Clerics, priests, and rabbis—a dozen names scattered across many cultures—started simply as followers of a faith. Through the majority, they channel no divine power. Some dedicate their entire lives to the pursuit of their faith, and receive no blessings or rewards for their piety. Meanwhile, a scarce few do. Not only that, but a few with no official standing in the church, ones never ordained, or even ones defrocked, may be sanctified with an astounding power. They believe the magic they cast comes from a power above. They believe themselves blessed with an embodiment of their god's will. All their power stems from within. In various religions, these unique individuals go by special titles: Saint, guru, sant, bhagat, arhat, paramahamsa, mahatmas, or tzadik.

Their spells require virtually no actions from the caster. Clerics must adhere to the canon of their faith or else lose the gift of spellcasting their Faith invests in them. The variety of clerics and priests in the world are as wide as the faiths they worship.

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 a Higher power through strength of arms and the magic of their Faith. 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 their honor in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their Faith, 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. The vast majority of clerics revere a specific Faith, a few revere a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction.

Alignment: Any.

Hit Die: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp)

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.

The Cleric Spells per Day 1
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 Level 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Channel energy 1d6, Turn or rebuke undead 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 5 3+1 2+1
5th +3 +4 +1 +4 Channel energy 3d6 5 3+1 2+1 1+1
6th +4 +5 +2 +5 5 3+1 3+1 2+1
7th +5 +5 +2 +5 Channel energy 4d6 6 4+1 3+1 2+1 1+1
8th +6/+1 +6 +2 +6 6 4+1 3+1 3+1 2+1
9th +6/+1 +6 +3 +6 Channel energy 5d6 6 4+1 4+1 3+1 2+1 1+1
10th +7/+2 +7 +3 +7 6 4+1 4+1 3+1 3+1 2+1
11th +8/+3 +7 +3 +7 Channel energy 6d6 6 5+1 4+1 4+1 3+1 2+1 1+1
12th +9/+4 +8 +4 +8 6 5+1 4+1 4+1 3+1 3+1 2+1
13th +9/+4 +8 +4 +8 Channel energy 7d6 6 5+1 5+1 4+1 4+1 3+1 2+1
14th +10/+5 +9 +4 +9 Holy Gift (Level 1) 6 5+1 5+1 4+1 4+1 3+1 3+1
15th +11/+6/+1 +9 +5 +9 Channel energy 8d6 6 5+1 5+1 5+1 4+1 4+1 3+1
16th +12/+7/+2 +10 +5 +10 6 5+1 5+1 5+1 4+1 4+1 3+1
17th +12/+7/+2 +10 +5 +10 Channel energy 9d6, Holy Gift (Level 2) 6 5+1 5+1 5+1 5+1 4+1 4+1
18th +13/+8/+3 +11 +6 +11 6 5+1 5+1 5+1 5+1 4+1 4+1
19th +14/+9/+4 +11 +6 +11 Channel energy 10d6 6 5+1 5+1 5+1 5+1 5+1 4+1
20th +15/+10/+5 +12 +6 +12 Holy Gift (Level 3) 6 5+1 5+1 5+1 5+1 5+1 4+1

1 In addition to the stated number of spells per day for 1st- through 9th-level spells, a cleric gets a domain spell for each spell
level, starting at 1st.
The “+1” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive
for having a high Wisdom score.

Class Features

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 the detect evil spell for details).

Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below. A cleric must choose and prepare his spells in advance (see below).

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. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Faith in Amethyst, below).

A cleric meditates or prays for his spells. Each cleric must choose a time at which he must spend in quiet contemplation or prayer dictated by his faith to regain his 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 he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

All cleric spells have somatic components.

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 and Domain Spells: A cleric chooses two domains. If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

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.

Spontaneous Casting
A good cleric (or a neutral cleric) 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 can convert spells to either cure spells or inf lict 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).

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.

A cleric who grossly violates the code of conduct required by their Faith loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. They cannot thereafter gain levels as a cleric until they atone for their deeds (see the atonement spell description).

Holy Gift: At levels 14, 17, and 20, the cleric is bequeathed a great reward for loyalty and faith. This is bestowed in the form of a unique power exclusive to clerics. He may activate this ability once per day. The spell-like effect requires no components to cast other than somatic (unless stated otherwise in the description). The spell(s) are replicated exactly as detailed in the Players Handbook. A cleric cannot apply any metamagic feats to the spell effects of Holy Gift.

