Cleric

In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.

Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies’ prowess in battle, to vex their foes with magic, or to lend healing to companions in need.


Hit Die: d8.
Starting Gold: 140 gp.


Class Skills
The cleric’s class skills are Autohypnosis (Wis), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Scrutiny (Int/Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks per Level: 4 + Int modifier.


Table: Cleric
Level BAB Fort Ref Will Special Spells per Day
0 1 2 3 4 5 6 7 8 9
1st +0 +2 +0 +2 Channel energy 1d6, domains, faith, orisons, spellbook 3 2
2nd +1 +3 +0 +3 Bonus feat 4 3
3rd +2 +3 +1 +3 Channel energy 2d6 4 3 2
4th +3 +4 +1 +4 4 4 3
5th +3 +4 +1 +4 Channel energy 3d6 4 4 3 2
6th +4 +5 +2 +5 Bonus feat 4 4 4 3
7th +5 +5 +2 +5 Channel energy 4d6 4 5 4 3 2
8th +6 +6 +2 +6 4 5 4 4 3
9th +6 +6 +3 +6 Channel energy 5d6 4 5 5 4 3 2
10th +7 +7 +3 +7 Bonus feat 4 5 5 4 4 3
11th +8 +7 +3 +7 Channel energy 6d6 4 5 5 5 4 3 2
12th +9 +8 +4 +8 4 5 5 5 4 4 3
13th +9 +8 +4 +8 Channel energy 7d6 4 5 5 5 5 4 3 2
14th +10 +9 +4 +9 Bonus feat 4 5 5 5 5 4 4 3
15th +11 +9 +5 +9 Channel energy 8d6 4 5 5 5 5 5 4 3 2
16th +12 +10 +5 +10 4 5 5 5 5 5 4 4 3
17th +12 +10 +5 +10 Channel energy 9d6 4 5 5 5 5 5 5 4 3 2
18th +13 +11 +6 +11 Bonus feat 4 5 5 5 5 5 5 4 4 3
19th +14 +11 +6 +11 Channel energy 10d6 4 5 5 5 5 5 5 5 4 3
20th +15 +12 +6 +12 Herald 4 5 5 5 5 5 5 5 4 4

Class Features
The following are class features of the cleric.

Weapon and Armor Proficiency: Clerics are proficient with simple weapons, armor (light, medium), and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Channel Energy (Su, Wis): Any cleric can release a wave of energy by channeling the power of his faith through his holy symbol (or other icon of faith). This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A cleric’s faith (see below) determines whether they are able to channel positive energy or negative energy. When a cleric channels positive energy can choose to deal damage to undead creatures or to heal living creatures. A cleric that channels negative energy can choose to deal damage to living creatures or to heal undead creatures.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage 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. Creatures healed by channeled energy 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 + your Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include himself in this effect. A cleric must be able to present his holy symbol to use this ability.

Domains: A cleric’s faith influences what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to her faith (see Faiths).

Each chosen domain grants a number of domain powers based on your cleric level. A cleric gains the listed powers from both of her chosen domains. Unless otherwise noted, using a domain power is a standard action (see Domains)

Faith (Ex): A cleric selects a powerful being to worship, this being grants the cleric the ability to cast spells and helps to shape their moral and legal outlook. The faiths of Porphyra include archdevils, demon lords, elemental lords, gods, protean lords, and psychopomp ushers, though only elemental lords and gods are listed in this book. Each faith grants access to a number of domains (which defines their code of conduct), proficiency in a favored weapon, and access to either positive or negative energy for channeling (if both are listed for your faith, you must choose one form). Faiths are listed at the end of this class entry (see Faiths).

Orisons: Clerics can prepare a number of orisons, or 0th-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spells: A cleric casts spells which are drawn from the cleric spell list. The cleric’s spell list consists of all simple spells, all spells with either the positive energy descriptor or the negative energy descriptor (based on your faith), and all the spells that are listed within your faiths domains. A cleric must choose and prepare his 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. His base daily spell allotment is given on Table: Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Cleric spells are stored within their spellbook (often referred to as a prayerbook by the faithful) which must be on hand when he spells are being prepared.

Spellbook: A cleric begins play with a spellbook containing any 0th-level spells plus three 1st-level spells from her spell list. The cleric also selects a number of additional 1st-level spells equal to her Wisdom modifier from her spell list to add to the spellbook. At each new cleric level, she gains two new spells of any spell level or levels that she can cast (based on her new cleric level) for her spellbook. Additionally, at each new spell level she adds her domain spells to her spellbook (including 1st level). At any time, a cleric can also add spells found in other spellbooks to his own (see Magic, p. Magic). A cleric can only add a spell to her spellbook if it is on her spell list.

Spontaneous Casting: As a free action, a cleric may “lose” a prepared spell to cast a spell from her domain, or one with a positive or negative energy descriptor (based on your faith), of equal or lower level.

Bonus Languages: A cleric’s bonus language options include Abyssal, Celestial, Necril, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

Bonus Feat: At 2nd level, and every 4 levels beyond that, a cleric gains an additional feat. The feat may be a Combat feat, Item Creation feat, Metamagic feat, Complex Spell, or Spell Mastery. He must meet the prerequisites for the feat selected.

Herald (Su): You are a true herald of your faith and you are one of your faiths most important figures. You may use each of your domain spells as spell-like abilities—levels 1–3 at will, levels 4–7 three times per day, and levels 8–9 once per day. Every time you cast a spell, you or a single ally within 30 feet heals damage equal to twice the spell level being cast. You may always bypass the DR of one subtype of outsider.


Ex-Clerics
A cleric who grossly violates the code of conduct required by her faith (or accumulates 20 points of disapproval) 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).


Starting Equipment
Below is a starting equipment packs for the clerics based upon their faith.


Archetypes

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