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<span style="font-size:26px;">'''Chapter 2: Classes and Creation'''</span>
 
<span style="font-size:26px;">'''Chapter 2: Classes and Creation'''</span>
   
As part of the big rewrite, all of the SRD spellcasters are being rewritten as well. The narrower classes are being made broader to suit the fact that their other cousins tend to be quite broad as classes. For alternatives, check out Chapter 5: Variants and Variations.
+
As part of the big rewrite, all of the SRD spellcasters are being rewritten as well. The narrower classes are being made broader to suit the fact that their other cousins tend to be quite broad as classes. Additionally, quite a few oddities have been corrected, and classes have been created which (I hope!) work well.
  +
  +
At the same time, I realise that not everyone likes broad classes, and that's OK. For alternatives, check out Chapter 5: Variants and Variations, which gives a range of narrow classes to suit many tastes.
  +
  +
{{sidebar|Why Capstones Don't Matter|It has been a recent policy of WotC, as well as many authors on both this wiki and others, to give classes some cool or powerful ability at 20th level as a 'capstone'. While interesting and cool abilities are always admirable, giving a 'capstone' at level 20 actually doesn't mean anything. The simple reason is that by that point, the game is pretty much over already - people will hardly get any time at all to play with their shiny new toy. Additionally, claiming that this is a reward for people not multiclassing is also pretty poor, partly because the multiclassers get their rewards immediately (in the form of their new class abilities), while those heading to the capstones have to wait for the reward (possibly for an eternity, as not all games go to 20), and partly because even if they do get their reward, they get to enjoy it a lot less than the multiclassers.
  +
  +
As a result, classes in this volume don't get anything unusual or special for 20th level. Instead, we've focused the cool and interesting abilities at lower levels (particularly 5-12), when people will be more likely to see them.}}
   
 
= Arcane Magic Users =
 
= Arcane Magic Users =
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== The Wizard ==
 
== The Wizard ==
  +
  +
Wizards are Batman. This is not deniable, and not very surprising either. However, the power levels between wizards as they exist in the SRD could be gulf-like, depending on which spells they spent their precious gold and spellbook pages on. For this volume, some effort is going to be made to bring them into line and also to make them work in less weird ways.
  +
  +
Thoughts: Wizards are forced to specialise, and get different powers and [Simple] spells based on their choices. The bonus feats aren't cool either, and need to become something else.
   
 
= Divine Magic Users =
 
= Divine Magic Users =
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== The Cleric ==
 
