Cleric
Cleric
Description: 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.
Hit Dice: 1d8
Proficiencies: Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Shield Proficiency, Weapon Proficiency (Simple)
Skill Points: 2 + Int mod
Class Skills: Concentration, Craft armor, Craft trap, Craft weapon, Heal, Lore, Parry, Persuade, Spellcraft
Primary Saving Throw(s): Fortitude, Will
Base Attack Bonus: +3/4 levels
Requirements
Alignment: Any
Base Attack Bonus: Any
Classes: None
Factions: All
Feats: None
Race: Any
Skills: None
Spellcasting: None
Special Abilities and Feats
Level | Feat(s) |
1 | Two Domains Turn/Rebuke Undead Defensive Casting Spontaneous Cast |
Epic Cleric
Epic Feat Progression: 3
Epic Feats: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Improved Combat Casting, and Planar Turning.
Notes
- Clerics are allowed in every faction.
- Travel is available in all factions .
- Clerics from Ancient Ones may not take the following Domains: Earth, Plant, Water, and Trickery.
- Clerics from The Circle are restricted to the Air, Earth, Fire, Water, Healing, Protection, Sun, Destruction, Travel, Animal and Plant Domains.
- Clerics from the Mystral Ascendancy are restricted to the Death, Destruction, Evil Domain, Knowledge, Magic, Travel, Trickery, and War Domains.
- Clerics from Northern Coalition may not take Evil.
- Clerics from Ragnar's Kin may not take the following Domains: Air, Plant and Sun
- Clerics from Shadow Legion may not take the following Domains: Air, Fire, Good, Plant, and Sun.
- Divine Favor, Divine Power, and many other clerical spells have been changed on Neversummer 4 to shift Clerics' position to that of a party support member.
- Divine Favor, Divine Power always last 1 Turn, extendable.
Spells
Cantrips | 1st level spells | 2nd level spells | 3rd level spells | 4th level spells |
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5th level spells | 6th level spells | 7th level spells | 8th level spells | 9th level spells |