Cleric: Difference between revisions

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All characters receive an additional ''natural talent'' skill at character (not class) levels 11, 21, and 31.  Additional ''natural talents'' may also be gained through [[Between Adventures#Gain_Natural_Talent_in_a_Skill|Self-Improvement]].
All characters receive an additional ''natural talent'' skill at character (not class) levels 11, 21, and 31.  Additional ''natural talents'' may also be gained through [[Between Adventures#Gain_Natural_Talent_in_a_Skill|Self-Improvement]].
=== Divine Faith ===
Clerics derive their power from the divine blessings of a higher power, typically a deity.  Gods of one or more pantheons bestow power upon their faithful, and clerics, in particular, gain tremendous benefits from their faith.  In addition to granting new spells each morning after a full night's rest, most of the cleric's other class features are granted by the god, goddess, greater spirit, or other powerful entity that the cleric has chosen to follow.
Choosing a deity to follow is a reflection of the cleric's outlook, goals, or even personality.  Each god holds dominion over one or more domains, which can be thought of as Ideals (in the Platonistic sense); expressions of reality in their purest form.  Domains run the gamut from such things as "War" to "Artistry" to "Seasons". 
What gods, goddesses, greater spirits, or other divine beings are present in your campaign world are up to the GM and your party.  Once you have selected a deity that your character worships, try to remember the aspects of the world that the deity is most concerned about, and make sure your character strives to advance their cause, whenever possible.


=== Aura (Ex) ===
=== Aura (Ex) ===
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A cleric can convert stored spell energy by "losing" a prepared spell that is not an orison in order to cast any "cure" spell or "inflict" spell of the same spell level or lower (a "cure" spell is any spell with "cure" in its name (e.g. [[Cure Light Wounds (Cleric Spell)]]), and an "inflict" spell is any spell with "inflict" in the name (e.g. [[Inflict Light Wounds (Cleric Spell)]])).
A cleric can convert stored spell energy by "losing" a prepared spell that is not an orison in order to cast any "cure" spell or "inflict" spell of the same spell level or lower (a "cure" spell is any spell with "cure" in its name (e.g. [[Cure Light Wounds (Cleric Spell)]]), and an "inflict" spell is any spell with "inflict" in the name (e.g. [[Inflict Light Wounds (Cleric Spell)]])).
==== Chaotic, Evil, Good, and Lawful Spells ====
Beginning at 1st level a cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
=== Divine Faith ===
Clerics derive their power from the divine blessings of a higher power, typically a deity.  Gods of one or more pantheons bestow power upon their faithful, and clerics, in particular, gain tremendous benefits from their faith.  In addition to granting new spells each morning after a full night's rest, most of the cleric's other class features are granted by the god, goddess, greater spirit, or other powerful entity that the cleric has chosen to follow.
Choosing a deity to follow is a reflection of the cleric's outlook, goals, or even personality.  Each god holds dominion over one or more domains, which can be thought of as Ideals (in the Platonistic sense); expressions of reality in their purest form.  Domains run the gamut from such things as "War" to "Artistry" to "Seasons". 
What gods, goddesses, greater spirits, or other divine beings are present in your campaign world are up to the GM and your party.  Once you have selected a deity that your character worships, try to remember the aspects of the world that the deity is most concerned about, and make sure your character strives to advance their cause, whenever possible.


=== Channel Divinity (Su) ===
=== Channel Divinity (Su) ===

Revision as of 19:00, 2 April 2019