Help
Help

Cleric

[IMG]

Cleric is a class in Pathfinder: Kingmaker. SHORT introduction.

 

"More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source."

 

 

Cleric Tips & Builds

  • High saves: Fortitude and Will.

  • Class skills: Knowledge (Arcana), Knowledge (World), Lore (Religion), Persuasion.

  • Proficient with all simple weapons, light armor, medium armor and shields (except tower shields). Also proficient with the favored weapon of their deity.

  • Alignment: A cleric’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.

  • Hit Die: d8

  • Skill Ranks Per Level: 2 + Int modifier.

 

  

 

Cleric Archetypes

Crusader

 Bonus: ??

 Penalty: ??

 

Ecclesitheurge

 Bonus: ??

 Penalty: ??

Herald caller

 Bonus:

 Penalty

 

 

 

Cleric Abilities

Level

Base Attack Bonus

Fort

Ref

Will

Special

Level 1 0 +2 0 +2 Domain Selection, Deity Selection, Cleric Proficiencies, Channel Energy, Detect Magic
Level 2 +1 +3 0 +3  
Level 3 +2 +3 +1 +3  
Level 4 +3 +4 +1 +4  
Level 5 +3 +4 +1 +4  
Level 6 +4 +5 +2 +5  
Level 7 +5 +5 +2 +5  
Level 8 +6/+1 +6 +2 +6 Greater Domain Power
Level 9 +6/+1 +6 +3 +6  
Level 10 +7/+2 +7 +3 +7  
Level 11 +8/+3 +7 +3 +7  
Level 12 +9/+4 +8 +4 +8  
Level 13 +9/+4 +8 +4 +8  
Level 14 +10/+5 +9 +4 +9  
Level 15 +11/+6/+1 +9 +5 +9  
Level 16 +12/+7/+2 +10 +5 +10  
Level 17 +12/+7/+2 +10 +5 +10  
Level 18 +13/+8/+3 +11 +6 +11  
Level 19 +14/+9/+4 +11 +6 +11  
Level 20 +15/+10/+5 +12 +6 +12  

 

Channel Energy (Su)

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular 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 cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

Domains in Pathfinder: Kingmaker are covered on this page.

 

Domains Information

 

Chaos Domain

Touch of Chaos (Sp): You can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Chaos Blade (Su): At 8th level, you can give a weapon touched the anarchic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

 

Good Domain

 Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

 

Destruction Domain

Destructive Smite (Su): You gain the destructive smite power: the supernatural ability to make a single melee attack with a morale bonus on damage rolls equal to 1/2 your cleric level (minimum 1). You must declare the destructive smite before making the attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Destructive Aura (Su): At 8th level, you can emit a 30-foot aura of destruction for a number of rounds per day equal to your cleric level. All attacks made against targets in this aura (including you) gain a morale bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. These rounds do not need to be consecutive.

 

Law Domain

Touch of Law (Sp): You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Staff of Order (Su): At 8th level, you can give a weapon touched the axiomatic special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

 

Luck Domain

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Divine Fortune (Ex): At 6th level, as a standard action, you can bless yourself with divine luck. For the next half your cleric level rounds you roll two times on every d20 roll and take the best result. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th."

 

 

 

 

 

 

 

 

Spontaneous Casting

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it

cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).

 

 

Classes
Alchemist  ♦  Aldori Defender  ♦  Arcane Bomber  ♦  Arcane Trickster  ♦  Archaeologist  ♦  Armored hulk  ♦  Barbarian  ♦  Bard  ♦  Blight Druid  ♦  Chirurgeon  ♦  Crusader  ♦  Defender of the True World  ♦  Divine Guardian  ♦  Divine Hunter  ♦  Dragon Disciple  ♦  Druid  ♦  Duelist  ♦  Ecclesitheurge  ♦  Eldritch Archer  ♦  Eldritch Knight  ♦  Eldritch Scion  ♦  Eldritch Scoundrel  ♦  Empyreal Sorcerer  ♦  Feyspeaker  ♦  Fighter  ♦  Flame dancer  ♦  Flame Warden  ♦  Freebooter  ♦  Grenadier  ♦  Herald caller  ♦  Hospitaler  ♦  Inquisitor  ♦  Invulnerable Rager  ♦  Mad dog  ♦  Magus  ♦  Monk  ♦  Monster Tactician  ♦  Mystic Theurge  ♦  Paladin  ♦  Ranger  ♦  Rogue  ♦  Sacred Huntsmaster  ♦  Sage Sorcerer  ♦  Scaled Fist  ♦  Scroll Savant  ♦  Sorcerer  ♦  Stalwart Defender  ♦  Stormwalker  ♦  Sword Saint  ♦  Sylvan Sorcerer  ♦  Tactical Leader  ♦  Thassilonian Specialist  ♦  Thug  ♦  Thundercaller  ♦  Tower Shield Specialist  ♦  Traditional Monk  ♦  Two-Handed Fighter  ♦  Vivisectionist  ♦  Wizard

 




Load more

Chat