Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.
Lvl | BAB | Saves | Feats | HP | Base spells per day | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||
1st | +0 | +2 | +0 | +2 | Turn undead, Domains | 8 | 3 | 2 | — | — | — | — | — | — | — | — | |
2nd | +1 | +3 | +0 | +3 | 16 | 4 | 3 | — | — | — | — | — | — | — | — | ||
3rd | +2 | +3 | +1 | +3 | 24 | 4 | 3 | 2 | — | — | — | — | — | — | — | ||
4th | +3 | +4 | +1 | +4 | 32 | 5 | 4 | 3 | — | — | — | — | — | — | — | ||
5th | +3 | +4 | +1 | +4 | 40 | 5 | 4 | 3 | 2 | — | — | — | — | — | — | ||
6th | +4 | +5 | +2 | +5 | 48 | 5 | 4 | 4 | 3 | — | — | — | — | — | — | ||
7th | +5 | +5 | +2 | +5 | 56 | 6 | 5 | 4 | 3 | 2 | — | — | — | — | — | ||
8th | +6/+1 | +6 | +2 | +6 | 64 | 6 | 5 | 4 | 4 | 3 | — | — | — | — | — | ||
9th | +6/+1 | +6 | +3 | +6 | 72 | 6 | 5 | 5 | 4 | 3 | 2 | — | — | — | — | ||
10th | +7/+2 | +7 | +3 | +7 | 80 | 6 | 5 | 5 | 4 | 4 | 3 | — | — | — | — | ||
11th | +8/+3 | +7 | +3 | +7 | 88 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | — | — | — | ||
12th | +9/+4 | +8 | +4 | +8 | 96 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | — | — | — | ||
13th | +9/+4 | +8 | +4 | +8 | 104 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | — | — | ||
14th | +10/+5 | +9 | +4 | +9 | 112 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | — | — | ||
15th | +11/+6/+1 | +9 | +5 | +9 | 120 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | — | ||
16th | +12/+7/+2 | +10 | +5 | +10 | 128 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | — | ||
17th | +12/+7/+2 | +10 | +5 | +10 | 136 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | ||
18th | +13/+8/+3 | +11 | +6 | +11 | 144 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | ||
19th | +14/+9/+4 | +11 | +6 | +11 | 152 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | ||
20th | +15/+10/+5 | +12 | +6 | +12 | 160 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 5 |
Turn Undead: With this feat, the character can force undead to flee in terror. This ability may be activated three times per day, plus the character's charisma modifier. The character's level and charisma are used to determine how many undead are turned.
Cleric Domains: A cleric must choose two domains of their patron deity, gaining all benefits and spells of both. They cannot pick a domain outside of their deity's list.
Bonus feats: The epic cleric gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, and 29.
Epic cleric bonus feats: armor skin, automatic quicken spell, automatic silent spell, automatic still spell, epic spell focus, epic spell penetration, great wisdom, greater spell focus, improved combat casting, planar turning