Cleric

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 Primary Ability: Wisdom 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 : 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 Catâ€™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 Melfâ€™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 HD 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 Pockets 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 Master - 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 Catâ€™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
To be added later

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