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[[Image:Ir cleric.gif|right|Cleric]] |
[[Image:Ir cleric.gif|right|Cleric]] |
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− | '''Description''' |
+ | '''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 [[domain]]s. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn. |
− | '''Alignment restrictions''' |
+ | '''Alignment restrictions:''' none |
− | '''[[Hit die]]''' |
+ | '''[[Hit die]]:''' d8 |
− | '''Proficiencies''' |
+ | '''Proficiencies:''' armor ([[Armor Proficiency (Light)|light]], [[Armor Proficiency (Medium)|medium]], [[Armor Proficiency (Heavy)|heavy]]), [[Shield Proficiency|shields]], weapons ([[Weapon proficiency (simple)|simple]]) |
− | '''[[Skill |
+ | '''[[Skill point]]s:''' 2 + [[int]] modifier ( (2 + int modifier) * 4 at 1st level) |
− | '''Skills''' |
+ | '''Skills:''' [[concentration]], [[craft armor]], [[craft trap]], [[craft weapon]], [[Heal (skill)|heal]], [[lore]], [[parry]], [[persuade]], [[spellcraft]] |
+ | '''Unavailable feats:''' |
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− | '''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)]] |
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+ | [[curse song]], [[extra music]], [[lingering song]], [[weapon specialization]] |
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+ | <br />These [[general feat]]s cannot be selected when taking a level of cleric. |
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− | '''[[Saving throw|primary saving throw(s)]]''' |
+ | '''[[Saving throw|primary saving throw(s)]]:''' [[fortitude]], [[will]] |
− | '''[[Base attack bonus]]: +3/4 levels |
+ | '''[[Base attack bonus]]:''' +3/4 levels |
+ | |||
+ | '''Spellcasting:''' [[Divine]] ([[spell failure]] from armor is ignored), [[wisdom]]-based (a base wisdom score of 10 + the spell's level is required to cast a spell, [[bonus spells]] are based on modified wisdom, and the wisdom modifier affects spell [[difficulty class|DCs]]), and requires preparation (except for "cure" and "inflict" spells, which can be [[spontaneous cast]]). |
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− | '''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. |
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[[Image:Cleric.jpg|Cleric]] |
[[Image:Cleric.jpg|Cleric]] |
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==Special abilities & feats== |
==Special abilities & feats== |
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+ | |||
− | *Level 1 |
+ | *Level 1 , [[turn undead]] |
==Domains== |
==Domains== |
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+ | |||
− | 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: |
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+ | Upon taking her first level of cleric, a character selects 2 [[domain]]s from the following list. |
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⚫ | |||
− | :- [[ |
+ | :[[air domain|air]] - [[animal domain|animal]] - [[death domain|death]] - [[destruction domain|destruction]] - [[earth domain|earth]] - [[evil domain|evil]] - [[fire domain|fire]] - [[good domain|good]] - [[healing domain|healing]] - [[knowledge domain|knowledge]] |
⚫ | |||
+ | Each domain gives a cleric access to a special domain power and additional spells. Some domain powers enhance [[turn undead|turning]], some modify certain spells (even if cast from an item or from another class' spell book), some are spell-like abilities, and some are just the availability of more domain spells. |
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==Spells== |
==Spells== |
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!3rd level spells |
!3rd level spells |
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!4th level spells |
!4th level spells |
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− | |||
|- align=left valign=top |
|- align=left valign=top |
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⚫ | |||
− | |||
⚫ | |||
*[[Cure minor wounds]] |
*[[Cure minor wounds]] |
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*[[Inflict minor wounds]] |
*[[Inflict minor wounds]] |
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*[[Resistance]] |
*[[Resistance]] |
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*[[Virtue]] |
*[[Virtue]] |
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⚫ | |||
− | |||
⚫ | |||
*[[Bane]] |
*[[Bane]] |
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*[[Bless]] |
*[[Bless]] |
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*[[Shield of faith]] |
*[[Shield of faith]] |
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*[[Summon creature I]] |
