Labyrinths & Liontaurs
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Cleric

You are devoted to a god, and your god has smiled on your faith and loyalty, granting you the capacity to work miracles. Your class abilities tend to focus on healing and helping, but the power of your god is great, and so you also gain real power to alter the course of events, whether through those you support, or directly and personally. Your motivations are your own, but likely there are congruencies with your god's purposes as well, which is why you are a loyal worshiper.

Role: Clerics play many roles in society. Some provide for the spiritual needs of their people, serving as ministers, missionaries, or monastics. Some clerics seek converts and congregations, others accept only a very few worthy disciples, or none. As a cleric, you can choose how best to honor your god, within a few limitations. As an adventuring cleric, you may act as a medic and support for your team, or as a formidable combatant, or as a leader who speaks for the party when dealing with the larger world.

Restrictions: Your alignment must be within one step of your god's, along either the law/chaos axis or the good/evil axis. You select two of your god's domains (see below), and you must follow the ethos of your god. You may only honor one god, and no others (though you can tolerate or even ally with followers of other gods, especially if their gods are aligned with yours). If you find your alignment drifting, or if the restrictions of your ethos are too onerous, you and your game master should have a conversation about meeting these restrictions -- or about changing domains, gods, or even changing class.

Base Attack Bonus: +0.50 / level.

Caster Level: +1.0 / level.

Will Save: +0.75 / level.

Fort Save: +0.50 / level.

Reflex Save: +0.25 / level.

Hit Die: d8.

Table: Cleric Advancement
LevelBase Attack BonusCaster LevelWill SaveFort SaveRefx SaveSpecial
1st+0 (+0.5)1 (1.0)+0 (+0.75)+0 (+0.50)+0 (+0.25)Tyro Signature: Tyro Domain Power
2nd+1 (+1.0)2 (2.0)+1 (+1.50)+1 (+1.00)+0 (+0.50)Channel Energy or Interaction Cantrip
3rd+1 (+1.5)3 (3.0)+2 (+2.25)+1 (+1.50)+0 (+0.75)Spontaneous Healing or Combat Cantrip
4th+2 (+2.0)4 (4.0)+3 (+3.00)+2 (+2.00)+1 (+1.00)Mission Services or Exploration Cantrip
5th+2 (+2.5)5 (5.0)+3 (+3.75)+2 (+2.50)+1 (+1.25)Tyro Tier Choice
6th+3 (+3.0)6 (6.0)+4 (+4.50)+3 (+3.00)+1 (+1.50)Adventurer Signature: Adventurer Domain Power
7th+3 (+3.5)7 (7.0)+5 (+5.25)+3 (+3.50)+1 (+1.75)Channel Energy or Ceremony
8th+4 (+4.0)8 (8.0)+6 (+6.00)+4 (+4.00)+2 (+2.00)Favored Weapon or Combat Medic
9th+4 (+4.5)9 (9.0)+6 (+6.75)+4 (+4.50)+2 (+2.25)Sense Undead or Sense Outsider
10th+5 (+5.0)10 (10.0)+7 (+7.50)+5 (+5.00)+2 (+2.50)Adventurer Tier Choice
11th+5 (+5.5)11 (11.0)+8 (+8.25)+5 (+5.50)+2 (+2.75)Hero Signature: Hero Domain Power
12th+6 (+6.0)12 (12.0)+9 (+9.00)+6 (+6.00)+3 (+3.00)Channel Energy or Preach
13th+6 (+6.5)13 (13.0)+9 (+9.75)+6 (+6.50)+3 (+3.25)Destroy Undead or Combat Blessing
14th+7 (+7.0)14 (14.0)+10 (+10.50)+7 (+7.00)+3 (+3.50)Temple Teleport or Exploration Blessing
15th+7 (+7.5)15 (15.0)+11 (+11.25)+7 (+7.50)+3 (+3.75)Hero Tier Choice
16th+8 (+8.0)16 (16.0)+12 (+12.00)+8 (+8.00)+4 (+4.00)Legend Signature: Legend Domain Power
17th+8 (+8.5)17 (17.0)+12 (+12.75)+8 (+8.50)+4 (+4.25)Channel Energy or Crusade
18th+9 (+9.0)18 (18.0)+13 (+13.50)+9 (+9.00)+4 (+4.50)Life Revelation or Maximized Curing
19th+9 (+9.5)19 (19.0)+4 (+14.25)+9 (+9.50)+4 (+4.75)Sense Believers or Understand Divine Will
20th+10 (+10.0)20 (20.0)+15 (+15.00)+10 (+10.00)+5 (+5.00)Legend Tier Choice


