Cleric
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Clerics are the templars and evangelists of the churches of the world. Serving equally as battle chaplains and as pastors that shepherd the various religious flocks that exist, they are the mighty hands of the gods themselves and can be as varied as the aspects of the deities they serve. Acolytes who wield minor bits of divine magic staff most temples but the Clerics are the ones who act as the voice, champions and defenders of the faith.
On the Emblem of Ea, clerics must be aligned with a god. These choices often determine factional allegiances, feat availability and domain and spell availability. Emblem of Ea has no "alignment" clerics, that is to say clerics who draw their divine power by serving abstract ideals. Clerics are rendered into the service of the gods and their divine magic comes from their faith in these gods and willingness to do their will.
Clerics often work closely with inquisitors, paladins and so forth. Certain faiths have close ties with rangers or monks, and the Angorites in particular are known for their barbarians and warriors who serve with the faithful. Other examples may be drawn or assumed from deity theme.
Clerics
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 divine magic, or to lend healing to companions in need.
As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)
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
Class Skills: 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.
The Cleric | |||||||||||||||
Level | Base Attack Bonus | 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 |
* The +1 represents a domain spell slot.
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 deity.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. 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 when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of 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 Energy (Su): Regardless of alignment, any cleric can release a wave of 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 good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels 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).
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. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. 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 + her Charisma modifier. This 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 symbol to use this ability.
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, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Orisons: Clerics can prepare a number of orisons, or 0-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.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric 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).
An evil cleric (or a neutral 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 who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).
Chaotic, Evil, Good, and Lawful Spells: 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.
Bonus Languages: 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.
Domains
Available Deities
Emblem of Ea clerics must select a diety. They cultivate that relationship throughout their entire career, becoming closer in thought, word and deed to their patron.
The Emblem of Ea cultivates a pantheon of unique gods. These gods once existed with physical forms that interacted with the world but an ancient great war destroyed these forms and for the most part, confined them to the heavens. They may still manifest on the material plane through dreams, visions and the occasional proxy or a brief appearance through a simulacrum that represents but a tiny fraction of their whole being, they are content to operate through their servants and followers. Some deities rail against this and seek ways to increase their influence on the world, bypassing the ancient oath. Sworn on the Loom of Creation. Seeming success, on the part of at least one of the greater powers, has recently thrown the pantheon into disarray with epic repercussions upon the mortal world. The fall of one greater power and the ascension of another has ushered in a new era of conflict, uncertainty and opportunities for heroism with foreshadowing of soon coming cataclysmic events.
The table below lists the twenty-one primary gods of the world of Gaea as of our changeover into Pathfinder. Do note that these deities represent true cleric supporting powers. Other faiths, philosophies and divine forces exist in the world but they are often at odds with the true churches, or, kept under them as sub-orders of saints attached to greater powers. The full details of these deities are mentioned elsewhere in the theme files. As a rule of thumb we prefer players to not attempt to be followers of false faiths although fringe faiths that have variant understandings of a given god or group of gods is reasonable. Refer to their individual sections for information on that.
Evil aligned characters are not allowed in character generation as we believe the evil alignments are best used as antagonists. As a result the only evil gods available for clerics are those who exist within alignment step of neutral characters and said characters must justify their choices and religious upbringing while in chargen.
