Hit Die: d8
Class Skills
The class’s class skills (and the key ability for each skill) are
Skill points at 1st Level: (2 + Int mod) x 4
Skill points at each additional level: 2 + Int mod
Class Features
All of the following are class features of the class.
Weapon and Armour Proficiency: Clerics are proficient with all simple weapons, with light armour and medium armour and with shields (except tower shields).
Healing Hands: Clerics do not need to rely on spells to heal wounded. Clerics have the learnt ability to cure wounds and damage. At each class level the character has a pool of hit points that can be used each day to heal damage. This pool is equal to the following calculation: (10 x class level) + (Cha modifier x Wis modifier). For example a 5th level cleric with a Wis of 16, and a Cha of 14, would be able to heal 56 hps of damage/day.
The pool of hps can be used in different ways –
Healing a worshipper of the same deity: A cleric who heals a follower of their deity heals double the amount of hit points expended. For example Jorin uses 12 hps to heal a follower of his deity. The follower is healed for 24 points of damage.
Healing a non-worshipper of the cleric’s deity: A cleric who heals anyone who is not a follower of his deity heals as many hit points as they use. For example Jorin uses 12 hps to heal a fellow adventurer. The adventurer is healed for 12 points of damage.
Healing a worshipper of a deity opposed to the cleric’s deity: A cleric who heals a follower of a deity opposed to his own heals half hit points for those used. For example Jorin uses 12 hps to heal a follower of a deity opposed to his deity. The follower is healed for 6 points of damage.
Inflicting damage to an opponent: A cleric can make a touch attack to an opponent and expend a number of hit points from their pool to inflict damage upon the opponent. The cleric deals half the hit points used in damage to the opponent. For example Jorin makes a touch attack against an opponent and uses 20 points of his pool. The opponent takes 10 hit points damage.
Clerics of evil deities have the opposite abilities. When damaging an opponent they inflict damage equal to the number of hit points they expended. When damaging an opponent who worships a deity opposed to their own they deal double the damage of hit points they expended. When healing a follower of their deity they heal damage equal to the hit points expended. When healing a follower of another deity, they heal half the amount of hit points expended.
Positive Energy: Clerics of a good deity can invoke positive energy in various ways. The most common method is turning undead. Clerics must be of a certain level to be able to use the other forms of positive energy, which are detailed below.
Turn Undead: Any cleric has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channelling the power of his faith through his holy (or unholy) symbol. 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, forcing them to cower in awe of his power. If your character is a neutral cleric of a neutral deity, you must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once you make this choice, it cannot be reversed.
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Sanctuary: Clerics of 2nd level are able to create a sanctuary buffer around themselves: A cleric who invokes one use of their positive energy can surround themselves in a force similar to the sanctuary spell for a number of rounds equal to their Cha mod.
Temporary save bonus: A cleric who invokes two uses of their positive energy gains a bonus to one of their saves equal to their Cha mod for a number of rounds equal to half their class level rounded down.
Restoring temporary ability damage: A cleric who invokes two uses of their positive energy is able to restore temporary ability damage in the order of 1d4 points (like the restoration, lesser spell).
Purging a person’s system of poisons, disease and illness: A 6th level cleric who invokes three uses of their positive energy is able to purge a person of all poisons. Note this does not heal the damage caused by the poison, but stops any further damage. At 8th level a cleric can invoke four uses of their positive energy to clear away all diseases and illnesses a person may be suffering. Like Positive Energy (poisons) this application does not heal damage caused by the disease, but does stop further damage the disease may cause.
Turn/banish outsiders: At 10th level a cleric can attempt to turn outsiders opposed to their alignment like undead. Good clerics can turn demons and devils, while evil clerics can turn angels. Neutral clerics must choose and then stick with that choice.
A cleric must invoke two uses of their positive energy to attempt to turn an outsider. The check is the same as for turning undead. Like turn undead, if the cleric’s level is double the outsider’s HD, the outsider is banished to their home plane.
