Cleric

The following are changes in the Cleric class from its listing in Paizo material.
===Class Skills===
Trave is added to the Cleric's class skills.
===Belief===
A Cleric must choose a religion and patron deity from the Chaos Dreams setting.
===Class Features===
At 5th, and every 5 levels thereafter, a Cleric gains a bonus feat. This feat must be a faith, magic, or metamagic feat, or any feat which affects their channel energy ability. They must meet the prerequisites for the feat.
Starting at 10th level, a Cleric may call upon their deity for assistance once per day as a standard action. The Cleric describes the assistance they seek, then the DM rolls 1d100. If the result is equal to or lower than (the Cleric's class level), their deity intervenes. The DM chooses the nature of this intervention, usually the effect of a single Cleric or domain spell. When a Cleric successfully calls on their deity's intervention, they cannot use this ability again for 1 week.
At 20th level, a Cleric automatically succeeds on the check to see if their deity intervenes.
Starting at 20th level, once per day a Cleric can take a standard action to become an avatar of their patron deity for 1 minute. While in this state, the Cleric's size is increased by one step (as the spell enlarge person); they are immune to fear effects; they receive a deflection bonus to AC and a bonus to their saves equal to their Charisma modifier; and they gain two additional Avatar Abilities described below, based on their selected Cleric Domains. If the Cleric has less than two selected Domains, they select Domains provided by their patron deity until they have two. These domains only determine what Avatar Abilities the Cleric gains, they do not provide any domain spells or powers. Additionally, the Cleric's appearance changes, either appearing as a direct representation of their deity, or as a larger version of themself with traits associated with their deity. All bonuses of unspecified type from Deific Avatar and Avatar Abilities are profane if the Cleric channels negative energy, or sacred if they channel positive energy.
Additionally, while in this form the Cleric immediately knows if any action they would take will displease their deity. Any violation of a deity's dogma done while in their Avatar form is considered an offense of several times the normal magnitude, and will likely result in serious repercussions.
====Avatar Abilities====
These effects are active as long as you remain in your Deific Avatar form. The save DC of any ability granted by your Deific Avatar form is equal to your channel energy DC, including any abilities that increase that DC, or (20 + your Charisma modifier) whichever is higher or if you do not possess the channel energy ability. If an avatar ability causes you to deal extra damage, that damage is dealt only once per damaging effect per creature. Unless otherwise stated, these are supernatural abilities.
Table 1 — Avatar Abilities
Domain 	Ability
Air 	You gain a fly speed equal to (your land speed + 30 feet) with perfect maneuverability. If you are flying when your Deific Avatar ends, you float gently down to the ground at a rate of (60 ft./round) and take no fall damage upon landing.
Animal 	All Animals are treated as helpful to you, and will obey basic commands you give them in any language so long as they are not overtly dangerous. Trained Animals will obey you only if their master is not present, however their master must succeed at a Handle Animal check opposed by a Charisma check from you or the Animal will refuse to take hostile action against you. This ability does not apply to Animals who see you or your allies take hostile action against them or their allies.
Artifice 	You can instantly identify the properties of any special item you see, and ignore the DR, SR, and Immunity to Magic of all Constructs.
Chaos 	You are under a constant protection from law effect, and any time you damage a Lawful creature, you deal an additional 1d8 damage.
Charm 	Once per round as a swift action, you may use suggestion as a spell-like ability. You cannot target the same creature with this ability more than once per time you use Deific Avatar.
Community 	All intelligent creatures with whom you share a common community, such as a nation, settlement, or organization; are treated as helpful to you. They will provide you basic aid, and assist you with any task, including combat. However, they will not incur great cost to themselves or risk certain death unless they would be otherwise inclined to do so.
Darkness 	You are surrounded by a constant deeper darkness effect, except your allies can see through it as though it were normal light.
Death 	All mindless Undead are treated as helpful to you, and will obey basic commands you give them in any language. Intelligent Undead, or Undead that are controlled by a creature who is present, must make or have their controller make an opposed Charisma check or follow your commands for the duration of your Deific Avatar state. This ability does not apply to intelligent or controlled Undead who see you or your allies take hostile action against them or their allies.
Destruction	Your critical multiplier with all weapons increases by 1. Once per use of your Deific Avatar, you may make a single attack as a standard action. This attack automatically hits and is considered a critical threat.
Erosion 	You ignore the DR, SR, and Immunity to Magic of all Constructs and creatures with the Terran subtype.
Earth 	You are under a constant earth glide effect and can breathe underground. If you are underground when your Deific Avatar ends, you are harmlessly shunted back to the nearest safe space at a rate of (60 ft./round).
Evil 	You are under a constant protection from good effect, and any time you damage a Good creature, you deal an additional 1d8 damage.
Fire 	You are under a constant fire shield (using the warm shield option) effect. All attacks and damaging maneuvers, spells, and/or powers you use (including the fire shield effect from this ability) deal an additional 1d8 fire damage.
Glory 	Your channel energy DC increases by 2. Whenever you damage an Undead, you deal an additional 1d8 damage.
Good 	You are under a constant protection from evil effect, and any time you damage an Evil creature, you deal an additional 1d8 damage.