== The Cleric ==
  +
  +
In an ideal world, clerics should reflect their gods as closely as possible. After all, a cleric of a deity of blood, skulls and death would be very different in every respect to a cleric of a deity of healing and harvests. However, the cleric that we have in the SRD basically fails on that account, as practically-speaking, all clerics are very similar in their chassis and spells.
  +
  +
{{sidebar|Deities and Domains|The rules here are written under the assumption that deities in the game give roughly equal domain numbers, and that no deity has more than about five domains. If this is not the case, it is strongly advised that such limits be imposed, or, if deities give too few domains relative others, that they be given additional domains to make their number either equal to, or as close to five as possible.
  +
  +
For more deity ideas, check out my (soon to come!) sister project: Tome of Divinities.}}
  +
  +
  +
  +
{{quote|"The mysteries of the Thrice-Born are not for you to reason. What reason can there be with beings so powerful, so eternal? Your best bet is to believe, pray, and hope they never take notice."|orig=Valerius, dwarf cleric of the Thrice-Born}}
  +
  +
Serving their deities to advance their agenda in the world, a cleric is one of their deity's highest servants, granted divine magic to make their will manifest across the cosmos.
  +
  +
===Making a Cleric===
  +
  +
Depending on their choice of deity, clerics can take a wide variety of forms. Some fight on the front lines, while others give support from the back. Thus, the choice of deity will inform what role a cleric can play, but in practice, a cleric of the right deity can fill almost any role.
  +
  +
'''Abilities:''' Charisma is the most important ability score for a cleric, as it gives power to their spells. Depending on what other role they choose to play, Strength or Dexterity (and, indeed, Constitution) may be important as well.
  +
  +
'''Races:''' All manner of races have clerics, just as they have racial gods. In practice, any race is equally likely to become a cleric.
  +
  +
'''Alignment:''' Clerics can be of any alignment, even ones that are highly dissimilar to their patron deities. Not everyone reads the teachings of a deity the same way, and deities, being eternal and incredibly-powerful beings, don't always concern themselves with things like 'consistency'.
  +
  +
'''Starting Gold:''' 5d4&times;10 gp (125gp).
  +
  +
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.
  +
  +
{| class="zebra d20"
  +
|+
  +
<div>{{Anchor|Table: The Cleric}}</div>
  +
Hit Die: d8
  +
|-
  +
! rowspan="2" | Level
  +
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
  +
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
  +
! rowspan="2" | Special
  +
! colspan="10" | [[#Spells|Spells per Day]]
  +
|-
  +
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
  +
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup>
  +
|-
  +
|1st||class="left" | +0 || +2 || +0 || +2
  +
| class="left" | Channel energy, 1st domain sphere ability
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|2nd||class="left" | +1 || +3 || +0 || +3
  +
| class="left" | (something goes here)
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|3rd||class="left" | +2 || +3 || +1 || +3
  +
| class="left" | (something might go here)
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|4th||class="left" | +3 || +4 || +1 || +4
  +
| class="left" | 2nd domain sphere ability
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|5th||class="left" | +3 || +4 || +1 || +4
  +
| class="left" | (something might go here)
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|6th||class="left" | +4 || +5 || +2 || +5
  +
| class="left" | (something goes here)
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|7th||class="left" | +5 || +5 || +2 || +5
  +
| class="left" | (something might go here)
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|8th||class="left" | +6 || +6 || +2 || +6
  +
| class="left" | 3rd domain sphere ability
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|9th||class="left" | +6 || +6 || +3 || +6
  +
| class="left" | (something might go here)
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|10th||class="left" | +7 || +7 || +3 || +7
  +
| class="left" | (something goes here)
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|11th||class="left" | +8 || +7 || +3 || +7
  +
| class="left" | (something might go here)
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|12th||class="left" | +9 || +8 || +4 || +8
  +
| class="left" | 4th domain sphere ability
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|13th||class="left" | +9 || +8 || +4 || +8
  +
| class="left" | (something might go here)
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|14th||class="left" | +10 || +9 || +4 || +9
  +
| class="left" | (something goes here)
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|15th||class="left" | +11 || +9 || +5 || +9
  +
| class="left" | (something might go here)
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|16th||class="left" | +12 || +10 || +5 || +10
  +
| class="left" | 5th domain sphere ability
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|17th||class="left" | +12 || +10 || +5 || +10
  +
| class="left" | (something might go here)
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|18th||class="left" | +13 || +11 || +6 || +12
  +
| class="left" | (something goes here)
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|19th||class="left" | +14 || +11 || +6 || +12
  +
| class="left" | (something might go here)
  +
|0||0||0||0||0||0||0||0||0||0
  +
|-
  +
|20th||class="left" | +15 || +12 || +6 || +12
  +
| class="left" | 6th domain sphere ability (or something, don't really care)
  +
|0||0||0||0||0||0||0||0||0||0
  +
|- class="noalt"
  +
| colspan="42" class="skill" |
  +
'''Class Skills ([[Skill Points::4]], &times;4 at 1st level)'''<br/>
  +
[[Tome of Prowess (3.5e Sourcebook)/Social Skills#Affability|Affability]] ([[SRD:Charisma|Cha]]),
  +
[[Tome of Prowess (3.5e Sourcebook)/Social Skills#Bluff|Bluff]] ([[SRD:Intelligence|Int]]), [[Tome of Prowess (3.5e Sourcebook)/Utility Skills#Concentration|Concentration]] ([[SRD:Wisdom|Wis]]), [[Tome of Prowess (3.5e Sourcebook)/Social Skills#Intimidation|Intimidation]] ([[SRD:Charisma|Cha]]), [[Tome of Prowess (3.5e Sourcebook)/Social Skills#Psychology|Psychology]] ([[SRD:Intelligence|Int]])), [[Tome of Prowess (3.5e Sourcebook)/Academic Skills#Thaumaturgy|Thaumaturgy]] ([[SRD:Charisma|Cha]])
  +
|}
  +
  +
====Class Features====
  +
  +
All of the following are class features of the cleric.
  +
  +
'''Weapon and Armor Proficiency:''' Clerics are proficient with all simple weapons and their deity's favoured weapon. They are proficient with light armour and with light shields.
