Cleric
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.
| Type | Base class |
| Hit die | d8 |
| Skill points | 2 + Intelligence modifier per level |
| Attack bonus | three quarters - 3 per 4 levels, +15 by level 20 |
| Strong saves | Fortitude and Will |
| Spellcasting | Prepared |
| Alignment | Any |
| Primary ability | Wisdom |
How it works
- Your domains are not fixed at creation. Typing -domain opens a window that swaps one of them for another, and some priests will open the same window for you. A swap that would leave you holding the same domain twice is refused.
- A pure Cleric casts at 3 higher difficulty than the number on the Magic page. Thirty levels of Cleric without being pure is worth 1.
What you gain, level by level
| Level | Gain |
|---|---|
| 1 | Weapon Proficiency (simple), Armor Proficiency (light), Armor Proficiency (medium), Armor Proficiency (heavy), Shield Proficiency, Turn Undead |
| 21 | Epic Cleric |
| 23 | bonus feat (and again every 3 levels to 38) |
| 30 | +1 natural armour |
| 40 | High Priest, +1 natural armour |
Spells
Spells are prepared in advance and spent as they are cast. The casting ability is Wisdom.
How a save is worked out, and what a slot is actually spent on, are on Magic.
Spells a day, by spell level. A level that is not listed has the same allowance as the last one listed above it.
| Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 10 | 2 | - | - | - | - | - | - | - | - |
| 2 | 10 | 3 | - | - | - | - | - | - | - | - |
| 3 | 10 | 3 | 2 | - | - | - | - | - | - | - |
| 4 | 10 | 4 | 3 | - | - | - | - | - | - | - |
| 5 | 10 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6 | 10 | 4 | 4 | 3 | - | - | - | - | - | - |
| 7 | 10 | 5 | 4 | 3 | 2 | - | - | - | - | - |
| 8 | 10 | 5 | 4 | 4 | 3 | - | - | - | - | - |
| 9 | 10 | 5 | 5 | 4 | 3 | 2 | - | - | - | - |
| 10 | 10 | 5 | 5 | 4 | 4 | 3 | - | - | - | - |
| 11 | 10 | 6 | 5 | 5 | 4 | 3 | 2 | - | - | - |
| 12 | 10 | 6 | 5 | 5 | 4 | 4 | 3 | - | - | - |
| 13 | 10 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | - | - |
| 14 | 10 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | - | - |
| 15 | 10 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 | - |
| 16 | 10 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 | - |
| 17 | 10 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 2 |
| 18 | 10 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 | 3 |
| 19 | 10 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 4 |
| 20 | 10 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 5 |
Bonus feat choices
A bonus feat is granted at the levels marked in the table above, and can be spent on any of the following.
As a bonus feat or as an ordinary feat: Armor Skin, Automatic Quicken Spell (any of 3), Automatic Silent Spell (any of 3), Automatic Still Spell (any of 3), Divine Shield of Steel, Epic Spell Focus (any of 8), Epic Spell Penetration, Great Charisma (any of 10), Great Wisdom (any of 10), Greater Spell Focus (any of 8), Improved Combat Casting, Planar Turning.
Class skills
One point per rank instead of two: Concentration, Craft: Harvesting, Craft: Mastery, Craft: Speed, Heal, Lore, Parry, Persuade, Ride, Spellcraft.
Races that favour it
Aasimar (female characters), Azer (female characters), Celestial (female characters), Drow (female characters), Troglodyte (female characters). A character of one of those races who stays single-classed in this one earns extra experience - see Character development.