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=Cleric= ===Making a Cleric=== '''[[Yagura:SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex. {| class="wikitable" |+ Table: The Cleric Hit Die: d8 |- ! rowspan="2" | Level ! rowspan="2" | [[Yagura:SRD:BAB|Base<br/>Attack Bonus]] ! colspan="3" | [[Yagura:SRD:Saving Throw|Saving Throw]]s ! rowspan="2" | Special ! colspan="10" | [[#Spells|Spells per Day]]<sup>1</sup> |- ! [[Yagura:SRD:Saving Throw#Fortitude|Fort]] || [[Yagura:SRD:Saving Throw#Reflex|Ref]] || [[Yagura:SRD:Saving Throw#Will|Will]] ! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup> |- |1st|| class="left" | +0 || +2 || +0 || +2 | class="left" | [[#Turn or Rebuke Undead|Turn or Rebuke Undead]] |3||1+1||β||β||β||β||β||β||β||β |- |2nd|| class="left" | +1 || +3 || +0 || +3 | class="left" | |4||2+1||β||β||β||β||β||β||β||β |- |3rd|| class="left" | +2 || +3 || +1 || +3 | class="left" | |4||2+1||1+1||β||β||β||β||β||β||β |- |4th||class="left" | +3 || +4 || +1 || +4 | class="left" | |5||3+1||2+1||β||β||β||β||β||β||β |- |5th||class="left" | +3 || +4 || +1 || +4 | class="left" | |5||3+1||2+1||1+1||β||β||β||β||β||β |- |6th||class="left" | +4 || +5 || +2 || +5 | class="left" | |5||3+1||3+1||2+1||β||β||β||β||β||β |- |7th||class="left" | +5 || +5 || +2 || +5 | class="left" | |6||4+1||3+1||2+1||1+1||β||β||β||β||β |- |8th||class="left" | +6/+1 || +6 || +2 || +6 | class="left" | |6||4+1||3+1||3+1||2+1||β||β||β||β||β |- |9th||class="left" | +6/+1 || +6 || +3 || +6 | class="left" | |6||4+1||4+1||3+1||2+1||1+1||β||β||β||β |- |10th||class="left" | +7/+2 || +7 || +3 || +7 | class="left" | |6||4+1||4+1||3+1||3+1||2+1||β||β||β||β |- |11th||class="left" | +8/+3 || +7 || +3 || +7 | class="left" | |6||5+1||4+1||4+1||3+1||2+1||1+1||β||β||β |- |12th||class="left" | +9/+4 || +8 || +4 || +8 | class="left" | |6||5+1||4+1||4+1||3+1||3+1||2+1||β||β||β |- |13th||class="left" | +9/+4 || +8 || +4 || +8 | class="left" | |6||5+1||5+1||4+1||4+1||3+1||2+1||1+1||β||β |- |14th||class="left" | +10/+5 || +9 || +4 || +9 | class="left" | |6||5+1||5+1||4+1||4+1||3+1||3+1||2+1||β||β |- |15th||class="left" | +11/+6/+1 || +9 || +5 || +9 | class="left" | |6||5+1||5+1||5+1||4+1||4+1||3+1||2+1||1+1||β |- |16th||class="left" | +12/+7/+2 || +10 || +5 || +10 | class="left" | |6||5+1||5+1||5+1||4+1||4+1||3+1||3+1||2+1||β |- |17th||class="left" | +12/+7/+2 || +10 || +5 || +10 | class="left" | |6||5+1||5+1||5+1||5+1||4+1||4+1||3+1||2+1||1+1 |- |18th||class="left" | +13/+8/+3 || +11 || +6 || +11 | class="left" | |6||5+1||5+1||5+1||5+1||4+1||4+1||3+1||3+1||2+1 |- |19th||class="left" | +14/+9/+4 || +11 || +6 || +11 | class="left" | |6||5+1||5+1||5+1||5+1||5+1||4+1||4+1||3+1||3+1 |- |20th||class="left" | +15/+10/+5 || +12 || +6 || +12 | class="left" | |6||5+1||5+1||5+1||5+1||5+1||4+1||4+1||4+1||4+1 |- | class="foot" colspan="16" | # 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="noalt" | colspan="42" class="skill" | '''Class Skills <!-- (2 + [[Yagura:SRD:Intelligence|Int]] modifier per level, ×4 at 1st level)'''<br/> [[Yagura:SRD:Concentration Skill|Concentration]] ([[Yagura:SRD:Constitution|Con]]), [[Yagura:SRD:Craft Skill|Craft]] ([[Yagura:SRD:Intelligence|Int]]), [[Yagura:SRD:Diplomacy Skill|Diplomacy]] ([[Yagura:SRD:Charisma|Cha]]), [[Yagura:SRD:Heal Skill|Heal]] ([[Yagura:SRD:Wisdom|Wis]]), [[Yagura:SRD:Knowledge Skill|Knowledge]] (arcana) ([[Yagura:SRD:Intelligence|Int]]), [[Yagura:SRD:Knowledge Skill|Knowledge]] (history) ([[Yagura:SRD:Intelligence|Int]]), [[Yagura:SRD:Knowledge Skill|Knowledge]] (religion) ([[Yagura:SRD:Intelligence|Int]]), [[Yagura:SRD:Knowledge Skill|Knowledge]] (the planes) ([[Yagura:SRD:Intelligence|Int]]), [[Yagura:SRD:Profession Skill|Profession]] ([[Yagura:SRD:Wisdom|Wis]]), [[Yagura:SRD:Spellcraft Skill|Spellcraft]] ([[Yagura:SRD:Intelligence|Int]]). --><br/> '''Domains and Class Skills'''<br/> [[Yagura:SRD:Animal Domain|Animal Domain]]—[[Yagura:SRD:Knowledge Skill|Knowledge]] (nature) ([[Yagura:SRD:Intelligence|Int]])<br/> [[Yagura:SRD:Plant Domain|Plant Domain]]—[[Yagura:SRD:Knowledge Skill|Knowledge]] (nature) ([[Yagura:SRD:Intelligence|Int]])<br/> [[Yagura:SRD:Knowledge Domain|Knowledge Domain]]—[[Yagura:SRD:Knowledge Skill|Knowledge]] (all skills, taken individually) ([[Yagura:SRD:Intelligence|Int]])<br/> [[Yagura:SRD:Travel Domain|Travel Domain]]—[[Yagura:SRD:Survival Skill|Survival]] ([[Yagura:SRD:Wisdom|Wis]])<br/> [[Yagura:SRD:Trickery Domain|Trickery Domain]]—[[Yagura:SRD:Bluff Skill|Bluff]] ([[Yagura:SRD:Charisma|Cha]]), [[Yagura:SRD:Disguise Skill|Disguise]] ([[Yagura:SRD:Charisma|Cha]]), [[Yagura:SRD:Hide