Cleric Abilities

Cleric Features
Crusader Features
Ecclesitheurge Features
Herald caller Features
Devilbane Priest Features
Angelfire Apostle Features
Priest of Balance Features

 

Cleric Features

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Domain Selection

A divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them. The character chooses domains (in quantity depending on their class) from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil, Good, or Law) only if their own alignment matches that domain. Each domain grants a number of domain powers, dependent upon the level of the divine caster. 

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Deity Selection

A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its power to mortal beings through divine magic. A deity is strongly associated with a specific alignment, several domains, and a plane.

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Cleric Proficiencies

Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

Channel Energy

Regardless of alignment, any Cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

 

 

 

Crusader Features

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Domain Selection

A divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them. The character chooses domains (in quantity depending on their class) from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil, Good, or Law) only if their own alignment matches that domain.

Each domain grants a number of domain powers, dependent upon the level of the divine caster. 

Clerics also gain a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. Each day, a cleric can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells spontaneously.

Possible selections: Air Domain, Animal Domain, Artifice Domain

 

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Deity Selection

A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its power to mortal beings through divine magic. A deity is strongly associated with a specific alignment, several domains, and a plane.

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Cleric Proficiencies

Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

 

Crusader Bonus Feat

Crusader gains a bonus feat at 1st level, then again at 5th level and every five levels thereafter (to a maximum of six at 20th level). These bonus feats must be chosen from the following list: Heavy Armor ProficiencyImproved Shield BashMartial Weapon ProficiencySaving ShieldShield FocusTower Shield Proficiency, and Weapon Focus.

At 10th level, a Crusader may also choose from the following feats: Greater Weapon FocusImproved Critical, and Weapon Specialization.

At 20th level, a Crusader may also choose Greater Weapon Specialization. A Crusader need not meet the normal class- or level-based prerequisites for these bonus feats.

Channel Energy

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

 

 

 

Ecclesitheurge Features

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Domain Selection

A divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them. The character chooses domains (in quantity depending on their class) from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil, Good, or Law) only if their own alignment matches that domain. Each domain grants a number of domain powers, dependent upon the level of the divine caster. 
Clerics also gain a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. -tr Each day, a cleric can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells spontaneously.

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Deity Selection

A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its power to mortal beings through divine magic. A deity is strongly associated with a specific alignment, several domains, and a plane.

 

Ecclesitheurge's Proficiencies

An Ecclesitheurge is proficient with the ClubDaggerHeavy CrossbowLight CrossbowQuarterstaff, and the favored weapon of his deity, but he's not proficient with any type of Armor and Shield.

 

Channel Energy

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 

Blessing of the Faithful

As a standard action, the Ecclesitheurge can bless one ally within close range (30 ft). A blessed ally gains a +2 sacred bonus on attack rolls, skill checks, ability checks, saving throws, and to AC until the Ecclesitheurge's next turn. The Ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy.

Domain Mastery

At 1st level, when an Ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An Ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain’s spell list.

 

Bonded Holy Symbol

A bonded object can be used once per day to restore any one Spell that the Ecclesitheurge had prepared for that day.

 

 

 

 

Herald caller Features

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Domain Selection

A divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them. The character chooses domains (in quantity depending on their class) from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil, Good, or Law) only if their own alignment matches that domain. Each domain grants a number of domain powers, dependent upon the level of the divine caster. 
Clerics also gain a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. -tr Each day, a cleric can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells spontaneously.

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Deity Selection

A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its power to mortal beings through divine magic. A deity is strongly associated with a specific alignment, several domains, and a plane.

Channel Energy

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

 

Call Heralds

 A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.

Mighty Heralds

At 4th level, a herald called receives Augment Summoning as a bonus Feat.

Augment Summoning: Your summoned creatures are more powerful and robust.

Each creature you conjure with any summon Spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Numerous Heralds

At 8th level, a herald caller receives Superior Summoning as a bonus Feat.

Superior Summoning: You can summon more creatures. Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

 

Dedicated Summoner

Herald Caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A Herald Caller can choose only one domain from her deity's list of domains, rather than the normal two domains, and she doesn’t gain proficiency with Medium Armor or Shields.

 

 

 

 

 

Devilbane Priest Features

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Domain Selection

A divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them. The character chooses domains (in quantity depending on their class) from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil, Good, or Law) only if their own alignment matches that domain. Each domain grants a number of domain powers, dependent upon the level of the divine caster. 
Clerics also gain a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. -tr Each day, a cleric can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells spontaneously.

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Deity Selection

A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its power to mortal beings through divine magic. A deity is strongly associated with a specific alignment, several domains, and a plane.

