Cleric

Hit Die:   D8

Class Skills

The cleric’s class skills (and the key ability for each skill) are Administrate (Wis), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Lead (Cha), Profession (Wis), and Spellcraft (Int).

Domains and Class Skills

A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list.

See the following list for a list of what Domains the different goods in Cerilia have: Domains

Skill Points at 1st Level

(2 + Int modifier) Χ4.

Skill Points at Each Additional Level

2 + Int modifier.

Table: The Cleric
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day1
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  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.

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
Alignment

A cleric’s alignment can be as following:
Avani: LG, NG, LN, N, LE, NE
Erik: LG, NG, CG, LN, N, CN
Haelyn: LG, NG, CG, LN, LE
Belinik: LE, NE, CE
Nesirie: LG, NG, CG, LN, N,CN
Seramie: Any
Cuiraecen: NG, N, NE, CG, CN, CE
Eloele: CG, CN, CE
Kriesha: LE, NE, CE
Laerme: LG, NG, CG
Ruornil: LN, N, CN

Weapon and Armor Proficiency

Clerics of:
Avani: are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with no shields.
Erik: are proficient with Axe, Bow, Club, Dagger, Dart, Harpoon, Javelin, Knife, Morning Star, Quarterstaff, Sling, Spear. With leather armor (light), and with wooden shields.
Haelyn: are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
Belinik: are proficient with all simple and martial weapons, with all types of armor (light, medium, and heavy), and with no shields.
Nesirie: are proficient with Dagger, Harpoon, Net, Sling, Spear, Trident, with all types of armor that is leather of scale, and with no shields.
Seramie: are proficient with all simple weapons, with all types of armor (light, medium), and with no shields.
Cuiracaen: are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
Eloele: are proficient with Dagger, Crossbow, Dart, Sling, Knife, Shortsword, with leather armor (light), and with no shields.
Kriesha: are proficient with all simple weapons, with all types of armor (light, medium), and with no shields.
Laerme: are proficient with all simple weapons, with no armor or shields.
Ruornil: are proficient with Dagger, Javelin, Quarterstaff, Sling, Spear, Shortsword, with no armors or shields.

Class Features
Avani: +2 saves vs illusion spells
Erik: Move Silent as Class skill. Spell list is the Druid spell list. Gets Track as a Bonus Feat.
Haelyn: +1 moral bonus on saves vs Fear
Belinik: If War Domain is chosen, as Bonus Feat (instead of the normal power), Weapon Focus (weapon of choice). Turns instead of Rebukes.
Nesirie: Water Breathing once per day 
Seramie: +1 to saves
Cuiracaen: Can spontanious cast Divine Power (as with Cure spells) with any spell of 4th level or higher. Permanent Endure Elements (but vs Cold Only).
Eloele: Move Silent as Class skill. Starting at 5th level, and every 5th level thereafter gain Sneak Attack +1d6. Stack with Rogues Sneak Attack.
Kriesha: Chill Touch once per day.  Also Chill Touch is on the spell list of the caster. Permanent Endure Elements (but vs Cold Only)
Laerme: Burning Hands once per day. Burning Hands on the spell list of the caster. Resist Fire (5)
Ruornil: +1 DC to the divine spells cast when the Moon is Up. Gain a Knowledge Skill as Class Skill. For a cleric who has the Knowledge Domain, gain Skill Focus in one Knowledge skill instead.

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