Saving throws against these effects are wisdom based. The 14th level ability is counted as spell level 7, the 17th level ability is counted as level 8, and the level 20th ability is counted as level 9.

At 14th level, the cleric may choose one of the following spell-like abilities.

Blasphemous aura: The cleric channels the power of his dark god to force his shadow to not only envelop his form, but expand out as a growing mass where light refuses to settle. The swelling shadow creeps up the legs of others, seeping through their armor and soul. Creatures within feel the corrupt thoughts of the caster flowing into their minds, wracking their bodies in pain, drawing out the very essence of their psyche. This effect replicates the Blasphemy spell in all respects. It also generates a protection from Good in the same radius per the spell. It is an evil ability.

Exorcism: The cleric demands that any influence evil holds on another to be severed. The cleric infuses the target with a greater light so intense, any effects caused by evil are washed away. The target feels stronger; the will of their soul returns to them. This replicates Greater Restoration in all respects except it also removes curses and diseases and any possession from charm or dominate person.

Faith Healer: By just placing his hand on an injured creature, the cleric directs his aura to re-grow severed limbs, heal any injury, and imbue the subject with an overall feeling of wellness. Those witnessing or receiving this great gift usually stop cursing the god or gods in general. This replicates Regenerate in all respects. It also casts Heal on the target.

Light of Creation: A cleric grows with an inner power so tremendous it explodes brilliantly from his symbol or his very core spirit. This light washes like a wave across those nearby, restoring their bodies of virtually any injuries. Brothers near death rise up, ready to believe and convert if not already. This effect replicates Cure Serious Wounds, Mass in all respects. The targets are also blessed (per the spell). This is a
good ability.

Wave of Death: A cleric waves his palm to his enemies. A shield rises in the sky, and those affected see the sun blotted out. Within the darkness, a great claw drops from the eclipse, reaching into their bodies and gripping their heart. A cold grasp is the last most ever feel. This replicates Inflict Serious Wounds, Mass in all respects. The cleric also receives Death Knell (per the spell) if a target is killed by this action. This is an evil ability.

Word of God: The cleric whispers or screams a chant in a language foreign to all, sounding more like gibberish than anything else. His words echo even in the smallest rooms. Evil creatures hearing the word scream in pain as the word's very presence eats away at their existence. This replicates Holy Word in all respects. The area is also consecrated. This is a good ability. At level 17, the Cleric may also choose one of the following spell-like effects:

Avatar: The cleric glows with a brilliance reserved usually only for deities and angels. For a brief moment, the holy character acts as a surrogate for the divine, raising his power and the wills of those around him. Most denizens of darkness can neither approach nor even look at the cleric in this state. They shield their eyes and run screaming from the avatar. This replicates Holy Aura in all respects. All allies within the range of the aura also gain Align Weapon (per spell) to all their weapons. This is a good ability.

Call Down the Sun: The cleric calls to the sun above and appears to drag it down into his grasp. The sun vanishes from the sky, draping those in darkness. A second later, the star explodes barely a foot off the ground, as large as it appeared in the sky. The searing light and heats blinds and burns those around. This effect replicates Sunburst in all respects. It also inflicts double damage to Undead.

Daimonizomai: The cleric brings forth the wills and souls of Ixindar. They pass through him, from him, to those he opposes. Some swirl around the cleric, protecting him from harm, while others invade those around. The emerging demons look so horrifying as to cause the innocent to claw out their own eyes rather than be forced to look upon them. This replicates Unholy Aura in all respects. The cleric may also replicate a Dominate Person (per spell) instantly on a target in range. This is an evil ability.

Fires of Heaven: The cleric raises his voice to the sky. He calls down the very aura of the sun. From the great star, huge sheets of flame fall to earth. This holy flame scars neither the earth nor the plants growing from it, but sears the flesh of the wicked. This replicates Fire Storm in all respects. The cleric can also bring down a single Flame Strike from heaven as well (per spell). All damage, though appearing as fire, is entirely
holy or unholy (depending on alignment)

Greater Light of Creation: As before, except god's gift grows brighter and wider. This replicates Cure Critical Wounds, Mass in all respects. Targets affected are also blessed (per spell).