*[[Summon creature I]] |
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⚫ | |||
− | |||
⚫ | |||
*[[Aid]] |
*[[Aid]] |
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*[[Bull's strength]] |
*[[Bull's strength]] |
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*[[Summon creature II]] |
*[[Summon creature II]] |
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*[[Ultravision]] |
*[[Ultravision]] |
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⚫ | |||
− | |||
⚫ | |||
*[[Animate dead]] |
*[[Animate dead]] |
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*[[Bestow curse]] |
*[[Bestow curse]] |
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*[[Searing light]] |
*[[Searing light]] |
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*[[Summon creature III]] |
*[[Summon creature III]] |
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⚫ | |||
− | |||
⚫ | |||
*[[Cure critical wounds]] |
*[[Cure critical wounds]] |
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*[[Death ward]] |
*[[Death ward]] |
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*[[Restoration]] |
*[[Restoration]] |
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*[[Summon creature IV]] |
*[[Summon creature IV]] |
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− | |||
|-style="background:#ffffff" |
|-style="background:#ffffff" |
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!colspan=5| |
!colspan=5| |
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− | |||
|- style="background:#c0c0c0" |
|- style="background:#c0c0c0" |
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!5th level spells |
!5th level spells |
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!8th level spells |
!8th level spells |
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!9th level spells |
!9th level spells |
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− | |||
|-align=left valign=top |
|-align=left valign=top |
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⚫ | |||
− | |||
⚫ | |||
*[[Battletide]] |
*[[Battletide]] |
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*[[Circle of doom]] |
*[[Circle of doom]] |
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*[[Spell resistance (spell)|Spell resistance]] |
*[[Spell resistance (spell)|Spell resistance]] |
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*[[Summon creature V]] |
*[[Summon creature V]] |
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− | *[[True seeing]] |
+ | *[[True seeing (spell)|True seeing]] |
⚫ | |||
− | |||
⚫ | |||
*[[Banishment]] |
*[[Banishment]] |
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*[[Blade barrier]] |
*[[Blade barrier]] |
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*[[Summon creature VI]] |
*[[Summon creature VI]] |
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*[[Undeath to death]] |
*[[Undeath to death]] |
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⚫ | |||
− | |||
⚫ | |||
*[[Destruction]] |
*[[Destruction]] |
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*[[Greater restoration]] |
*[[Greater restoration]] |
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*[[Summon creature VII]] |
*[[Summon creature VII]] |
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*[[Word of faith]] |
*[[Word of faith]] |
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⚫ | |||
− | |||
⚫ | |||
*[[Aura versus alignment]] |
*[[Aura versus alignment]] |
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*[[Earthquake]] |
*[[Earthquake]] |
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*[[Summon creature VIII]] |
*[[Summon creature VIII]] |
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*[[Sunbeam]] |
*[[Sunbeam]] |
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⚫ | |||
− | |||
⚫ | |||
*[[Energy drain]] |
*[[Energy drain]] |
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*[[Gate]] |
*[[Gate]] |
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==Level progression== |
==Level progression== |
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− | Clerics receive bonus spells based on their wisdom [[ability modifier]], up to a maximum of nine spells per level per day. |
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− | {| border=2 style="background:#efefef; color:#000000; border-collapse:collapse" |
+ | {| border=2 style="background:#efefef; color:#000000; border-collapse:collapse" |
|- style="background:#c0c0c0" |
|- style="background:#c0c0c0" |
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|- style="background:#c0c0c0" |
|- style="background:#c0c0c0" |
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+ | !0 |
