Zman
2012-12-30, 12:43 AM
This fix is part of a larger project and bringing the classes into better balance centered around Tier 2-4. See my Homebrew Secrion in my Signature
*Im aware that my fixes will not take the Tier 1s out of Tier 1, but should take an edge off their power. There will also be some changes to problematic spells as well. I'm pretty happy with the direction that this fix is going, it is shaping up nicer than the Wizard was. Needs Special Abilities yet, but the core change to spellcasting is done.
Summary of Changes
The Cleric is a Powerhouse and definitely Tier 1. I'm looking at bringing them down a notch by removing access to 9th level spells, making them rely on Domain spells more, and giving them some actual class abilities. Also, giving them more and better skills.
Edit: The Cleric is now a spontaneous caster. It never made sense for a cleric to request divine intervention in advance. The Cleric has now been Merged with the Favored Soul.
Cleric
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th
1st|+0|+2|+0|+2|Turn or rebuke undead|3|0+2|||||||
2nd|+1|+3|+0|+3||4|1+2|||||||
3rd|+2|+3|+1|+3||4|1+2|0+2||||||
4th|+3|+4|+1|+4||5|2+2|1+2||||||
5th|+3|+4|+1|+4|Domain Channeling|5|2+2|1+2|0+2|||||
6th|+4|+5|+2|+5|Bonus Feat|5|2+2|2+2|1+2|||||
7th|+5|+5|+2|+5||6|3+2|2+2|1+2|||||
8th|+6/+1|+6|+2|+6||6|3+2|2+2|2+2|0+2||||
9th|+6/+1|+6|+3|+6||6|3+2|3+2|2+2|1+2||||
10th|+7/+2|+7|+3|+7|Sanctuary|6|3+2|3+2|2+2|1+2||||
11th|+8/+3|+7|+3|+7||6|4+2|3+2|3+2|2+2|0+2|||
12th|+9/+4|+8|+4|+8|Bonus Feat|6|4+2|3+2|3+2|2+2|1+2|||
13th|+9/+4|+8|+4|+8||6|4+2|4+2|3+2|2+2|1+2|||
14th|+10/+5|+9|+4|+9|Lesser Sainhood|6|4+2|4+2|3+2|3+2|2+2|0+2||
15th|+11/+6/+1|+9|+5|+9||6|4+2|4+2|4+2|3+2|2+2|1+2||
16th|+12/+7/+2|+10|+5|+10|Sainthood|6|5+2|4+2|4+2|3+2|2+2|1+2| |
17th|+12/+7/+2|+10|+5|+10||6|5+2|4+2|4+2|3+2|3+2|2+2|0+2|
18th|+13/+8/+3|+11|+6|+11|Bonus Feat|6|5+2|5+2|4+2|4+2|3+2|2+2|1+2|
19th|+14/+9/+4|+11|+6|+11||6|5+2|5+2|4+2|4+2|3+2|2+2|1+2|
20th|+15/+10/+5|+12|+6|+12|Miracle|6|5+2|5+2|5+2|4+2|4+2|3+2|2+ 2|0+2
[/table]
Spells Known
{table]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th
1st|4|2|||||||
2nd|5|2|||||||
3rd|5|3|1||||||
4th|6|3|2||||||
5th|6|4|2|1|||||
6th|7|4|3|2|||||
7th|7|5|3|2|||||
8th|8|5|4|3|1||||
9th|8|6|4|3|2||||
10th|9|6|5|4|2||||
11th|9|7|5|4|3|1|||
12th|9|7|6|5|3|2|||
13th|9|8|6|5|4|2|||
14th|9|8|7|6|4|3|1||
15th|9|9|7|6|5|3|2||
16th|9|9|8|7|5|4|2||
17th|9|9|8|7|6|4|3|1|
18th|9|9|9|8|6|5|3|2|
19th|9|9|9|8|7|5|4|2|
20th|9|9|9|9|7|6|4|3|1
[/table]
Alignment: Any (Deity)
Hit Die: 1d8
Class Skills:
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge(arcana) (Int), Knowledge(history) (Int), Knowledge(religion) (Int), Knowledge(the planes) (Int), Listen(Wis), Profession (Wis), Spellcraft (Int), and Spot(Wis).
Skill Points at 1st Level:(4 + Int modifier) Χ 4
Skill Points at Each Additional Level: 4+ Int modifier
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 deitys 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 deitys alignment (see the detect evil spell for details). Clerics who dont worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: 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. He can cast any spell he knows without preparing it ahead of time, the way a wizard must (see below).
