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Faith Talents

As a cleric gains experience, he learns a number of talents that assist him in manipulating spells and maintaining faith. At 2nd level and every two levels thereafter, a cleric gains one faith talent. A cleric cannot select an individual talent more than once. Talents marked with an asterisk (*) add effects to a cleric’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.

Table: Faith Talents

Faith TalentPrerequisitesBenefits
Ambuscading Spell (Su)During a surprise round, the cleric's opponents that have not yet acted take a –2 penalty on saving throws against spells he casts. Creatures that have already acted take a –1 penalty during the surprise round.
Bloodfire (Su)Smite and Stigmata faith talentsWhile a cleric’s stigmata is bleeding, his blood runs down his weapons like sacred or profane liquid energy; when he uses Smite, the damage increases by 1d6, and the target needs to make a Will save (DC 10 + half the cleric's level + his Charisma modifier), if the target fails the save, it is sickened and takes 1d6 points of bleed damage each round on its turn. The target can attempt a new save every round to end the sickened and bleed effects.
Bloodrain (Su)Channel Energy class feature and Stigmata faith talentWhile his stigmata is bleeding, the cleric’s harmful channeled energy is accompanied by a burst of sacred or profane liquid energy, increasing the damage by 1d6. Creatures failing their saves against the channeled energy become sickened and take 1d6 points of bleed damage each round. Affected creatures can attempt a new save every round to end the sickened and bleed effects.
Calling (Ex)The cleric can make a short prayer as a standard action, filling him with confidence in his abilities. At any point in the next minute, he can receive a competence bonus on an ability check, attack roll, saving throw, or skill check equal to his Charisma modifier. He must declare that he is using this bonus before the roll is made. He can use this ability up to three times + his Charisma modifier per day, once for each type of check or roll.
Cleansing Flames (Su)Cleric 10, Channel Energy class feature, Must worship Phoenix or have Fire or Sun domainsThe cleric becomes a direct conduit for the righteous power of his deity. Whenever the cleric casts a spell that belongs to the healing school that is a lower spell level than the highest spell he can cast, he can unleash a blast of flames as a swift action by expending one use of his channel energy ability. The flames last for 1 round and fill a contiguous area equal to one 10-foot cube per level of the healing spell cast (at least one side of the cube must be adjacent to the cleric’s space). The flames deal 1d4 points of damage per spell level. Half of the damage is fire damage, and half is raw divine power not subject to fire resistance or immunity. Any creature in the area can halve the damage with a successful Reflex saving throw against the spell’s DC. The cleric can use this ability a number of times per day equal to his Charisma modifier.
Concentrate (Ex)The cleric can reroll any concentration check he has just made with a +4 bonus. He must use this ability after the roll is made, but before the roll’s outcome is determined. The cleric must take the second roll, even if it is worse. The cleric can use this ability once per day.
Dazzling Spell (Su)*As a free action, the cleic adds an element of bright energy to a spell he is casting. Only spells with a casting time of 1 standard action that allow a saving throw may be augmented in this way. Any target that fails its save against the spell is dazzled for 1 round per level of the spell. The cleric may use this ability a number of times per day equal to 3 + his Charisma modifier.
Defensive Feedback (Su)*Rather than dissipate damaging energy, the cleric can redirect some of it back to its source. When an enhancing spell the cleric casts prevents damage (with damage reduction or energy resistance), if the attacking creature is within 30 feet of the protected creature, the foe takes 1d6 points of damage (of the same element or damage type that was prevented) for every 10 points of damage prevented.
Divine Judgment (Su)Faith class feature, Divine Wrath faith talentWhen a cleric’s melee attack reduces a creature to –1 or fewer hit points, he may sacrifice a 2 faith points to invoke the Death Knell spell upon the target as an immediate action (using the cleric’s caster level). As the cleric metes out divine judgment, this is not an evil act. The save DC increases by +2 if his weapon has a ×3 critical multiplier, or by +4 if it is ×4.
Divine Retribution (Su)Faith class feature, Divine Wrath and Divine Judgment faith talentsWhen a cleric confirms a critical hit, he may sacrifice 3 faith points to invoke the Bestow Curse spell upon the target as an immediate action (using the cleric’s caster level). The save DC increases by +2 if his weapon has a ×3 critical multiplier, or by +4 if it is ×4. The cleric can also use this ability in response to being critically hit, even if the attack incapacitates or kills the cleric.
Divine Wrath (Su)Faith class featureWhen a cleric confirms a critical hit, he may sacrifice a faith point to invoke the Dread spell upon the target as an immediate action (using the cleric’s caster level). The save DC is increased by +2 if his weapon has a ×3 damage multiplier, or by +4 if it is ×4. The cleric can also use this ability in response to being critically hit, even if the attack incapacitates or kills the cleric.
Empowered Magic (Su)The cleric can cast one spell per day as if it were modified by the Empower Spell metamagic feat. This does not increase the MP cost or the level of the spell.
Extra ChannelThe cleric gains Extra Channel as a bonus feat.
Extended Magic (Su)The cleric can cast two spells per day as if they were modified by the Extended Spell metamagic feat. This does not increase the MP cost or the level of the spell.
Faith Healing (Su)Cleric 4Any cure spells a cleric casts on himself are automatically empowered as if by the Empower Spell feat, except they do not cost additional MP. If the cleric targets himself with a cure spell that affects multiple creatures, this ability only applies to himself. At 8th level, these healing spells are maximized rather than empowered.
