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Making a Cleric
Alignment: Any. If the Cleric serves a specific deity the cleric's alignment must be within one step of his deity's, and it may not be neutral unless the deity's alignment is neutral. Choosing to serve a specific deity is optional.
|Saving Throws||Special||Spells per Day1|
|1st||+0||+2||+0||+2||Turn or rebuke undead||3||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" on this list represents that. These spells are in addition to any bonus spells for having a high Wisdom.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons. Clerics are proficient with all types of armor (light, medium, and heavy) and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.
Some deities have favored weapons, and clerics consider it a point of pride to wield them. A cleric whose deity's favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon.
Spells: A cleric casts divine spells. A cleric may prepare and cast any spell on the cleric spell list, provided he can cast spells of that level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier.
Each cleric must choose a time at which he must spend an hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells.
In addition to his standard spells, a cleric gets one domain spell of each spell level, starting at 1st. When a cleric prepares a domain spell, it must come from one of his two domains.
Deity, Domains, and Domain Spells: When your character becomes a Cleric, you may choose to have your character serve a specific deity. The cleric's deity influences his alignment, what magic he can perform, his values, and how others see him.
Choose two from among the deity's domains for your cleric's domains. You can only select an alignment domain (such as Good) for your cleric if his alignment matches that domain.
If your cleric is not devoted to a particular deity, you still select two domains to represent his spiritual inclinations and abilities (but the restriction on alignment domains still applies).
Each domain gives your cleric access to a domain spell at each spell level, from 1st on up, as well as a granted power. Your cleric gets the granted powers of all the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day. If a domain spell is not on the Cleric Spells list, a cleric can only prepare it in his domain slot.
Spontaneous Casting: Good clerics (and neutral clerics of good deities) can channel stored spell energy into healing spells that they haven't prepared ahead of time. The cleric can "lose" a prepared spell in order to cast any cure spell of the same 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), on the other hand, can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in the title).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells either to cure spells or to inflict spells (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric turns or commands undead (see below).
A cleric can't use spontaneous casting to convert domain spells into cure or inflict spells. These spells arise from the particular powers of the cleric's deity, not divine energy in general.
Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to his own or to his deity's.
Turn or Rebuke Undead: A good cleric (or a neutral cleric who worships a good deity) has the supernatural ability to turn undead. Evil clerics (and neutral clerics who worship evil deities) can rebuke such creatures. Neutral clerics of neutral deities can do one or the other (player's choice), depending on whether the cleric is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed. This choice also determines whether the neutral cleric can cast spontaneous cure or inflict spells (see above).
A cleric may attempt to turn or rebuke undead a number of times per day equal to three plus his Charisma modifier.
Extra Turning: As a feat, a cleric may take Extra Turning. This feat allows the cleric to turn undead four more times per day than normal. A cleric can take this feat multiple times, gaining four extra daily turning attempts each time.
Bonus Languages: A cleric's list of bonus languages includes Celestial, Abyssal, and Infernal, in addition to the bonus languages available to the character because of his race.
A cleric who grossly violates the code of conduct expected by his god (generally acting in ways opposed to the god's alignment or purposes) loses all spells and class features and cannot gain levels as a cleric of that god until he atones.
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