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− | ! |
+ | !1st |
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− | !1st |
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− | |||
|- align=center |
|- align=center |
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− | + | |1st || +0 || +2 || +0 || +2 ||[[Turn undead]] ||4-8 ||3 ||2 ||— ||— ||— ||— ||— ||— ||—|| — |
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|- align=center |
|- align=center |
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− | + | |2nd || +1 || +3 || +0 || +3 || ||8-16 ||4 ||3 ||— ||— ||— ||— ||— ||— ||— ||— |
|
|- align=center |
|- align=center |
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− | + | |3rd || +2 || +3 || +1 || +3 || ||12-24 ||4 ||3 ||2 ||— ||— ||— ||— ||— ||— ||— |
|
|- align=center |
|- align=center |
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− | + | |4th || +3 || +4 || +1 || +4 || ||16-32 ||5 ||4 ||3 ||— ||— ||— ||— ||— ||— ||— |
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|- align=center |
|- align=center |
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− | + | |5th || +3 || +4 || +1 || +4 || ||20-40 ||5 ||4 ||3 ||2 ||— ||— ||— ||— ||— ||— |
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⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
|- align=center |
|- align=center |
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− | | |
+ | |6th || +4 || +5 || +2 || +5 || ||24-48 ||5 ||4 ||4 ||3 ||— ||— ||— ||— ||— ||— |
|- align=center |
|- align=center |
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− | | |
+ | |7th || +5 || +5 || +2 || +5 || ||28-56 ||6 ||5 ||4 ||3 ||2 ||— ||— ||— ||— ||— |
|- align=center |
|- align=center |
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− | | |
+ | |8th || +6/+1 || +6 || +2 || +6 || ||32-64 ||6 ||5 ||4 ||4 ||3 ||— ||— ||— ||— ||— |
|- align=center |
|- align=center |
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− | | |
+ | |9th || +6/+1 || +6 || +3 || +6 || ||36-72 ||6 ||5||5 ||4 ||3 ||2 ||— ||— ||— ||— |
|- align=center |
|- align=center |
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− | | |
+ | |10th || +7/+2 || +7 || +3 || +7 || ||40-80 ||6 ||5 ||5 ||4 ||4 ||3 ||— ||— ||— ||— |
|- align=center |
|- align=center |
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− | | |
+ | |11th || +8/+3 || +7 || +3 || +7 || ||44-88 ||6 ||6 ||5 ||5 ||4 ||3 ||2 ||— ||— ||— |
|- align=center |
|- align=center |
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− | | |
+ | |12th || +9/+4 || +8 || +4 || +8 || ||48-96 ||6 ||6 ||5 ||5 ||4 ||4 ||3 ||— ||— ||— |
|- align=center |
|- align=center |
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− | | |
+ | |13th || +9/+4 || +8 || +4 || +8 || ||52-104 ||6 ||6 ||6 ||5 ||5 ||4 ||3 ||2 ||— ||— |
|- align=center |
|- align=center |
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− | | |
+ | |14th || +10/+5 || +9 || +4 || +9 || ||56-112 ||6 ||6 ||6 ||5 ||5 ||4 ||4 ||3 ||— ||— |
|- align=center |
|- align=center |
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− | | |
+ | |15th || +11/+6/+1 || +9 || +5 || +9 || ||60-120 ||6 ||6 ||6 ||6 ||5 ||5 ||4 ||3 ||2 ||— |
|- align=center |
|- align=center |
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− | | |
+ | |16th || +12/+7/+2 || +10 || +5 || +10 || ||64-128 ||6 ||6 ||6 ||6 ||5 ||5 ||4 ||4 ||3 ||— |
|- align=center |
|- align=center |
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− | | |
+ | |17th || +12/+7/+2 || +10 || +5 || +10 || ||68-136 ||6 ||6 ||6 ||6 ||6 ||5 ||5 ||4 ||3 ||2 |
|- align=center |
|- align=center |
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− | | |
+ | |18th || +13/+8/+3 || +11 || +6 || +11 || ||72-144 ||6 ||6 ||6 ||6 ||6 ||5 ||5 ||4 ||4 ||3 |
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
|} |
|} |
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+ | |||
+ | ''Bonus [[spell slot]]s come from items and high wisdom.'' |
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+ | |||
+ | As a rule of thumb, clerics can cast spell levels up to half their class level rounded up. |
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[[Image:ife x2epcleric.gif|right|Epic cleric]] |
[[Image:ife x2epcleric.gif|right|Epic cleric]] |
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The epic cleric is among the most elite of her deity's servants, spreading the word and acting as emissary for the church. The epic cleric commands great power and respect. |
The epic cleric is among the most elite of her deity's servants, spreading the word and acting as emissary for the church. The epic cleric commands great power and respect. |
