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Karl Friedrich Lessing (1808–1880) : Hussite Sermon Date 1836
Karl Friedrich Lessing (1808–1880) : Hussite Sermon Date 1836

In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.

Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)

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: d8

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

In the game, clerics are versatile figures, both capable in combat and skilled in the use of divine magic. Clerics are powerful healers due to the large number of healing and curative magics available to them. With divinely-granted abilities over life or death, they are also able to repel or control undead creatures. Whether the cleric repels or controls undead is dependent on its alignment.

Class Skills

The cleric's class skills (and the key ability for each skill) are Concentration (Constitution), Craft (Intelligence), Diplomacy (Charisma), Heal (Wisdom), Knowledge (arcana) (Intelligence), Knowledge (history) (Intelligence), Knowledge (religion) (Intelligence), Knowledge (the planes) (Intelligence), Profession (Wisdom), and Spellcraft (Intelligence).

Domains and Class Skills

A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Intelligence) to the cleric class skills listed above.

A cleric who chooses the Knowledge domain adds all Knowledge (Intelligence) skills to the list.

A cleric who chooses the Travel domain adds Survival (Wisdom) to the list.

A cleric who chooses the Trickery domain adds Bluff (Charisma), Disguise (Charisma), and Hide (Dexterity) to the list.

See Deity, Domains, and Domain Spells, below, for more information.

Skill Points at 1st Level (2 + Intelligence modifier) x?4.

Skill Points at Each Additional Level 2 + Intelligence modifier.

A sacrifice to en:Thor.Painting by the Danish artist en:J.L. Lund (en:1777-en:1867). A sacrifice to en:Thor.Painting by the Danish artist en:J.L. Lund (en:1777-en:1867).
The Cleric

-------- Spells per Day1 --------
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Turn or rebuke undead 3 1+1 - - - - - - - -
2nd +1 +3 +0 +3   4 2+1 - - - - - - - -
3rd +2 +3 +1 +3   4 2+1 1+1 - - - - - - -
4th +3 +4 +1 +4   5 3+1 2+1 - - - - - - -
5th +3 +4 +1 +4   5 3+1 2+1 1+1 - - - - - -
6th +4 +5 +2 +5   5 3+1 3+1 2+1 - - - - - -
7th +5 +5 +2 +5   6 4+1 3+1 2+1 1+1 - - - - -
8th +6/+1 +6 +2 +6   6 4+1 3+1 3+1 2+1 - - - - -
9th +6/+1 +6 +3 +6   6 4+1 4+1 3+1 2+1 1+1 - - - -
10th +7/+2 +7 +3 +7   6 4+1 4+1 3+1 3+1 2+1 - - - -
11th +8/+3 +7 +3 +7   6 5+1 4+1 4+1 3+1 2+1 1+1 - - -
12th +9/+4 +8 +4 +8   6 5+1 4+1 4+1 3+1 3+1 2+1 - - -
13th +9/+4 +8 +4 +8   6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 - -
14th +10/+5 +9 +4 +9   6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 - -
15th +11/+6/+1 +9 +5 +9   6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 -
16th +12/+7/+2 +10 +5 +10   6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 -
17th +12/+7/+2 +10 +5 +10   6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+11
18th +13/+8/+3 +11 +6 +11   6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11   6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12   6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+

1 In addition to the stated number of spells per day for 1st- through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st.The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.

Class Features

All of the following are class features of the cleric.

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

A cleric who chooses the War domain receives the Weapon Focus feat related to his deity's weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Clerics who don't worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.


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

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. His base daily spell allotment is given onTable:The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).

Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his 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 he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

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Deity, Domains, and Domain Spells

A cleric's deity influences his 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 (Chaotic, Evil, Good, or Lawful) only if his alignment matches that domain.

If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

An evil cleric (or a neutral cleric of an evil deity), can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).

Chaotic, Evil, Good, and Lawful Spells

A cleric can't cast spells of an alignment opposed to his own or his deity's (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke undead (Su)

Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke undead).

A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).

A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

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 his race.


A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the Atonement spell description).

6th c. BC representation of an animal sacrifice scene in Corinth. 6th c. BC representation of an animal sacrifice scene in Corinth.

Cleric Domains

Divine Animal Companion

Paladins have their divine bond with a special mount, and rangers and druids can bond with an animal companion. But many religions – in both the real world and in fantasy – have animals that are considered sacred or divine, creatures that are somehow important to and in many ways a symbol of the deity in question. A cleric who wishes a divine animal companion must take the optional class feature as a 1st-level cleric; this option – like the standard cleric class features – is not again available later.

Divine Animal Companion (Ex)

At 1st level, a cleric can choose to forgo the domain power from one of his two domains in order to gain a special divine animal companion. This companion is similar to a druid or ranger’s animal companion, but not as powerful at higher levels (though sometimes more powerful at lower levels). A cleric is also limited in the type of animal that can be selected to the animal or animals favored by his deity.

If a player takes the divine animal companion optional class feature at 1st level, this option replaces the granted power from one of the cleric’s two domains. For example, a cleric decides to take the divine animal companion feature and in turn gives up the acid dart granted power from her Earth domain. She can never acquire the acid dart ability, but will still gain the acid resistance ability at 6th level as that is a separate ability.

