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Description: Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's Domains. These Domains grant the cleric special powers, and give him access to spells that he might otherwise never learn.

Hit Dice: 1d8

Proficiencies: Armor Proficiency (Light), Armor Proficiency (Medium), Armor Proficiency (Heavy), Shield Proficiency, Weapon Proficiency (Simple)

Skill Points: 2 + Int mod

Class Skills: Concentration, Craft armor, Craft trap, Craft weapon, Heal, Lore, Parry, Persuade, Spellcraft

Primary Saving Throw(s): Fortitude, Will

Base Attack Bonus: +3/4 levels


Alignment: Any

Base Attack Bonus: Any

Classes: None

Factions: All

Feats: None

Race: Any

Skills: None

Spellcasting: None

Special Abilities and Feats

1Two Domains
Turn/Rebuke Undead
Defensive Casting
Spontaneous Cast

Epic Cleric

Epic Feat Progression: 3

Epic Feats: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Improved Combat Casting, and Planar Turning.



Cantrips 1st level spells 2nd level spells 3rd level spells 4th level spells
5th level spells 6th level spells 7th level spells 8th level spells 9th level spells