Elemental Cleric

The clerics of Athas are like the rare snows that blanket the highest peaks of the Ringing Mountains. Though the cascading flakes all seem the same, the pattern of each is as different as the faces of men are from muls. Indeed, clerics are like snowflakes, each preaching preservation and the elements, but no two of them do it for the same reason. This makes these environmental warriors an extremely diverse and interesting class to play. Some are merely powerhungry, some seek revenge, and some are honestly struggling to save their dying planet and reverse the ancient environmental disaster. Regardless of motivation, every cleric under the dark sun of Athas is a force to be reckoned with.
There are four types of elemental clerics—Earth, Air, Fire, and Water. The planar powers rarely put their energies into a single, fragile mortal, and particularly not if that individual is working for another plane.
A cleric’s element is his holy symbol. Earth clerics use small chunks of granite, quartz, silver, gold, or any other kind of rare earth. Some embed the ore in a staff or a medallion, while others simply carry the piece itself. Clerics of water always have a vial of pure water, worn about the neck or mounted on a staff. If the vial should break, the priest will have to find another and fill it by a create water or similar spell
Role: More than capable of upholding the Tennants of their Elements in battle, Elemental clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their Elements, 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.
Alignment: A Elemental cleric’s alignment must be within one step of her element’s, along either the law/chaos axis or the good/evil axis (see Additional Rules).
Hit Die: d8.
Starting Wealth: 4d6 x 10 gp (average 140 gp).
Class Skills
The Elemental Cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at each Level: 2 + Int modifier.
Class Features
| Spells Per Day | |||||||||||||||
| 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 | Aura, channel energy 1d6, domains, orisons | 3 | 1+1 | – | – | – | – | – | – | – | – |
| 2nd | +1 | +3 | +0 | +3 | — | 4 | 2+1 | – | – | – | – | – | – | – | – |
| 3rd | +2 | +3 | +1 | +3 | Channel energy 2d6 | 4 | 2+1 | 1+1 | – | – | – | – | – | – | – |
| 4th | +3 | +4 | +1 | +4 | — | 4 | 3+1 | 2+1 | – | – | – | – | – | – | – |
| 5th | +3 | +4 | +1 | +4 | Channel energy 3d6 | 4 | 3+1 | 2+1 | 1+1 | – | – | – | – | – | – |
| 6th | +4 | +5 | +2 | +5 | — | 4 | 3+1 | 3+1 | 2+1 | – | – | – | – | – | – |
| 7th | +5 | +5 | +2 | +5 | Channel energy 4d6 | 4 | 4+1 | 3+1 | 2+1 | 1+1 | – | – | – | – | – |
| 8th | +6/+1 | +6 | +2 | +6 | — | 4 | 4+1 | 3+1 | 3+1 | 2+1 | – | – | – | – | – |
| 9th | +6/+1 | +6 | +3 | +6 | Channel energy 5d6 | 4 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | – | – | – | – |
| 10th | +7/+2 | +7 | +3 | +7 | — | 4 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | – | – | – | – |
| 11th | +8/+3 | +7 | +3 | +7 | Channel energy 6d6 | 4 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | – | – | – |
| 12th | +9/+4 | +8 | +4 | +8 | — | 4 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | – | – | – |
| 13th | +9/+4 | +8 | +4 | +8 | Channel energy 7d6 | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | – | – |
| 14th | +10/+5 | +9 | +4 | +9 | — | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | – | – |
| 15th | +11/+6/+1 | +9 | +5 | +9 | Channel energy 8d6 | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | – |
| 16th | +12/+7/+2 | +10 | +5 | +10 | — | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | – |
| 17th | +12/+7/+2 | +10 | +5 | +10 | Channel energy 9d6 | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 |
| 18th | +13/+8/+3 | +11 | +6 | +11 | — | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 |
| 19th | +14/+9/+4 | +11 | +6 | +11 | Channel energy 10d6 | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 |
| 20th | +15/+10/+5 | +12 | +6 | +12 | — | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 |
Weapon and Armor Proficiency: 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 deity.