Greater Wave of Death: As before, except the claws appear fiercer. The talons are larger but the fingers are more withered. The subjects also find the grasp lifts them from the ground, trying to pull their very souls from their body. To others, the subject rises from the ground, screaming in utter agony, and slumping to the earth, unable to recount the trauma of the act. This replicates Inflict Critical Wounds, Mass in all respects. The cleric also receives Death Knell (per the spell) if a target is killed by this action. This is an evil ability. At level 20, the cleric may also choose one of the following spell-like effects:

Act of God: The cleric does not commit this action, he merely requests it and stands back. One of this power holds the constant ear of the divine. The entire world bends to this location. Storms converge, winds blow, and the earth tears apart. Boiling rocks flow from cracks. Searing water rains from above. Electricity cackles between closing clouds of black, striking down anything exposed. Frozen rocks pummel the ground. As the cleric raises his arms to Heaven, this great blot almost erases this location from the map. This replicates Storm of Vengeance and Earthquake in all respects.

Domination: The cleric stares at a subject. By the very will of faith, the cleric's soul begins to resonate in sympathy with the subject. They became nearly as one. The victim feels his actions forced, as if possessed, except they feel as they wish the actions to be committed. This replicates Dominate Monster in all respects except that the cleric does not need to maintain concentration on the subject to keep control.

Hold the World: The cleric screams for the sun and moon to stop. They freeze. The Earth stops rotating. Every process and action on the globe briefly halts except for the cleric, for he is in command of time itself. Not only that, he can also reverse time, just enough to prevent a single mistake. This effect replicates Time Stop in all respects except the cleric may instead reverse the last full round, forcing all targets within 60 feet of the caster to replay his last full round.

Revivification: Of all the magic cast in this world, dragging a soul back from the afterlife is the riskiest, costliest, and one of the most powerful. The cleric need only rest his hands on the deceased. The cleric acts as a conduit the power channels through. He is weakened as he offers his own energy to facilitate the process. The cleric must have taken Faith Healer at 14th level to be eligible to choose this Holy Gift. This effect replicates Raise Dead in all respects. Casting the spell drains the cleric of 1000 XP. The XP cost may be drained from a single willing target other than the caster. The one making the sacrifice must be touching the body as well. In this world, this is the ONLY safe way to bring someone back from the dead. After casting (and the subject risen), both the subject and caster are immune to all negative classed spells and succeed all Fort and Will saving throws they are forced to make, regardless of the source, for a full minute.

Sympathetic Vibrations: The cleric's soul is so attuned to his faith, he is able to control virtually anything and everything he touches. In the extreme, he is able to merely point or touch a target to cause all of nature to turn on it. Everything right and normal with the world reverses, causing what keeps the victim alive and normal nonexistent. Its very form turns traitor. Its blood boils. Its breath turns to acid. Its very cells attack each other. Bones break, brittle as chalk. After a short time, what remains seldom lives long. This replicates Implosion in all respects. Although not defined as evil, good creatures should take caution in its use considering the massive pain it causes its target. If the saving throw succeeds, the target is still struck by Harm (per spell).

Vampire: The cleric raises an arm and opens his hand to a creature. In a great lungful, the caster inhales, breathing in the soul of the victim. The targets breath is stolen; his skin dries and flakes and even his hair grows white and ages. The target's eyes roll pallid, and blood oozes from every orifice. The cleric takes in the energy to strengthen his own. This replicates Energy Drain in all respects. It also curses the subject, if not killed, via the Bestow Curse spell. The caster gains +10 temporary hit points per level drained. This is an evil ability.


Crusader: The crusader inspires the masses. He marches along the front line of an army, motivating troops and rousing faith in the cause. A crusader still loves preaching the power of his faith, usually reserving such displays for when potential combat occurs. He doesn't suppress this ability in combat either and often leads charges, standing proud, commanding holy warriors into battle, further solidifying his status among the others. A crusader lives his life to lead and so dedicates himself to the hopeful day when he controls armies of his own.

