 levels. This effect lasts for 5 turns + the clericâ€™s Charisma modifier.

Bonus Spells
 * Level 2 Invisibility
 * Level 3 Invisibility Sphere
 * Level 5 Improved Invisibility



War
Domain Special Abilities

Battle Mastery - The cleric gains a bonus of 1 + 1 per 5 levels to Dexterity, Constitution, Attack Rolls and Damage. As well, the cleric gains damage reduction twice this amount. The effect will last for 5 rounds + Charisma modifier.

Bonus Spells
 * Level 2 Cat's Grace
 * Level 7 Aura of Vitality



Water
Domain Special Abilities

Turn Elementals - Able to turn elementals as if they were undead.

Bonus Spells
 * Level 3 Poison
 * Level 5 Ice Storm

Spells
Level 0
 * Cure Light Wounds
 * Inflict Minor Wounds
 * Light
 * Resistance
 * Virtue

Level 1
 * Bane
 * Bless
 * Cure Light Wounds
 * Divine Favor
 * Doom
 * Endure Elements
 * Entropic Shield
 * Inflict Light Wounds
 * Magic Weapon
 * Protection from Alignment
 * Remove Fear
 * Sanctuary
 * Scare
 * Shield of Faith
 * Summon Creature I

Level 2
 * Aid
 * Bull's Strength
 * Cure Moderate Wounds
 * Darkness
 * Eagle's Splendor
 * Endurance
 * Find Traps
 * Fox's Cunning
 * Hold Person
 * Inflict Moderate Wounds
 * Lesser Dispel
 * Lesser Restoration
 * Negative Energy Ray
 * Owl's Wisdom
 * Remove Paralysis
 * Resist Elements
 * Silence
 * Sound Burst
 * Stone Bones
 * Summon Creature II
 * Ultravision

Level 3
 * Animate Dead
 * Bestow Curse
 * Blindness/Deafness
 * Clarity
 * Contagion
 * Continual Flame
 * Cure Serious Wounds
 * Darkfire
 * Dispel Magic
 * Glyph of Warding
 * Inflict Serious Wounds
 * Invisibility Purge
 * Magic Circle against Alignment
 * Magic Vestment
 * Negative Energy Protection
 * Prayer
 * Protection from Elements
 * Remove Blindness/Deafness
 * Remove Curse
 * Remove Disease
 * Searing Light
 * Summon Creature III

Level 4
 * Cure Critical Wounds
 * Death Ward
 * Dismissal
 * Divine Power
 * Freedom of Movement
 * Hammer of the Gods
 * Inflict Critical Wounds
 * Greater Magic Weapon
 * Neutralize Poison
 * Poison
 * Restoration
 * Summon Creature IV

Level 5
 * Battletide
 * Circle of Doom
 * Flame Strike
 * Healing Circle
 * Monstrous Regeneration
 * Raise Dead
 * Slay Living
 * Spell Resistance
 * Summon Creature V
 * True Seeing

Level 6
 * Banishment
 * Blade Barrier
 * Control Undead
 * Create Undead
 * Greater Dispelling
 * Greater Sanctuary
 * Harm
 * Heal
 * Planar Ally
 * Summon Creature VI
 * Undeath to Death

Level 7
 * Destruction
 * Greater Restoration
 * Regenerate
 * Resurrection
 * Summon Creature VII
 * Word of Faith

Level 8
 * Aura versus Alignment
 * Earthquake
 * Create Greater Undead
 * Fire Storm
 * Mass Heal
 * Summon Creature VIII
 * Sunbeam

Level 9
 * Energy Drain
 * Gate
 * Implosion
 * Storm of Vengeance
 * Summon Creature IX
 * Undeath's Eternal Foe



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, Great Wisdom, Improved Combat Casting