To learn 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 clerics spell is 10 + the spell level + the clerics 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 on Table: 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 for each Domain he can cast, starting at 1st level.
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 recover spells.
Deity, Domains, and Domain Spells: A clerics 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 (Chaos, Evil, Good, or Law) 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 chosen domains should be a valid choice which closely resembles domain options given to clerics which follow dieties.The restriction on alignment domains still applies.
A Cleric's selection of spells is extremely limited. A Cleric begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Cleric level, he gains one or more new spells, as indicated on Table: Cleric's Spells Known. (Unlike spells per day, the number of spells a Cleric knows is not affected by his Wisdom score; the numbers on Table: Cleric's Spells Known are fixed.) These new spells can be common spells chosen from the Cleric spell list.
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 can castboth each day in his domain spell slots. A Cleric also adds his Domain spells to his list of Known Spells. Only a single casting of each Domain Spell can be used for each Domain slot, though a cleric is free to use it normal spell slots to cast Domain spells as they have been added to the Cleric's list of Spells Known.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing, restoration, and bless spells adding all cure spells(a cure spell is one with "cure" in its name) as well as all restoration spells(a restoration spell is one with "restoration" in its name), bless, and bless water to their list of Known Spells.
An evil cleric (or a neutral cleric of an evil deity) instead adds all inflict spells (an inflict spell is one with inflict in its name) as well as Bane, Curse Water, and Bestow Curse to his list of Known Spells.
A cleric who is neither good nor evil and whose deity is neither good nor evil can gain spells in the same fashion as a Good or Evil Cleric(players 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 cant cast spells of an alignment opposed to his own or his deitys (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.
Domain Channeling
At 5th level the Cleric may now spontaneously channel Domain Spells in addition to their normal spell allotment.
Bonus Feats
At 6th, 12th, and 18th levels the Cleric receives a bonus Divine feat. The Cleric must meet the prerequisites as normal for these feats.
Sanctuary
At 10th level the Cleric radiates a divine aura protecting them from harm. The functions as the Sanctuary spell with a few differences. Any act by the cleric which would negate the Sanctuary spell instead lowers the protection until the start of the Clerics next turn. The DC is equal to 11+ the Clerics Wisdom Modifier. If the Sanctary protection is removed or dispelled in any way it is automatically restarted at the start of the Cleric's next turn.
Lesser Sainthood
At 14th the Cleric is a testament to the ideals of their God. They may choose to begin gaining the Saint Template with one exception, they do not suffer Level Adjustment. Instead, they take a 15% experience poin penalty from this point forward. If the Character already has the Saint template this ability has no effect.
Abilities gained with Lesser Sainthood:
DR 10/Evil if Good, DR/Good if Evil, DR5/Goood and DR5/Evil in Nuetral
Abilities: Modify the base creature as follows: Cha +2.
Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.
Spell-Like Abilities: At will - guidance, resistance, virtue, and bless. An Evil Cleric does not gain Bless, but gains Bane instead. A Neutral Saint gains their choice of either. A saint's caster level is equal to its Hit Die total. The save DCs are Charisma-based.
Armor Class: A saint gains an insight bonus to AC equal to the character's Wisdom bonus.
Sainthood
At 16th level the Cleric becomes a true Saint and the rest of the benefits of the Saint Template. with one exception, they do not suffer Level Adjustment. Instead, their experience point penalty increases to 30%. If the character already has the saint template this ability has no effect.
Size and Type: The creature's type changes to "outsider." The saint has the native subtype. Size is unchanged.
Holy Power (Su): The save DCs of any and all of the saint's special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.
Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A Good saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack. An Evil Saint's Melee attacks ith any weapon(or unarmed) deal an additional 1d6 points of unholy damage against good creatures, and 1d8 against good outsiders. A Neutral saint's Melee attacks with any weapon(or unarmed) deal an additional 1d4 points of holy or unloly damage to good and evil creatures, and 1d6 against good or evil outsiders and undead.
Fast Healing (Ex): Each round, a saint heals damage equal to half of its Hit Dice (including character levels, no a maximum of 10 points healed). if the base creature already has fast healing, use the better value.
Immunities (Ex): A saint is immune to acid, cold, electricity, and petrification attacks.
Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision.
Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability both as cast by a cleric whose level equal to the saint's Hit Dice. Evil Saints surrounds themselves with a double strength magic circle against good instead of against Good. A Neutral saint surrounds themself with both a magic circle against evil and against good instead of a double strength malice circle against good or evil.
Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison.
Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.
Abilities: Modify the base creature as follows: Con +2, Wis +2, Cha +2.
Miracle
At 20th level the Cleric gains the ability to create a Miracle. This functions exactly as the spell, but the associated xp cost drops the Cleric one level placing them halfway to regaining their previous level for a Major use of Miracle. For instance, a 20th level Cleric who casts Miracle will now be 19th level and have an xp total placing them halfway to 20th level. The Cleric loses all benefits that were gained upon reaching 20th level, these benefits will be regained upon reaching 20th level through normal experience gain. This level loss can not be circumvented or reversed by any means short of the granting Diety's direct intervention, this includes magic items like the thought bottle.
For a lesser use of Miracle the xp price is 1000xp which may result in level loss and is treated in the same manor as a Major use. A Minor Miracle can be used once per day.
Bonus Languages: A clerics 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.
Ex-Clerics
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).
ACF's
Champion of Good or Evil
Level: 1st
Loses: Turn or Rebuke Undead
Gains: A Good Cleric gains Smite Evil as a Paladin of the Same level, Aura of Good.
An Evil Cleric gains Smite Good as a Paladin of the Same level, Aura of Evil. Both function the the same as their good aligned counterparts substituting Good for Evil and vice versa.
A Neutral Cleric cannot choose to take this ACF.
Cloistered Cleric
Level: 1st
Changes: d6 Hit Dice, Poor Base Attack Bonus, loses Armor and Shield Proficiencies
Gains: One additional Spell per level and one additional spell known per spell level, 6 skill Points per level(instead of +4).
Favored Soul
Level: 1st
Loses: Turn or Rebuke Undead, Wisdom as Casting Stat
Gains: Charisma as Casting Stat, Good Reflex, Weapon Focus in Diety's Favored Weapon at 1st level, Weapon Specialization in Diety's Favored Weapon at 3rd Level, Greater Weapon Focus at 7th Level, Greater Weapon Specialization at 9th, Improved Critical in their Diety's Favored Weapon at 11th, and the Ability to Manifest Wings(Fly Speed(60', Good) at 13th level
Militant Priest
Level: 1st
Replaces: Domains, and Domain Channeling
Gains: Full Base Attack Bonus, Martial Weapon Proficiencies, and a Fighter Bonus Feat at 2nd and 5th levels.
*Im aware that my fixes will not take the Tier 1s out of Tier 1, but should take an edge off their power. There will also be some changes to problematic spells as well. I'm pretty happy with the direction that this fix is going, it is shaping up nicer than the Wizard was. Needs Special Abilities yet, but the core change to spellcasting is done.
Summary of Changes
The Cleric is a Powerhouse and definitely Tier 1. I'm looking at bringing them down a notch by removing access to 9th level spells, making them rely on Domain spells more, and giving them some actual class abilities. Also, giving them more and better skills.
Edit: The Cleric is now a spontaneous caster. It never made sense for a cleric to request divine intervention in advance. The Cleric has now been Merged with the Favored Soul.
Cleric
{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th
1st|+0|+2|+0|+2|Turn or rebuke undead|3|0+2|||||||
2nd|+1|+3|+0|+3||4|1+2|||||||
3rd|+2|+3|+1|+3||4|1+2|0+2||||||
4th|+3|+4|+1|+4||5|2+2|1+2||||||
5th|+3|+4|+1|+4|Domain Channeling|5|2+2|1+2|0+2|||||
6th|+4|+5|+2|+5|Bonus Feat|5|2+2|2+2|1+2|||||
7th|+5|+5|+2|+5||6|3+2|2+2|1+2|||||
8th|+6/+1|+6|+2|+6||6|3+2|2+2|2+2|0+2||||
9th|+6/+1|+6|+3|+6||6|3+2|3+2|2+2|1+2||||
10th|+7/+2|+7|+3|+7|Sanctuary|6|3+2|3+2|2+2|1+2||||
11th|+8/+3|+7|+3|+7||6|4+2|3+2|3+2|2+2|0+2|||
12th|+9/+4|+8|+4|+8|Bonus Feat|6|4+2|3+2|3+2|2+2|1+2|||
13th|+9/+4|+8|+4|+8||6|4+2|4+2|3+2|2+2|1+2|||
14th|+10/+5|+9|+4|+9|Lesser Sainhood|6|4+2|4+2|3+2|3+2|2+2|0+2||
15th|+11/+6/+1|+9|+5|+9||6|4+2|4+2|4+2|3+2|2+2|1+2||
16th|+12/+7/+2|+10|+5|+10|Sainthood|6|5+2|4+2|4+2|3+2|2+2|1+2| |
17th|+12/+7/+2|+10|+5|+10||6|5+2|4+2|4+2|3+2|3+2|2+2|0+2|
18th|+13/+8/+3|+11|+6|+11|Bonus Feat|6|5+2|5+2|4+2|4+2|3+2|2+2|1+2|
19th|+14/+9/+4|+11|+6|+11||6|5+2|5+2|4+2|4+2|3+2|2+2|1+2|
20th|+15/+10/+5|+12|+6|+12|Miracle|6|5+2|5+2|5+2|4+2|4+2|3+2|2+ 2|0+2
[/table]
Spells Known
