Cleric

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Cleric

Alignment Restrictions: None

Hit Die: d8

Proficiencies: Armor (Light, Heavy, Medium), Shields, Weapons (Simple)

Skill Points: (Int mod * 4 at 1st level) 2 + Int mod

Skills: Concentration, Craft Armor, Craft Trap, Craft Weapon, Heal, Lore, Parry, Persuade, Spellcraft

Primary Saving Throw(s): Fortitude, Will

Primary Ability: Wisdom

Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored). Must have a Wisdom score of 10 + the spell’s level to cast a spell.

>==Special Abilities & Feats==



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Domains

Each domain gives your cleric access to a special domain power and additional spells. This increases the total number of spells that a cleric may prepare each day by one per spell level.

Air

Air

Domain Special Abilities

Turn Elementals - Able to turn elementals as if they were undead.

Bonus Spells

Animal

Animal

Domain Special Abilities

Able to summon more powerful creatures using Summon Creature I through VIII.

Bonus Spells

Death

Death

Domain Special Abilities

Negative Plane Avatar - The cleric is able to summon a shadow that gains in power as the cleric advances.

Bonus Spells

Destruction

Destruction

Domain Special Abilities

Weaken Constructs - Able to damage constructs while using the turn ability.

Bonus Spells

Earth

Earth

Domain Special Abilities

Turn Elementals - Able to turn elementals as if they were undead.

Bonus Spells

Evil

Evil

Domain Special Abilities

Turn Outsiders - Able to turn outsiders as if they were undead.

Bonus Spells

Fire

Fire

Domain Special Abilities

Turn Elementals - Able to turn elementals as if they were undead.

Bonus Spells

Good

Good

Domain Special Abilities

Turn Outsider - Able to turn outsiders as if they were undead.

Bonus Spells

Healing

Healing

Domain Special Abilities

Empower Healing - The following healing spells are cast as if with the Empower Spell feat: Cure Minor Wounds, Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, and Cure Critical Wounds.

Bonus Spells

Knowledge

Knowledge

Bonus Spells

Magic

Magic

Bonus Spells

Plant

Plant

Domain Special Abilities

Turn Vermin - Able to turn vermin as if they were undead.

Bonus Spells

Protection

Protection

Domain Special Abilities

Divine Protection - The cleric is able to cast an improved form of Sanctuary that sets the save DC at 10 + Cha Modifier + Cleric Level. This has a duration of 1 round per caster level + the cleric’s Charisma modifier.

Bonus Spells

Strength

Strength

Domain Special Abilities

Divine Strength - The cleric gains a bonus to Strength equal to 2 + 1 per 3 class levels. This has a duration of 5 rounds + the cleric’s Charisma modifier.

Bonus Spells

Sun

Sun

Domain Special Abilities

Exceptional Turning - Add 1d6 to all turning checks to determine the maximum Hit Die of undead turned. Also add 1d4 to the number of undead turned.

Bonus Spells

Travel

Travel

Bonus Spells

Trickery

Trickery

Domain Special Abilities

Divine Trickery - Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, and Pick Pocket checks equal to 1 per 2 levels. This effect lasts for 5 turns + the cleric’s Charisma modifier.

Bonus Spells

War

War

Domain Special Abilities

Battle Master - The cleric gains a bonus of 1 + 1 per 5 levels to Dexterity, Constitution, Attack Rolls and Damage. As well, the cleric gains damage reduction twice this amount. The effect will last for 5 rounds + Charisma modifier.

Bonus Spells

Water

Water

Domain Special Abilities

Turn Elementals - Able to turn elementals as if they were undead.

Bonus Spells

Spells

Level 0

Level 1

Level 2

Level 3

Level 4

Level 5

Level 6

Level 7

Level 8

Level 9

Epic Cleric

Epic Cleric

Skill Points: 2 + Int mod

Bonus Feats: 23, 26, 29, 32, 35, 38

Epic Cleric Bonus Feats: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Improved Combat Casting

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