Cleric: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 28: | Line 28: | ||
{| border="1" cellpadding="5" style="text-align:center" | {| border="1" cellpadding="5" style="text-align:center" | ||
|- style="Background:Aquamarine" | |- style="Background:Aquamarine" | ||
! 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 | ! Level || width="125" | BAB || Fort || Ref || Will || width="70" | Channel Divinity || 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 | ||
| +0 || +2 || +0 || +2 || Align="Left" | Aura, Channel Divinity | | +0 || +2 || +0 || +2 || 1d6 || Align="Left" | [[#Aura_.28Ex.29|Aura]], [[#Channel_Divinity_.28Su.29|Channel Divinity]], [[Divine Domains]], [[Orisons]], [[Spontaneous Casting]] || 3 || 1+1 || - || - || - || - || - || - || - || - | ||
|- style="Background:WhiteSmoke" | |- style="Background:WhiteSmoke" | ||
! 2nd | ! 2nd | ||
| +1 || +3 || +0 || +3 || Align="Left" | Bonus Cleric Feat, Defender of faith, Castigate || 4 || 2+1 || - || - || - || - || - || - || - || - | | +1 || +3 || +0 || +3 || 1d6 || Align="Left" | Bonus Cleric Feat, Defender of faith, Castigate || 4 || 2+1 || - || - || - || - || - || - || - || - | ||
|- | |- | ||
! 3rd | ! 3rd | ||
| +2 || +3 || +1 || +3 || Align="Left" | | | +2 || +3 || +1 || +3 || 2d6 || Align="Left" | || 4 || 2+1 || 1+1 || - || - || - || - || - || - || - | ||
|- style="Background:WhiteSmoke" | |- style="Background:WhiteSmoke" | ||
! 4th | ! 4th | ||
| +3 || +4 || +1 || +4 || Align="Left" | Hallowed Weapon || 4 || 3+1 || 2+1 || - || - || - || - || - || - || - | | +3 || +4 || +1 || +4 || 2d6 || Align="Left" | Hallowed Weapon || 4 || 3+1 || 2+1 || - || - || - || - || - || - || - | ||
|- | |- | ||
! 5th | ! 5th | ||
| +3 || +4 || +1 || +4 || Align="Left" | | | +3 || +4 || +1 || +4 || 3d6 || Align="Left" | - || 4 || 3+1 || 2+1 || 1+1 || - || - || - || - || - || - | ||
|- style="Background:WhiteSmoke" | |- style="Background:WhiteSmoke" | ||
! 6th | ! 6th | ||
| +4 || +5 || +2 || +5 || Align="Left" | Bonus Cleric Feat || 4 || 3+1 || 3+1 || 2+1 || - || - || - || - || - || - | | +4 || +5 || +2 || +5 || 3d6 || Align="Left" | Bonus Cleric Feat || 4 || 3+1 || 3+1 || 2+1 || - || - || - || - || - || - | ||
|- | |- | ||
! 7th | ! 7th | ||
| +5 || +5 || +2 || +5 || Align="Left" | | | +5 || +5 || +2 || +5 || 4d6 || Align="Left" | - || 4 || 4+1 || 3+1 || 2+1 || 1+1 || - || - || - || - || - | ||
|- style="Background:WhiteSmoke" | |- style="Background:WhiteSmoke" | ||
! 8th | ! 8th | ||
| +6/+1 || +6 || +2 || +6 || Align="Left" | - || 4 || 4+1 || 3+1 || 3+1 || 2+1 || - || - || - || - || - | | +6/+1 || +6 || +2 || +6 || 4d6 || Align="Left" | - || 4 || 4+1 || 3+1 || 3+1 || 2+1 || - || - || - || - || - | ||
|- | |- | ||
! 9th | ! 9th | ||
| +6/+1 || +6 || +3 || +6 || Align="Left" | | | +6/+1 || +6 || +3 || +6 || 5d6 || Align="Left" | - || 4 || 4+1 || 4+1 || 3+1 || 2+1 || 1+1 || - || - || - || - | ||
|- style="Background:WhiteSmoke" | |- style="Background:WhiteSmoke" | ||
! 10th | ! 10th | ||
| +7/+2 || +7 || +3 || +7 || Align="Left" | Bonus Cleric Feat || 4 || 4+1 || 4+1 || 3+1 || 3+1 || 2+1 || - || - || - || - | | +7/+2 || +7 || +3 || +7 || 5d6 || Align="Left" | Bonus Cleric Feat || 4 || 4+1 || 4+1 || 3+1 || 3+1 || 2+1 || - || - || - || - | ||
|- | |- | ||
! 11th | ! 11th | ||
| +8/+3 || +7 || +3 || +7 || Align="Left" | | | +8/+3 || +7 || +3 || +7 || 6d6 || Align="Left" | - || 4 || 4+1 || 4+1 || 4+1 || 3+1 || 2+1 || 1+1 || - || - || - | ||
|- style="Background:WhiteSmoke" | |- style="Background:WhiteSmoke" | ||
! 12th | ! 12th | ||
| +9/+4 || +8 || +4 || +8 || Align="Left" | - || 4 || 4+1 || 4+1 || 4+1 || 3+1 || 3+1 || 2+1 || - || - || - | | +9/+4 || +8 || +4 || +8 || 6d6 || Align="Left" | - || 4 || 4+1 || 4+1 || 4+1 || 3+1 || 3+1 || 2+1 || - || - || - | ||
|- | |- | ||
! 13th | ! 13th | ||
| +9/+4 || +8 || +4 || +8 || Align="Left" | | | +9/+4 || +8 || +4 || +8 || 7d6 || Align="Left" | - || 4 || 4+1 || 4+1 || 4+1 || 4+1 || 3+1 || 2+1 || 1+1 || - || - | ||
|- style="Background:WhiteSmoke" | |- style="Background:WhiteSmoke" | ||
! 14th | ! 14th | ||
| +10/+5 || +9 || +4 || +9 || Align="Left" | Bonus Cleric Feat || 4 || 4+1 || 4+1 || 4+1 || 4+1 || 3+1 || 3+1 || 2+1 || - || - | | +10/+5 || +9 || +4 || +9 || 7d6 || Align="Left" | Bonus Cleric Feat || 4 || 4+1 || 4+1 || 4+1 || 4+1 || 3+1 || 3+1 || 2+1 || - || - | ||
