|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: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies’ prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source.|
|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|
|Starting Wealth: 4d6 × 10 gil (average 140 gil.) In addition, each character begins play with an outfit worth 10 gil or less.|
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 Points Per Level: 2 + Int modifier|
|Level||Base Attack Bonus||Fort Save||Ref Save||Will Save||Special||MP||Spell Level|
|1st||+0||+2||+0||+2||Aura, Deific Order, Deity Ability, Aura of Resolve (+2/+1), Spell Proficiency, Cantrip, Limit Breaks||1||1st|
|2nd||+1||+3||+0||+3||Channel Energy (1d6)||2||1st|
|3rd||+1||+3||+1||+3||Deity Ability, Armored Mage||3||1st|
|4th||+2||+4||+1||+4||Blessing of the Faithful||5||2nd|
|5th||+2||+4||+1||+4||Channel Energy (2d6)||8||2nd|
|8th||+4||+6||+2||+6||Channel Energy (3d6), Aura of Resolve (+3/+2)||18||3rd|
|11th||+5||+7||+3||+7||Channel Energy (4d6)||33||4th|
|13th||+6/+1||+8||+4||+8||Aura of War Revelry (+2), Aura of Resolve (+4/+3)||44||4th|
|14th||+7/+2||+9||+4||+9||Channel Energy (5d6)||53||5th|
|16th||+8/+3||+10||+5||+10||Aura of War Revelry (+3)||67||5th|
|17th||+8/+3||+10||+5||+10||Channel Energy (6d6)||78||6th|
|18th||+9/+4||+11||+6||+11||Deity Ability, Aura of Resolve (+5/+4)||88||6th|
|19th||+9/+4||+11||+6||+11||Aura of War Revelry (+4)||99||6th|
|20th||+10/+5||+12||+6||+12||Channel Energy (7d6), Deific Capstone||105||6th|
The following are class features of the cleric.
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 deities.
Limit Breaks (Su)
At 1st level, the cleric receives Limit Breaks based on his deity.
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
A cleric learns to cast spells depending on which deity grants him the ability.
Spell Proficiency (Ex)
Clerics are considered to have the Precise Shot feat while casting spells or using any magical items that require ranged touch.
Clerics learn a number of cantrips, or 0-
Deific Order (Su)
At 1st level, a cleric must worship a specific deity. The deity grants the cleric a number of special abilities. A cleric cannot change his deity without undertaking a lengthy process to dedicate himself to a new deity. When this choice is made, he immediately loses all of the benefits from his old deity.
Aura of Resolve (Su)
At 1st level, a cleric emits a protective aura that grants the cleric a +2 sacred or profane bonus to Will saves. All allies within 20 feet of the cleric gain a +1 sacred or profane bonus to Will saves. The bonus granted to both the cleric and his allies increases by +1 at 8th level and every five levels thereafter (max of +5 for the cleric and max of +4 for his allies at 18th level).
The good aligned cleric treats this bonus as a sacred bonus, while evil aligned cleric s treat this bonus as a profane bonus. A neutral aligned cleric treats this bonus as a sacred bonus if he chooses to channel positive energy, or treats this bonus as a profane bonus if he chooses to channel negative energy.
Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of his faith through his 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 he channels positive or negative energy. Once this choice is made, it cannot be reversed.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-
Armored Mage (Ex)
At 3rd level, normally, armor heavier than light armor interferes with a spell-
Blessing of the Faithful (Su)
At 4th level, as a standard action, the cleric can bless one ally within close range (25 ft. + 5 ft./2 levels). A blessed ally gains a +2 sacred or profane bonus (depending on whether the cleric channels positive or negative energy) on attack rolls, skill checks, ability checks, or saving throws or to AC until the cleric’s next turn. The cleric can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.
At 7th level, by spending 1 minute praying a cleric can spend one use of channel energy to give living or undead creatures in the channel burst temporary hit points equal to the amount that ability normally heals. These temporary hit points last for no more than 1 hour.
Clear Mind (Ex)
At 10th level, a cleric can regain his MP quicker. The cleric must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. The cleric regains MP equaling his casting modifier (depending on deity) per hour.
Aura of War Revelry (Su)
Starting at 13th level, the cleric begins to emit an aura that bolsters his combat prowess when he receives damage. Whenever the cleric receives damage in combat, he gains a +2 morale bonus to attack and damage rolls for one round. This bonus increases to +3 at 16th level and to +4 at 19th level. Whenever he takes damage in combat, allies within 20 feet of the cleric gain a morale bonus equal to half the bonus this ability grants the cleric.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have cleric as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
- Burmecian: Add a +1 bonus on concentration checks when casting cleric spells and within 5 feet of an ally.
- Dwarf: Add +1/6 to the cleric’s aura of resolve.
- Elvaan: Add one spell known from the cleric’s spell list. This spell must be at least one level below the highest-
level spell the cleric can cast.
- Galka: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
- Hume: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
- Kojin: Add +1/4 of an additional die of channel energy.
- Mithra: Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC).
- Moogle: Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC).
- Nu Mou: Add one spell known from the cleric spell list. This spell must be at least one level below the highest spell level the cleric can cast.
- Tarutaru: Add +1/2 to the cleric’s channeled energy total when healing creatures of the animal, fey, and plant types.
- A complete list of cleric archetypes can be found here: Cleric Archetypes