Yagura:SRD:Cleric

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Cleric[edit]

Making a Cleric[edit]

Starting Age: Complex.

Table: The Cleric Hit Die: d8
Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Turn or Rebuke Undead 3 1+1
2nd +1 +3 +0 +3 4 2+1
3rd +2 +3 +1 +3 4 2+1 1+1
4th +3 +4 +1 +4 5 3+1 2+1
5th +3 +4 +1 +4 5 3+1 2+1 1+1
6th +4 +5 +2 +5 5 3+1 3+1 2+1
7th +5 +5 +2 +5 6 4+1 3+1 2+1 1+1
8th +6/+1 +6 +2 +6 6 4+1 3+1 3+1 2+1
9th +6/+1 +6 +3 +6 6 4+1 4+1 3+1 2+1 1+1
10th +7/+2 +7 +3 +7 6 4+1 4+1 3+1 3+1 2+1
11th +8/+3 +7 +3 +7 6 5+1 4+1 4+1 3+1 2+1 1+1
12th +9/+4 +8 +4 +8 6 5+1 4+1 4+1 3+1 3+1 2+1
13th +9/+4 +8 +4 +8 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1
14th +10/+5 +9 +4 +9 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1
15th +11/+6/+1 +9 +5 +9 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
16th +12/+7/+2 +10 +5 +10 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
17th +12/+7/+2 +10 +5 +10 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
  1. In addition to the stated number of spells per day for 1st-through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st. The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.

Class Skills
Domains and Class Skills
Animal DomainKnowledge (nature) (Int)
Plant DomainKnowledge (nature) (Int)
Knowledge DomainKnowledge (all skills, taken individually) (Int)
Travel DomainSurvival (Wis)
Trickery DomainBluff (Cha), Disguise (Cha), Hide (Dex)

Class Features[edit]

As a cleric, all of the following are class features.

Weapon and Armor Proficiency: You are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

If you choose the War domain you receives the Weapon Focus feat related to your deity’s weapon as a bonus feat. You also proficient with that weapon, regardless of the type of weapon it is.

Spells: You cast divine spells, which are drawn from the cleric spell list. You must choose and prepare your spells in advance (see below).

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 your spell is 10 + ½ your caster 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 Table: The Cleric. In addition, you receive bonus spells per day if you have a high Wisdom score. You also get one domain spell of each spell level you can cast, starting at 1st level. When you prepare a spell in a domain spell slot, it must come from one of your two domains (see Deity, Domains, and Domain Spells, below).

You meditate or pray for your spells. You must choose a time at which you must spend 1 hour each day in quiet contemplation or supplication to regain your daily allotment of spells. Time spent resting has no effect on whether you can prepare spells. You may prepare and cast any spell on the cleric spell list, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation.

Deity, Domains, and Domain Spells: Your deity influences what magic you can perform, your values, and how others see you. You 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.

Each domain gives you access to a domain spell at each spell level you can cast, from 1st on up, as well as a granted power. You get the granted powers of both the domains selected.

With access to two domain spells at a given spell level, you prepare one or the other each day in your domain spell slot. If a domain spell is not on the cleric spell list, you can prepare it only in your domain spell slot.

Spontaneous Casting: You can channel stored spell energy into healing spells that you did not prepare ahead of time. You can "lose" any prepared spell that is not a 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). If you are a cleric who rebukes undead you instead channel inflict spells.

Turn or Rebuke Undead (Su): You have the power to affect undead creatures by channeling the power of your faith through your holy symbol (see Turn or Rebuke Undead).

You must choose whether your turning ability can turn and destroy undead creatures, or can rebuke and command such creatures. Once this choice is made, it cannot be reversed. This decision also determines whether you can cast spontaneous cure or inflict spells (see above).

You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier.

Bonus Languages: Your bonus language options include Celestial, Abyssal, and Infernal. These choices are in addition to the bonus languages available because of your race.

Ex-Clerics[edit]

A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).