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===== Class Abilities ===== | ===== Class Abilities ===== | ||
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- | Each domain gives your cleric access to a domain spell at each spell level she can cast, from 1st on up, as well as a granted power. | + | |
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- | Law: The cleric can spend a use of channel energy as an immediate action to force the cleric and all allies in a 30 foot radius to “take 11” on any d20 roll until the start of the cleric’s next turn. | + | * < |
- | Luck: The cleric can spend a use of channel energy as an immediate action to grant an ally within 60 feet the ability to reroll the result of any d20 roll. The reroll must be used before the results of the initial roll are confirmed. | + | * < |
- | Magic: The cleric can spend a use of channel energy as an immediate action to cast a targeted greater dispel magic. | + | * < |
- | Plant: The cleric can spend a use of channel energy as a standard action to rebuke or command plants as a cleric who channels negative energy rebukes or commands undead, and adds her Wisdom modifier to both the turn check and turn damage. | + | * < |
- | Protection: | + | * < |
- | Strength: The cleric can spend a use of channel energy as a swift action to grant herself a sacred/ | + | * < |
- | Sun: The cleric can spend a use of channel energy as a standard action to emit a wave of light in a 30 foot cone, blinding all creatures for 1d3 rounds and dealing 1d6 damage per cleric level to all undead within the cone. A successful Reflex save (DC 10 + ½ the cleric’s level + Wisdom modifier) negates the blinding effect and halves the damage dealt. | + | * < |
- | Travel: The cleric can spend a use of channel energy as an immediate action to free herself and all allies within 30 feet of any entangle or slow effects, as well as the ability to automatically escape any grapple immediately. | + | * < |
- | Trickery: The cleric can spend a use of channel energy as an immediate action to create an illusory duplicate of herself and allies within 30 feet as per the mirror image spell. At 12th level, two illusory duplicates are created. The duplicates last for 1 minute or until discharged. | + | * < |
- | War: The cleric can spend a use of channel energy as a standard action to grant herself and all allies within 30 feet an immediate melee or ranged attack. | + | * < |
- | Water: The cleric can spend a use of channel energy as a standard action to either turn or destroy fire creatures as a cleric who channels positive energy turns or destroys undead, or rebuke or command water creatures as a cleric who channels negative energy rebukes or commands undead. | + | * < |
- | Greater Devotion (Su): At 16th level, a cleric can choose a special ability from a domain in which she already has the lesser devotion for. The available greater devotions and their associated domains are listed below: | + | < |
- | Air: The cleric can manifest cloud-like wings of air as a swift action, granting her a fly speed of 60 ft. with good maneuverability. | + | |
- | Animal: The cleric gains the service of an animal companion of her choice. This ability functions exactly like the druid’s animal companion ability, except that the animal gains either the celestial (if the cleric channels positive energy) or fiendish (if the cleric channels negative energy) template. | + | * < |
- | Chaos: The cleric gains damage reduction 5/law, and is treated as being under the effects of a permanent protection from law spell. | + | * < |
- | Death: The cleric gains immunity to all energy drain, negative energy and death effects. Additionally, | + | * < |
- | Destruction: | + | * < |
- | Earth: The cleric gains damage reduction 5/ | + | * < |
- | Evil: The cleric gains damage reduction 5/good, and is treated as being under the effects of a permanent protection from good spell. | + | * < |
- | Fire: The cleric gains a +30 foot bonus to her land speed, and gains evasion as per the rogue class feature, except that the ability functions in medium armor as well as light armor. | + | * < |
- | Good: The cleric gains damage reduction 5/evil, and is treated as being under the effects of a permanent protection from evil spell. | + | * < |
- | Healing: Any cure spell cast by the cleric is automatically empowered as if affected by the Empower Spell metamagic feat, but without affecting the spell’s level. | + | * < |
- | Knowledge: The cleric chooses a number of spells of 6th level or below from the wizard/ | + | * < |
- | Law: The cleric gains damage reduction 5/chaos, and is treated as being under the effects of a permanent protection from chaos spell. | + | * < |
- | Luck: The cleric gains a +2 luck bonus on all d20 rolls. | + | * < |
- | Magic: The cleric gains spell resistance equal to 8 + her cleric level. | + | * < |
- | Plant: The cleric gains immunity to poison, sleep, stun, and polymorph effects, and gains fast healing 2 for as long as she is in sunlight. | + | * < |
- | Protection: | + | * < |
- | Strength: The cleric gains a +4 bonus to her Strength score, and any melee attack made by her is treated as adamantine for the purposes of bypassing damage reduction and hardness. | + | * < |
- | Sun: The cleric gains an aura of light that emanates out to 30 feet. The aura functions in all ways as per the daylight spell, except that invisible creatures within the aura are partially revealed, and have only partial concealment instead of full concealment. Additionally, | + | * < |
- | Travel: The cleric is treated as being under the effects of a permanent freedom of movement effect. | + | * < |
- | Trickery: The cleric gains sneak attack as per the rogue class feature of the same name, dealing an additional 4d6 bonus damage on a successful attack against an unsuspecting foe. | + | * < |
- | War: The cleric gains weapon specialization in the weapon group of her deity’s favored weapon as per the fighter class feature of the same name. If the favored weapon belongs to multiple weapon groups, the cleric chooses one of those weapon groups to gain specialization in. Additionally, | + | * < |
- | Water: The cleric gains a swim speed of 60 feet and the ability to breathe underwater, as well as a +8 bonus to her Combat Maneuver Defense. | + | * < |
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+ | === Ex-Clerics === | ||
- | Ex-Clerics | ||
A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description). | A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description). | ||
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+ | ====== Variant: Priest ====== | ||
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+ | Unlike her cleric counterparts, | ||
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+ | ===== Class Abilities ===== | ||
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