Skill Proficiencies

The cleric's proficient skills (and the ability scores used to boost each skill) are Craft (Int), Diplomacy (Cha), Gather Information (Chr), Heal (Wis), Knowledge (Religion, History) (Int), Language (Abyssal, Axiom, Celestial, Infernal, Protean) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Weapon and Armor Proficiencies

You are proficient with simple weapons from the Hammers, Flails, and Close weapon groups (see the rules for weapon groups in Weapons and Armor). You are also proficient with martial weapons from one of these three groups, your choice. You are not proficient with exotic weapons. You are proficient with light armor, medium armor, bucklers, light shields, and heavy shields. Some clerics learn to use the favored weapon of their god (see below).

Spells and Spell Casting

At first level your caster level is one, and you can cast divine spells, which are drawn from the divine spell list presented in Spell Lists. As with all characters, you follow the general magic rules for spell slots per day, based on your caster level, which advances by one caster level every time you gain a cleric level. As a priest, charisma is your spell casting ability score.

KNOWN SPELLS LIST: Each time you gain a caster level, you learn two new spells. Because you are a priest, you may choose to pick spells from the divine spell list. The level of the spell cannot exceed your new cleric level.

SAVING THROWS: A saving throw against one of your spells has a difficulty class (DC) of 9 + 1/2 spell slot used + your Casting Ability Score modifier. Certain feats and class abilities can modify your save DCs. Example: an Cha 18 cleric casting a 1st level spell with a 4th level slot has a DC for that spell of 9 +4 +2 = 15. The +2 comes from the 4th level slot used; the level of the spell itself is not relevant.

DOMAINS: Your god acts with special power and authority within certain spheres of influence, or "domains." When you first become a cleric, you commit to your god and choose two domains from among those governed by your god. Some domains also have a prerequisite that you must meet. Each domain grants a number of signature domain powers, granted at levels 1, 6, 11, and 16. Each time you gain a signature power, you pick one of the two available to you through your two domains. At higher levels, you may also select a lower tier ability if you prefer. Your domains also offer you bonus feats available to you at levels 5, 10, 15, and 20.

Unless otherwise noted, using a domain power is a standard action and uses your character level as the caster level and for various effects. Exception: cantrips given as domain powers use the rules for cantrips. Many domain powers are spell-like abilities; these always use the appropriate Charisma modifier (odd at Tyro and Hero tiers, even at Adventurer and Legend tiers), as well as your character level as the caster level. The saving throw for domain SLAs, if not otherwise specified, is 9 + half your character level + your odd (for Tyro and Hero tier) or even (for Adventurer or Legend tier) Charisma modifier. Cleric domains are listed at the bottom of this page.

Class Abilities

TYRO TIER

Level 1 Cleric Tyro Tier Signature Ability: Domain Power Choose a Tyro tier power from one of your two domains. See below.

Level 2 Cleric Tyro Tier Interaction Ability (pick one):

Level 3 Cleric Tyro Tier Combat Ability (pick one):

Level 4 Cleric Tyro Tier Exploration Ability (pick one):

Level 5 Cleric Tyro Tier Choice: Select a Cleric Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a feat for which you qualify from among those offered by one of your domains. If you choose a domain feat, the only prerequisite you must meet is the required tier; you can ignore other prerequisites.

ADVENTURER TIER

Level 6 Cleric Adventurer Tier Signature Ability: Domain Power Choose an Adventurer tier power from one of your two domains, or a lesser tier power you have not yet chosen. See below.

Level 7 Cleric Adventurer Tier Interaction Ability (pick one):

Level 8 Cleric Adventurer Tier Combat Ability (pick one):

Level 9 Cleric Adventurer Tier Exploration Ability (pick one):

Level 10 Cleric Adventurer Tier Choice: Select a Cleric Adventurer or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a feat for which you qualify from among those offered by one of your domains.

HERO TIER

Level 11 Cleric Hero Tier Signature Ability: Domain Power Choose a Hero tier power from one of your two domains, or a lesser tier power you have not yet chosen. See below.