  +
  +
'''{{Anchor|Spells}}:''' Clerics cast divine spells, which they do not need to prepare ahead of time. A cleric must have a Wisdom score of 10 + the spell's level in order to cast it. Save DCs for cleric spells are equal to 10 + 1/2 the cleric's character level + the cleric's Charisma modifier.
  +
  +
A cleric knows all [Simple] cleric spells, as well as all of the spells on any domain sphere granted by their deity. A cleric simply knows these spells, and doesn't have to prepare them. Instead, they can simply cast any spell they know, provided they have a slot of at least the spell's level available. The number of slots of a certain level a cleric receives each day is based on their level, and can be found on the table above.
  +
  +
'''{{Anchor|Code of Conduct}}:''' A cleric must follow all the rules set down by their deity for clerics. These vary depending on the deity, and should be discussed with the GM. Alternatively, just use one from the Tome of Divinities already.
  +
  +
'''{{Anchor|Channel Energy}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' Something will go here once I figure out how to make it tick.
  +
  +
'''{{Anchor|Domain Sphere Ability}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 1st level, and then at 4th level and every four levels thereafter, a cleric gains a domain sphere ability from one of the spheres offered by his or her deity. They cannot pick the same ability twice.
  +
  +
====Ex-Clerics====
  +
  +
A cleric that repeatedly and egregiously violates the rules for clerics of their deity loses access to their domain sphere abilities, spellcasting and channel energy abilities. They do not get them back unless they atone.
  +
  +
====Human Cleric Starting Package====
  +
  +
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
  +
  +
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
  +
  +
{| class="zebra d20"
  +
|-
  +
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
  +
|- class=
  +
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
  +
|- class=
  +
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
  +
<-copy and paste the rows as necessary.->
  +
|}
  +
  +
'''Feat:''' <-1st-level feat selection->.
  +
  +
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
  +
  +
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
  +
  +
'''Gold:''' <-Starting gold using this package.->.
  +
  +
===Campaign Information===
  +
  +
====Playing a Cleric====
  +
  +
'''Religion:''' A cleric's choice of deity is ''the'' most important choice that they can make. It determines how they should behave, what is expected of them, and what sort of powers they have at their disposal. As a result, their religion defines them.
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'''Other Classes:''' Clerics typically understand the importance of members of other classes, and are willing and able to help them do what they do best. As clerics vary widely, their relationships with other classes depend on their choice of deity and also their choice of focus.
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'''Combat:''' There is no such thing as a 'typical' role in combat for a cleric. Clerics can and do fill all roles in combat, depending on their deity and choice of focus.
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  +
'''Advancement:''' Clerics are perfectly happy to continue advancing in their own class.
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  +
====Clerics in the World====
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  +
{{quote|"Tell me: do you fear death?"|orig=Ashara, human cleric of Mahisha Ma, to a recently-fallen soldier}}
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  +
Clerics serve an important role in communities and the world as a whole as communicators and executors of a deity's will, as well as providing living, physical proof that their deities exist and matter. Additionally, they serve an important function to ensuring that their deity's portfolio remains looked after, at the level that they are capable of influencing. While for low-level clerics, this can be as small as a single community, for high-level ones, this can include planets, solar systems or even the whole universe.
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'''Daily Life:''' A cleric's work is never done, or at least that's the case if they're doing their job properly. Deities need a lot done, and there are never enough clerics to go around to making sure that their porfolios remain maintained, and that their faith remains known and believed. A cleric's day can include just about anything - and they have to be ready for it. Adventuring clerics have it exactly the same way, except even more so.
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'''Notables:''' Each church, cult or religious organisation has its own special members and people of importance.
  +
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'''Organizations:''' Clerics of a smilar faith
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'''NPC Reactions:''' Due to the sheer range of worship forms and deities out there, clerics are received in every way possible, from devotion to assassination attempts, and just about everything in-between. Generally, in places where the cleric's deity is held in high regard, the cleric will also be held in high regard. However, in places where the cleric's deity is seen in a poor light, the cleric would likely receive a bad reception. In places where people are indifferent or don't know, they will be judged on their actions alone.
  +
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====Clerics in the Game====
  +
  +
Clerics, depending on their deities, serve a wide variety of roles. From warriors to advisors to healers to wise men and women, to just about anything else, a cleric can be found in that role, serving the will of their deity and keeping their portfolio maintained.
  +
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'''Adaptation:''' This cleric class is designed to be 'generic', to cover as many deities as possible, while providing enough variation to make them interesting and different to each other. It's completely possible to make clerics even more diverse than this, but doing so requires a clear understanding of what deities exist in the world and how they interact. For more ideas on this, see the Tome of Divinities.
  +
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'''Sample Encounter:''' <-DM placement for NPCs of this class.->.
  +
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''EL <- EL Number ->:'' <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.
   
 
== The Paladin ==
 
== The Paladin ==
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== The Mystic Theurge ==
 
== The Mystic Theurge ==
  +
  +
== The Wild Mage ==
   
 
----
 
----

Revision as of 23:43, 17 October 2010

Created By
MisterSinister (talk)
Date Created: 14th October 2010
Status: Incomplete
Editing: Please feel free to edit constructively!

Chapter 2: Classes and Creation

As part of the big rewrite, all of the SRD spellcasters are being rewritten as well. The narrower classes are being made broader to suit the fact that their other cousins tend to be quite broad as classes. Additionally, quite a few oddities have been corrected, and classes have been created which (I hope!) work well.

At the same time, I realise that not everyone likes broad classes, and that's OK. For alternatives, check out Chapter 5: Variants and Variations, which gives a range of narrow classes to suit many tastes.


Why Capstones Don't Matter
It has been a recent policy of WotC, as well as many authors on both this wiki and others, to give classes some cool or powerful ability at 20th level as a 'capstone'. While interesting and cool abilities are always admirable, giving a 'capstone' at level 20 actually doesn't mean anything. The simple reason is that by that point, the game is pretty much over already - people will hardly get any time at all to play with their shiny new toy. Additionally, claiming that this is a reward for people not multiclassing is also pretty poor, partly because the multiclassers get their rewards immediately (in the form of their new class abilities), while those heading to the capstones have to wait for the reward (possibly for an eternity, as not all games go to 20), and partly because even if they do get their reward, they get to enjoy it a lot less than the multiclassers.

As a result, classes in this volume don't get anything unusual or special for 20th level. Instead, we've focused the cool and interesting abilities at lower levels (particularly 5-12), when people will be more likely to see them.


Arcane Magic Users

The imposition of the will needed to work arcane magic is approached by several groups differently. Bards do this through performance, by mastering their creative impulses and putting them to a structured use. Sorcerers instead use the power granted to them by their blood to work their power. Wizards use learning and logic to enforce their will on the cosmos and work their magic.

The Bard

The Sorcerer

The Wizard

Wizards are Batman. This is not deniable, and not very surprising either. However, the power levels between wizards as they exist in the SRD could be gulf-like, depending on which spells they spent their precious gold and spellbook pages on. For this volume, some effort is going to be made to bring them into line and also to make them work in less weird ways.

Thoughts: Wizards are forced to specialise, and get different powers and [Simple] spells based on their choices. The bonus feats aren't cool either, and need to become something else.

Divine Magic Users

Divine magic is not taken, it is granted. The cleric receives magic from their deity by devotion and learning, while the paladin prefers to gain this power by martial pursuits and training in the physical arts.

The Cleric

In an ideal world, clerics should reflect their gods as closely as possible. After all, a cleric of a deity of blood, skulls and death would be very different in every respect to a cleric of a deity of healing and harvests. However, the cleric that we have in the SRD basically fails on that account, as practically-speaking, all clerics are very similar in their chassis and spells.


