Cleric
From Talus Wiki
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==
- Level 1 Spontaneous Cast, Turn Undead
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
Domain Special Abilities
Turn Elementals - Able to turn elementals as if they were undead.
Bonus Spells
- Level 3 Call Lightning
- Level 6 Chain Lightning
Animal
Domain Special Abilities
Able to summon more powerful creatures using Summon Creature I through VIII.
Bonus Spells
- Level 2 Cat's Grace
- Level 3 True Seeing
- Level 5 Polymorph Self
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
- Level 4 Phantasmal Killer
- Level 5 Enervation
Destruction
Domain Special Abilities
Weaken Constructs - Able to damage constructs while using the turn ability.
Bonus Spells
- Level 3 Stinking Cloud
- Level 6 Acid Fog
Earth
Domain Special Abilities
Turn Elementals - Able to turn elementals as if they were undead.
Bonus Spells
- Level 4 Stoneskin
- Level 5 Energy Buffer
Evil
Domain Special Abilities
Turn Outsiders - Able to turn outsiders as if they were undead.
Bonus Spells
- Level 1 Negative Energy Ray
- Level 3 Negative Energy Burst
- Level 5 Enervation
Fire
Domain Special Abilities
Turn Elementals - Able to turn elementals as if they were undead.
Bonus Spells
- Level 4 Wall of Fire
- Level 5 Energy Buffer
Good
Domain Special Abilities
Turn Outsider - Able to turn outsiders as if they were undead.
Bonus Spells
- Level 4 Stoneskin
- Level 5 Lesser Planar Binding
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
- Level 2 Cure Serious Wounds
- Level 5 Heal
Knowledge
Bonus Spells
- Level 1 Identify
- Level 2 Knock
- Level 3 Clairaudience/Clairvoyance
- Level 4 True Seeing
- Level 6 Legend Lore
Magic
Bonus Spells
- Level 1 Mage Armor
- Level 2 Melf's Acid Arrow
- Level 3 Negative Energy Burst
- Level 4 Stoneskin
- Level 5 Ice Storm
Plant
Domain Special Abilities
Turn Vermin - Able to turn vermin as if they were undead.
Bonus Spells
- Level 2 Barkskin
- Level 7 Creeping Doom
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
- Level 4 Globe of Invulnerability
- Level 5 Energy Buffer
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
- Level 3 Divine Power
- Level 5 Stoneskin
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
- Level 2 Searing Light
- Level 7 Sunbeam
Travel
Bonus Spells
- Level 1 Entangle
- Level 2 Web
- Level 3 Freedom of Movement
- Level 4 Slow
- Level 5 Haste
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
- Level 2 Invisibility
- Level 3 Invisibility Sphere
- Level 5 Improved Invisibility
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
- Level 2 Cat's Grace
- Level 7 Aura of Vitality
Water
Domain Special Abilities
Turn Elementals - Able to turn elementals as if they were undead.
Bonus Spells
Spells
Level 0
Level 1
- Bane
- Bless
- Cure Light Wounds
- Divine Favor
- Doom
- Endure Elements
- Entropic Shield
- Inflict Light Wounds
- Magic Weapon
- Protection from Alignment
- Remove Fear
- Sanctuary
- Scare
- Shield of Faith
- Summon Creature I
Level 2
- Aid
- Bull's Strength
- Cure Moderate Wounds
- Darkness
- Eagle's Splendor
- Endurance
- Find Traps
- Fox's Cunning
- Hold Person
- Inflict Moderate Wounds
- Lesser Dispel
- Lesser Restoration
- Negative Energy Ray
- Owl's Wisdom
- Remove Paralysis
- Resist Elements
- Silence
- Sound Burst
- Stone Bones
- Summon Creature II
- Ultravision
Level 3
- Animate Dead
- Bestow Curse
- Blindness/Deafness
- Clarity
- Contagion
- Continual Flame
- Cure Serious Wounds
- Dispel Magic
- Glyph of Warding
- Inflict Serious Wounds
- Invisibility Purge
- Magic Circle against Alignment
- Magic Vestment
- Negative Energy Protection
- Prayer
- Protection from Elements
- Remove Blindness/Deafness
- Remove Curse
- Remove Disease
- Searing Light
- Summon Creature III
Level 4
- Cure Critical Wounds
- Death Ward
- Dismissal
- Divine Power
- Freedom of Movement
- Hammer of the Gods
- Inflict Critical Wounds
- Greater Magic Weapon
- Neutralize Poison
- Poison
- Restoration
- Summon Creature IV
Level 5
- Battletide
- Circle of Doom
- Flame Strike
- Healing Circle
- Monstrous Regeneration
- Raise Dead
- Slay Living
- Spell Resistance
- Summon Creature V
- True Seeing
Level 6
- Banishment
- Blade Barrier
- Control Undead
- Create Undead
- Greater Dispelling
- Greater Sanctuary
- Harm
- Heal
- Planar Ally
- Summon Creature VI
- Undeath to Death
Level 7
Level 8
- Aura versus Alignment
- Earthquake
- Create Greater Undead
- Fire Storm
- Mass Heal
- Summon Creature VIII
- Sunbeam
Level 9
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