Level 12 Cleric Hero Tier Interaction Ability (pick one):

Level 13 Cleric Hero Tier Combat Ability (pick one):

Level 14 Cleric Hero Tier Exploration Ability (pick one):

Level 15 Cleric Hero Tier Choice: Select a Cleric Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a feat for which you qualify from among those offered by one of your domains.

LEGEND TIER

Level 16 Cleric Legend Tier Signature Ability: Domain Power Choose a Legend tier power from one of your two domains, or a lesser tier power you have not yet chosen. See below.

Level 17 Cleric Legend Tier Interaction Ability (pick one):

Level 18 Cleric Legend Tier Combat Ability (pick one):

Level 19 Cleric Legend Tier Exploration Ability (pick one):

Level 20 Cleric Legend Tier Choice: Select a Cleric Legend, Hero, Adventurer, or Tyro Tier Interaction, Combat, or Exploration ability that you have not yet chosen, or choose a feat for which you qualify from among those offered by one of your domains.

Domains

Air Domain

You can manipulate lightning, mist, and wind; you are resistant to electricity damage.

Signature Class Abilities

Domain Feat: Choose from among these: Elemental Fist (electricity only), Flyby Attack, Whirlwind Attack, Wind Stance.

Animal Domain

You can speak with and befriend animals with ease. You gain the abilities of some animals.

Signature Class Abilities

Domain Feat: Choose from among these: Endurance, Mounted Combat, Trick Riding, Vermin Heart.

Artifice Domain

You can repair damage to objects, animate objects with life, and create objects from nothing.

Signature Class Abilities

Domain Feat: Choose from among these: Artisan, Cooperative Crafting, Craft Construct, Craft Wondrous Item.

Chaos Domain

Your touch infuses life and weapons with chaos, and you revel in all things anarchic. (prerequisite: chaotic alignment)

Signature Class Abilities

Domain Feat: Choose from among these: Catch Off Guard, Disruptive, Improved Dirty Trick, Lucky.

Charm Domain

You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.

Signature Class Abilities

Domain Feat: Choose from among these: Followers, Graceful, Improved Feint, Reputation.

Community Domain

Your touch makes creatures feel better, and your presence instills unity and strengthens emotional bonds. (prerequisite: non-evil alignment)

Signature Class Abilities

Domain Feat: Choose from among these: Bodyguard, Covering Defense, Swap Places, Team Up.

Creation Domain

You feel joy witnessing and bringing about new life, new music, and new art.

Signature Class Abilities

Domain Feat: Choose from among these: Craft Wondrous Item, Enlightened, Entertainer, Magic Lore.

Darkness Domain

You are at home in shadows, and you use darkness as a weapon.

Signature Class Abilities

Domain Feat: Choose from among these: Blind-Fight, Improved Blind-Fight, Blindsense, Greater Blind-Fight.

Earth Domain

You can manipulate acid, earth, and stone; you are resistant to acid damage.

Signature Class Abilities

Domain Feat: Choose from among these: Elemental Fist (acid only), Muscular, Stand Still, Toughness.

Evil Domain

You are sinister and cruel, and have wholly pledged your soul to the cause of evil. (prerequisite: evil alignment)

Signature Class Abilities

Domain Feat: Choose from among these: Bloody Assault, Deadly Aim, Dreadful Carnage, Followers.

Fire Domain

You can call forth fire, ash, and smoke, and your flesh does not burn.

Signature Class Abilities

Domain Feat: Choose from among these: Acrobatic Steps, Dazzling Display, Elemental Fist (fire only), Fleet.

Glory Domain

You are infused with the glory of the divine, and are a true foe of the undead. (prerequisite: good alignment)

Signature Class Abilities

Domain Feat: Choose from among these: Extra Channel Energy, Heroic Defiance, Heroic Recovery, Reputation.

Good Domain

You have pledged your life and soul to kindness, love, helping others, and convincing evil-doers of the error of their ways. (prerequisite: good alignment)

Signature Class Abilities

Domain Feat: Choose from among these: Bodyguard, In Harm's Way, Merciful Attack, Merciful Spell.

Healing Domain

Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Signature Class Abilities

Domain Feat: Choose from among these: Enlightened, Fast Healer, Slot Shield, Swift Aid.

Knowledge Domain

You are a scholar and a sage of legends. You use subtle methods to probe mysteries.

Signature Class Abilities

Domain Feat: Choose from among these: Magic Lore, Reputation, Scholar, Smart.

