Cleric[edit | edit source]
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.
WARNING: To cast a spell, a cleric must have a Wisdom score of 10 + the spell's level. For example, to cast a 9th-level spell, a cleric must have a Wisdom of 19.
Spontaneous Casting: A cleric can substitute any Cure Wounds, Inflict Wounds, Circle of Doom or Healing Circle spell, without previously preparing it, at the cost of a prepared spell of the same spell slot level.
Note: The cleric class gets one less spell slot per spell level.
- Base Attack Bonus: +3 / 4 Levels.
- Hit Die: d8.
- Primary Saving Throws: Fortitude, Will.
- Proficiencies: All simple weapons, all armor, and shields.
- Skill Points (*4 at 1st level): 2 + Int Modifier.
- Spellcasting: Cleric Spells. Divine (Wisdom-based, spell failure from armor is ignored).
- Domains: Upon taking the first cleric level, a character selects two domains that coincide with their deity.
Class Skills: Concentration, Heal, Influence, Lore, Parry, and Spellcraft
Unavailable Skills: Animal Empathy and Use Magic Device
Feat Progression:[edit | edit source]
Abilities:[edit | edit source]
* Turn Undead - Cause undead to flee in terror.
Spell Progression:[edit | edit source]
bonus spells come from items and high Wisdom