Deities and Domains
The rules here are written under the assumption that deities in the game give roughly equal domain numbers, and that no deity has more than about five domains. If this is not the case, it is strongly advised that such limits be imposed, or, if deities give too few domains relative others, that they be given additional domains to make their number either equal to, or as close to five as possible.

For more deity ideas, check out my (soon to come!) sister project: Tome of Divinities.



"The mysteries of the Thrice-Born are not for you to reason. What reason can there be with beings so powerful, so eternal? Your best bet is to believe, pray, and hope they never take notice."

Serving their deities to advance their agenda in the world, a cleric is one of their deity's highest servants, granted divine magic to make their will manifest across the cosmos.

Making a Cleric

Depending on their choice of deity, clerics can take a wide variety of forms. Some fight on the front lines, while others give support from the back. Thus, the choice of deity will inform what role a cleric can play, but in practice, a cleric of the right deity can fill almost any role.

Abilities: Charisma is the most important ability score for a cleric, as it gives power to their spells. Depending on what other role they choose to play, Strength or Dexterity (and, indeed, Constitution) may be important as well.

Races: All manner of races have clerics, just as they have racial gods. In practice, any race is equally likely to become a cleric.

Alignment: Clerics can be of any alignment, even ones that are highly dissimilar to their patron deities. Not everyone reads the teachings of a deity the same way, and deities, being eternal and incredibly-powerful beings, don't always concern themselves with things like 'consistency'.

Starting Gold: 5d4×10 gp (125gp).

Starting Age: Complex.

Table: The Cleric

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Channel energy, 1st domain sphere ability 0 0 0 0 0 0 0 0 0 0
2nd +1 +3 +0 +3 (something goes here) 0 0 0 0 0 0 0 0 0 0
3rd +2 +3 +1 +3 (something might go here) 0 0 0 0 0 0 0 0 0 0
4th +3 +4 +1 +4 2nd domain sphere ability 0 0 0 0 0 0 0 0 0 0
5th +3 +4 +1 +4 (something might go here) 0 0 0 0 0 0 0 0 0 0
6th +4 +5 +2 +5 (something goes here) 0 0 0 0 0 0 0 0 0 0
7th +5 +5 +2 +5 (something might go here) 0 0 0 0 0 0 0 0 0 0
8th +6 +6 +2 +6 3rd domain sphere ability 0 0 0 0 0 0 0 0 0 0
9th +6 +6 +3 +6 (something might go here) 0 0 0 0 0 0 0 0 0 0
10th +7 +7 +3 +7 (something goes here) 0 0 0 0 0 0 0 0 0 0
11th +8 +7 +3 +7 (something might go here) 0 0 0 0 0 0 0 0 0 0
12th +9 +8 +4 +8 4th domain sphere ability 0 0 0 0 0 0 0 0 0 0
13th +9 +8 +4 +8 (something might go here) 0 0 0 0 0 0 0 0 0 0
14th +10 +9 +4 +9 (something goes here) 0 0 0 0 0 0 0 0 0 0
15th +11 +9 +5 +9 (something might go here) 0 0 0 0 0 0 0 0 0 0
16th +12 +10 +5 +10 5th domain sphere ability 0 0 0 0 0 0 0 0 0 0
17th +12 +10 +5 +10 (something might go here) 0 0 0 0 0 0 0 0 0 0
18th +13 +11 +6 +12 (something goes here) 0 0 0 0 0 0 0 0 0 0
19th +14 +11 +6 +12 (something might go here) 0 0 0 0 0 0 0 0 0 0
20th +15 +12 +6 +12 6th domain sphere ability (or something, don't really care) 0 0 0 0 0 0 0 0 0 0

Class Skills (Skill Points::4, ×4 at 1st level)
Affability (Cha), Bluff (Int), Concentration (Wis), Intimidation (Cha), Psychology (Int)), Thaumaturgy (Cha)

Class Features

All of the following are class features of the cleric.

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons and their deity's favoured weapon. They are proficient with light armour and with light shields.

