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Cleric

Image used by permission of Yama Orce.

In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.

Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)

Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The cleric's class skills are 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.

Table: Cleric
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Aura, channel energy 1d6, domains, orisons, spontaneous casting 3 1+1
2nd +1 +3 +0 +3   4 2+1
3rd +2 +3 +1 +3 Channel energy 2d6 4 2+1 1+1
4th +3 +4 +1 +4   4 3+1 2+1
5th +3 +4 +1 +4 Channel energy 3d6 4 3+1 2+1 1+1
6th +4 +5 +2 +5   4 3+1 3+1 2+1
7th +5 +5 +2 +5 Channel energy 4d6 4 4+1 3+1 2+1 1+1
8th +6/+1 +6 +2 +6   4 4+1 3+1 3+1 2+1
9th +6/+1 +6 +3 +6 Channel energy 5d6 4 4+1 4+1 3+1 2+1 1+1
10th +7/+2 +7 +3 +7   4 4+1 4+1 3+1 3+1 2+1
11th +8/+3 +7 +3 +7 Channel energy 6d6 4 4+1 4+1 4+1 3+1 2+1 1+1
12th +9/+4 +8 +4 +8   4 4+1 4+1 4+1 3+1 3+1 2+1
13th +9/+4 +8 +4 +8 Channel energy 7d6 4 4+1 4+1 4+1 4+1 3+1 2+1 1+1
14th +10/+5 +9 +4 +9   4 4+1 4+1 4+1 4+1 3+1 3+1 2+1
15th +11/+6/+1 +9 +5 +9 Channel energy 8d6 4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
16th +12/+7/+2 +10 +5 +10   4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
17th +12/+7/+2 +10 +5 +10 Channel energy 9d6 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11   4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 Channel energy 10d6 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12   4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1
FAQ/Errata

If I have the channel energy ability from more than one class, do they stack?

No—unless an ability specifically says it stacks with similar abilities (such as an assassin's sneak attack), or adds in some way based on the character's total class levels (such as improved uncanny dodge), the abilities don't stack and you have to use them separately. Therefore, cleric channeling doesn't stack with paladin channeling, necromancer channeling, oracle of life channeling, and so on.

[Source]

Class Features

The following are class features of the cleric.

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 deities.

Aura (Ex)

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

Spells

A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. 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 given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare 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.

Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Channel Energy (Su)

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

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. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

  • A complete listing of cleric domains can be found here: Cleric Domains

Spontaneous Casting

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

Bonus Languages

A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

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).

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have fighters as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Table: Alternate Favored Class Bonuses
Race Bonus Source
Paizo
Core Races
Dwarves Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power. APG
Elves Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power. ARG
Gnomes Add +1/2 to the cleric's channeled energy total when healing creatures of the animal, fey, and plant types. ARG
Half-elves Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy. ARG
Half-orcs Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power. ARG
Halflings Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power. APG
Humans Add +1 on caster level checks made to overcome the spell resistance of outsiders. APG
Other Races
Aasimars Add +1/2 to damage when using positive energy against undead or using Alignment Channel to damage evil outsiders. ARG
Dhampir Add +1 to the caster level of any channeling feat used to affect undead. ARG
Drow Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power. ARG
Duergar Add a +1/2 bonus on checks made to craft magic items. ARG
Hobgoblins Add +1/2 to negative energy spell damage, including inf lict spells. ARG
Ifrits Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Fire and creatures with the fire subtype. ARG
Kobolds Add +1 to channel energy damage dealt to creatures denied their Dexterity bonus to AC (whether or not the creature has a Dexterity bonus to AC). ARG
Oreads Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Earth and creatures with the earth subtype. ARG
Sylphs Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Air and creatures with the air subtype. ARG
Tieflings Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders. ARG
Undines Add a +1 bonus on caster level checks to overcome the spell resistance of creatures with the aquatic or water subtype. ARG
3rd Party Publishers
Jon Brazer Enterprises
Fetchling Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Shadows and creatures with the shadow subtype. JBE:BoHRC
Orc Add +1/2 point of fire damage to cleric spell cast that deal fire damage. JBE:BoHRC
Ratfolk Add a +1 bonus on concentration check when casting cleric spells within 5 feet of an ally. JBE:BoHRC
Wayang Add +1/4 to the character's channel resistance. If the cleric does not possess channel resistance, add channel resistance +1/4. JBE:BoHRC
Super Genius Games
Asterions +1 to concentration checks to cast a spell from one of your domains. SGG:HHO
Lapith +1/4 to damage healed or dealt with the channel energy ability. (+1 healing or damage for every four times you select this option.) SGG:HHO
Pipers Increase the radius of your channel energy ability by +1 foot. (+5 foot radius for every five times you select this option.) SGG:HHO

Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements.

Table: Archetypes / Alternate Class Features
Archetype / Alternate Class Feature Class Features Replaced
Class Skills Skill Ranks Per Level BAB Hit Die Weapon & Armor Spells Channel Energy Domains Orisons Spontaneous Casting Bonus Languages
1 3 5 7 9 11 13 15 17 19
Paizo
Cloistered Cleric X X     X C                     C      
Crusader           C                     C      
Divine Strategist             X X X X X X X X X X C      
Ecclesitheurge         C  
 X    
   
    C  
 
Evangelist         C   X       X     X     C   X  
Merciful Healer             C C C C C C C C C C C      
Separatist         C                       X      
Scroll Scholar           C     X               C      
Theologian                                 X      
Undead Lord                                 X      
Animal and Terrain Domains                                 X      
Inquisitions                                 X      
Subdomains                                 X      
Variant Channeling             C C C C C C C C C C        
Racial Archetypes - The following class archetypes are available to members of the listed race.
Fiendish Vessel (Tiefling)             C C C C C C C C C C C      
Demonic Apostle (Drow)             C C C C C C C C C C C      
Forgemaster (Dwarf)             X X X X X X X X X X C      
3rd Party Publishers
4 Winds Fantasy Gaming
Divine Animal Companion                                 X*      
Divine Energy                                 X      
Fire Mountain Games
Unholy Barrister             X X X X X X X X X X C      
Frog God Games
Disciple of Orcus                                        
Kobold Press
Ascetic C C     C                      
  C
 
Charismatic                                
  C  
Enthusiast         C
X                     C      
Exorcist                                 C   C  
Flagelant   C
    C
                     
     
Theosophist C
C
C
C
C
                      C      
Vatic           C
                    C   C
 
Weapon-Sworn         C
X                     C   X  
Wonder Worker                                 C   C
 
Paizo Fans United
Thematic Channeling                                
     
Radiance House
Occult Priest           C                     C   X  
Rite Publishing
Pious Sentinel         C                         C    
Super Genius Games
Blacksnake                                 X      
Cloakfighter                                 X      
Harrier                                 X      
Physical Exemplar                                 X      
Spellhammer                                 X      
Weapon Champion                                 X      
Youxia                                 X      
X=replaced, (X)=optionally replaced, C=changed 1=archetype package 1, 2=archetype package 2
*Must be taken at level 1. Replaces one domain power from one of the cleric's domains.

Archetypes & Other Class Options