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Cleric Proficiencies

Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

 

Channel Energy

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

Diminished Spellcasting

Devilbane Priest chooses only one domain from his deity's list of domains rather than the normal two domains. In all other respects this works like and replaces the standard cleric domain ability.

Demonic Knowledge

When making Knowledge (Arcana) checks, Devilbane Priest gains a bonus on the check equal to half his class level (minimum +1).

 

Teamwork Feat

At 4th level and 8th level, the cleric gains a bonus feat.

This must be a teamwork feat, Alignment Channel, Greater Spell Penetration, Leadership, or Spell Penetration. The cleric must meet the prerequisites of the selected bonus feat.

Armor Proficiency (Heavy Armor)

Devilbane Priest is proficient with Heavy Armor in addition to all standard Cleric proficiencies.

  

 

 

Angelfire Apostle Features

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Domain Selection

A divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them. The character chooses domains (in quantity depending on their class) from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil, Good, or Law) only if their own alignment matches that domain. Each domain grants a number of domain powers, dependent upon the level of the divine caster. 
Clerics also gain a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. -tr Each day, a cleric can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells spontaneously.

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Deity Selection

A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its power to mortal beings through divine magic. A deity is strongly associated with a specific alignment, several domains, and a plane.

Diminished Spellcasting

An Angelfire Apostle is less concerned with the traditional divine magic that many religious adherents receive. The Angelfire Apostle receives one fewer Spell slot at each spell level. When an Angelfire Apostle gets no Spells per day at a spell level, he can cast domain Spells of that level normally, but can only cast nondomain Spells of that level if he gets them as bonus spells.

 

Armor Proficiency (Light Armor)

Angelfire Apostles are only proficient with Light Armor.

Channel Positive Energy (Cleric)

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.

Extra Channel (Cleric)

At 1st level, the Angelfire Apostle gains Extra Channel as a bonus feat.

 

Versatile Healing Channel

At 5th level, the Angelfire Apostle can spend two uses of his channel energy ability to cast remove blindness or lesser restoration as a spell-like ability.

At 7th level, he can choose remove disease or remove paralysis.

At 9th level, he can choose neutralize poison.

At 11th level, he can choose breath of life.

At 13th level, he can choose heal.

At 15th level, he can choose regenerate.

At 17th level, he can choose restoration but cannot affect permanent negative levels.

At 19th level, he can choose resurrection but can affect only a target that has been dead no more than 1 round per his cleric level.

Cleansing Flames

At 9th level, the Angelfire Apostle becomes a direct conduit for the righteous power of his deity. Whenever the Angelfire Apostle casts a Spell, for 1 round he can unleash a blast of flames as a Swift Action by expending one use of his channel energy ability. The flaes deal 1d4 points of damage per spell level of the highest level spell he can cast to all enemies in 20 feet radius. Half of the damage is Fire Damage, and half is raw divine power not subject to fire resistance or immunity. Any creature in the area can halve the damage with a successful Reflex saving throw (DC 10 + half Angelfire Apostle level + Charisma modifier).

 

 

 

Priest of Balance Features

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Domain Selection

A divine caster's deity influences their alignment, what magic they can perform, their values, and how others see them. The character chooses domains (in quantity depending on their class) from among those belonging to their deity. A character can select an alignment domain (Chaos, Evil, Good, or Law) only if their own alignment matches that domain. Each domain grants a number of domain powers, dependent upon the level of the divine caster. 
Clerics also gain a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell they can cast, from 1st on up. -tr Each day, a cleric can prepare one of the spells from their two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in a domain spell slot. Domain spells cannot be used to cast spells spontaneously.

deity_selection_icon_pathfinder_kingmaker_wiki_guide_80px
Deity Selection

A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its power to mortal beings through divine magic. A deity is strongly associated with a specific alignment, several domains, and a plane.

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Cleric Proficiencies

Clerics are proficient with all Simple Weapons, Light Armor, Medium Armor, and Shields (except Tower Shields). Clerics are also proficient with the favored weapon of their deities.

 

Channel Negative Energy

An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. 

Channel Positive Energy

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.

Energy Equilibrium

When a priest of balance casts positive channel energy or cure wounds spell he strengthen next negative channel energy or inflict wounds spell. Similar that if he casts negative channel energy or inflict wounds spell he strengthen his next positive channel energy or cure wounds spell.

Cure and inflict wounds strengthened this way has its caster level increased by 2.

Channel energy abilities strengthened this way deal or heal 1d6 more damage.

 

Empowered Equilibrium

Cure and inflict wounds affected by Energy Equilibrium become Empowered when casts.

Channel energy abilities affected by Energy Equilibrium deal or heal 2d6 more damage.

Quickened Equilibrium

Channel energy, Cure and inflict wounds spells affected by Energy Equilibrium become Quickened when casts.

 

 

 




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