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− | '''Hit die''' |
+ | '''Hit die:''' d8 |
− | '''Skill points''' |
+ | '''Skill points:''' 2 + int modifier |
− | '''Bonus feats''' |
+ | '''Bonus feats:''' The epic cleric gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, 29, 32, 35, and 38. |
− | '''Epic cleric bonus feats''' |
+ | '''Epic cleric bonus feats:''' [[armor skin]], [[automatic quicken spell]], [[automatic silent spell]], [[automatic still spell]], [[epic spell focus]], [[epic spell penetration]], [[great wisdom]], [[greater spell focus]], [[improved combat casting]], [[planar turning]] |
+ | '''Unavailable epic feats:''' |
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− | '''Epic selectable class feats''': [[blinding speed]], [[epic spell: dragon knight]], [[epic spell: greater ruin]], [[epic spell: hellball]], [[epic spell: mummy dust]] |
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+ | [[bane of enemies]], |
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+ | [[construct shape]], [[dragon shape]], |
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+ | [[epic spell: epic mage armor]], [[epic spell: epic warding]], |
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+ | [[epic weapon specialization]], [[great smiting]], |
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+ | [[improved ki strike 4]], [[improved ki strike 5]], [[improved sneak attack]], |
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+ | [[improved spell resistance]], [[improved stunning fist]], |
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+ | [[lasting inspiration]], [[mighty rage]], [[outsider shape]], |
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+ | [[terrifying rage]], [[thundering rage]], [[undead shape]] |
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+ | <br />These general [[epic feat]]s cannot be selected when taking a level of cleric. |
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+ | |||
+ | ===Epic cleric level progression=== |
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+ | |||
+ | {| border=2 style="background:#efefef; color:#000000; border-collapse:collapse" |
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+ | |- style="background:#c0c0c0" |
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+ | ! Lvl |
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+ | !Feats |
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+ | !HP range |
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+ | |- align=center |
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+ | |21st ||align=left| ||84-168 |
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+ | |- align=center |
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+ | |22nd ||align=left| ||88-176 |
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+ | |- align=center |
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+ | |23rd ||align=left|bonus feat ||92-184 |
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+ | |- align=center |
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+ | |24th ||align=left| ||96-192 |
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+ | |- align=center |
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+ | |25th ||align=left| ||100-200 |
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+ | |- align=center |
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+ | |26th ||align=left|bonus feat ||104-208 |
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+ | |- align=center |
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+ | |27th ||align=left| ||108-216 |
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+ | |- align=center |
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+ | |28th ||align=left| ||112-224 |
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+ | |- align=center |
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+ | |29th ||align=left|bonus feat ||116-232 |
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+ | |- align=center |
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+ | |30th ||align=left| ||120-240 |
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+ | |- align=center |
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+ | |31st ||align=left| ||124-248 |
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+ | |- align=center |
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+ | |32nd ||align=left|bonus feat ||128-256 |
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+ | |- align=center |
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+ | |33rd ||align=left| ||132-264 |
