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[[Category:Cleric]]
[[Category:Cleric]]
''Go back to the [[Epic Path]] page.''
''Go back to the [[Epic Path]] page.''


[[Image:Epic_Cleric_2.jpg|324px|right|Yes, it IS Cuthbert's! Thanks for noticing!]]
[[Image:Epic_Cleric_2.jpg|324px|right|Yes, it IS Cuthbert's! Thanks for noticing!]]
=== Description ===
== Cleric ==
 
Ah, Clerics, the good old band-aid dispensers!  Everybody loves the Cleric, but not many folks love being the Cleric, if you know what we mean.   
Ah, Clerics, the good old band-aid dispensers!  Everybody loves the Cleric, but not many folks love being the Cleric, if you know what we mean.   


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'''Starting Wealth:''' 4d6 x 10 gp (average: 140 gp)
'''Starting Wealth:''' 4d6 x 10 gp (average: 140 gp)


'''Class Skills:''' The cleric's class skills are Appraise (Int), Diplomacy (Cha), Divinity (Special), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nobility) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis).
'''Class Skills:''' The cleric's class skills are [[Appraise]] (Int), [[Diplomacy]] (Cha), [[Divinity]] (Special), [[Heal]] (Wis), [[Knowledge (Arcana)]] (Int), [[Knowledge (History)]] (Int), [[Knowledge (Nobility)]] (Int), [[Knowledge (Planes)]] (Int), [[Knowledge (Religion)]] (Int), [[Linguistics]] (Int), [[Profession]] (Wis), [[Sense Motive]] (Wis).


'''Skill Ranks Per Level:''' 7 + Int modifier.
'''Skill Ranks Per Level:''' 7 + Int modifier.
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=== Table: Cleric ===
=== Table: Cleric ===
{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
|- style="Background:Azure"
|- style="Background:Aquamarine"
! Level || width="125" | BAB || Fort || Ref || Will || width="500" | Special || width="25" | 0th || width="25" | 1st || width="25" | 2nd || width="25" | 3rd || width="25" | 4th || width="25" | 5th || width="25" | 6th || width="25" | 7th || width="25" | 8th || width="25" | 9th
! Level || width="125" | BAB || Fort || Ref || Will || width="500" | Special || width="30" | 0th || width="30" | 1st || width="30" | 2nd || width="30" | 3rd || width="30" | 4th || width="30" | 5th || width="30" | 6th || width="30" | 7th || width="30" | 8th || width="30" | 9th
|-
|-
! 1st
! 1st
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=== Class Features ===
== Class Features ==


====Weapon and Armor Proficiency====
===Weapon and Armor Proficiency===
Clerics are proficient with all simple weapons, light armor, medium armor, and light and heavy shields. Clerics are also proficient with the favored weapon of their deities.
Clerics are proficient with all simple weapons, light armor, medium armor, and light and heavy shields. Clerics are also proficient with the favored weapon of their deities.




====Aura (Ex)====
===Bonus Languages===
Beginning at 1st level, 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).
Beginning at 1st level a cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.  The Cleric's Intelligence score must be high enough to qualify for bonus languages in order to utilize this class ability.




====Orisons====
===Aura (Ex)===
Beginning at 1st level, Clerics can prepare a number of orisons, or 0-level spells, each day, , but they are not expended when cast and may be used again.
Beginning at 1st level, 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).




====Spells====
===Spells (Sp)===
Beginning at 1st level, a cleric casts divine spells which are drawn from the [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---cleric cleric spell] list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
Beginning at 1st level, a cleric casts divine spells which are drawn from the [http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---cleric cleric spell] list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.


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Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
====Orisons (Sp)====
Beginning at 1st level, Clerics can prepare a number of Orisons, or 0-level spells, each day, as noted on Table: Cleric under "Spells per day." These spells are treated like any other spell, but they are not expended when cast and may be used again.




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====Domains====
====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.
 
