mardi 7 août 2018



CLERIC



KEY ABILITY

Wisdom

HIT POINTS

8 plus your Constitution modifier

PROFICIENCIES

Perception Trained

Saving Throws

Expert in Fortitude
Trained in Reflex
Expert in Will

Skills

Trained in a number of skills equal to 5 plus your Intelligence modifier Weapons

Trained in all simple weapons and the favored weapon of your deity. If your deity’s favored weapon is uncommon, you also gain access to that weapon.

Armor

Trained in light armor, medium armor, and shields

Spells

Trained in divine spell rolls and DCs and in attack rolls for divine spells

SIGNATURE SKILLS

Diplomacy
Medicine
Performance
Religion
One skill determined by your deity.



TABLE 3–8: CLERIC SPELLS PER DAY

Your Level                 Spell Level
                                     1-2-3-4-5-6-7-8-9
1                                   2 — — — — — — — —
2                                  3 — — — — — — — —
3                                  3 2 — — — — — — —
4                                  3 3 — — — — — — —
5                                  3 3 2 — — — — — —
6                                  3 3 3 — — — — — —
7                                  3 3 3 2 — — — — —
8                                  3 3 3 3 — — — — —
9                                  3 3 3 3 2 — — — —
10                                3 3 3 3 3 — — — —
11                                 3 3 3 3 3 2 — — —
12                                3 3 3 3 3 3 — — —
13                                3 3 3 3 3 3 2 — —
14                                3 3 3 3 3 3 3 — —
15                                3 3 3 3 3 3 3 2 —
16                                3 3 3 3 3 3 3 3 —
17                                3 3 3 3 3 3 3 3 2
18                                3 3 3 3 3 3 3 3 3
19                                3 3 3 3 3 3 3 3 3
20                               3 3 3 3 3 3 3 3 3


CLASS FEATURES

You gain these abilities as a cleric. Abilities gained at higher levels list the requisite levels next to the features’ names.

Divine Spellcasting

You have the power to cast divine spells using the Cast a Spell activity, and you gain access to the Material Casting, Somatic Casting, and Verbal Casting actions (see Spellcasting on page 195). Because you’re a cleric, you can usually hold a divine focus (such as a religious symbol or a religious text) as part of your Material Casting and Somatic Casting actions, so you usually don’t need spell components or another hand free. At 1st level, you can prepare two 1st-level spells and four cantrips each morning from the common spells on the divine spell list in this book (see page 200) or from other divine spells to which you gain access. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare are called your spell slots. As you increase in level as a cleric, the number of spells you can prepare each day increases, as does the highest level of spell you can cast, as shown on the Cleric Spells per Day table on page 70. Some of your spells require you to attempt a spell roll to see how effective they are, or have your enemies roll against your spell DC. Since your key ability is Wisdom, your spell rolls and spell DCs use your Wisdom modifier. See page 291 for details on calculating your spell rolls and spell DCs.

Heightening Spells

When you get spell slots of 2nd level and higher, you can prepare lower-level spells in those slots to strengthen them. This increases the spell’s level to match the heightened spell slot. Many spells have specific improvements when they are heightened to certain levels (see page 192).

Cantrips

 At 1st level, you can prepare four cantrips each morning.
A cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to the highest level of spell you can cast as a cleric. For example, as a 1st-level cleric, the highest level of spell you can cast is 1st, so your cantrips are 1st-level spells. As a 5th-level cleric, the highest level of spell you can cast is 3rd, so your cantrips are 3rd-level spells.