Gods of Good | |||||
Deity | AL | Embodies | Domains & Inquisitions | Relations | The Devoted |
Althea, The Foundation | NG | Compassion, Family, Protection | Good, Healing, Protection, Community | Wife of Daeus, Mother of Eluna, Tarien, and Gilead | Altheans |
Angoron, The Athlete | CG | Valor and Competition, Childbirth, Freedom | Good, Strength, Luck, Chaos, Liberation | Competitor of Kor, Traveling, Lover, and Boasting Companion of Tarien | Angorites |
Daeus, The Knight | LG | Justice, Good Governance, Protection, Good Dragons | Glory, Good, Law, Sun, Nobility | Husband of Althea, Father of Eluna, Tarien, and Gilead, Brother of Maugrim the Fallen | Daeusites |
Eluna, The Seeress | NG | Magic, Dreams, and Wisdom | Knowledge, Magic, Good, Rune | Daughter of Daeus and Althea, Sister to Gilead and Tarien | Elunites |
Gilead, The Hunter | NG | The Hunt and the Wild | Animal, Community, Good, Plant | Son of Daeus and Althea, Brother to Eluna and Tarien; The imprisonment inquisition ability refers primarily to his abilities as a trapper, and capability to capture evil or aberrant aspects | Gileans |
Serriel, The Soldier | LG | Honor and Civilization, Advancement of Society | Good, Law, War, Protection | Birthed after the death of Animus, Unknown, Lover of Vardama | Serrielites |
Tarien, The Trickster | CG | Luck and Travel, Talespinning | Good, Chaos, Trickery, Luck, Travel | Son of Daeus and Althea (the middle child), Traveling and Boasting Companion of Angoron (lover of the same), Father of Deimos (according to legend), Reminds Kor to Have a Sense of Humor (failure so far) | Tarienites |
Gods of Neutrality | |||||
Deity | AL | Embodies | Domains & Inquisitions | Relations | The Devoted |
Ceinara, The Artist | CN | Artistic Inspiration | Charm, Luck, Fire, Chaos, Liberation | Daughter of Dana and Reos | Ceinarans |
Dana, The Earth | TN | The Forces of Nature (She is also known as "The Green Word") | Air, Animal, Plant, Water, Weather | Wife of Reos, Mother of Ceinara | Danan |
Kor, War | CN | War and Chaos, Conflict | Chaos, Glory, Strength, War, Destruction | Competitor with Maugrim and Serriel over the dominion of War, and Angoron like that brother you never wanted | Korites |
Navos, The Historian | LN | History and Self-Perfection | Healing, Knowledge, Rune, Strength, Law | Once close friend of Daeus, distanced now with His new role among the Twilight and loss of Compassion | Navosians |
Rada, The Trader and Sailor | TN | Sea and Travel, Trade and Wealth | Weather, Water, Nobility, Travel | Glub. Glub glub glub. | Radan |
Reos, The Craftsman | LN | Craftsmanship, Artifice, Engineering | Artifice, Earth, Law, Rune | Husband of Dana, Father of Ceinara | Reosian |
Vardama, The Crone and Mortician | LN | Death, Inevitability, and Prophecy | Community, Healing, Knowledge, Repose, Law | Once wife of Thul, Lover of Serriel | Vardaman |
Gods of Evil | |||||
Deity | AL | Embodies | Domains & Inquisitions | Relations | The Devoted |
Caracoroth, The Nightmare | CE | Nightmares, Monsters, and Madness | Evil, Chaos, Animal, Madness | Mad son of Maugrim, Harries Eluna across the sky | Caracorothans |
Deimos, The Betrayer | NE | Betrayal, Secrets, and Corruption | Luck, Trickery, Evil, Charm | Rumored son of Tarien | Deimosan |
Gunahkar, The Destroyer | CE | Chaos, Disaster, and Wrath | Chaos, Destruction, Death, Weather, Evil | Gunahkarans | |
Illotha, The Scourned | NE | Murder, Poison, Envy and Loss | Evil, Death, Knowledge, Rune | Illothans | |
Maugrim, The Tyrant | LE | Tyrrany, Slavery, Pride, Evil Dragons | Evil, Law, War, Strength, Destruction | Husband of Taara, Brother of Daeus | Maugrimites |
Taara, The Avaricious | NE | Cruelty and Greed, Avarice | Evil, Darkness, Magic, Destruction | Wife of Maugrim, Lover to Thul | Taarans |
Thul, The Cannibal | LE | Gluttony, Undeath, Contracts and Cannibalism | Death, Evil, Strength, Trickery, Law | Maddened husband of Vardama, now divorced, Sometime lover of Taara | Thulites |
Starting Kits
Concept | Attributes | Feats and Skills | Frequent Spells | Notes |
Battle-scarred Healer | Wis 16+, Cha 14+ | Key Feats: Selective Channeling, Combat Casting
Recommended Feats: Scribe Scroll Key Skills: Heal, Knowledge/Religion Recommended Skills: Survival |
Bless, Shield of Faith, and similar buffing spells. Channel energy will provide healing, and unused spells may always be converted into healing. | Working in the middle of the ranks, you keep your allies on their feet and guide them in both health and spirit. Your access to buffing and healing spells is unparalleled. You do your fighting primarily through augmenting your allies. When they're brought low, you can quickly patch them up. |
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