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).
Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
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. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her Elemental symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
Elemental Channel Choose one elemental subtype, such as air, earth, fire, or water. You can channel your divine energy to harm Undead or heal outsiders that possess your chosen elemental subtype.
you can choose to have your ability to channel energy heal outsiders or harm Undead or outsiders of your chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Channeling energy causes a burst that affects all creatures of one type (outsiders or Undead) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains: A cleric’s Element influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her Element. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
A full list of Cleric Domains can be found here.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or 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 who worships 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.
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
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 her race.
Ex-Clerics
A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).
Alternate Capstones
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. The following section provides new capstones for characters to select at 20th level. A character can select one of the following capstones in place of the capstone provided by her class. Some capstones are for specific classes, while others are for a range of classes that qualify for them. In some cases, a capstone specifies what ability it replaces. A character can’t select a new capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.
Perfect Body, Flawless Mind (Ex)
At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability.
Proxy (Su)
At 20th level, the cleric forges a direct, personal connection to her deity. She knows instinctively whether her deity would approve or disapprove of a given course of action or idea (though deities rarely bother to form opinions about overly mundane or trivial events). In addition, she can select an additional domain from the list offered by her deity.
Soul Channel (Su)
At 20th level, the character can channel energy six additional times per day, and her channel energy dice increase by one step. This capstone is available to characters with the channel energy class feature.
The Boss (Ex)
At 20th level, the character has become more than just a lone hero—she has become one of the senior figures of her field, with powers and responsibilities to match. The character becomes one of the leading figures in some manner of group or organization, as appropriate to the campaign and the setting. A wizard might become the dean of an arcane university or mages’ guild, a fighter could command a mercenary army or a city guard, a cleric might lead a major temple or her own sect, and so forth. The player and the GM should work together to determine the specifics. The character gains the Leadership feat if she does not already have it, and the number of followers that the feat grants is multiplied by 10 (although depending on the campaign and setting, the position may grant other powers as well). If multiple characters in a party select this capstone, the GM may consider pooling them to grant the players a particularly large and powerful organization, such as a small kingdom. Characters of any class can select this ability.
With This Sword (Ex)
At 20th level, the character’s blade has become as well-known as the character herself. The character selects one item she has—preferably something iconic and significant, such as a weapon or arcane bond. The item becomes a minor artifact and gains 100,000 gp worth of new powers. The player and the GM should work together to select the new powers, with an eye towards making something memorable yet campaign-appropriate. Characters of any class can select this ability.
Won’t Stay Dead (Ex)
At 20th level, the character becomes a paragon of resilience. Once per week, if the character is killed, petrified, or otherwise removed from play, the character manages to survive by some dint of skill or luck and returns at the end of the combat or the scene (GM’s discretion). The player and the GM should work together to ensure that the method of the character’s survival is at least vaguely plausible, if unlikely. Characters of any class can select this ability.
Favored Class Options
Aarakocra: Add a +1/2 bonus to damage rolls the cleric makes when using channel energy and casting spells that deal positive energy damage, including cure spells. This bonus does not apply to healing via positive energy effects.
Dwarf: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Elf: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Half-Elf: Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
Half-Elf: Add a +1/4 bonus on caster level checks to remove afflictions (curses, diseases, poisons, etc.).
Half-Giant: Add 1/2 point of damage when using positive energy against undead.
Halfling: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Human: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Lapith: Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Fire and creatures with the fire subtype.
Mul: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Nagaji: Add a +1 bonus on caster level checks to overcome the spell resistance of creatures with the aquatic or water subtype.
Pterran: Add a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Earth and creatures with the earth subtype.
Tari: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Thri-kreen: Add +1/2 to negative energy spell damage, including inflict spells.