 
===Domains===
Beginning at 1st level, and even before, during character creation, a cleric's deity influences her alignment, what magic she can perform, her values, and how others see her.  
Beginning at 1st level, and even before, during character creation, a cleric's deity influences her alignment, what magic she can perform, her values, and how others see her.  


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===Channel Divinity (Su)===
====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.
 
 
 
====Channel Divinity (Su)====
Beginning at 1st level, regardless of alignment, any cleric can release a wave of divine energy by channeling the power of her faith through her 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.
Beginning at 1st level, regardless of alignment, any cleric can release a wave of divine energy by channeling the power of her faith through her 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.


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====Bonus Cleric Feat====
===Bonus Cleric Feat===
Beginning at 2nd level, and every four levels thereafter, the Cleric may choose a bonus feat.  This feat must be chosen from Channeling, Item Creation, or Metamagic feats.
Beginning at 2nd level, and every four levels thereafter, the Cleric may choose a bonus feat.  This feat may be anything for which the Cleric meets the prerequisites at the time the feat is chosen.  Clerics are advised, however, to consider at least some metamagic feats, in order to make use of their higher level spells slots, especially at epic levels.


* [[Master Feats List]]
* {{Tc:Cleric}}


====Defender of Faith (Ex)====
 
===Defender of Faith (Ex)===
Beginning at 2nd level, when adjacent to an injured ally, Clerics add their WIS modifier to their attack and damage rolls for melee attacks. "Injured" means "has taken damage from an enemy".  For clarity, normal damage, subdual damage, negative levels, or ability damage all count for this ability to function.
Beginning at 2nd level, when adjacent to an injured ally, Clerics add their WIS modifier to their attack and damage rolls for melee attacks. "Injured" means "has taken damage from an enemy".  For clarity, normal damage, subdual damage, negative levels, or ability damage all count for this ability to function.




====Castigate (Su)====
===Castigate (Su)===
Beginning at 2nd level, during combat, as a swift action, the cleric may expend a use of his Channel Divinity power to trigger Castigate until the end of the encounter.  While castigate is running the cleric adds their CHA modifier to attack and damage rolls for melee attacks, and all successful melee attacks heal a single adjacent ally a number of points equal to the Cleric's level + her WIS modifier.  A Cleric who uses the '[http://www.d20pfsrd.com/gamemastering/combat#TOC-Aid-Another aid another]' action in combat to grant a bonus to an ally counts as attacking for purposes of Castigate's healing ability.   
Beginning at 2nd level, during combat, as a swift action, the cleric may expend a use of his Channel Divinity power to trigger Castigate until the end of the encounter.  While castigate is running the cleric adds their CHA modifier to attack and damage rolls for melee attacks, and all successful melee attacks heal a single adjacent ally a number of points equal to the Cleric's level + her WIS modifier.  A Cleric who uses the '[http://www.d20pfsrd.com/gamemastering/combat#TOC-Aid-Another aid another]' action in combat to grant a bonus to an ally counts as attacking for purposes of Castigate's healing ability.   


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====Hallowed Weapon (Ex)====
===Hallowed Weapon (Ex)===
Beginning at 4th level, the Cleric may pray over his weapon, and instead of dealing bonus damage equal to the weapon's enhancement bonus (if any), he gains double the enhancement bonus(round down). This applies to damage rolls only. To hit rolls are still increased by the straight enhancement bonus (if any). A Hallowed weapon also counts as brandishing the Cleric's holy symbol. Making a weapon hallowed requires 15 minutes and lasts until midnight. For example, a +2 hallowed mace grants a +2 bonus to hit, +4 to damage, and may be used in place of the Clerics symbol for Channel Divinity and other purposes.
Beginning at 4th level, the Cleric may pray over his weapon, and instead of dealing bonus damage equal to the weapon's enhancement bonus (if any), he gains double the enhancement bonus (round down). This applies to damage rolls only. Attack rolls are still only increased by the weapon's enhancement bonus (if any). A Hallowed weapon also counts as brandishing the Cleric's holy symbol. Making a weapon hallowed requires 15 minutes and lasts until midnight. For example, a +2 hallowed mace grants a +2 bonus to hit, +4 to damage, and may be used in place of the Cleric's symbol, when performing a Channel Divinity, casting spells requiring a holy symbol focus item, etc.




