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 (religion) (Int), Knowledge (planes) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier.
| Level | Combat Bonus | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Channel energy, domain powers, orisons, supernatural power |
| 2nd | +1 | +3 | +0 | +3 | Domain powers |
| 3rd | +2 | +3 | +1 | +3 | Supernatural power |
| 4th | +3 | +4 | +1 | +4 | Domain powers |
| 5th | +3 | +4 | +1 | +4 | Supernatural power |
| 6th | +4 | +5 | +2 | +5 | |
| 7th | +5 | +5 | +2 | +5 | Supernatural power |
| 8th | +6 | +6 | +2 | +6 | Domain powers |
| 9th | +6 | +6 | +3 | +6 | Supernatural power |
| 10th | +7 | +7 | +3 | +7 | |
| 11th | +8 | +7 | +3 | +7 | Supernatural power |
| 12th | +9 | +8 | +4 | +8 | Domain powers |
| 13th | +9 | +8 | +4 | +8 | Supernatural power |
| 14th | +10 | +9 | +4 | +9 | |
| 15th | +11 | +9 | +5 | +9 | Supernatural power |
| 16th | +12 | +10 | +5 | +10 | Domain powers |
| 17th | +12 | +10 | +5 | +10 | Supernatural power |
| 18th | +13 | +11 | +6 | +11 | |
| 19th | +14 | +11 | +6 | +11 | Supernatural power |
| 20th | +15 | +12 | +6 | +12 | Domain powers |
Class Features
The following are class features of the cleric.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor, and with shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Aura: A cleric of a sinful or virtuous deity has a particularly powerful aura corresponding to the deity’s alignment (see the ?? power for details).
Supernatural Powers: A cleric uses supernatural powers which are determined using their Supernatural Philosophy. The Difficulty Class for a saving throw against a cleric’s powers is 10 + half the cleric's class level + the cleric’s Wisdom modifier. Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to gain her deity's blessing in order to access her powers for that day.
Channel Energy: Any cleric has the power to affect undead creatures by channeling the power of her faith through her holy (or unholy) symbol (see Channel Energy in the Combat chapter). This power also heals or harms living creatures in the radius.
A cleric who worships a virtuous deity channels positive energy, damaging undead creatures and causing them to flee. A cleric who worships a sinful deity channels negative energy, healing undead and bending them to her will. A cleric of a neutral 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 use spontaneous Cure or Harm powers (see spontaneous casting). A cleric may attempt to turn undead a number of times per day equal to 3 + her Charisma modifier.
Domain Powers: Each cleric must choose a deity. Each deity has a number of domains associated with its faith, and its clerics must choose two of these domains to focus on. Each domain grants a number of domain powers dependent upon the level of the cleric. A cleric gains both of the listed powers granted by her domains at each of the listed levels. See the Magic Chapter for more information.
Orisons: Clerics can choose 4 orisons, each day. They can use these orisons at will as an innate power. Orisons are treated like any other power used by the cleric in terms of duration and other variables based on level.
Spontaneous Casting: A cleric of a good deity can spend a conviction point in order to use the Cure power, even if she doesn't actually have the power. A cleric of an evil deity can spend a conviction point in order to use the Harm power, even if she doesn't actually have the power. A cleric whose deity is neither good nor evil can spend conviction points to either use the Cure power or Harm power (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see channel energy).
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of outsiders). These choices are in addition to the bonus languages available to the character because of her race.
Ex-Clerics
A cleric who grossly violates the code of conduct required by her god loses all supernatural powers 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).