For the Faith (Ex)Cleric 8The cleric can call upon his faith to bolster himself in combat. As a free action, the cleric can call out the name of his deity, granting him a morale bonus on attack rolls equal to his Charisma modifier for 1 round. In addition, any allies within 30 feet that share his faith also receive half this bonus (minimum +1). The cleric can use this ability once per day, plus one additional time per day at 12th level and every four levels thereafter.
Healing Spell (Su)*As a free action, the cleric adds an element of extra healing energy to any healing spell he is casting. Affected targets gain Fast Healing equal to the level of the spell for a duration of 1 round + his Charisma modifier. The cleric may use this ability a number of times per day equal to 3 + his Charisma modifier.
Improved Enhancements (Ex)*When the cleric casts an enhancement spell, its highly effective on the first round. During the first round that the enhancement spell was casted, the effects are doubled. He may use this ability a number of times per day equal to 3 + his Charisma modifier.
Magic Aid (Su)As a standard action, the cleric can spend MP up to his maximum spell level to grant additional magic energy to an allied spellcaster within close range (25 feet + 5 feet/2 levels). If that ally casts a spell of an equal or lower MP cost before the beginning of his next turn, all level-dependent calculations and caster level checks the spell requires are made as if the ally’s caster level were 2 higher. If MP spent is at least twice the MP cost of the spell his ally casts, his ally’s caster level is treated as 4 higher instead. If his ally is able to cast more than one spell before the beginning of his next turn, only the first spell cast gains this bonus.
Reach Magic (Su)The cleric can cast two spells per day as if they were modified by the Reach Spell feat. This does not increase the MP cost or the level of the spell.
Selective Magic (Su)The cleric can cast two spells per day as if they were modified by the Selective Spell metamagic feat. This does not increase the MP cost or the level of the spell.
Silent Magic (Su)The cleric can cast two spells per day as if they were modified by the Silent Spell feat. This does not increase the MP cost or the level of the spell.
Smite (Su)Cleric 4, Channel Energy class featureThe cleric can focus his powers against his chosen foes. As a swift action, the cleric chooses one target within sight to smite. If this target is of his opposed alignment, the cleric adds his Charisma bonus (if any) to his attack rolls and adds his cleric level to all damage rolls made against the target of his smite. If the target of his smite is an outsider with the subtype corresponding to his opposed alignment, the bonus to damage on the first successful attack increases to 2 points of damage per cleric level he possesses. Regardless of the target, smite attacks automatically bypass any DR the target possesses. In addition, while smite is in effect, the cleric gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the smite targets a creature that’s not of the cleric’s opposed alignment, the smite is wasted with no effect. The smite effect remains until the target of the smite is dead or the next time the cleric regains MP from resting. The cleric can use this ability once per day, plus one additional time per day for every 4 cleric levels beyond 4th (to a maximum of five times per day at 20th level). Using this ability consumes two uses of his channel energy ability.
Spell Guard (Su)*Whenever the cleric casts a spell with a casting time of 1 standard action, he may instead cast it as a full round action. The cleric channels some of the energy of the spell into a defensive shield around him, giving him a deflection bonus to his AC equal to the level of the spell being cast. This bonus lasts until the beginning of the cleric’s next turn.
Spell Lore (Ex)The cleric adds his level to all Spellcraft checks made to identify a spell being cast. (This is most often useful when attempting to counterspell.)
Spell Restraint (Ex)*Whenever the cleric cast a spell with an area described as a radius, he may decide to make the radius smaller. He may reduce the radius down by any number of 5-foot increments, to a minimum of a 5-foot-radius.
Still Magic (Su)The cleric can cast two spells per day as if they were modified by the Still Spell feat. This does not increase the MP cost or the level of the spell.
Stigmata (Ex)Faith class featureA cleric willingly gives his blood in service to his faith, and is marked by scarified wounds appropriate to his deity. He may stop or start the flow of blood by force of will as a standard action; at 6th level it becomes a move action, and at 10th level it becomes a swift action. Activating stigmata causes bleed damage equal to half the cleric’s class level, and this bleed damage is not halted by curative magic. While the stigmata is bleeding, the cleric gains a sacred bonus (if he channels holy energy) or profane bonus (if he channels shadow energy) equal to half his cleric level. Each time he activates his stigmata, the cleric decides if the bonus applies to attack rolls, weapon damage rolls, Armor Class, caster level checks, or saving throws; to change what the bonus applies to, the cleric must deactivate and reactivate his stigmata. While his stigmata is bleeding, the cleric ignores blood drain and bleed damage from any other source and can use bleed or stabilize at will as a standard action.
Surecast (Su)Combat Casting featThe cleric exercises caution when in danger, casting his spells with more care. While in a threatened square, he may choose to spend a full-round action to cast a spell, with a casting time of standard action or less. Doing so allows him to cast the spell without needing to cast defensively.
Turn Undead (Ex)Channel Energy class featureWhenever the cleric uses his channel energy ability to inflict damage on undead, any undead touched must make a Will save (DC 10 + half of the cleric’s level + his Charisma modifier) against this ability or it flees from the cleric for a duration of 1 round + his Charisma modifier.
Vigor (Su)*As a free action, the cleric adds temporary hit points to any healing spell he is casting. Affected targets gain 2 temporary hit point per level of the spell for a duration 1 round + his Charisma modifier. The cleric may use this ability a number of times per day equal to 3 + his Charisma modifier.