The crusader gains the skill Perform (Oratory) as a class Skill. This involves winding epic tales of faith, courage, and fidelity, screaming great speeches moments before a great battle. The crusader also gains the ability Inspire Courage (Su). A crusader with 3 or more ranks in his Perform skill can use his skill in speeches and rousing acts of faith to inspire courage in his allies (excluding himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the crusader's speech. The effect lasts for as long as the ally hears the crusader talk and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six crusader levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). This is a mind-affecting ability.

Demon Hunter: The demon hunter believes the true face of darkness resides in the twisted images of demons, not undead. He dedicates his life in his faith to the destruction of the forces of evil. Many of faith advocate this, believing the armies of Ixindar are the realizations of hell itself. Of course, there are those believing in such power wishing to swell in the power of Ixindar. They ally with demons and understand their strengths to such an extent to even be able to control their thoughts and actions.

A demon hunter converts his ability to Turn or Rebuke Undead (Su) from undead to demons and fiends permanently. The hunter, regardless of alignment, has the power to affect demons by channeling the power of his faith through a holy (or unholy) symbol or through sheer will (if his faith abstains from symbols). A good hunter or a neutral hunter can turn or destroy demons. An evil hunter instead rebukes or commands such creatures.

A demon hunter may attempt to turn demons a number of times per day equal to 3 + his Charisma modifier. A demon hunter with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against demons.

Fanatic: The fanatic thinks of nothing other than upholding his faith against the heathens of the world. He may even subscribe that redemption falls only to the worthy. A fanatic seldom breaks a combat stance to heal or support an ally unless said ally shares the same faith and / or comes under heavy damage. A truly noble fanatic wishes to help the needy but believes destroying one's enemy is the best way to accomplish that.

A fanatic may select the War domain as one of his two domain choices. He must still adhere to his faith's doctrine otherwise. Whether or not this fanatic remains in the good graces of his church or people is up to the player or, more so, the DM. The War domain is unavailable to other clerics.

Hermit: Some faiths insist on discarding weapons and earthly possessions. Sometimes this choice falls to the holy character himself. This does not mean the cleric is unarmed or worthless in a fight. Although he would often avoid direct conflicts, sometimes one must raise his fists to defend those who cannot defend themselves. The hermit does not invite combat, but rather abandons such combat gear and restraints that wear heavily on his soul, preferring to strike with the greatest weapons his belief gives, his body and soul.

The hermit loses all the cleric's armor and shield proficiencies. He also loses all weapon proficiencies except for club, crossbow (light or heavy), dagger, hand axe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. When wearing armor, using a shield, or carrying a medium or heavy load, a hermit loses all his unique hermit abilities. When unarmored and unencumbered, the hermit adds his Wisdom bonus (if any) to his AC. This bonus increases by 1 for every five hermit levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the hermit is flat-footed. The hermit loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Also, at 1st level, a hermit gains Improved Unarmed Strike as a bonus feat. A hermit's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a hermit may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a hermit striking unarmed. A hermit may thus apply his full strength bonus on damage rolls for all his unarmed strikes. Usually a hermit's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A hermit's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured or natural weapons. These do not stack with similar monk abilities.

Missionary: This follower of the faith doesn't consider himself the right wing extremists of others. He seldom enlists others for the glory of combat and rarely joins an army bent for war. Surprisingly though, a missionary handles himself almost or equally as well in situations where he must protect himself or those who need defending. This is due to his calling, forcing him from the church and the faithful, to venture as a nomad or among others sharing the cause, into the wilderness of the outside world. There, he would not seek the believers but the atheists. He would appear not as the prancing paladin marching proud and tall, but a simple follower, wise beyond his years.

In fact, many of his type approach areas of need and depart without ever expressing his belief or preaching his cause. In his eyes, being loyal by the doctrine of his faith and helping those less fortunate, even to the point of raising weapons against evil, comes before attempting to preach to the potentials. He neither requires conversion as a prerequisite for offering wisdom or assistance nor agreement with his beliefs as a condition for friendship and loyalty. He arrives to help first.

Almost all towns almost everywhere welcome the missionary described here. Of course, fanatics and paladins may enter claiming the same title. The missionary is well educated and survives alone in the dangers of the wild when others run screaming or die in the cold. A missionary receives Survival as a class skill and receives a +1 bonus to it as well as a +1 bonus to Diplomacy, Knowledge (History) and Knowledge(Religion) skill rolls. He also receives Speak Language as a class skill.

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