Skill|Hide]] ([[Yagura:SRD:Dexterity|Dex]]) |} ====Class Features==== As a cleric, all of the following are class features. '''Weapon and Armor Proficiency:''' You are proficient with all [[Yagura:SRD:Simple Weapon Proficiency|simple weapons]], with all types of armor ([[Yagura:SRD:Armor Proficiency (Light)|light]], [[Yagura:SRD:Armor Proficiency (Medium)|medium]], and [[Yagura:SRD:Armor Proficiency (Heavy)|heavy]]), and with [[Yagura:SRD:Shield Proficiency|shields]] (except [[Yagura:SRD:Tower Shield Proficiency|tower shields]]). If you choose the [[Yagura:SRD:War Domain|War domain]] you receives the [[Yagura:SRD:Weapon Focus|Weapon Focus]] feat related to your deityβs weapon as a bonus feat. You also proficient with that weapon, regardless of the type of weapon it is. <!-- '''Aura ([[Yagura:SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deityβs [[Yagura:SRD:Alignment|alignment]] (see the [[Yagura:SRD:Detect Evil|detect evil]] spell for details). Clerics who donβt worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment. --> '''<span id="Spells">Spells</span>:''' You cast divine spells, which are drawn from the [[Yagura:SRD:Cleric Spell List|cleric spell list]]. You must choose and prepare your spells in advance (see below). To prepare or cast a spell, you must have a [[Yagura:SRD:Wisdom|Wisdom]] score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + Β½ your caster level + your [[Yagura:SRD:Wisdom|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 [[Yagura:SRD:Wisdom|Wisdom]] score. You also get one [[Yagura:SRD:Cleric Domains|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|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. '''<span id="Deity, Domains, and Domain Spells">Deity, Domains, and Domain Spells</span>:''' Your deity influences <!-- your [[Yagura:SRD:Alignment|alignment]], -->what magic you can perform, your values, and how others see you. You choose [[Yagura:SRD:Cleric Domains|two domains]] from among those belonging to your deity.<!-- You can select an alignment domain (Chaos, Evil, Good, or Law) only if your alignment matches that domain.--> If you are not devoted to a particular deity, you still select two domains to represent your spiritual inclinations and abilities.<!-- The restriction on alignment domains still applies.--> 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:''' <!-- A good cleric (or a neutral cleric of a good deity) --> You can channel stored spell energy into [[:Category:Healing|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 ''[[Yagura:SRD:Cure Spells|cure]]'' spell of the same spell level or lower (a ''[[Yagura:SRD:Cure Spells|cure]]'' spell is any spell with "cure" in its name). If you are a cleric who rebukes undead you instead channel ''[[Yagura:SRD:Inflict Spells|inflict]]'' spells. <!-- An evil cleric (or a neutral cleric of an evil deity), canβt convert prepared spells to ''[[Yagura:SRD:Cure Spells|cure]]'' spells but can convert them to ''[[Yagura:SRD:Inflict Spells|inflict]]'' spells (an ''[[Yagura:SRD:Inflict Spells|inflict]]'' spell is one with βinflictβ in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either ''[[Yagura:SRD:Cure Spells|cure]]'' spells or ''[[Yagura:SRD:Inflict Spells|inflict]]'' spells (playerβs choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below). '''Chaotic, Evil, Good, and Lawful Spells:''' A cleric canβt cast spells of an alignment opposed to his own or his deityβs (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions. --> '''<span id="Turn or Rebuke Undead">Turn or Rebuke Undead</span> ([[Yagura:SRD:Special Abilities Overview#Supernatural|Su]]):''' You have the power to affect undead creatures by channeling the power of your faith through your holy symbol (see [[Yagura:SRD:Turn or Rebuke Undead|Turn or Rebuke Undead]]). <!-- A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity -->You must choose whether your turning ability <!--functions as that of a good cleric or an evil cleric -->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 ''[[Yagura:SRD:Cure Spells|cure]]'' or ''[[Yagura:SRD:Inflict Spells|inflict]]'' spells (see above). You may attempt to turn undead a number of times per day equal to 3 + your [[Yagura:SRD:Charisma|Charisma]] modifier. <!-- With 5 or more ranks in [[Yagura:SRD:Knowledge Skill|Knowledge]] (religion) gets a +2 bonus on turning checks against undead. --> '''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==== 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 ''[[Yagura:SRD:Atonement|atonement]]'' spell description).
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