Cleric

A Cleric is a holy man, or woman, who holds their faith above all else. This faith in their beliefs is rewarded by the powers that be, granting them access to powers beyond the scope of what mortals may achieve without great studies. While clerics are granted powers based upon their beliefs, these beliefs are wildly varied, ranging from the good intention beliefs of doing good where ever possible, to those of ill intent that seek to damage and destroy those who oppose them. Clerics do not necessarily have to belong to any organized religion, though typically organized religions have more clerics, having ritualized the instillation of faith.

Attributes
Wisdom determines how powerful a spell a cleric can cast, how many spells he can cast per day, and how hard those spells are to resist (see Spells, below). A high Constitution score improves a cleric’s hit points, and a high Charisma score improves his ability to turn undead.

Hit Dice: D6

Class Skills
Concentration, Craft, Diplomacy, Heal, Knowledge(arcana), Knowledge(history), Knowledge(religion), Profession, Spellcraft

Domains and Class Skills:

==== A cleric who chooses the Animal or Plant domain adds Knowledge (nature) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge skills to the list. A cleric who chooses the Travel domain adds Survival to the list. A cleric who chooses the Trickery domain adds Bluff, Disguise, and Hide to the list. ==== Skill Points per Level: 4 + Int Modifier

Weapon and Armour Proficiency
A cleric is proficient with all simple weapons, and light and medium armour. If a cleric chooses the War domain, they may additionally pick one martial or exotic weapon to gain proficiency with, as well as gaining proficiency with heavy armour.

Level Chart
Level-BABFort-Ref-Will--01st---2nd---3rd---4th---5th---6th---7th---8th---9th---Special

1st+0---+2---+0--+2---31Turn or Rebuke Undead

2nd---+1---+3---+0--+3---42

3rd+2---+3--+1--+342-1-

4th+3---+4--+1--+453-2-

5th+3---+4--+1--+453-2---1

6th+4---+5--+2--+563-3---2

7th+5---+5--+2--+564-3---2-1-

8th+6---+6--+2--+664-3---3-2-

9th+6---+6--+3--+664-4---3-2--1-

10th--+7---+7--+3--+764-4---3--3-2-

11th--+8---+7--+3--+764-4---4--3-2--1-

12th--+9---+8--+4--+864-4---4--3-3--2-

13th--+9---+8--+4--+864-4---4--4-3--2-1---

14th--+10-+9--+4--+964-4---4--4-3--3-2---

15th--+11-+9--+5--+964-4---4--4-4--3-2--1---

16th--+12-+10+5--+10--64-4---4--4--4-3-3--2---

17th--+12-+10+5--+10--64-4---4--4--4-4-3--2--1

18th--+13-+11+6--+11--64-4---4--4--4-4-3--3--2

19th--+14-+11+6--+11--64-4---4--4--4-4-4--3--3

20th--+15+12-+6--+12--64-4---4--4--4-4-4--4--4

Spell Casting
In order to prepare a spell a cleric needs to spend an amount of time praying to their god equal to one hour per spell level. Once prepared, a spell may be cast at any time, and does not expire. In order to prepare a spell a cleric must have a wisdom skill equal to at least 10 + the spell level. Additionally, by praying for two hours per level a cleric may prepare spells up to his Wisdom modifier, of level 3 or less, that may be cast spontaneously at will. These spells remain available until the cleric elects to replace one with a new spell.