Law Domain

You follow a strict and ordered methodology of behavior, which offers enlightenment to you and to everybody. (prerequisite: lawful alignment)

Signature Class Abilities

Domain Feat: Choose from among these: Coordinated Defense, Coordinated Maneuvers, Focused Strike, Professional.

Light Domain

You see truth and power of pure light, and you delight in radiance and clear sight.

Signature Class Abilities

Domain Feat: Choose from among these: Cantrip (Mage Lights, Sacred Light, or Flare only), Dazzling Display, Enlightened, Weapon Focus (light weapons only).

Love Domain

You seek to show others how love can change the world. Fighting without killing is good, and talking is better still. (prerequisite: You always do your best to take the life of no living creature)

Signature Class Abilities

Domain Feat: Choose from among these: Charming, Extra Channel Energy, Improved Disarm, Knock-Out.

Luck Domain

You are infused with positive serendipity, and your mere presence can spread good fortune. (prerequisite: non-lawful alignment)

Signature Class Abilities

Domain Feat: Choose from among these: Bouncing Spell, Lucky, Precise Shot, Sidestep.

Madness Domain

You embrace the power of madness that lurks deep in your heart, and can unleash it to drive your foes insane. (prerequisite: chaotic alignment)

Signature Class Abilities

Domain Feat: Choose from among these: Disruptive, Improved Initiative, Lunge, Slot Strike.

Magic Domain

You are a true student of all things mystical, and see divinity in the purity of magic.

Signature Class Abilities

Domain Feat: Choose from among these: Combat Casting, Focused Spell, Spell Focus, Spell Penetration.

Mutation Domain

Seeking new life, perhaps even hating life as it is, you seek to warp yourself and others.

Signature Class Abilities

Domain Feat: Choose from among these: Fleet, Improved Natural Armor, Natural Spellcaster, Toughness.

Plant Domain

You have an affinity for green things, you can become more and more like a plant, and you can communicate with plants.

Signature Class Abilities

Domain Feat: Choose from among these: Endurance, Enlarge Spell, Natural Spellcaster, Toughness.

Protection Domain

Your faith is your greatest source of protection, and you can use that faith to defend others.

Signature Class Abilities

Domain Feat: Choose from among these: Bodyguard, In Harm's Way, Stand Still, Combat Patrol.

Repose Domain

You see death not as something to be feared, but as a final rest and a release after grief and suffering. The taint of undeath is a mockery of what you hold dear.

Signature Class Abilities

Domain Feat: Choose from among these: Diehard, Deathless Initiate, Ectoplasmic Spell, Improved Turn.

Rune Domain

You have a deep love of writing, and your passion puts magic into symbology. (prerequisite: lawful alignment)

Signature Class Abilities

Domain Feat: Choose from among these: Cantrip (choice of Battle Ward or Read Magic), Magic Lore, Scribe Scroll, Smart.

Time Domain

You are a master of the abstract arts of chronology. (prerequisite: non-chaotic alignment)

Signature Class Abilities

Domain Feat: Choose from among these: Fleet, Quick Draw, Rapid Reload, Run.

Travel Domain

You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic.

Signature Class Abilities

Domain Feat: Choose from among these: Dodge, Mobility, Run, Swap Places.

Undeath Domain

You are fascinated by death, and you do not flinch at using the dead for your own selfish purposes. (prerequisite: non-good alignment)

Signature Class Abilities

Domain Feat: Choose from among these: Reputation, Command Undead, Followers, Improved Channel.

War Domain

You are a crusader for your god, always eager to shed the blood of others. (prerequisite: evil alignment)

Signature Class Abilities

Domain Feat: Choose from among these: Combat Expertise, Combat Patrol, Combat Reflexes, Outflank.

Water Domain

You thrive in water, manipulate mist and ice, and resist cold.

Signature Class Abilities

Domain Feat: Choose from among these: Acrobatic Steps, Bull Rush, Elemental Fist (cold only), Improved Trip.

Weather Domain

With power over storm and sky, you can call down the wrath of your god upon the world below.

Signature Class Abilities

Domain Feat: Choose from among these: Dodge, Endurance, Fleet, Thundering Spell.



Trickery Domain

You love illusions, deceptions, and pranks, as does your trickster god.

Signature Class Abilities

Domain Feat: Choose from among these: Improved Dirty Trick, Improved Feint, Net Trickery, Silent Spell.