Cleric: Difference between revisions

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To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.


Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on [[Cleric#Table:_Cleric|Table: Cleric]]. In addition, she receives bonus spells per day if she has a high Wisdom score (see [[Ability_Scores#Table:_Ability_Modifiers_and_Bonus_Spells|Table: Ability Modifiers and Bonus Spells]]).


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) ====
==== Orisons (Sp) ====
Beginning at 1st level, Clerics can prepare a number of Orisons, or 0-level spells, each day, as noted on [[Cleric#Table:_Cleric|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.
Beginning at 1st level, Clerics can prepare a number of Orisons, or 0-level spells, each day, as noted on [[Cleric#Table:_Cleric|Table: Cleric]] under the column "0th." These spells are treated like any other spell, but they are not expended when cast and may be used again.


==== Spontaneous Casting (Sp) ====
==== Spontaneous Casting (Sp) ====
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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.


A cleric can choose to channel positive energy and can choose to deal damage to undead creatures or to heal living creatures. Alternatively,a cleric can choose to channel negative energy and can choose to deal damage to living creatures or to heal undead creatures.  Thus, each time the Cleric chooses to Channel Divinity, she has four options to choose from:
A cleric can choose to channel positive energy and can choose to deal damage to undead creatures or to heal living creatures. Alternatively,a cleric can choose to channel negative energy and can choose to deal damage to living creatures or to heal undead creatures.  Thus, each time the cleric chooses to Channel Divinity, she has four options to choose from:


* 1) Channel positive energy to heal the living. (No effect on undead.)
* 1) Channel positive energy to heal the living. (No effect on undead.)
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This ability cannot distinguish between ally and enemy without the addition of certain feats (e.g. Selective Channel).  
This ability cannot distinguish between ally and enemy without the addition of certain feats (e.g. Selective Channel).  


Channeling divinity causes a burst effect in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to the Cleric's Wisdom modifier plus 1d6 points of effect at first level plus 1d6 points of effect for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save for half damage. The DC of this save is equal to 10 + ½ the cleric's level + the cleric's Charisma modifier. Creatures healed by channel divinity cannot exceed their maximum hit point total -- all excess healing is lost.   
Channeling divinity causes a burst effect in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to the cleric's Wisdom modifier plus 1d6 points of effect at first level plus 1d6 points of effect for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save for half damage. The DC of this save is equal to 10 + ½ the cleric's level + the cleric's Charisma modifier. Creatures healed by channel divinity 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 + her Charisma modifier. Channeling is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. Channeling is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
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=== 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 Wisdom 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 [[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 Wisdom modifier.  A cleric who uses the [[Aid Another]] action in combat to grant a bonus to an ally counts as attacking for purposes of Castigate's healing ability.   


: '''Special:''' If the cleric casts any healing spells while Castigate is in effect, the Cleric may also [[Types_of_Movement#Forced_Movement|slide]] the target ally or allies, if willing, up to 5 feet per die of healing granted. Healing spells or abilities which do not grant one or more dice of healing (e.g. heal a fixed amount, etc.) do not benefit from this effect. Slides can be in any direction and do not provoke attacks of opportunity, as with any forced movement. This bonus effect is only triggered by memorized or spontaneously cast spells from a cleric who is running the Castigate channel ability, and is not triggered by potions or healing from any source other than the cleric. Note that this slide does not require the target ally to be injured to work!
: '''Special:''' If the cleric casts any healing spells while Castigate is in effect, the cleric may also [[Types_of_Movement#Forced_Movement|slide]] the target ally or allies, if willing, up to 5 feet per die of healing granted. Healing spells or abilities which do not grant one or more dice of healing (e.g. heal a fixed amount, etc.) do not benefit from this effect. Slides can be in any direction and do not provoke attacks of opportunity, as with any forced movement. This bonus effect is only triggered by memorized or spontaneously cast spells from a cleric who is running the Castigate channel ability, and is not triggered by potions or healing from any source other than the cleric. Note that this slide does not require the target ally to be injured to work!


=== 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. 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.
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.


== Ex-Clerics ==
== Ex-Clerics ==
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===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 unshakable 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 unshakable 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.


:'''Intense Channeling'''
:'''Intense Channeling'''
:The Cleric may add their Cleric level to the die result of their Channel Divinity rolls as a bonus to the effect.  The Cleric may also choose to reduce the area of effect to a single creature, and if they do, they count all dice rolled as their highest possible result.  Furthermore, the Cleric now adds their Wis mod to the saving throw DC of their Channeling.
:The cleric may add their cleric level to the die result of their Channel Divinity rolls as a bonus to the effect.  The cleric may also choose to reduce the area of effect to a single creature, and if they do, they count all dice rolled as their highest possible result.  Furthermore, the cleric now adds their Wisdom modifier to the saving throw DC of their Channeling.


:'''The Firm Hand of Forgiveness'''
:'''The Firm Hand of Forgiveness'''
:For one round in each encounter, the Cleric may Smite their enemies.  They add their Wisdom mod to their to-hits against one creature they designate, and add their Cleric level to their damage for all attacks against that foe, bypassing DR.  Their Armor Class does not improve, but rather, while using the Firm Hand, if their Castigate is active, the healing they give out on each successful attack is also increased by their Cleric level.
:For one round in each encounter, the cleric may Smite their enemies.  They add their Wisdom modifier to their to-hits against one creature they designate, and add their cleric level to their damage for all attacks against that foe, bypassing DR.  Their Armor Class does not improve, but rather, while using the Firm Hand, if their Castigate is active, the healing they give out on each successful attack is also increased by their cleric level.


:'''Hearth and Home'''
:'''Hearth and Home'''
:The Cleric may now count any creature with the Outsider or Aberration type as undead for all purposes.  Their Channel now harms or heals them, feats versus undead now affect them, etc.
:The cleric may now count any creature with the Outsider or Aberration type as undead for all purposes.  Their Channel now harms or heals them, feats versus undead now affect them, etc.


:'''The Confessor'''
:'''The Confessor'''
:The Cleric may now activate Castigate as an immediate action and it no longer costs a use of her Channel Divinity ability.  In addition, all of their Blessings (Bless, Prayer, Protection from Evil/Good/Law/Chaos, Bless Weapon, Shield of Faith, etc) add +2 points of effect.
:The cleric may now activate Castigate as an immediate action and it no longer costs a use of her Channel Divinity ability.  In addition, all of their Blessings (Bless, Prayer, Protection from Evil/Good/Law/Chaos, Bless Weapon, Shield of Faith, etc) add +2 points of effect.

Revision as of 02:49, 9 September 2017