Cleric

The **Cleric** is a class in *Pathfinder: Kingmaker*.

## Description

In faith and the miracles of the divine, many find a greater purpose.
Called to serve powers beyond most mortal understanding, all priests
preach wonders and provide for the spiritual needs of their people.
**Clerics** are more than mere priests, though; these emissaries of the
divine work the will of their deities through strength of arms and the
magic of their *gods*. Devoted to the tenets of the religions and
philosophies that inspire them, these ecclesiastics quest to spread the
knowledge and influence of their faith. Yet while they might share
similar abilities, **clerics** prove as different from one another as the
divinities they serve, with some offering healing and redemption, others
 judging law and truth, and still others spreading conflict and
corruption. The ways of the **cleric** are varied, yet all who tread these
paths walk with the mightiest of allies and bear the arms of the *gods*
themselves.

## Gameplay

Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction.

Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.

Hit Die: d8.

Skill Ranks per Level: 2 + ½ Int modifier (3 + ½ Int modifier for Ecclesitheurge).

Class Skills: Knowledge (Arcana), Knowledge (World), Lore (Religion), Persuasion.

## Archetypes

* Crusader **,** Herald Caller and Ecclesitheurge

## Class Features

### Weapon and Armor Proficiencies

**Clerics**
 are proficient with all simple weapons, light armor, medium armor, and
shields (except tower shields). Clerics are also proficient with the
favored weapon of their deities.

### Deity Selection

A
 deity, also known as a god or goddess, is a being or force of
incredible power capable of granting its power to mortal beings through
divine magic. A deity is strongly associated with a specific alignment,
several domains, and a plane (typically an *Outer Sphere* plane).

### Domain Selection

A
 cleric's deity influences her alignment, what magic she
 can perform, her values, and how others see her. A cleric chooses two
domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment
matches that domain. Each domain grants a number of *domain powers*, dependent upon the level of the **cleric**.

Clerics as well gain a number of bonus spells. A cleric gains one
 *domain spell slot* for each level of cleric spell she can cast, from 1st
 on up. Each day, a cleric can prepare one of the spells from her two
domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. *Domain spells* cannot be used to cast spells spontaneously.

### Channel Energy

Regardless of alignment, any **cleric** can release a wave of energy by channeling the power of her faith through her *holy (*or *unholy) symbol*. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the **cleric**. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from
channeled energy receive a Will save to halve the damage. The DC of this
 save is equal to 10 + ½ the cleric's level + the cleric's Charisma
modifier. Creatures healed by channel energy cannot exceed their maximum
 hit point total—all excess healing is lost. A cleric may channel energy
 a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity.

### Spells

A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on **Table: Cleric** above. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

#### Orisons

Clerics can cast a number of Orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

#### Spontaneous casting

A good cleric can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

An evil cleric can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).

A neutral cleric can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed.