Ultimate Cleric

Ultimate_Cleric

Game Rule Information

Clerics have the following game statistics.

  • Abilities: Same as in Player’s Handbook.
  • Alignment: A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). Exceptions are the clerics of St. Cuthbert (a lawful neutral deity), who may choose only between lawful good and lawful neutral for their alignment.
  • Hit Points per Level: 1d6 + Con modifier.
  • Hit points are maximized at 1st character level.
  • Skill Points per Level: 4 + Int modifier.
  • Skill points are multiplied by 4 at 1st character level.

Class Skills: The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Class Table

       Base            Fort  Ref   Will
Level  Attack Bonus    Save  Save  Save   Special            .
1st    +0              +2    +0    +2     Aura, domain, 
                                          faith, spellcasting
2nd    +1              +3    +0    +3     Order (1st ability)
3rd    +2              +3    +1    +3     -
4th    +3              +4    +1    +4     -
5th    +3              +4    +1    +4     Order (2nd ability)
6th    +4              +5    +2    +5     -
7th    +5              +5    +2    +5     -
8th    +6/+1           +6    +2    +6     Order (3rd ability)
9th    +6/+1           +6    +3    +6     -
10th   +7/+2           +7    +3    +7     Domain
11th   +8/+3           +7    +3    +7     Order (3rd ability)
12th   +9/+4           +8    +4    +8     -
13th   +9/+4           +8    +4    +8     -
14th   +10/+5          +9    +4    +9     Order (3rd ability)
15th   +11/+6/+1       +9    +5    +9     -
16th   +12/+7/+2       +10   +5    +10    -
17th   +12/+7/+2       +10   +5    +10    Order (3rd ability)
18th   +13/+8/+3       +11   +6    +11    -
19th   +14/+9/+4       +11   +6    +11    Domain
20th   +15/+10/+5      +12   +6    +12    Order (3rd ability)

Class Features

All of the following are class features of the cleric.

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with light and medium armors, and shields. Every deity has a favored weapon (see Deities, page 106), and his or her clerics consider it a point of pride to wield that weapon. A cleric who chooses the War domain receives the Weapon Focus feat related to that weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category. See Chapter 5: Feats for details.

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

Domain: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. At 1st level, a cleric chooses domain from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. A domain gives the cleric access to a domain spell at each spell level he can cast, from 1st to 7th, as well as a granted power. At 10th and 19th levels a cleric gains one extra domain from those granted by his deity.

Faith (Su): Every cleric is a devoted servant of his deity, and draws power from this devotion. All of the abilities below (which are all available to every cleric), as well as a number of other abilities, require faith – this means that activating such ability costs 1st or higher level spell. A cleric can only use faith once per round.

  • Re-roll a failed Concentration or Heal check.
  • Stabilize self when on negative hit points (even if unconscious) as a full-round action.
  • Turn Undead as a standard action that does not provoke attacks of opportunity. An evil cleric (or a neutral cleric who worships an evil deity) can rebuke or command undead. All other clerics rebuke or destroy them instead. Regardless of the effect, the general term for the activity is "turning." To turn a single undead within 60 ft., a cleric’s class level + his Charisma modifier minus 1d6 roll must meet or exceed undead’s Challenge Rating (+ turn resistance, if any). A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on his level to determine turning’s potency against undead. If the result is a success, a cleric rebukes the undead. It the result exceeds CR by 10 or more, the undead is destroyed (by good and most neutral clerics) or commanded (by evil ones) instead (no save is allowed). A cleric can also attempt to turn multiple undead at once. By rolling -2d6 instead of -1d6, a cleric can attempt to turn all undead within a cone 30 ft. long.

Rebuked: Turned undead flee from the cleric by the best and fastest means available to them for 1 minute. If they cannot flee, they cower. Destroyed: Undead turns to dust. Ethereal and incorporeal undead turn to glowing dust. Destroyed vampire turns to mist instead. Commanded: A commanded undead is under the mental control of the evil cleric for 1 minute. He must take a standard action to give mental orders to a commanded undead.


Spellcasting: A cleric casts divine spells, which are drawn from the cleric spell list. To learn or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a cleric's spell is 10 + half the cleric's 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 (excluding invocations, see below). The cleric doesn't receive bonus spells per day for having high Wisdom score. Like bard or paladin, a cleric may know a number of spells from each spell level equal to 3 + his Wisdom modifier. It is possible for him to learn spells above that limit, but the costs are high. Cleric's spell slots regenerate at the sunrise (if he can destroy undead) or at dusk (if he can control them). A cleric need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that level. He does not have to decide ahead of time which spells he’ll cast. Cleric does not gain bonus slots for domain spells. Cleric's caster level is equal to his class level.

Spells per day

        Spells per day    Invocations
Level   0 1 2 3 4 5 6 7   C.L.  known
1st     3 1 - - - - - -   1     1
2nd     3 2 - - - - - -   1     2
3rd     4 3 - - - - - -   2     2
4th     4 3 1 - - - - -   2     2
5th     4 3 2 - - - - -   3     3
6th     4 4 3 - - - - -   3     3
7th     4 4 3 1 - - - -   4     3
8th     4 4 3 2 - - - -   4     4
9th     4 4 4 3 - - - -   5     4
10th    4 4 4 3 1 - - -   5     4
11th    4 4 4 3 2 - - -   6     5
12th    4 4 4 4 3 - - -   6     5
13th    4 4 4 4 3 1 - -   7     5
14th    4 4 4 4 3 2 - -   7     6
15th    4 4 4 4 4 3 - -   8     6
16th    4 4 4 4 4 3 1 -   8     6
17th    4 4 4 4 4 3 2 -   9     7
18th    4 4 4 4 4 4 3 -   9     7
19th    4 4 4 4 4 4 3 1   10    7
20th    4 4 4 4 4 4 3 2   10    8

Learning New Spells: A cleric can learn any spell from his list, but doing so is tasking and requires a sacrifice. To learn a spell, a cleric must spend an amount of gold equal to spell's level squared x 50 (or 25 gp in case of 0-level spells). That money is used as an offering to a deity (it should not be gold at all, but instead items of value to the deity that cost that much). In addition, cleric prays for spells in a place sacred to his deity. Prayer must take 1 hour per spell's level (30 minutes for a 0-level spell) and can not be interrupted. If it is, it must be performed again, and the offerings are lost. If a cleric attempts to learn a spell and he already reached his limit of spells known for that level, multiply gold cost by 10. A newly created 1st level cleric knows a number of 1st level spells equal to his Wis bonus and the same number of 0-level spells. Whenever a cleric gains new domain, he can learns spells granted by that domain. If he already can learn this spell because it can be found on the cleric's spell list, instead reduce the gold cost to learn that spell by half.

Prayer Book: Spells are granted by the gods on the term that the cleric remains pious and prays. Every day a cleric must read prayers from his book for 1 hour (this must be done at any point of daytime for clerics who can destroy undead and at any point of nighttime for clerics who can command undead. Praying allows the cleric to please his deity and keep his spellcasting abilities at peek efficiency. For each day the cleric does not study his prayer book, his caster level is reduced by 1 when determining effects of spells, unless he prays with his prayer book for an hour. A cleric can use his prayer book as divine focus.

Invocations: A cleric can cast some spells as invocations. That means that he doesn't need to spend a slot of an appropriate level to cast that spell. Any spell cast as invocation uses reduced caster level, as shown on table: spells per day. A cleric can cast invocations even if he has no slots left. At 1st level, a cleric learns how to cast one 0-level spell from the list below as invocation (provided he knows that spell). At 2nd level and every 3 levels thereafter, a cleric learns how to cast another spell from the list. A cleric can choose a spell he doesn't know yet, but he is unable to cast it until he learns it. He cannot, however, choose a spell he can't yet cast because his class level is too low to access that level of spells. List of spells a cleric can cast as invocations:

  • 0-level - Guidance, Read Magic, Resistance, Virtue
  • 1st level - Bane, Cause Fear, Deathwatch, Divine Favor, Doom, Entropic Shield, Magic Weapon, Shield of Faith
  • 2nd level - Align Weapon, Calm Emotions, Death Knell, Gentle Repose, Shatter, Shield Other, Sound Burst, Status
  • 3rd level - Bestow Curse, Contagion, Dispel Magic, Obscure Object, Searing Light
  • 4th level - Control Water, Poison, Repel Vermin
  • 5th level - Dispel Chaos/Evil/Good/Law, Disrupting Weapon, Flame Strike.

Order

At 2nd level, a cleric must decide what order he belongs to, or, in other words, what is his position and role within his religion. This choice determines special abilities the cleric gets at 2nd level and at every 3 levels thereafter. The orders are: chaplains, exorcists, friars, healers, and zealots.

  • Chaplain: Chaplains are the clerics who serve armed forces of their church. They perform a vital role in battles and holy wars, bolstering troops and protecting them from harm. Chaplain’s place in on the battlefield, and he has many ways to make otherwise feeble combatants strong and turn the tide of the battle.
  • Battle Bless (Su): At 2nd level, all creatures affected by cleric’s bless spell also gain +2 morale bonus on Fortitude saves. When casting bless, a cleric can use Faith to grant fear immunity to bless’ subjects. A cleric adds bless to his spells known for free.
  • Blessing of Protection (Su): At 5th level, all creatures affected by cleric’s bless or aid spells also gain +1 morale bonus on all saving throws. When casting bless or aid, a cleric can use Faith to improve that bonus to +2 for the spell’s duration. A cleric adds aid to his spells known for free.
  • Live and Let Die (Su): At 8th level, a cleric rewarded by his divine patron for helping his allies in battle. For each 10 points of damage a cleric deals to any opponent in a round, a cleric heals all allies within 10 feet of 1 point of damage. If a cleric damages more than one opponent, only the one that took most damage counts for the purpose of this healing.
  • Deliver from Harm (Su): At 11th level, all creatures affected by cleric’s bless or aid spells also gain 5 temporary Hit Points. When casting bless or aid, a cleric can use Faith to improve that value to 15 Hit Points.
  • Ever-Prepared (Ex): At 14th level, a cleric can use Faith as a swift action to gain ability to cast bless as invocation for 10 minutes.
  • Ever-Vigilant (Ex): At 17th level, a cleric can use Faith as a swift action to gain ability to cast aid as invocation for 10 minutes.
  • Blessing of Immortality (Su): At 20th level, all creatures affected by cleric’s bless or aid spells also gain Damage Reduction 5/-. When casting bless or aid, a cleric can use Faith to improved DR to 15/- for the first round of the spell’s duration.
  • Exorcist: Exorcists turn and banish outsiders, employ protections and wards against otherworldly threats, and free people from mind-controlling magic or monsters.
  • Free Will (Ex): At 2nd level, a cleric gains +4 bonus against mind-affecting effects and spells. If under any such effect, a cleric can use Faith to make a new Will save in place of the old failed one. He can attempt this activity even if unconscious or under total control (treat it as sort of divine intervention).
  • Banish the Otherworldly (Ex): At 5th level, a cleric gains +4 competence bonus on Spellcraft checks to correctly identity a Conjuration (calling) or Conjuration (summoning) spell cast by an opponent. In addition, a cleric can use any spell to counterspell a spell from Conjuration (calling) or Conjuration (summoning) subschools (but the spell used by cleric must be of the same or higher level).
  • Exorcism (Su): At 8th level, by touching a creature under effects of a mind-affecting spell or effect, or under a possession (see Book of Vile Darkness), a cleric can use Faith to allow the creature another Will save. If the effect doesn’t allow a Will save the ability has no effect. Using this ability is a full-round action.
  • Expose Lurkers (Su): At 11th level, a cleric can make ethereal and incorporeal creatures within 60 ft. vulnerable to material world threats. If he uses Faith as a free action, all such creatures can be affected by spells and attacks until the end of round as if they didn’t have their respective qualities.
  • Sphere of Preservation (Ex): At 14th level, whenever a cleric casts protection from chaos/evil/good/law or magic circle against chaos/evil/good/law, he can use Faith to double duration and all bonuses granted by the spell.
  • Sterilize Planar Boundary (Su): At 17th level, a cleric makes it hard for other creatures to arrive on his plane. While the cleric is on his native plane, all creatures attempting to enter that plane within 100 feet from the cleric must make level check (character level + d20) against DC equal to cleric’s level +10). If they fail the check, their attempt is unsuccessful (any spells or charges used to do so are expended), and they are forbidden to try again for 1 minute.
  • Free Will of the People (Su): At 20th level, a cleric’s bonus from free will ability expands to all allies within 10 feet. A cleric can use Faith as a immediate action to give all allies within 10 feet immunity to mind-affecting spells and effects for the beginning of his next turn.
  • Friar: Friars are the thinkers and philosophers of divine teachings. By studying deific teachings and dogmas, they unlock wonders of powerful divine magic. Friars spend much time praying, meditating, or otherwise trying to reach their gods.
  • Piety (Su): At 2nd level, a cleric gains +2 insight bonus on saves against divine spells and against spell-like abilities of outsiders. He can also use Faith as a move action to extend this bonus to all allies within 30 feet for 10 minutes.
  • Fasting (Su): At 5th level, a cleric can deprive himself of food to forge his body and mind into a unfailing tool to his deity’s cause. He gains +4 bonus on saves against poison, fatigue, exhaustion, and fear. He can also use Faith as a move action to extend this bonus to all allies within 30 feet for 10 minutes.
  • Aura of Tranquility (Su): At 8th level, a cleric can stop the strife for a short period of time. By using Faith as a full-round action, he can force all creatures within 60 feet (including any creature that enters the area) to cease all hostile actions until the beginning of cleric’s next round. Only creatures with divine ranks are immune to this effect.
  • True Piety (Su): At 11th level, a cleric gains Spell Resistance of 10 + his cleric level against divine spells and against spell-like abilities of outsiders.
  • Share Burden (Ex): At 14th level, whenever a cleric casts a spell with xp cost on a willing subject, he may pay only half the cost and make the subject pay the other half. If the subject doesn’t decide to pay her share, a cleric takes full cost.
  • Deific Agent (Su): At 17th level, a cleric enjoys a great favor his deity expands upon him. When wearing a habit and no armor, a cleric gains deflection bonus to AC equal to half his cleric level + his Charisma modifier (if positive).
  • Revelation (Su): At 20th level, a cleric receives a sudden revelation about his deity’s true nature and goals. By using Faith as a free action, he can cast any domain spell he knows at +2 caster level and +2 DC.
  • Healer: Healer’s goal in service to his deity is to provide protection and healing. Healers are present in all religions, but more common in those of good alignment, since the compassion is large part of those faiths.
  • Healing Trance (Su): At 2nd level, a cleric is rewarded by his deity when helping others. Whenever he successfully casts a spell (or activates a spell-completion item) that heals at least 1 point of damage per cleric level to another character, the cleric gains +1 morale bonus on all checks, rolls, and saves until the end of next round.
  • Remedy (Su): At 5th level, a cleric can heal wounds (her own or those of others) by touch. By using Faith and touching a willing subject as a standard action, he heals a number of hit points equal to his ranks in Heal skill. Remedy can trigger healing trance ability.
  • Burst of Vitality (Su): At 8th level, whenever a cleric successfully casts a spell (or activates a spell-completion item) that heals at least 1 point of damage, the cleric instantly recovers a number of hit points equal to his ranks in Heal skill.
  • A cleric can use Faith to cast a spell from Healing subschool he doesn’t know. He can not cast this spell as an invocation.
  • Invigorate (Su): At 11th level, a cleric is rewarded by his deity when helping others. Whenever he successfully casts a spell (or activates a spell-completion item) that heals at least 1 point of damage per cleric level to another character, the cleric gains +2 bonus on DC of all spells he casts until the end of next round.
  • Timed Heal (Su): At 14th level, a cleric is rewarded by his deity for the time sacrificed to heal others. Whenever he successfully casts a spell (or activates a spell-completion item) that heals at least 1 point of damage to another character, the cleric can use Faith to gain an extra move or swift action in the same round.
  • Greater Healing Trance (Su): At 17th level, a cleric is greatly rewarded by his deity when helping others. Whenever he successfully casts a spell (or activates a spell-completion item) that heals at least 1 point of damage per cleric level to another character, the cleric gains +2 morale bonus on all checks, rolls, and saves for the current and the next 2 rounds.
  • Fountain of Life (Su): At 20th level, a cleric’s body becomes so infused with healing energies that they heal him constantly. A cleric gains fast healing 2. He can use Faith as a free action to increase this ability to 4 for 1 minute.
  • Zealot: Zealots are fanatical followers of their faith. They drive themselves to the state of a frenzy to destroy anyone who doesn’t agree with their outlook. Zealots are stubborn, ardent, and hardly open-minded. To become a zealot, the cleric must be of chaotic, evil, good, or lawful alignment.
  • Zeal (Ex)(Su): At 2nd level, a cleric can enter a fanatical state of mind whenever confronted with a character who disagrees with zealot’s agenda or interferes with his activities. Even if he doesn’t want to enter zeal, a cleric participating in combat must make a Wisdom check (DC 15) each round or activate this ability. While in zeal, a cleric gains +2 morale bonus to Strength, +5 bonus on saves against mind-affecting effects, damage reduction 3/magic, and spell resistance of 5 + cleric level. Those bonuses are the supernatural part of this ability. Every round in this state, a cleric must attempt to attack (in melee) any creature within charge range he perceives as a foe. A zealot who has less than 50% of his Hit Points may exit the state of zeal as a free action once per round by spending one faith point, but if does so, he loses the ability to enter zeal for the next 24 hours.
  • God guides my Hand (Ex): At 5th level, a cleric in zeal gains +1 bonus on all attack rolls. He can use Faith as a free action to improve that bonus to +3 until end of round.
  • Tantrum (Ex): At 8th level, a cleric doesn’t notice his wounds when in religious fervor. When in zeal, he can act normally when on zero or negative hit points and he ignores effects of Strength and Dexterity score damage and drain (those abilities are still reduced, but the zealot ignores those reductions as long as he is in zeal). A cleric still dies at -10 hit points and still becomes disabled when Strength or Dexterity reaches 0, as normal.
  • God be my Judge (Ex): At 11th level, a cleric in zeal is immune to all spells and effects that have increased or specific effect against creatures with specific alignment.
  • God give me Strength (Ex): At 14th level, a cleric in zeal adds +1 to DC of all his spells. He can use Faith as a free action to improve that bonus to +2 until end of round.
  • Madman’s Determination (Su): At 17th level, whenever a cleric in zeal kills an opponent with no less than 2 Hit Dice than him, he restores one 1st level cleric spell slot.
  • Channel Deific Wrath (Su): At 20th level, a cleric can channel his deity’s anger through a melee attack or a spell to make a devastating strike at a foe. By using Faith as a swift action, a cleric chooses a creature within 100 feet and his deity determines if that creature is in conflict with the deity’s religion enough to strike it down (DM’s call). If it is, a cleric adds his class level to attack and damage rolls with next melee attack against that creature or he adds 1/3 his class level to DC and level-dependant effects of next spell he casts that affects that creature (if the spell affects more creatures, this ability makes the spell more potent only against the intended target). If either a melee attack or a spell isn’t performed within 2 rounds, the ability ends.

Epic Cleric

In a typical world, the epic cleric stands as one of his deity’s most elite servants. In an adventure party, he must also stand as the solid center of the group, providing power and assistance to his companions.


Hit Die: d6.

Skill Points at Each Additional Level: 6 + Int modifier.

Cleric
Level      Special          
21st       Faith never fades
22nd       -
23rd       Bonus feat
24th       -
25th       - 
26th       Bonus feat
27th       -
28th       -
29th       Bonus feat
30th       -

Faith Never Fades (Su): An epic cleric gains one extra use of faith per level from 21st level onward. Treat those uses as additional 1st level slots that can be only used to power Faith abilities.

Bonus Feat: An epic cleric gains bonus feat at 23rd level and every 3 levels thereafter (26th, 29th, 32nd, and so on). Whenever he gains a bonus feat from this ability, he may either take an epic feat, or two non-epic feats. The list of available epic feats is same as in Epic Level Handbook.