Cleric

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Go back to Reese's Campaign page.

Yes, it IS Cuthbert's! Thanks for noticing!

Description

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.

Well, that's all changed. Heck, early on the Cleric's best healing is when she wades into a fight right alongside the hard boys in armor and starts busting heads. And that's just the beginning of the Clerical awesome, you better believe it! Channeling, Castigation, Hallowing, Defender of the Faith, Righteous Rebuke, the list of great stuff just goes on and on. Oh, and remember how Clerics always cast some buffs when the fight starts, and then heal after? Not any more! Even the lowliest healing spell is useful in even the biggest fight now. How, you ask?

Play one! Find out! They're awesome!


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: Each character begins play with basic (non-armor) clothing worth 10 gp 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 Ranks Per Level: 2 + Int modifier.


Table: Cleric

Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Aura, channel energy 1d6, domains, orisons, spontaneous casting 3 1+1
2nd +1 +3 +0 +3 Defender of faith, Castigate 4 2+1
3rd +2 +3 +1 +3 Channel energy 2d6 4 2+1 1+1
4th +3 +4 +1 +4 Hallowed Weapon 4 3+1 2+1
5th +3 +4 +1 +4 Channel energy 3d6 4 3+1 2+1 1+1
6th +4 +5 +2 +5 - 4 3+1 3+1 2+1
7th +5 +5 +2 +5 Channel energy 4d6 4 4+1 3+1 2+1 1+1
8th +6/+1 +6 +2 +6 - 4 4+1 3+1 3+1 2+1
9th +6/+1 +6 +3 +6 Channel energy 5d6 4 4+1 4+1 3+1 2+1 1+1
10th +7/+2 +7 +3 +7 - 4 4+1 4+1 3+1 3+1 2+1
11th +8/+3 +7 +3 +7 Channel energy 6d6 4 4+1 4+1 4+1 3+1 2+1 1+1
12th +9/+4 +8 +4 +8 - 4 4+1 4+1 4+1 3+1 3+1 2+1
13th +9/+4 +8 +4 +8 Channel energy 7d6 4 4+1 4+1 4+1 4+1 3+1 2+1 1+1
14th +10/+5 +9 +4 +9 - 4 4+1 4+1 4+1 4+1 3+1 3+1 2+1
15th +11/+6/+1 +9 +5 +9 Channel energy 8d6 4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
16th +12/+7/+2 +10 +5 +10 - 4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
17th +12/+7/+2 +10 +5 +10 Channel energy 9d6 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 - 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 Channel energy 10d6 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 - 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1

Class Features

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.


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).


Spells

A cleric casts divine spells which are drawn from the 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.

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).

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.


Channel Divinity (Su)

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:

1) Channel positive energy to heal the living. (No effect on undead.)

2) Channel positive energy to harm the undead. (No effect on the living.)

3) Channel negative energy to harm the living. (No effect on undead.)

4) Channel negative energy to heal the undead. (No effect on the living.)


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 1d6 points of effect 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 to halve the damage. The DC of this save is equal to 10 + 1/2 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 must be able to present her holy (unholy) symbol to use this ability. A hallowed weapon is also suitable.


Defender of Faith

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".


Hallowed Weapon

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. 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.


Castigate

As a swift action, the cleric uses his Channel Divinity power to trigger Castigate. Until the end of the encounter, the cleric adds their CHA modifier to attack and damage rolls for melee attacks, and all successful melee attacks heal an adjacent ally a number of points equal to the Cleric's WIS modifier.

Special: If the cleric casts any healing spells while Castigate is in effect, the Cleric may also 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 a cleric who has used the Castigate channel ability, and is not triggered by potions or healing from a source other than the cleric.


Domains

A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

New Cleric Feats

Righteous Rebuke (Req. Cleric lvl 3)

While Castigate is in effect, a cleric may slide a foe 1 square after he successfully hits them with a melee attack. Slides can be in any direction and do not provoke attacks of opportunity, as with any forced movement.


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!


Human, base stats: Str 14, Dex 14, Con 14, int 8, Wis 18, Chr 14.

Example Feats

1st Level: Dodge, Mobility. You want to be in the fight and keep up with the hard-shell folks. You'll need these. A lot.

3rd Level: Righteous Rebuke. This is incredibly useful. Holy moly, is this useful.

5th Level: Defensive Combat Training. Because getting eaten sucks.

7th Level: Spell penetration. Damn caster level checks are HARD.

9th Level: Spell focus. Let's see them make THIS saving throw.

11th Level: Selective Channel. Get the kill-o-zap power running in a crowd!

13th Level: Sidestep. This will help a lot to stay adjacent to your allies in a zesty melee.

15th Level: Greater Spell Penetration. Punch it through, baby.

17th Level: Greater Spell Focus. Even harder saves.

19th Level: Spell Perfection. What? Double the effects of four feats on my favorite kill-o-zap spell? YES, PLEASE.


Epic Cleric

Table: Epic Cleric

Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th
21st +15/+10/+5 +12 +6 +12 - 4 5+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 1+1
22nd +15/+10/+5 +12 +6 +12 - 4 5+1 5+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 2+1
23rd +15/+10/+5 +12 +6 +12 - 4 5+1 5+1 5+1 4+1 4+1 4+1 4+1 4+1 4+1 2+1 1+1
24th +15/+10/+5 +12 +6 +12 - 4 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1
25th +15/+10/+5 +12 +6 +12 - 4 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
26th +15/+10/+5 +12 +6 +12 - 4 5+1 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 3+1 3+1 2+1
27th +15/+10/+5 +12 +6 +12 - 4 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 3+1 2+1 1+1
28th +15/+10/+5 +12 +6 +12 - 4 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
29th +15/+10/+5 +12 +6 +12 - 4 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
30th +15/+10/+5 +12 +6 +12 - 4 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4+1 3+1 3+1 2+1
31st +15/+10/+5 +12 +6 +12 - 4 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4+1 3+1 2+1 1+1
32nd +15/+10/+5 +12 +6 +12 - 4 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 3+1 3+1 2+1
33rd +15/+10/+5 +12 +6 +12 - 4 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 3+1 2+1 1+1
34th +15/+10/+5 +12 +6 +12 - 4 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4+1 3+1 2+1 1+1
35th +15/+10/+5 +12 +6 +12 - 4 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 4+1 3+1 2+1
36th Apotheosis

Epic Class Abilities