A cleric’s divine animal companion’s power does increase as the cleric rises in power, similar to how a druid or ranger’s companion improves, except the rate of improvement is much slower for a cleric’s animal companion. When first summoned, the divine animal companion has the same stats as per a normal creature of its type.

Link (Ex): At 1st cleric level, the cleric forms a mental link with her divine animal companion. This power is similar to a wizard’s empathic link with his familiar. Through the link, the cleric can sense her divine animal companion up to a range of 1 mile. The cleric and the companion are able to communicate basic information through the link (the amount of information and detail of the information determined by the animal’s intelligence).

Natural Armor Bonus (Ex): At 4th cleric level, the divine animal companion gains a +1 natural armor bonus. The bonus increases to +2 at 12th cleric level and +3 at 20th cleric level.

Devotion (Ex): At 6th cleric level, the divine animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Ability Score Increase (Ex): At 10th cleric level, the divine animal companion gains a +1 bonus to any one ability score.

Totem Animal Apotheosis (Su): At 15th cleric level, the divine animal companion’s bond with the cleric and their deity is so strong that the companion becomes a totem animal, acquiring the Totem Animal simple template.

If a cleric’s animal companion dies the cleric can acquire a new one, but must wait 30 days or until advancing one class level, whichever comes first. If the cleric’s deity has more than one favored animal, the new companion may be of a different type than the one which perished.

Favored (Totem) Animals

Every deity has at least one and sometimes several animals (and in a few cases, vermin, magical beasts or even tiny dragons) that are favored. You will need to determine what types of creatures are favored by the deities of your campaign.

Favored animals are also sometimes called totem animals. Sometimes, these animals will act as messengers for a deity or a deity’s priests. Not every animal of a deity’s favored type is truly a totem animal, however. A true totem animal has been touched by the deity’s power, becoming sentient and more powerful. True totem animals can usually speak one or two languages, reason, and make logical decisions.

Totem Animal (CR +1)

Source: Pathfinder

Creatures with the totem animal template are favored by a deity or higher power and through a special divine connection have become more powerful and more intelligent.

Rebuild Rules

Senses gains Darkvision 60 ft.; Defensive Abilities gains damage reduction and energy resistance as noted on the table; SR gains Spell Resistance equal to new CR +5; Special Abilities Speech – The totem animal gains the ability to speak Common plus one other language (usually Elven or Sylvan). If the totem animal can already speak, it gains one extra language; Ability Scores +4 Intelligence, +4 Charisma.

Totem Animal Defenses
HD Resist Cold & Fire DR
1-4 5 -  
5-10 10 5/cold iron
11+ 15 10/cold iron

Section 15: Copyright Notice - The Book of Divine Magic

The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean O’Connor.

Deities and their Sacred Animals

Deity Sacred Animal
Anu Bull
Astarte Camel
Beelzebub Fly
Ebis/Druaga Snake
Enlil Hawk
Ereskigal None
Inanna Lion
Lahamu and Lahmu  Snake
Lahar Ram
Devil Leviathan None
Moloch Bull
Deity Sacred Animal
Amon Goose, Ram
Anubis Dog, Jackal
Apep Snakes
Apshai vermin
Bast All Felines
Bes Thrush (songbird)
Geb Goose
Hathor Hippopotamus
Horus Falcon
Imhotep Dove
Isis Vulture, Kite (bird)
Khonsu Desert Tortoise, Falcon
Mut Vulture
Nephthys Kite (bird)
Nut Cow
Osiris Bull or Cow
Ptah Bull
Ra Falcon
Serket Scorpion
Set Asp, Boar, Crocodile, Desert Oryx, Hippopotamus
Shu Ostrich
Sobek Crocodile
Tefnut Lion
Thoth Baboon, Ibis
Wepwawet Jackal, Wolf
Deity Sacred Animal
Apollo Songbirds
Areion Dolphin
Ares Dog, Vultures.
Artemis Stags, Foxes and Bears
Asclepius Serpent
Athena Owls, Owl Celestial, Owl Giant
Dionysus Lions (Anarchic and normal), Panthers (Anarchic and normal),
Hecate *~ Dogs Hell Hounds
Hera*~ Fiendish Giant Cranes, Peacocks,
Pan Goat
Poseidon cretan bulls, dolphins, hippocampi, pegasus's, porpoises,
Zeus *~ Eagles (Behemoth, Legendary, Paragon)
Deity Sacred Animal
Red Horses
Dog (Hound)
Swan, Snake, Cow and Wolf.
White sow (pig), Toad, Hawk and Crow.
Stag , Dog (Hound)
Eagle, buzzard, owl and wren.
Salmon, Seal and Heron.
Manannan mac Lir
Dolphin, Whale
Math fab Mathonwy
Toad, Raven.
Crow, Bull, Wolf
White mares (horses), song birds and doves.
Deity Sacred Animal
Aegir Squid
Andhrímnir Boar
Angrboda Wolf
Bestla Winter wolf
Borr Winter wolf
Freyr Boar
Freya Falcon, Cat
Frigga Cat
Gullveig Wolf
Hermod Horse
Holda Goose
Loki Wolf, Falcon
Nidhogg Snake
Odin Raven

Source: James Jacobs - Paizo Forums

Section 15: Copyright Notice - The Book of Divine Magic
The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson, with Katheryn Bauer and Sean O’Connor.

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