Class: Cleric
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Class: Cleric
Cleric
Hit Die: d8
Attack Bonus: 3/4
Skill Points: 2
Prerequisites: None
Proficiencies: Simple Weapons, All Armors, Shields
Skills:
Progression:
Domains:
Air
The Cleric gains a permanent 15% Immunity to Electrical damage.
Animal
The Cleric can summon powerful elementals using the Summon Creature IX spell.
Death
The Cleric can summon a Negative Plane Avatar once per day.
Destruction
The Cleric's Earthquake spell rolls d8 instead of d6 and bypasses +5 Damage Reduction.
Earth
The Cleric casts modified Stoneskin spells:
Evil
The Cleric gains a permanent 20% Immunity to Negative damage and can self-target Aid and Shield of Faith.
Fire
The Cleric gains a permanent 15% Immunity to Fire damage.
Good
The Cleric gains a permanent 20% Immunity to Positive damage and can self-target Bless and Prayer.
Healing
The Cleric gains +1 Regeneration and casts empowered healing spells:
Knowledge
The Cleric gains +13 Spot and +13 Listen.
Magic
The Cleric gains a bonus to Spellcraft equal to CL/3.
Plant
The Cleric can self-target Regenerate.
Protection
The Cleric can cast Divine Protection once per day, which makes the caster disapper to all who fail a Will save equal to 14 + CL + 2*CHA. This effect lasts for 5 + CHA hours and can only be used at CL 6 and above.
The Cleric's Magic Vestment spell can grant up to +5 AC.
Strength
The Cleric can cast Divine Strength once per day, which grants the caster STR equal to CL/4 + CHA up to 12. This effect lasts for 5 + CHA hours and can only be used at CL 6 and above.
The Cleric's Divine Favor spell can grant up to +5 Magical damage.
Sun
The Cleric can use Turn Undead with an added 1d12 to the turning check and 1d20 + 4 to the turned Hit Dice.
Travel
The Cleric is immune to Hold Person and Hold Monster spells.
Trickery
The Cleric can cast Divine Trickery once per day, which grants the caster a bonus to Disable Trap, Hide, Move Silently, Open Locks, Persuade, Search, and Set Trap equal to 4 + CL/2. This effect lasts for 15 + CHA hours and can only be used at CL 6 and above.
Note: This is an Extraordinary Effect, meaning it cannot be dispelled.
War
The Cleric can cast Battle Mastery once per day, which grants the caster DEX and CON equal to CL/5 up to 2, Attack equal to CL/5 up to 4, and Bludgeoning damage equal to CL/5 up to 3. The Cleric also receives Damage Reduction at +5 equal to CL/2 up to 8. This effect lasts for 10 + CHA hours and can only be used at CL 6 and above.
The Cleric's Greater Magic Weapon spell can grant up to +5 Enhancement.
Water
The Cleric gains a permanent 15% Immunity to Cold damage.
Hit Die: d8
Attack Bonus: 3/4
Skill Points: 2
Prerequisites: None
Proficiencies: Simple Weapons, All Armors, Shields
Skills:
- Concentration
- Craft Armor
- Craft Trap
- Craft Weapon
- Heal
- Lore
- Parry
- Persuade
- Spellcraft
Progression:
- Level 1: Turn Undead, Cleric Domain (2)
Domains:
Air
The Cleric gains a permanent 15% Immunity to Electrical damage.
Animal
The Cleric can summon powerful elementals using the Summon Creature IX spell.
Death
The Cleric can summon a Negative Plane Avatar once per day.
Destruction
The Cleric's Earthquake spell rolls d8 instead of d6 and bypasses +5 Damage Reduction.
Earth
The Cleric casts modified Stoneskin spells:
- Stoneskin: Grants 20/+6 Damage Reduction equal to 15 points per level up to 150.
- Greater Stoneskin: Grants 30/+6 Damage Reduction equal to 22 points per level up to 225.
Evil
The Cleric gains a permanent 20% Immunity to Negative damage and can self-target Aid and Shield of Faith.
Fire
The Cleric gains a permanent 15% Immunity to Fire damage.
Good
The Cleric gains a permanent 20% Immunity to Positive damage and can self-target Bless and Prayer.
Healing
The Cleric gains +1 Regeneration and casts empowered healing spells:
- Cure Minor Wounds
- Cure Light Wounds
- Cure Moderate Wounds
- Cure Serious Wounds
- Cure Critical Wounds
- Healing Circle
- Heal
- Mass Heal
Knowledge
The Cleric gains +13 Spot and +13 Listen.
Magic
The Cleric gains a bonus to Spellcraft equal to CL/3.
Plant
The Cleric can self-target Regenerate.
Protection
The Cleric can cast Divine Protection once per day, which makes the caster disapper to all who fail a Will save equal to 14 + CL + 2*CHA. This effect lasts for 5 + CHA hours and can only be used at CL 6 and above.
The Cleric's Magic Vestment spell can grant up to +5 AC.
Strength
The Cleric can cast Divine Strength once per day, which grants the caster STR equal to CL/4 + CHA up to 12. This effect lasts for 5 + CHA hours and can only be used at CL 6 and above.
The Cleric's Divine Favor spell can grant up to +5 Magical damage.
Sun
The Cleric can use Turn Undead with an added 1d12 to the turning check and 1d20 + 4 to the turned Hit Dice.
Travel
The Cleric is immune to Hold Person and Hold Monster spells.
Trickery
The Cleric can cast Divine Trickery once per day, which grants the caster a bonus to Disable Trap, Hide, Move Silently, Open Locks, Persuade, Search, and Set Trap equal to 4 + CL/2. This effect lasts for 15 + CHA hours and can only be used at CL 6 and above.
Note: This is an Extraordinary Effect, meaning it cannot be dispelled.
War
The Cleric can cast Battle Mastery once per day, which grants the caster DEX and CON equal to CL/5 up to 2, Attack equal to CL/5 up to 4, and Bludgeoning damage equal to CL/5 up to 3. The Cleric also receives Damage Reduction at +5 equal to CL/2 up to 8. This effect lasts for 10 + CHA hours and can only be used at CL 6 and above.
The Cleric's Greater Magic Weapon spell can grant up to +5 Enhancement.
Water
The Cleric gains a permanent 15% Immunity to Cold damage.
Rhine Jive Click- Posts : 42
Join date : 2011-03-13
Location : In my profile.
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