Divine Power: At 14th level, a cleric can turn their positive energy into a blast of energy that inflicts divine energy damage. 1d4/level damage is inflcited to targets in a cone-shaped spread up to 30 ft away. A cleric must invoke six uses of their positive energy to turn positive energy into a blast of divine energy that damages others.
Resurrection: At 18th level a cleric may attempt to resurrect someone has has been dead for up to one year. Resurrection requires ten invocations of positive energy. The dead person must be willing to return to the mortal plane. The resurrected person loses one character level, and the cleric cannot do anything bar simple actions for a number of days equal to the resurrected person’s level. During this time the cleric is treated as exhausted and must rest for the time required. Any strenuous activity (fighting, spell casting, using cleric abilities, doing Craft/Perform/Profession checks, etc) in a day adds another day of convalescence before being able to function normally.
The chance to resurrect someone is percentile. The cleric must roll over 95% to resurrect the dead person. The cleric has the following modifiers to add to the roll:
Cleric level as percentile
Wis modifier
Cha modifier
Dead for more than six months -10%
No body, but treasured possessions -20%
Dead for less than one month +5%
For example Jorin, an 18th level cleric with a Wis 18, Cha 16 is attempting to resurrect a colleague who has been dead for 1 week. He adds +30% (+18% level, +4% Wis, +3% Cha, +5% dead less 1 month) to the roll. So a 65 or more will resurrect his dead party member. The party member (Klauritha a 16th mage) loses 1 class level, has half their normal hit points, and is exhausted. Jorin must seek bed rest for 15 days before he is able to function normally.
Extra Turning: At 5th, 12th and 19th levels a cleric gains the Extra Turning feat for free.
The Choice: At 5th level a cleric reaches a turning point in their life and must decide what path their life will take. One week is spent in solitude, where the cleric contemplates their life and where they would like it to take them, in advice received from their deity in the form of dreams. There are three possibilities –
- They can continue like the have been and progress like a standard cleric. Continue to use the cleric progression table.
- They can actively fight on behalf of their faith (Note not all deities will allow this, depending upon their portfolios). The templar gains access to all martial weapons and heavy armour. They do not receive the abilities gained in the standard cleric progression but instead use the Templar progression listed at the end of this section.
- They can become contemplative of their faith. They lose access to the use of medium armour and all simple weapons bar club, light mace, quarterstaff and dagger. They continue with the standard cleric progression, but gain the following abilities:
- Gain access to one other domain known to your deity and gain its granted power. From the three domains, you gain two bonus spells per spell level.
- Choose a favoured domain from the three domains. You can spontaneously cast prepared spells into either cure/inflict spells or the domain spell of each spell level.
- At 12th level, gain one more domain from your deity and its granted power. Now the cleric can cast three bonus spells from the four domains.
- Gain 2 extra skill points per level to be used for Knowledge skills. All Knowledge skills are now class skills for the Contemplative
Templar
The templar is a cleric who has made the choice at 5th level to fight more actively in the name of their faith. They gain access to all martial weapons and heavy armour. They still continue to cast spells, but not at the same rate as the standard cleric, and they still have access to the abilities gained up til 5th level, including the Extra Turning ability.
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Class Level |
Special |
6th |
Favoured Weapon (deity weapon) |
7th |
|
8th |
Bonus Feat |
9th |
Positive energy (divine favor) |
10th |
Weapon Specialisation (deity weapon) |
11th |
|
12th |
Bonus Feat |
13th |
Positive energy (righteous might) |
14th |
|
15th |
|
16th |
Bonus Feat |
17th |
Positive energy (divine power) |
18th |
|
19th |
|
20th |
Bonus Feat |
Positive Energy
Templars gain two new positive energy abilities that their brethren do not have access to.
Divine Favor: A templar who invokes four uses of their positive energy gains the benefits of the divine favor spell.
Righteous Might: A templar who invokes five uses of the positive energy gains the benefits of the righteous might spell.