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+ | |- align=center |
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+ | |34th ||align=left| ||136-272 |
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+ | |- align=center |
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+ | |35th ||align=left|bonus feat ||140-280 |
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+ | |- align=center |
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+ | |36th ||align=left| ||144-288 |
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+ | |- align=center |
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+ | |37th ||align=left| ||148-296 |
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+ | |- align=center |
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+ | |38th ||align=left|bonus feat ||152-304 |
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+ | |- align=center |
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+ | |39th ||align=left| ||156-312 |
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+ | |- align=center |
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+ | |40th ||align=left| ||160-320 |
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+ | |} |
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==Prestige class tips== |
==Prestige class tips== |
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+ | |||
+ | |||
*Militant clerics should consider becoming a [[champion of Torm]]. |
*Militant clerics should consider becoming a [[champion of Torm]]. |
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*Evil clerics make powerful [[blackguard]]s. |
*Evil clerics make powerful [[blackguard]]s. |
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==Notes== |
==Notes== |
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− | * The animal domain's summon spell modification applies to summon spells cast by a multiclassed cleric's other casting class. (e.g. A wizard 10/cleric 1 casting [[summon creature I]] from the wizard spellbook will summon a boar.) |
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− | * The healing domain's empowered healing also empowers healing [[potion]]s and items that cast the affected spells. |
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− | * Clerics with the healing domain will notice that empowered versions of the cure spells will not be twice empowered. |
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⚫ | *[[Outsider]]s have been improved. They get turn resistance equal to their [[spell resistance]] rating (only clerics of the good or evil domains may turn them without the new planar turning feat). If you have the planar turning feat, they are weakened and only have 1/2 their spell resistance as turn resistance. |
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+ | |||
⚫ | *[[Outsider]]s have been improved. They get turn resistance equal to their [[spell resistance]] rating (only clerics of the good or evil domains may turn them without the new planar turning feat). If you have the planar turning feat, they are weakened and only have 1/2 their spell resistance as turn resistance. |
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[[category:classes]] |
[[category:classes]] |
Revision as of 00:55, 19 December 2019
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, medium, heavy), shields, weapons (simple)
Skill points: 2 + int modifier ( (2 + int modifier) * 4 at 1st level)
Skills: concentration, craft armor, craft trap, craft weapon, heal, lore, parry, persuade, spellcraft
Unavailable feats:
curse song, extra music, lingering song, weapon specialization
These general feats cannot be selected when taking a level of cleric.
primary saving throw(s): fortitude, will
Base attack bonus: +3/4 levels
Spellcasting: Divine (spell failure from armor is ignored), wisdom-based (a base wisdom score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified wisdom, and the wisdom modifier affects spell DCs), and requires preparation (except for "cure" and "inflict" spells, which can be spontaneous cast).
Special abilities & feats
- Level 1 , turn undead
Domains
Upon taking her first level of cleric, a character selects 2 domains from the following list.
- air - animal - death - destruction - earth - evil - fire - good - healing - knowledge
- - magic - plant - protection - strength - sun - travel - trickery - war - water
Each domain gives a cleric access to a special domain power and additional spells. Some domain powers enhance turning, some modify certain spells (even if cast from an item or from another class' spell book), some are spell-like abilities, and some are just the availability of more domain spells.