====Bonus Languages====
==Ex-Clerics===
Beginning at 1st level a cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
 
 
====Ex-Clerics====
At any level, a cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).
At any level, a cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).






=== Cleric Example Build ===
== Cleric Example Build ==
For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build.  Note: This is not a suggested build. Heck, it's probably even not very good.  But what it WILL do is let you play without hours of investment, and it will perform more than adequately.  If you want to tweak, feel free!
For those who are non-expert in this class, or who are busy, or who simply don't want to spend hours digging around feats, here's an example build.  Note: This is not a suggested build. Heck, it's probably even not very good.  But what it WILL do is let you play without hours of investment, and it will perform more than adequately.  If you want to tweak, feel free!


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== Epic Cleric ==
== Epic Cleric ==
=== Table: Epic Cleric ===
=== Table: Epic Cleric ===
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=== Epic Class Abilities ===
== Epic Class Abilities ==
 
===Channel Energy (Su)===
====Channel Energy (Su)====
The Epic Cleric's ability to channel divine energy continues to grow in potency as shown in the Epic Cleric table.
The Epic Cleric's ability to channel divine energy continues to grow in potency as shown in the Epic Cleric table.




====Bonus Cleric Feat (Ex)====
===Bonus Cleric Feat ===
At 22nd, 26th, 30th and 34th levels, the Epic Cleric may choose a bonus feat.  This feat must be chosen from Channeling, Item Creation, Magic, or Metamagic feats.
At 22nd, 26th, 30th and 34th levels, the Epic Cleric may choose a bonus feat.  This feat may be anything for which the Cleric meets the prerequisites at the time the feat is chosen.  Clerics are advised, however, to consider at least some metamagic feats, in order to make use of their higher level spells slots, especially at epic levels.




====Divine Favor (Su)====
===Divine Favor (Su)===
At 24th, 28th, and 32nd levels, the Epic Cleric is granted access to another of their God's domains. If their chosen Deity does not normally have that many Domains, or the Cleric does not follow a particular Deity at all, the GM and the player should chose a domain that fits.  All spells and powers are available for immediate use.  Note: The Epic Cleric does not gain any extra domain spell slots per day.  She may choose from a wider array of domain spells, but she still only gets one per day per spell level.  Note that the Epic Cleric table shows Domain spells above ninth level.  These spell slots MUST be used to cast domain spells alone, perhaps bolstered with feats....
At 24th, 28th, and 32nd levels, the Epic Cleric is granted access to another of their God's domains. If their chosen Deity does not normally have that many Domains, or the Cleric does not follow a particular Deity at all, the GM and the player should chose a domain that fits.  All spells and powers are available for immediate use.  Note: The Epic Cleric does not gain any extra domain spell slots per day.  She may choose from a wider array of domain spells, but she still only gets one per day per spell level.  Note that the Epic Cleric table shows Domain spells above ninth level.  These spell slots MUST be used to cast domain spells alone, perhaps bolstered with feats....




====Paragon of Faith (Su)====
===Paragon of Faith (Su)===
At 22nd, 26th, 30th, and 34th levels, the Cleric is a Paragon of Faith, a towering bastion of their Ethos.  Their unshakeable devotion to their Deific mandate manifests itself in various ways.  The Cleric may choose these Paragon Powers in the order they wish, but they will choose all of them if they reach a high enough level.
At 22nd, 26th, 30th, and 34th levels, the Cleric is a Paragon of Faith, a towering bastion of their Ethos.  Their unshakeable devotion to their Deific mandate manifests itself in various ways.  The Cleric may choose these Paragon Powers in the order they wish, but they will choose all of them if they reach a high enough level.



Revision as of 01:57, 4 February 2016