Advanced Faith Talents

At 12th, and every two levels thereafter, a cleric learns further talents to assist him in manipulating spells and maintaining faith. He may choose one of the following advanced faith talents in place of a faith talent. Talents marked with an asterisk (*) add effects to a cleric’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast.

Table: Advanced Faith Talents

Advanced Faith TalentPrerequisitesBenefits
Augment Spell (Ex)*Any spell the cleric knows that has a variable that increases by caster level which has a maximum, that maximum is increased by the equivalent of one additional caster level. Thus, a cleric with this talent deals a maximum of 1d6+6 fire damage with fire, and deals a maximum of 11d6 fire damage with fira.
Bless Army (Su)Channel Energy class featureA cleric can raise his holy symbol high and give a blessing to the army he is leading. The cleric’s army gains a +1 bonus to the army’s attack rolls and AC. This is a sacred bonus if the cleric is good-aligned and it is a profane bonus if the cleric is evil-aligned. Using this ability requires the cleric to expend two uses of her channel energy ability. This bonus lasts for 1 battle, and it must be performed during the first round of the battle.
Effortless Healing (Ex)The cleric has learned to cast healing spells with minimal effort. He may cast such spells without provoking attacks of opportunity. This ability applies only to healing spells that he casts as a cleric, not to those that he may have by virtue of levels in another class.
Energetic Recharge (Su)Once per day, as an immediate action, when the cleric would take damage from earth, fire, ice, lightning, water, or wind damage, he can convert the damage into MP, at a rate of 1 MP per 10 damage. He suffers none of the converted damage, but may not gain more than his spell level in MP. For example, if a 14th level cleric suffers 80 points of ice damage, he may convert up to 50 points of that damage into 5 MP. He takes the remaining 30 points of ice damage as normal.
Healing Hands (Ex)Whenever a cleric casts a spell that cures hit point damage, he adds his Charisma modifier as an Insight Bonus to the amount of damage healed.
Mage Focus (Su)*When the cleric casts a spell with an area, as a free action, he may choose to focus the entire might of the spell on a single target. The spell’s save DC is increased by +2, but only one target is affected by the spell. He may do this a number of times per day equal to 3 + his Charisma modifier.
Maximized Magic (Su)The cleric can cast one spell per day as if it were modified by the Maximize Spell feat. This does not increase the MP cost or the level of the spell.
Perform Miracle (Su)Cleric 20The cleric at the pinnacle of his abilities can create effects that are nothing short of miraculous. Once per day, the cleric can do one of the following things.