Spells
Cantrips | 1st level spells | 2nd level spells | 3rd level spells | 4th level spells |
---|---|---|---|---|
|
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5th level spells | 6th level spells | 7th level spells | 8th level spells | 9th level spells |
Level progression
Lvl | BAB | Saves | Feats | HP range | Base spells per day | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +0 | +2 | +0 | +2 | Turn undead | 4-8 | 3 | 2 | — | — | — | — | — | — | — | — | |
2nd | +1 | +3 | +0 | +3 | 8-16 | 4 | 3 | — | — | — | — | — | — | — | — | ||
3rd | +2 | +3 | +1 | +3 | 12-24 | 4 | 3 | 2 | — | — | — | — | — | — | — | ||
4th | +3 | +4 | +1 | +4 | 16-32 | 5 | 4 | 3 | — | — | — | — | — | — | — | ||
5th | +3 | +4 | +1 | +4 | 20-40 | 5 | 4 | 3 | 2 | — | — | — | — | — | — | ||
6th | +4 | +5 | +2 | +5 | 24-48 | 5 | 4 | 4 | 3 | — | — | — | — | — | — | ||
7th | +5 | +5 | +2 | +5 | 28-56 | 6 | 5 | 4 | 3 | 2 | — | — | — | — | — | ||
8th | +6/+1 | +6 | +2 | +6 | 32-64 | 6 | 5 | 4 | 4 | 3 | — | — | — | — | — | ||
9th | +6/+1 | +6 | +3 | +6 | 36-72 | 6 | 5 | 5 | 4 | 3 | 2 | — | — | — | — | ||
10th | +7/+2 | +7 | +3 | +7 | 40-80 | 6 | 5 | 5 | 4 | 4 | 3 | — | — | — | — | ||
11th | +8/+3 | +7 | +3 | +7 | 44-88 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | — | — | — | ||
12th | +9/+4 | +8 | +4 | +8 | 48-96 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | — | — | — | ||
13th | +9/+4 | +8 | +4 | +8 | 52-104 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | — | — | ||
14th | +10/+5 | +9 | +4 | +9 | 56-112 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | — | — | ||
15th | +11/+6/+1 | +9 | +5 | +9 | 60-120 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | — | ||
16th | +12/+7/+2 | +10 | +5 | +10 | 64-128 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | — | ||
17th | +12/+7/+2 | +10 | +5 | +10 | 68-136 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | ||
18th | +13/+8/+3 | +11 | +6 | +11 | 72-144 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | ||
19th | +14/+9/+4 | +11 | +6 | +11 | 76-152 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | ||
20th | +15/+10/+5 | +12 | +6 | +12 | 80-160 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 5 |
Bonus spell slots come from items and high wisdom.
As a rule of thumb, clerics can cast spell levels up to half their class level rounded up.
Epic cleric
The epic cleric is among the most elite of her deity's servants, spreading the word and acting as emissary for the church. The epic cleric commands great power and respect.
Hit die: d8
Skill points: 2 + int modifier
Bonus feats: The epic cleric gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, 29, 32, 35, and 38.
Epic cleric bonus feats: armor skin, automatic quicken spell, automatic silent spell, automatic still spell, epic spell focus, epic spell penetration, great wisdom, greater spell focus, improved combat casting, planar turning
Unavailable epic feats:
bane of enemies,
construct shape, dragon shape,
epic spell: epic mage armor, epic spell: epic warding,
epic weapon specialization, great smiting,
improved ki strike 4, improved ki strike 5, improved sneak attack,
improved spell resistance, improved stunning fist,
lasting inspiration, mighty rage, outsider shape,
terrifying rage, thundering rage, undead shape
These general epic feats cannot be selected when taking a level of cleric.
Epic cleric level progression
Lvl | Feats | HP range |
---|---|---|
21st | 84-168 | |
22nd | 88-176 | |
23rd | bonus feat | 92-184 |
24th | 96-192 | |
25th | 100-200 | |
26th | bonus feat | 104-208 |
27th | 108-216 | |
28th | 112-224 | |
29th | bonus feat | 116-232 |
30th | 120-240 | |
31st | 124-248 | |
32nd | bonus feat | 128-256 |
33rd | 132-264 | |
34th | 136-272 | |
35th | bonus feat | 140-280 |
36th | 144-288 | |
37th | 148-296 | |
38th | bonus feat | 152-304 |
39th | 156-312 | |
40th | 160-320 |
Prestige class tips
- Militant clerics should consider becoming a champion of Torm.
- Evil clerics make powerful blackguards.
Notes
- Outsiders have been improved. They get turn resistance equal to their spell resistance rating (only clerics of the good or evil domains may turn them without the new planar turning feat). If you have the planar turning feat, they are weakened and only have 1/2 their spell resistance as turn resistance.