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.

Table: The Cleric (Hit Dice: D8)

Level Base Attack Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Aura, channel energy 1d6, domains, orisons 3 1+1
2nd +1 +3 +0 +3
4 2+1
3rd +2 +3 +1 +3 Channel energy 2d6 4 2+1 1+1
4th +3 +4 +1 +4
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

Note: “+1” represents the domain spell slot

Class Skills: Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (lore) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier (but see below).

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 deity.

Clerics of more studious, less warlike deities have the option of trading in their medium armor and shield proficiencies, in order to gain 4 skill points/level instead of only 2/level. Once made, this choice cannot be changed.

Spells: You cast divine spells which are drawn from the cleric spell list. You must choose and prepare your spells in advance. To prepare or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against the spell is 10 + the spell level + your Wisdom modifier.

Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the Table. In addition, you receive bonus spells per day if you have a high Wisdom score.

Clerics meditate or pray for their spells. Choose a set time each day (which cannot be changed thereafter) when you must spend 1 hour each day in quiet contemplation or supplication to regain your daily allotment of spells. You may prepare and cast any spell on the cleric spell list (except those opposed to your deity’s alignment), provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation.

Chaotic, Evil, Good, and Lawful Spells: You can’t cast spells of an alignment opposed to your deity’s (if you have one). Spells associated with particular alignments are indicated by the [chaotic], [evil], [good], and [lawful] descriptors in their spell descriptions.

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

Spontaneous Casting: Clerics of good deities can channel stored spell energy into healing spells that they did not prepare ahead of time. You can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

A cleric who worships an evil deity can’t convert prepared spells to cure spells, but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once you make this choice, it cannot be reversed. This choice also determines whether you channel positive or negative energy (see Channel Energy).

Channel Energy (Su): You can release a wave of energy by channeling the power of your faith through your 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 who worships a good deity channels positive energy, and can choose to deal damage to undead creatures or to heal living creatures. A cleric who worships an evil deity channels negative energy, and can choose to deal damage to living creatures or to heal undead creatures. A cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether to channel positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

When you channel energy, the power manifests in a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on you. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels you possess beyond the first (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 + ½ your cleric level + your Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. You may channel energy a number of times per day equal to 3 + your Charisma modifier. This is a standard action that does not provoke attacks of opportunity. You can choose whether or not to include yourself in this effect. You must be able to present her holy symbol to use this ability.

Domains: Your deity influences your values, and how others see you, and what magic you can perform. Choose two domains from among those belonging to your deity. If you are not devoted to a particular deity, you still select two domains to represent your spiritual inclinations and abilities (subject to GM approval).

Each domain grants a number of domain powers as well as a number of bonus spells. You gain one domain spell slot for each level of cleric spells you can cast, from 1st on up. Each day, you can prepare one of the spells from your two domains in that slot. If a domain spell is not on the cleric spell list, you can prepare it only in an appropriate domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, you gain the listed powers from both of your domains. Powers listed as being gained at a certain level (typically 8th, but sometimes 6th or even 4th) are gained only if your cleric class level (as opposed to your caster level) is greater than or equal to the level listed. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed here.

Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Mabrahoring (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.


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. You cannot thereafter gain levels as a cleric of that god until you atone for your deeds (see the atonement spell description).


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