Cleric

Alignment: A cleric’s alignment must be within one step of her chosen deity, along either the law/chaos axis or the good/evil axis (see Chapter 7 in the Pathfinder Core Rulebook). Characters that select the Heretic of the Faith feat at 1st level and take their first level in Cleric can have their alignment be within two steps of her chosen deity.

Hit Die
: d8

Class Skills

Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier



Fort Ref Will
Level Base Attack Bonus Save Save Save Special Abilities
1st +0 +2 +0 +2 Aura, Bonus Languages, Divine Tools, Domains, Orisons, Spell Energy
2nd +1 +3 +0 +3 Divine Feat
3rd +2 +3 +1 +3 Abiding Allegiance
4th +3 +4 +1 +4 Divine Feat
5th +3 +4 +1 +4 Familiarity With Magic
6th +4 +5 +2 +5 Divine Feat
7th +5 +5 +2 +5 Divine Health
8th +6/+1 +6 +2 +6 Divine Feat
9th +6/+1 +6 +3 +6
10th +7/+2 +7 +3 +7 Divine Feat
11th +8/+3 +7 +3 +7
12th +9/+4 +8 +4 +8 Divine Feat
13th +9/+4 +8 +4 +8 Slippery Mind
14th +10/+5 +9 +4 +9 Divine Feat
15th +11/+6/+1 +9 +5 +9
16th +12/+7/+2 +10 +5 +10 Divine Feat
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11 Divine Feat
19th +14/+9/+4 +11 +6 +11 Divine Resolve
20th +15/+10/+5 +12 +6 +12 Divine Feat, Mystic Union

Class Features

Weapon and Armor Proficiency: 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 deity.

Bonus Languages: A 1st level character with their 1st level in the cleric class includes the options of Ouranosian and Tartarian (the languages of good and evil outsiders, respectively) as part of their options of bonus languages.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).

Divine Tools: At 1st level the cleric gains Divine Channeling and Healing Touch as bonus feats.

Divine Feat: At 2nd and every two levels thereafter level the cleric gains one additional divine feat of her choice that she qualifies for. Though it is not a divine feat, the cleric may select additional channeling as one of her bonus feats.

Domains: 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. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells.

In addition the cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed in the Pathfinder Core Rulebook.

Domain Spells: Clerics of Sarunia do not prepare domain spells; instead they use spell energy to use domain spells as spell-like abilities. In order to use a domain spell as a spell-like ability the cleric needs to have any requisite components necessary on hand and expend an amount of spell energy equal to the spells level times two.

Orisons: All clerics can utilize the most basic of all magical spells. Any 0th level spell is known as an orison. The cleric can use and re-use orisons as often as she wishes, with almost no limit; each orison requires the cleric to expend one point of spell energy.

Clerics know all cantrips automatically and never need to meditate or pray in order to peruse them.

Spell Energy: The cleric receives a pool of spell energy in which she uses to employ orisons, apply metamagic enhancements to her spells and in which to invoke domain spells. The amount of spell energy she has is equal to her character level plus her caster level times two plus her Wisdom modifier +2. As the cleric increases in level so too does her spell energy pool using the aforementioned formula.

Each time the cleric gains access to a new level of spells she gains an extra amount of spell energy equal to that spells level times 2 (+2 points of spell energy at 1st level, +4 at 3rd level, +6 at 5th, etc.). This effect is cumulative per spell level the cleric has access to.

Spells: Clerics casts divine spells which are drawn from the cleric spell list presented in Chapter 10 of the Pathfinder Core Rulebook. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical belief; see chaotic, evil, good, and lawful spells below. 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 shown above on her class table.

In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder Core Rulebook). Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Spells Per Day
Level1st 2nd 3rd 4th 5th 6th 7th8th9th
1st 1
- - - - - - - -
2nd 2
- - - - - - - -
3rd 2
1 - - - - - - -
4th 3
2
- - - - - - -
5th 3
2
1
- - - - - -
6th 3
3
2
- - - - - -
7th 4
3
2
1 - - - - -
8th 4
3
3
2
- - - - -
9th 4
4
3
2
1
- - - -
10th 4
4
3
3
2
- - - -
11th 4
4
4
3
2
1 - - -
12th 4
4
4
3
3
2
- - -
13th 4
4
4
4
3
2
1 - -
14th 4
4
4
4
3
3
2 - -
15th 4
4
4
4
4
3
2 1 -
16th 4
4
4
4
4
3
3 2 -
17th 4
4
4
4
4
4
3 2 1
18th 4
4
4
4
4
4
3 3 2
19th 4
4
4
4
4
4
4 3 3
20th 4
4
4
4
4
4
4 4 4

Abiding Allegiance (Ex): A cleric of 3rd level or higher gains a +2 bonus on saving throws against charm and compulsion effects.

Familiarity With Magic (Ex): At 5th level the cleric gains a +2 competence bonus to all saving throws against spells, spell-like and supernatural abilities (including magic items). Further, she gains a +2 competence bonus to her AC against spells requiring attack rolls. This bonus stacks with the bonus from abiding allegiance.

Divine Health (Ex): At 7th level the cleric is immune to all diseases, including supernatural and magical diseases.

Slippery Mind (Ex): At 13th level the cleric gains the ability to wriggle free from magical effects that would otherwise control or compel her. If the cleric is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Divine Resolve (Su): At 19th level the cleric gains immunity to all charm and compulsion effects. Her mind is her own and no other creature can control her thoughts or actions. Additionally every ally within 10 feet of her gains a morale bonus against charm and compulsion effects equal to one-sixth the clerics base Will save.

Mystic Union: At 19th level you gain Otherworldly as a bonus feat. If you already have Otherworldly you may choose any one other feat that has Otherworldly as a prerequisite including Heritage feats that normally require the character to be 1st level.

Ex-Clerics

A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description). If the cleric does not wish to seek out atonement she may instead pledge her loyalty to a different god, but must first prove her worth before the god allows her to regain what she has lost.

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