Spells: Clerics cast divine spells, which they do not need to prepare ahead of time. A cleric must have a Wisdom score of 10 + the spell's level in order to cast it. Save DCs for cleric spells are equal to 10 + 1/2 the cleric's character level + the cleric's Charisma modifier.

A cleric knows all [Simple] cleric spells, as well as all of the spells on any domain sphere granted by their deity. A cleric simply knows these spells, and doesn't have to prepare them. Instead, they can simply cast any spell they know, provided they have a slot of at least the spell's level available. The number of slots of a certain level a cleric receives each day is based on their level, and can be found on the table above.

Code of Conduct: A cleric must follow all the rules set down by their deity for clerics. These vary depending on the deity, and should be discussed with the GM. Alternatively, just use one from the Tome of Divinities already.

Channel Energy (Su): Something will go here once I figure out how to make it tick.

Domain Sphere Ability (Ex): Starting at 1st level, and then at 4th level and every four levels thereafter, a cleric gains a domain sphere ability from one of the spheres offered by his or her deity. They cannot pick the same ability twice.

Ex-Clerics

A cleric that repeatedly and egregiously violates the rules for clerics of their deity loses access to their domain sphere abilities, spellcasting and channel energy abilities. They do not get them back unless they atone.

Human Cleric Starting Package

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information

Playing a Cleric

Religion: A cleric's choice of deity is the most important choice that they can make. It determines how they should behave, what is expected of them, and what sort of powers they have at their disposal. As a result, their religion defines them.

Other Classes: Clerics typically understand the importance of members of other classes, and are willing and able to help them do what they do best. As clerics vary widely, their relationships with other classes depend on their choice of deity and also their choice of focus.

Combat: There is no such thing as a 'typical' role in combat for a cleric. Clerics can and do fill all roles in combat, depending on their deity and choice of focus.

Advancement: Clerics are perfectly happy to continue advancing in their own class.

Clerics in the World

"Tell me: do you fear death?"

Clerics serve an important role in communities and the world as a whole as communicators and executors of a deity's will, as well as providing living, physical proof that their deities exist and matter. Additionally, they serve an important function to ensuring that their deity's portfolio remains looked after, at the level that they are capable of influencing. While for low-level clerics, this can be as small as a single community, for high-level ones, this can include planets, solar systems or even the whole universe.

Daily Life: A cleric's work is never done, or at least that's the case if they're doing their job properly. Deities need a lot done, and there are never enough clerics to go around to making sure that their porfolios remain maintained, and that their faith remains known and believed. A cleric's day can include just about anything - and they have to be ready for it. Adventuring clerics have it exactly the same way, except even more so.

Notables: Each church, cult or religious organisation has its own special members and people of importance.

Organizations: Clerics of a smilar faith

NPC Reactions: Due to the sheer range of worship forms and deities out there, clerics are received in every way possible, from devotion to assassination attempts, and just about everything in-between. Generally, in places where the cleric's deity is held in high regard, the cleric will also be held in high regard. However, in places where the cleric's deity is seen in a poor light, the cleric would likely receive a bad reception. In places where people are indifferent or don't know, they will be judged on their actions alone.

Clerics in the Game

Clerics, depending on their deities, serve a wide variety of roles. From warriors to advisors to healers to wise men and women, to just about anything else, a cleric can be found in that role, serving the will of their deity and keeping their portfolio maintained.

Adaptation: This cleric class is designed to be 'generic', to cover as many deities as possible, while providing enough variation to make them interesting and different to each other. It's completely possible to make clerics even more diverse than this, but doing so requires a clear understanding of what deities exist in the world and how they interact. For more ideas on this, see the Tome of Divinities.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL <- EL Number ->: <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

The Paladin

Natural Magic Users

Natural magic is a birthright, given to all by being part of a natural order of some sort. Druids draw upon this power by becoming closer to nature in a mystical sense, while rangers are much more practical and down-to-earth about their powers.

The Druid

The Ranger

Prestige Classes

Just like everyone, spellcasters need their prestige classes. However, the ones that aren't straight-up ridiculous suffer from serious problems in implementation in the other direction. So let's make this better.

The Arcane Archer

The Arcane Trickster

The Mystic Theurge

The Wild Mage


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