Good Saves: Fort, Will
Class Features by Level
1: Domain, Energy Alignment, Spontaneous Casting, Turn or Rebuke Undead
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HP/Level: 8 + Constitution Modifier
Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (The Planes), Profession, Spellcraft
Skill Points: 2 + Intelligence Modifier
Starting Feats
Armor Proficiency: Light
Armor Proficiency: Medium
Armor Proficiency: Heavy
Shield Proficiency
Weapon Proficiency: Simple
Spellcasting: Full, Wisdom
Class Features
Domain: All clerics have a domain or a belief which has a deity that grants them their power. A cleric’s domain and deity influence the character's energy alignment, what magic he can perform, his values, and how others see him.
A cleric's domain gives him access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. Cleric's automatically prepare all of their domain spells and they do not count against their allotment of prepared spells.
A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Energy Alignment: A cleric must choose whether to command positive energy or negative energy. A cleric of a good deity automatically commands positive energy while a cleric of an evil deity automatically commands negative energy. A cleric of a neutral deity must choose between the two. Once this choice is made, it cannot be reversed.
Spontaneous Casting: A positive energy cleric automatically prepares Stabilize and all spells with the word "Cure" in them that he is high enough level to cast. A negative energy cleric automatically prepares Bleed and all spells
with the word "Inflict" in them that he is high enough level to cast. These do not count against his allotment of prepared spells.
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A positive energy cleric can turn or destroy undead creatures. A negative energy cleric instead commands such creatures to obey him. A cleric may attempt to turn undead a number of times per day equal to 3 + his Wisdom modifier.
Class Specific Feats
Channel Energy
Prerequisite: Cleric Level 1
Benefit: As an action, you can expend a daily use of your turn undead ability to cause a wave of energy that affects all creatures within a 20' burst of you. A cleric can also choose whether or not to include himself in this effect. You channel either positive energy (which heals the living and damages undead), or negative energy (which heals undead and damages the living) as decided by your energy alignment.
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 Wisdom modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost.
A cleric must be able to present her holy symbol to use this ability.
Selective Channeling
Prerequisite: Cleric Level 1, Channel Energy
Benefit: When you channel energy, you can choose a number of targets in the area of effect up to your Wisdom modifier. These targets are not affected by your channeled energy.