Cloistered Cleric
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loistered clerics typically live in a temple and rarely interact with the outside world. They are bookish and well learned in the lore of the faith, paying less attention to its magical and martial aspects.

Role: Clerics call upon the powers of their deity's domains to assist the party, boosting their allies' fighting prowess or vexing the opponents' defense to make them easier to fight. Many mistake the cleric to be a fragile unit on the battlefield, but nothing could be further from the truth. The cleric often doubles as a martial, capable of keeping their own in a fight while they heal and assist in the throes of chaos. The cleric must be careful, however, as they present a unique threat to the battlefield than fighters and barbarians as smarter opponents may seek to eliminate the party's greatest source of support first if they cannot eliminate the warriors in front of them quick enough.

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: 8 hitpoints per level

Class Skills

The cloistered cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 4 + Int modifier.

blah blah blah blah bl Spells Per day
Level Base Attack Bonus Maximum hits Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +0 1 +2 +0 +2 Aura, Breadth of Knowledge, Channel Energy 1d6, Domains, Orisons, Spontaneous Casting 2 0+1
2 +1 1 +3 +0 +3 Well read 3 1+1
3 +2 1 +3 +1 +3 Channel Energy 2d6 Verbal Instruction 3 1+1 0+1
4 +3 1 +4 +1 +4 3 2+1 1+1
5 +3 1 +4 +1 +4 Channel Energy 3d6 3 2+1 1+1 0+1
6 +4 1 +5 +2 +5 3 2+1 2+1 1+1
7 +5 1 +5 +2 +5 Channel Energy 4d6 3 3+1 2+1 1+1 0+1
8 +6 2 +6 +2 +6 3 3+1 2+1 2+1 1+1
9 +6 2 +6 +3 +6 Channel Energy 5d6 3 3+1 3+1 2+1 1+1 0+1
10 +7 2 +7 +3 +7 3 3+1 3+1 2+1 2+1 1+1
11 +8 2 +7 +3 +7 Channel Energy 6d6 3 3+1 3+1 3+1 2+1 1+1 0+1
12 +9 2 +8 +4 +8 3 3+1 3+1 3+1 2+1 2+1 1+1
13 +9 2 +8 +4 +8 Channel Energy 7d6 3 3+1 3+1 3+1 3+1 2+1 1+1 0+1
14 +10 2 +9 +4 +9 3 3+1 3+1 3+1 3+1 2+1 2+1 1+1
15 +11 2 +9 +5 +9 Channel Energy 8d6 3 3+1 3+1 3+1 3+1 3+1 2+1 1+1 0+1
16 +12 3 +10 +5 +10 3 3+1 3+1 3+1 3+1 3+1 2+1 2+1 1+1
17 +12 3 +10 +5 +10 Channel Energy 9d6 3 3+1 3+1 3+1 3+1 3+1 3+1 2+1 1+1 0+1
18 +13 3 +11 +6 +11 3 3+1 3+1 3+1 3+1 3+1 3+1 2+1 2+1 1+1
19 +14 3 +11 +6 +11 Channel Energy 10d6 3 3+1 3+1 3+1 3+1 3+1 3+1 3+1 2+1 2+1
20 +15 3 +12 +6 +12 3 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1

Weapon and Armor Proficiency

Cloistered clerics are proficient with light armor and with the following weapons: club, heavy mace, light mace, quarterstaff, and sling. They are not proficient with shields.

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil, though not a spell here, for details).

Breadth of Knowledge

At 1st level, a cloistered cleric gains a bonus on Knowledge skill checks equal to half her class level (minimum +1) and can make Knowledge skill checks untrained.

Well-Read (Ex)

At 2nd level, a cloistered cleric gains a +2 bonus on skill checks, caster level checks, and saving throws if such rolls pertain to mundane or magical glyphs, runes, scrolls, symbols, and other writings.

Verbal Instruction (Ex)

At 3rd level, a cloistered cleric can use the aid another action to assist an ally within 30 feet on a skill or ability check. The ally must be able to hear and understand the cleric’s instructions. For every three class levels beyond 3rd, the cloistered cleric can instruct one additional ally. If all allies are not engaged in the same task, using this ability is a full-round action rather than a standard action.

Spells

A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.

To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

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 regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Chaotic, Evil, Good, and Lawful Spells

A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. also, take in consideration that the ethics of the god also have a huge play in what spells they can cast a good example would be Deidre would not grant any spells that can pollute the earth nor would she grant any spells that allow to raise the dead or anything to control the dead. a chaotic good god such as Gavet would be opposed against any spell that can be considered "enslaving" the creature. never assume ask the staff.

Orisons

can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

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 below).

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.

A cleric must be able to present her holy symbol to use this ability.

Note: You must select either to heal or harm, you cannot do both.

Domains

A cleric’s deity influences her alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. In Xilrin, all clerics worship one of the gods or a church (see Gods).

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells added to the cleric’s spell list. The cleric is always considered attuned to the spells from his domains. In addition, the cleric receives an additional pool of spell points – the domain pool – with spell points equal to his cleric level. These points do not count towards the cleric’s open or reserve pool of spell points, and expending them does not force the cleric to save against fatigue.

In addition, a cleric gains the listed powers from both of his domains, if he is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Domains cannot be changed once selected.

Spontaneous Casting

Good Cleric

A good cleric (or a neutral cleric of a good deity) can channel spell points into healing spells without creating eldritch dissonance. A cleric is always considered attuned to cure spells and when the cleric casts any cure spell, the spell point cost of the spell does not increase. (A cure spell is any spell with “cure” in its name).

Evil Cleric

An evil cleric (or a neutral cleric of an evil deity) is not automatically attuned to cure spells and can’t cast cure spells without their spell point cost increasing, but is attuned to and can cast inflict spells (an inflict spell is one with “inflict” in its name) without their spell point cost increasing.

A cleric who is neither good nor evil and whose deity is neither good nor evil is either automatically attuned to cure spells or inflict spells (player’s choice), and can cast such spells without affecting their spell point cost. Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy.

Bonus Languages

A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). 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 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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