{table]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th
1st|4|2|||||||
2nd|5|2|||||||
3rd|5|3|1||||||
4th|6|3|2||||||
5th|6|4|2|1|||||
6th|7|4|3|2|||||
7th|7|5|3|2|||||
8th|8|5|4|3|1||||
9th|8|6|4|3|2||||
10th|9|6|5|4|2||||
11th|9|7|5|4|3|1|||
12th|9|7|6|5|3|2|||
13th|9|8|6|5|4|2|||
14th|9|8|7|6|4|3|1||
15th|9|9|7|6|5|3|2||
16th|9|9|8|7|5|4|2||
17th|9|9|8|7|6|4|3|1|
18th|9|9|9|8|6|5|3|2|
19th|9|9|9|8|7|5|4|2|
20th|9|9|9|9|7|6|4|3|1
[/table]
Alignment: Any (Deity)
Hit Die: 1d8
Class Skills:
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge(arcana) (Int), Knowledge(history) (Int), Knowledge(religion) (Int), Knowledge(the planes) (Int), Listen(Wis), Profession (Wis), Spellcraft (Int), and Spot(Wis).
Skill Points at 1st Level:(4 + Int modifier) Χ 4
Skill Points at Each Additional Level: 4+ Int modifier
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 deitys 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 deitys alignment (see the detect evil spell for details). Clerics who dont worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: 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. He can cast any spell he knows without preparing it ahead of time, the way a wizard must (see below).
To learn 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 clerics spell is 10 + the spell level + the clerics 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 on Table: 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 for each Domain he can cast, starting at 1st level.
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 recover spells.
Deity, Domains, and Domain Spells: A clerics 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 (Chaos, Evil, Good, or Law) 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 chosen domains should be a valid choice which closely resembles domain options given to clerics which follow dieties.The restriction on alignment domains still applies.
A Cleric's selection of spells is extremely limited. A Cleric begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Cleric level, he gains one or more new spells, as indicated on Table: Cleric's Spells Known. (Unlike spells per day, the number of spells a Cleric knows is not affected by his Wisdom score; the numbers on Table: Cleric's Spells Known are fixed.) These new spells can be common spells chosen from the Cleric spell list.
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 can castboth each day in his domain spell slots. A Cleric also adds his Domain spells to his list of Known Spells. Only a single casting of each Domain Spell can be used for each Domain slot, though a cleric is free to use it normal spell slots to cast Domain spells as they have been added to the Cleric's list of Spells Known.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing, restoration, and bless spells adding all cure spells(a cure spell is one with "cure" in its name) as well as all restoration spells(a restoration spell is one with "restoration" in its name), bless, and bless water to their list of Known Spells.
An evil cleric (or a neutral cleric of an evil deity) instead adds all inflict spells (an inflict spell is one with inflict in its name) as well as Bane, Curse Water, and Bestow Curse to his list of Known Spells.
A cleric who is neither good nor evil and whose deity is neither good nor evil can gain spells in the same fashion as a Good or Evil Cleric(players 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 cant cast spells of an alignment opposed to his own or his deitys (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.
Domain Channeling
At 5th level the Cleric may now spontaneously channel Domain Spells in addition to their normal spell allotment.
Bonus Feats
At 6th, 12th, and 18th levels the Cleric receives a bonus Divine feat. The Cleric must meet the prerequisites as normal for these feats.
Sanctuary
At 10th level the Cleric radiates a divine aura protecting them from harm. The functions as the Sanctuary spell with a few differences. Any act by the cleric which would negate the Sanctuary spell instead lowers the protection until the start of the Clerics next turn. The DC is equal to 11+ the Clerics Wisdom Modifier. If the Sanctary protection is removed or dispelled in any way it is automatically restarted at the start of the Cleric's next turn.
