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Cleric

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.
Class Skills
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

Table: Cleric

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialMPSpell Level
Type1/2GoodBadGood
1st+0+2+0+2Aura, Deific Order, Deity Ability, Aura of Resolve (+2/+1), Spell Proficiency, Cantrip, Limit Breaks11st
2nd+1+3+0+3Channel Energy (1d6)21st
3rd+1+3+1+3Deity Ability, Armored Mage31st
4th+2+4+1+4Blessing of the Faithful52nd
5th+2+4+1+4Channel Energy (2d6)82nd
6th+3+5+2+5Deity Ability102nd
7th+3+5+2+5Prayer133rd
8th+4+6+2+6Channel Energy (3d6), Aura of Resolve (+3/+2)183rd
9th+4+6+3+6Deity Ability223rd
10th+5+7+3+7Clear Mind263rd
11th+5+7+3+7Channel Energy (4d6)334th
12th+6/+1+8+4+8Deity Ability394th
13th+6/+1+8+4+8Aura of War Revelry (+2), Aura of Resolve (+4/+3)444th
14th+7/+2+9+4+9Channel Energy (5d6)535th
15th+7/+2+9+5+9Deity Ability615th
16th+8/+3+10+5+10Aura of War Revelry (+3)675th
17th+8/+3+10+5+10Channel Energy (6d6)786th
18th+9/+4+11+6+11Deity Ability, Aura of Resolve (+5/+4)886th
19th+9/+4+11+6+11Aura of War Revelry (+4)996th
20th+10/+5+12+6+12Channel Energy (7d6), Deific Capstone1056th

Class Features

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.

Aura (Ex)

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).

Spellcasting

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.

Cantrips

Clerics learn a number of cantrips, or 0-level spells, based on their deity. These spells are cast like any other spell, but they do not consume MP and may be used again. Clerics begin with 2 0-level spells and gain an additional 0-level spell every three levels after 1st level.

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-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every three cleric levels beyond 2nd (2d6 at 5th, 3d6 at 8th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + half of the cleric’s level + his Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + his Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include himself in this effect. A cleric must be able to present his holy symbol to use this ability.

Armored Mage (Ex)

At 3rd level, normally, armor heavier than light armor interferes with a spell-caster’s gestures, which can cause spells to fail if those spells have a somatic component. A cleric’s limited focus and specialized training, however, allows him to avoid spell failure so long as he sticks to light armor and light shields. This training does not extend to medium armor or to heavy shields. This ability does not apply to spells gained from a different spell-casting class. At 7th level, a cleric learns to use medium armor with no chance of spell failure. At 10th level, a cleric learns to use heavy shields with no chance of spell failure.

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.

Prayer (Su)

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.

Archetypes