Cleric

## Basic Features

Base Attack: 3/4

Base Caster: 1          Base Manifester: ½

Base Saves: Average Fortitude / Poor Reflex / Average Will

Hit-Die: D8 (6)

Skill Points: 2+Int

Skill Training: select 3 (Administration, Arcana, Diplomacy, Dweomer, Geo, Sense Motive, Sociology)

Weapon Group Proficiency: 2 (Bow, Flail, Grenade, Mace, Siege, Spear, Sword, Tool, Unarmed) & Deity's Favored

Combat Proficiency: Sunder + Deity's preference

Armor Proficiency: Light, Medium, & Basic

Initiative: Wisdom

Key Attribute Score: Wisdom

Cleric Spell List

Deities

Rituals

Domains

## Spell Progression

### Spells

Learning Spells: The Cleric knows all Cleric spells of circles they have slots for.

Spell Preparation: Each deity has a specified preparation time; during that hour, the Cleric must pray (either at an altar to their deity, or while holding their deity's symbol). The Cleric refreshes their daily spell slots (including domain slots & domain powers) & Channel Energy uses, then prepares a number of spells equal to CL+Wis. Additionally, for each circle they have slots for, the Cleric retrieves all spells with the words "cure" & "inflict" in their names.

Casting Spells: To cast a Cleric spell they have retrieved, the Cleric must expend a spell slot of at least that spell's circle, also expending the action noted in the spell's Cast Time & providing its listed components. To cast a Domain spell from any of their selected domains, the Cleric must expend a Domain slot of at least that spell's circle, also expending the action noted in the spell's Cast Time & providing its listed components (note that Domain spells replace their unpriced components with verbal & divine focus).

Metamagic: While retrieving spells, the Cleric may add the circle adjustment from a metamagic feat they know to a spell's circle to determine the slot needed to retrieve that spell; when casting a spell retrieved this way, they apply the Metamagic feat's effects. The Cleric may apply a Metamagic feat they know to a Domain spell by expending a Domain slot of circle at least equal to spell circle + circle adjustment.

Divine Focus: Your deity's symbol.

## Class Features

**Deity's Code:** Each deity has specific restrictions & guidelines for their followers. Clerics must match their deity's alignment, & those who repeatedly or grossly violate this code lose their Cleric powers (they replace their Cleric levels with Priest levels). Cleric levels may not be gained in service to a deity if the character has Favored levels from another deity, or Priest levels, & spell progression from Cleric levels may not be advanced while having such restricted class levels.

**Domain:** The Cleric chooses a domain from their Deity's list. They may use the domain's granted power, & may cast the domain's spells using domain slots (indicated with a "D" on the Spell Progression chart) or a spell slot of appropriate circle.

**Deific Language:** Gain the *Learn Language* skill trick choosing a language associated with your deity.

**Channel Energy:** A number of times per day equal to 3+Cha (+1 for every 6CL), the Cleric may release positive or negative energy in a 6sq burst centered on themselves. Positive energy deals 1d6 damage per 2CL to [Negative] creatures (Fortitude ½ DC 10+½CL+Cha), & heals living creatures by the same amount. The Cleric may instead target a single Undead within 12sq, which takes damage as above, & gains 1 negative level (Will negates). Negative energy can be released in a burst like positive, healing [Negative] & damaging living creatures, or as a targeted effect against a single Undead, which is healed, & falls under the Cleric’s sway (Will negates). While under this effect, the Undead may not attack the Cleric, may not flee from them, & must succeed at an additional Will save to disobey any command they give it. This ability lasts as long as the Cleric expends one use of Channel each time they retrieve spells.

**Minor Rituals:** The Cleric may cast these spells an unlimited number of times.

**Bonus Feat:** The Cleric selects any Divine feat they qualify for.

**Medium Rituals:** The Cleric may cast these spells an unlimited number of times.

**Weapon Focus, Weapon Specialization, Greater Weapon Focus:** The Cleric gains the listed feat for their deity's favored weapon.

**Major Rituals:** The Cleric may cast these spells an unlimited number of times.

**Swift Orisons:** The Cleric may cast their orisons as though they had "Cast Time: Swift".

**Greater Energy:** Increase the die type of the Cleric's Energy by two steps.

**Automatic Quicken Spell:** The Cleric gains that feat.