Cleric

The Lion strode through the Halls of Hell;
Across his path grim shadows fell
Of many a mowing, nameless shape
Monsters with dripping jaws agape.
The darkness shuddered with scream and yell
When the Lion stalked through the Halls of Hell.
—Robert E. Howard

Hit Dice: d10.

Level Base Attack Bonus Magic Attack Bonus Fortitude Save Reflex Save Will Save Special Defense Bonus Flurry of Blows Fast Movement
1 +0 +0 +0 +0 +0 Unarmed Strike (1d6) +0 -1 +0
2 +1 +1 +0 +0 +0 Skirmish (+1d6) +1 +0 +0
3 +1 +1 +1 +1 +1 Swift Defense +1 +1 +0 +10
4 +2 +2 +1 +1 +1 Unarmed Strike (1d8) +1 +1 +10
5 +2 +2 +2 +2 +2 Skirmish (+1d6/ +1 Defense) +2 +1 +10
6 +3 +3 +2 +2 +2 Swift Defense +2 +2 +2 +20
7 +3 +3 +3 +3 +3 Unarmed Strike (1d10) +2 +2 +20
8 +4 +4 +3 +3 +3 Skirmish (+2d6/ +1 Defense) +3 +3 +20
9 +4 +4 +4 +4 +4 Swift Defense +3 +3 +3 +30
10 +5 +5 +4 +4 +4 Unarmed Strike (2d6) +3 +4 +30

Unarmed Strike (Ex): A cleric gains the Martial Artist feat as a bonus feat. A cleric’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a cleric may even make unarmed strikes with her hands full.

Usually a cleric’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty to her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A cleric’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either type.

A cleric also deals more damage with her unarmed strikes than a normal person would. The unarmed damage given in the table is for Medium-sized clerics. A smaller or larger cleric deals more or less damage as appropriate for their size.

Flurry of Blows (Ex): When unarmored and attacking with an unarmed strike, a cleric may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round ,but this attack takes a -1 penalty, as does each other attack made that round. The resulting modified base attack bonus are shown in the Flurry of Blows Attack Bonus column on the table above. This penalty applies for 1 round, so it also affects attacks of opportunity the cleric might make before his next action. The cleric must use a full attack action to strike with a flurry of blows.

Skirmish (Ex): At 2nd level, the cleric learns to use her mobility to deal extra damage and to improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at last 10 feet. The extra damage applies only to attacks taken during the cleric’s turn. This extra damage increased by 1d6 for every six levels gained past 3rd (2d6 at 9th, and 3d6 at 15th).

The extra damage only applies against living creatures with discernible anatomies. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The cleric must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Clerics can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

At 5th level, a cleric gains a +1 competence bonus to Defense during any round in which she moves at least 10 feet.

Swift Defense Bonus (Ex): When in light armor or less, and unencumbered, the cleric adds her Wisdom bonus (if any) to her Defense. In addition, a cleric gains a +1 bonus to AC at 3rd level. This bonus increases by 1 for every three cleric levels thereafter (+2 at 6th, and +3 at 9th).

Fast Movement (Ex): At 3rd level, a cleric gains an enhancement bonus to her speed, as shown in the above table. A cleric in medium or heavier armor, or encumbered, loses this extra speed.  

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