Deity and Domain

Choose one deity you revere above all others. The most common deities in Pathfinder appear on Table 3–9: Deities on pages 72–73. This table lists each deity’s name, areas of concern, and alignment, followed by the benefits you get for being a cleric of that deity. Your alignment must be one allowed by your deity, as listed in parentheses after the deity’s alignment. Your deity grants you a signature skill and the trained proficiency rank with the deity’s favored weapon. If the favored weapon is uncommon, you also get access to that weapon. Your deity also adds spells to your spell list. When preparing spells, you can select from these in addition to the spells on the divine list once you can cast that level of spell.
Select one domain—a subject of particular interest to you within the traditions of your religion—from your deity’s list of domains. This domain grants you a special kind of spell called a domain power. Each domain’s theme and powers appear in Table 3–10: Domains on page 73. By choosing a domain, you gain a pool of Spell Points you can spend to cast domain powers. You can cast domain powers only by spending Spell Points, not by using spell slots. Your maximum number of Spell Points equals your key ability modifier (minimum 0). You regain all your Spell Points when you prepare your spells. You gain the initial power tied to your domain when you select the domain. Your initial domain power costs 1 Spell Point to cast and is automatically heightened to the highest level of spell you can cast. Domain powers are available only to characters who’ve selected the domain and can’t be learned by others. Some cleric feats grant you more domain powers, and such feats typically increase your pool of Spell Points.  You can learn additional powers, called advanced domain powers, by taking the Advanced Domain cleric feat. The Spell Point cost of this advanced domain power is listed in parentheses after its name in Table 3–10:Domains.

Anathema

Actions fundamentally opposed to your deity’s alignment or ideals are anathema to your faith. Committing acts, learning or casting spells, and using items that are anathema to your deity take you out of that deity’s good graces. Casting spells with the evil trait is almost always anathema to good deities, and casting good spells is likewise anathema to evil deities; similarly, casting chaotic spells is anathema to lawful deities and casting lawful spells is anathema to chaotic deities. A neutral cleric
who worships a neutral deity isn’t limited this way, but their alignment might change over time if they frequently cast spells or use abilities with a certain alignment. Similarly, casting spells that are anathema to the tenets or goals of your faith could interfere with your connection to your deity. For example, casting a spell to enhance your ability to lie would be anathema to Sarenrae, as a goddess of honesty, and casting one to create undead would be anathema to Pharasma, the goddess of death.
For borderline cases, you and your GM determine whether other acts count as anathema. For example, Torag is a god of community, so actions that work to destroy a close-knit community are typically anathema to Torag. However, as god of dwarves, he might permit you to destroy a community of giants that is threatening to wipe out a dwarven settlement.
If you perform enough acts that are anathema to your deity or if your alignment changes to one not allowed by your deity, you lose the magical abilities that come from your connection to your deity. The class features that you lose are determined by the GM, but they likely include channel energy, domain powers, and divine spellcasting. These abilities can be regained only if you demonstrate your repentance by conducting an atone ritual (see page 275).

Channel Energy

You gain a pool of positive or negative energy, depending
on your deity, as shown on Table 3–9: Deities on
pages 72–73. Some deities allow you to choose whether
to channel negative or positive energy. Once you choose,
you can’t change the type of energy you channel, short of
an ethical shift or divine intervention.
This pool of energy allows you to cast either the heal
spell (for positive energy) or the harm spell (for negative
energy) a number of times per day equal to 3 plus your
Charisma modifier without needing to prepare the spell in
advance. All spells you cast in this way are heightened to
the maximum spell level you can cast as a cleric. You can
find heal on page 229 and harm on page 228.



BLIND AMBITION POWER 1
Casting Somatic Casting, Verbal Casting
Range 30 feet; Targets one creature
Duration 10 minutes
You strengthen a target’s ambition, increase its resentment of allies,
and make it easier to turn. The effects depend on its Will save.
Success Attempts to Coerce, Request, or use mental effects to
convince the target to advance its own ambitions take half the
usual circumstance penalties (or gain bonuses on the target’s
save) for being against the target’s convictions or nature.
Critical Success The target takes no effect.
Failure Attempts to Coerce, Request, or use mental effects to
convince the target to advance its own ambitions ignore any
circumstance penalties (or bonuses on the target’s save) for
being against the target’s convictions or nature, and they
seem reasonable for effects like suggestion.
Critical Failure The target is overcome with ambition, taking
whatever actions would advance its own agenda over that

of its allies, even without attempts to convince the target.


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CLERIC KEY ABILITY Wisdom HIT POINTS 8 plus your Constitution modifier PROFICIENCIES Perception Trained Saving Throws Ex...