• Duplicate any cleric spell of 6th level or lower.
• Duplicate any other spell of 5th level or lower.
• Potentially undo the harmful effects of certain spells, such as feeblemind or insanity. To attempt to undo such a spell, the cleric must make a caster level check using his cleric level against a DC of 11 + the caster level of the targeted effect. On a success, the cleric counters the spell or effect. On a failure, the cleric does not counter the spell or effect, though he can try again after 24 hours.
• Make a request of his chosen deity in line with the above effects. Doing so requires a sacrifice of 10,000 gil in powdered diamond or another appropriate precious material based on the teachings of the deity’s faith. Examples of potential effects include returning a fallen ally to life and full health, teleporting the cleric and his allies to a location with no chance of error, or protecting a town from a wildfire. In any event, a request that is out of line with the deity’s nature is refused.

A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are calculated as if it were a 7th-level spell. When a cleric uses this ability to duplicate a spell with a material component that costs more than 100 gil, he must provide that component.
Protective Ward (Su)*When the cleric casts an enhancement spell, the cleric or a single ally within 30 feet gains a sacred bonus to AC equal to the level of the enhancement spell casted. This ability lasts for a duration of 1 round + the cleric’s Charisma modifier. The cleric may use this ability a number of times per day equal to 3 + his Charisma modifier.
Quickened Magic (Su)The cleric can cast one spell per day as if it were modified by the Quicken Spell feat. This does not increase the MP cost or the level of the spell.
Retribution (Ex)*The cleric can take retribution on those who dare to strike an agent of his faith. Whenever an enemy makes a successful melee attack against the cleric or an adjacent ally devoted to the same faith as the cleric, the enemy provokes an attack of opportunity from the cleric. The cleric receives a +2 morale bonus on the attack of opportunity. The cleric can use this ability once per round.
Shining Light (Su)Cleric 14A cleric can unleash a 30-foot burst of pure, white light as a standard action. evil creatures within this burst take 1d6 points of damage for every two cleric levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save (DC 10 + half the cleric's + his Charisma modifier) halves this damage and negates the blindness. Good creatures within this burst are healed 1d6 points of damage per two cleric levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A cleric can use this ability once per day at 14th level plus one additional time per day at 17th and 20th levels.
Spell Diligence (Su)*As a free action, the cleric may focus all his attention on casting a single spell. Only spells with a casting time of 1 standard action and a range of personal or touch may be cast in this way. The cleric adds his level to any concentration check made to cast a spell when using spell diligence. The cleric may use this ability a number of times per day equal to 3 + his Charisma modifier.
Steal Spell (Su)Must have the Dispel spell.The cleric can attempt to gain the benefit of a spell currently active on another creature. The cleric must successfully dispel the spell to be stolen, using the dispel spell. If the spell is lower level than the highest level spell the cleric could cast, has a duration greater than 1 round, and the cleric could theoretically have selected it as a spell known, the cleric gains the benefit of the spell. It lasts for a duration of one round per two cleric levels or until its original duration expires, whichever comes first. A cleric may attempt this a number of times per day equal to 3 + his Charisma modifier.
Transfer Spell (Ex)*The cleric can cast some spells with a range of “personal” and a target of “you” as if they had a range of “touch” and a target of “1 willing creature.” Only spells that do not increase the target’s attack bonus or armor class and have a duration longer than 1 round may be cast in this way. The cleric can only use this talent on spells with a spell level no greater than half of the highest level spell the cleric knows. The cleric may use this ability a total number of times per day equal to 3 + his Charisma modifier.
True Faith (Ex)Extra Domain class featureThe cleric chooses a fourth domain. They gain the benefits of all domain powers offered by all of his domains as if he had selected them as primary domains.
Voice of the Faithful (Su)Faith class featureThe cleric expends a faith point to be able to speak to and understand any creature with a language for 1 hour.