Cleric

Class Summary
Alignment: Any Hit dice: d8

Weapon and Armor Proficiencies



 * Feat simpleweaponproficiency.png‎
 * Simple weapons
 * Feat armorproficiency light.png‎
 * Light armor
 * Feat armorproficiency medium.png‎
 * Medium armor
 * Feat armorproficiency heavy.png‎
 * Heavy armor
 * Feat shieldproficiency general.png‎
 * Shields (except tower shields).
 * }
 * Feat shieldproficiency general.png‎
 * Shields (except tower shields).
 * }
 * }

Paths

 * Warpriest of Siberys
 * The Font of Healing
 * Scourge of the Undead

Prestige Enhancements

 * Divine Disciple
 * Radiant Servant
 * Warpriest

Advancement table
Clerics gain additional spell points when they increase level or by having high wisdom, check the tables here. Note that the bonus spell slot granted for spontaneous casting is included in the following table: one spell slot of each level is always reserved for the healing spell of that level (except for the L9 slots).


 * Includes Base SP from Spell point table plus 80 SP from Magical Training free feat.

Level 1

 * Turn Undead (active and passive): This feat allows the character to halt, or at higher levels destroy, undead creatures. The character can do this (3 + their charisma modifier) times per day. While turning undead is an active skill, this feat is passive as it adds to the total amount of turns per day. While enhancements from both Cleric and Paladin stack, as far as number and power of turns, the base number of turns do not stack with each other.


 * Religious Lore (passive): This feat grants represents your knowledge of religion. This feat is received once for every Cleric level.

Level 2
Clerics must select one domain at Cleric level 2. They gain additional feats from that domain at levels 5, 9, and 14.

Spells

 * A Cleric casts divine spells, which are drawn from the cleric spell list.
 * A cleric must choose and prepare his spells in advance (see below).
 * A Cleric automatically prepare Cure spells at their normal levels in addition to spells prepared normally. This does not take up a spell slot.
 * 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 prepare only a certain number of spells of each spell level per day.
 * His base daily spell allotment is given on Table: The Cleric.
 * The efficiency of the different healing spells is discussed at Healing Spells.
 * See also spell usefulness.