Lesser Sainthood
At 14th the Cleric is a testament to the ideals of their God. They may choose to begin gaining the Saint Template with one exception, they do not suffer Level Adjustment. Instead, they take a 15% experience poin penalty from this point forward. If the Character already has the Saint template this ability has no effect.
Abilities gained with Lesser Sainthood:
DR 10/Evil if Good, DR/Good if Evil, DR5/Goood and DR5/Evil in Nuetral
Abilities: Modify the base creature as follows: Cha +2.
Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.
Spell-Like Abilities: At will - guidance, resistance, virtue, and bless. An Evil Cleric does not gain Bless, but gains Bane instead. A Neutral Saint gains their choice of either. A saint's caster level is equal to its Hit Die total. The save DCs are Charisma-based.
Armor Class: A saint gains an insight bonus to AC equal to the character's Wisdom bonus.
Sainthood
At 16th level the Cleric becomes a true Saint and the rest of the benefits of the Saint Template. with one exception, they do not suffer Level Adjustment. Instead, their experience point penalty increases to 30%. If the character already has the saint template this ability has no effect.
Size and Type: The creature's type changes to "outsider." The saint has the native subtype. Size is unchanged.
Holy Power (Su): The save DCs of any and all of the saint's special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2.
Holy Touch (Su): A saint's entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A Good saint's melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint's attack. An Evil Saint's Melee attacks ith any weapon(or unarmed) deal an additional 1d6 points of unholy damage against good creatures, and 1d8 against good outsiders. A Neutral saint's Melee attacks with any weapon(or unarmed) deal an additional 1d4 points of holy or unloly damage to good and evil creatures, and 1d6 against good or evil outsiders and undead.
Fast Healing (Ex): Each round, a saint heals damage equal to half of its Hit Dice (including character levels, no a maximum of 10 points healed). if the base creature already has fast healing, use the better value.
Immunities (Ex): A saint is immune to acid, cold, electricity, and petrification attacks.
Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision.
Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability both as cast by a cleric whose level equal to the saint's Hit Dice. Evil Saints surrounds themselves with a double strength magic circle against good instead of against Good. A Neutral saint surrounds themself with both a magic circle against evil and against good instead of a double strength malice circle against good or evil.
Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison.
Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active.
Abilities: Modify the base creature as follows: Con +2, Wis +2, Cha +2.
Miracle
At 20th level the Cleric gains the ability to create a Miracle. This functions exactly as the spell, but the associated xp cost drops the Cleric one level placing them halfway to regaining their previous level for a Major use of Miracle. For instance, a 20th level Cleric who casts Miracle will now be 19th level and have an xp total placing them halfway to 20th level. The Cleric loses all benefits that were gained upon reaching 20th level, these benefits will be regained upon reaching 20th level through normal experience gain. This level loss can not be circumvented or reversed by any means short of the granting Diety's direct intervention, this includes magic items like the thought bottle.
For a lesser use of Miracle the xp price is 1000xp which may result in level loss and is treated in the same manor as a Major use. A Minor Miracle can be used once per day.
Bonus Languages: A clerics 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.
Ex-Clerics
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).
ACF's
Champion of Good or Evil
Level: 1st
Loses: Turn or Rebuke Undead
Gains: A Good Cleric gains Smite Evil as a Paladin of the Same level, Aura of Good.
An Evil Cleric gains Smite Good as a Paladin of the Same level, Aura of Evil. Both function the the same as their good aligned counterparts substituting Good for Evil and vice versa.
A Neutral Cleric cannot choose to take this ACF.
Cloistered Cleric
Level: 1st
Changes: d6 Hit Dice, Poor Base Attack Bonus, loses Armor and Shield Proficiencies
Gains: One additional Spell per level and one additional spell known per spell level, 6 skill Points per level(instead of +4).
Favored Soul
Level: 1st
Loses: Turn or Rebuke Undead, Wisdom as Casting Stat
Gains: Charisma as Casting Stat, Good Reflex, Weapon Focus in Diety's Favored Weapon at 1st level, Weapon Specialization in Diety's Favored Weapon at 3rd Level, Greater Weapon Focus at 7th Level, Greater Weapon Specialization at 9th, Improved Critical in their Diety's Favored Weapon at 11th, and the Ability to Manifest Wings(Fly Speed(60', Good) at 13th level
Militant Priest
Level: 1st
Replaces: Domains, and Domain Channeling
Gains: Full Base Attack Bonus, Martial Weapon Proficiencies, and a Fighter Bonus Feat at 2nd and 5th levels.