|- | |- | ||
! 15th | ! 15th | ||
| +11/+6/+1 || +9 || +5 || +9 || Align="Left" | | | +11/+6/+1 || +9 || +5 || +9 || 8d6 || Align="Left" | - || 4 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 3+1 || 2+1 || 1+1 || - | ||
|- style="Background:WhiteSmoke" | |- style="Background:WhiteSmoke" | ||
! 16th | ! 16th | ||
| +12/+7/+2 || +10 || +5 || +10 || Align="Left" | - || 4 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 3+1 || 3+1 || 2+1 || - | | +12/+7/+2 || +10 || +5 || +10 || 8d6 || Align="Left" | - || 4 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 3+1 || 3+1 || 2+1 || - | ||
|- | |- | ||
! 17th | ! 17th | ||
| +12/+7/+2 || +10 || +5 || +10 || Align="Left" | | | +12/+7/+2 || +10 || +5 || +10 || 9d6 || Align="Left" | - || 4 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 3+1 || 2+1 || 1+1 | ||
|- style="Background:WhiteSmoke" | |- style="Background:WhiteSmoke" | ||
! 18th | ! 18th | ||
| +13/+8/+3 || +11 || +6 || +11 || Align="Left" | Bonus Cleric Feat || 4 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 3+1 || 3+1 || 2+1 | | +13/+8/+3 || +11 || +6 || +11 || 9d6 || Align="Left" | Bonus Cleric Feat || 4 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 3+1 || 3+1 || 2+1 | ||
|- | |- | ||
! 19th | ! 19th | ||
| +14/+9/+4 || +11 || +6 || +11 || Align="Left" | | | +14/+9/+4 || +11 || +6 || +11 || 10d6 || Align="Left" | - || 4 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 3+1 || 3+1 | ||
|- style="Background:WhiteSmoke" | |- style="Background:WhiteSmoke" | ||
! 20th | ! 20th | ||
| +15/+10/+5 || +12 || +6 || +12 || Align="Left" | - || 4 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 | | +15/+10/+5 || +12 || +6 || +12 || 10d6 || Align="Left" | - || 4 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 || 4+1 | ||
|} | |} | ||
== Class Features == | == Class Features == | ||
=== 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 deity. | |||
=== Bonus Languages === | |||
===Bonus Languages=== | |||
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. | 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. | ||
===Aura (Ex)=== | === Aura (Ex) === | ||
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 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 (Sp)=== | === Spells (Sp) === | ||
Beginning at 1st level, a cleric casts divine spells which are drawn from the | Beginning at 1st level, 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. | 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. | ||
Line 114: | Line 113: | ||
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. | ||
* [[Cleric Spells]] | |||
====Orisons (Sp)==== | ==== Orisons (Sp) ==== | ||
====Spontaneous Casting==== | ==== Spontaneous Casting ==== | ||
Beginning at 1st level, Clerics are able to spontaneously cast some of their spells if they wish to. | Beginning at 1st level, Clerics are able to spontaneously cast some of their spells if they wish to. | ||
Line 132: | Line 133: | ||
====Chaotic, Evil, Good, and Lawful Spells==== | ==== 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. | 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=== | === Divine Domains === | ||
At character creation, a cleric's deity influences her alignment, what magic she can perform, her values, and how others see her, and this is expressed through Divine Domains. | |||
During character creation 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. | During character creation 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. | ||
Line 145: | Line 146: | ||
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. | 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. | ||
* | * [[Divine Domains]] | ||
===Channel Divinity (Su)=== | === 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. | ||
Line 170: | Line 171: | ||
===Bonus Cleric Feat=== | === Bonus Cleric Feat === | ||
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. | 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. | ||
Line 177: | Line 178: | ||
===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. | ||
Line 187: | Line 188: | ||
===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 == | ||
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). | ||