Healing 	All of your cure spells are treated as if they were maximized. In addition, each allied creature who ends their turn adjacent to you heals (1d6 + your Cha modifier) hit points.
Knowledge 	You automatically succeed when identifying spells and powers you see being cast or manifested, and the first Knowledge check you make each round is treated as though you rolled a minimum of 10.
Law 	You are under a constant protection from chaos effect, and any time you damage a Chaotic creature, you deal an additional 1d8 damage.
Liberation 	You are under a constant freedom of movement effect, and can use liberating command as a spell-like ability at-will.
Luck 	Three times per use of Deific Avatar, you may reroll any d20 roll you make or a creature you can see makes and take the better result. You may use this ability after you know if the roll succeeded or not.
Madness 	Whenever an enemy confused by an effect you create rolls for their actions that round, they roll twice and take your choice of the result. When such a creature babbles incoherently, they sing the praises of your deity, granting all followers of that deity who can hear and see them a +1 sacred or profane bonus to attack and weapon damage rolls for 1 round.
Magic 	You automatically succeed when identifying spells you see being cast, and you add your Charisma modifier to the caster level of all spells you cast.
Noblity 	All allies who can see you get a sacred or profane bonus equal to (your Charisma modifier) to attack rolls and to saves against mind-affecting effects.
Plant 	You may move effortlessly at your base land speed through living plant matter that isn't part of a Plant creature and can breathe while inside such matter. This leaves no tunnel or hole, and doesn't create any ripple or other sign of passage. If you are inside plant matter when your Deific Avatar form ends, you are harmlessly shunted to the nearest safe space at a rate of (60 ft./round). Additionally, mindless Plant creatures are treated as helpful to you and will follow basic commands you give them in any language. This ability doesn't apply to Plants who see you or your allies take hostile action against them or their allies.
Protection 	You are under a constant sanctuary effect, except when you attack a creature the effect is only broken for that specific creature.
Psionics 	You automatically succeed when identifying powers you see being manifested. All attacks and damaging maneuvers, spells, and/or powers you use deal an additional 1d8 psychic damage.
Repose 	You have a 30 ft. fear aura that affects Undead, even creatures that would normally be immune to fear and/or mind-affecting effects. If a creature fails its save against this ability by 5 or more, you may have that creature cower in place instead.
Ruins 	Your attacks ignore the hardness of structures below 20.
Rune 	Wherever you step, and in any empty square affected by your channel energy, you create a blast rune as the domain ability. These runes glow visibly, are only triggered by your enemies, and last as long as you remain in your Deific Avatar form.
Scalykind 	You grow a coat of shining divine scales. These increase your natural armor bonus by +2, and give you spell resistance against non-harmless spells and powers equal to (15 + your Charisma modifier).
Strength 	You are under a constant ant haul effect, and get a sacred or profane bonus to your Strength score equal to (your Charisma modifier).
Sun 	You are surrounded by a constant daylight effect. The bright light radius of this effect damages enemies that are harmed by sunlight, enemies that take penalties in bright light take double those penalties, and all other enemies are dazzled. Allies who would normally be damaged by or take penalties in bright light do not take such damage or penalties.
Travel 	You automatically succeed at any teleportation effect, are immune to the effects of teleport trap, and any Trave check you make is treated as though you rolled a minimum of 10.
Trickery 	When you enter your Deific Avatar form, you may choose to disguise yourself as the avatar of another deity. Creatures who see you in this form must make a Will save or genuinely believe you are a powerful Cleric of that deity. Otherwise, you may choose to be under a constant greater invisibility effect. Only a true seeing effect at a caster level of 20th or higher can see through this disguise or invisibility.
Vermin 	You are surrounded by a swarming 30 ft. mass of Vermin appropriate for your deity. Any enemy who ends their turn in this swarm takes damage equal to (1d8 + your Charisma modifier) and must make a Fortitude save (DC 15 + your Charisma modifier) or be nauseated for 1 round.
Void 	Your Deific Avatar form is impossibly beautiful or horrible. You gain a gaze attack that confuses enemies who fail their Will save for a number rounds equal to (your Charisma modifier). A creature who succeeds their save against this ability becomes immune to its effects during this use of Deific Avatar unless you actively gaze at them.
War 	You automatically succeed when identifying combat feats, extraordinary special attacks, and martial maneuvers you see used; and get a sacred or profane bonus to attack and weapon damage rolls equal to (your Charisma modifier).
Water 	You gain a swim speed equal to (your land speed + 30 ft.) and can breathe underwater. If you are underwater when your Deific Avatar form ends and have a clear path to the surface, you may choose to rise at a rate of (60 ft./round), during which time you can still breathe underwater. Alternatively, when you assume your Deific Avatar form, you may choose to gain the Ice Glide ability of an ice elemental. You can breathe while inside of ice and snow. If you are inside ice or snow when your Deific Avatar ends, you are harmlessly shunted back to the nearest safe space at a rate of (60 ft./round).
Weather 	You ignore any penalties from and are never damaged by natural weather, and are under a constant fickle winds effect, except Tiny and Small flying allied creatures can pass through it.
==Clerics in the World==
===Notable Clerics===
*See Notable Clerics
Category:Classes
Category:Divine Classes