Sphere Cleric

There are dozens, perhaps hundreds of recognized religions in the world of Urth. For many, the gods are distant. But to a select few, who have earned the favor of their deity, they are granted divine gifts and powers that others can only imagine.

Sphere clerics are the chosen of the gods. They are more than simple priests or clergymen, who spend their lives in cloistered temples performing minor religious rites. The sphere cleric is the living tool of a god or other higher power, who is allowed a tiny portion of divine might. In return, the sphere cleric is expected to bear more responsibility than the average member of a faith, and follow their religion’s teachings as best as they are able. They must act always in the name of their god, spreading their influence to others they meet. The life of a sphere cleric is not always an easy one, but they are reassured by spiritual enrichment and the promise of reward in the great beyond.

The sphere cleric can play many roles in the world. He may be a holy warrior, crusading against the enemies of his faith. He may be a wandering worker of miracles, healing the sick and injured and improving the lives of everyone he meets. Clerics of an evil deity may seek to bring destruction to those who oppose his dark god, unleash famine and suffering to prove his power, or loose demons into the world to serve nefarious purposes.

Alignment is more important to members of the sphere cleric class than most others. Because they commune directly with the gods, the cleric must think and act in a way that pleases them. A sphere cleric who strays from his spiritual path may fall out of favor with his god, and risk losing his miraculous powers, or worse. Theology is a very broad and widely-interpreted field, however, and some faiths are more forgiving than others.

The Sphere Cleric
Level Base Attack Bonus Fort Save Ref Save Will Save Special Base Caster Level Talents
1 +0 +2 +0 +2 Aura, Casting, Channel Energy 1d6, Divine Petitioner, Sphere Domains, Energy Focus, Spell Pool +1 0(2)
2 +1 +3 +0 +3 +2 1
3 +2 +3 +1 +3 Channel Energy 2d6 +3 1
4 +3 +4 +1 +4 +4 2
5 +3 +4 +1 +4 Channel Energy 3d6 +5 2
6 +4 +5 +2 +5 +6 3
7 +5 +5 +2 +5 Channel Energy 4d6 +7 3
8 +6 / +1 +6 +2 +6 +8 4
9 +6 / +1 + 6 + 3 +6 Channel Energy 5d6 +9 4
10 +7 / +2 +7 + 3 +7 +10 5
11 +8 / +3 + 7 + 3 +7 Channel Energy 6d6 +11 5
12 +9 / +4 +8 +4 +8 +12 6
13 +9 / +4 +8 +4 +8 Channel Energy 7d6 +13 6
14 +10 / +5 / +9 +4 +9 +14 7
15 +11 / +6 / +1 +9 +5 +9 Channel Energy 8d6 +15 7
16 +12 / +7 / +2 +10 +5 +10 +16 8
17 +12 / +7 / +2 +10 +5 +10 Channel Energy 9d6 +17 8
18 +13 / +8 / +3 +11 +6 +11 +18 9
19 +14 / +9 / +4 +11 +6 +11 Channel Energy 10d6 +19 9
20 +15 / +10 / +5 +12 +6 +12 +20 10

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
Class Skills: The 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 Ranks Per Level: 2 + Int modifier.
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 deities.

Class Features

Aura: A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment.

Casting: The sphere cleric may combine spheres and talents to create magical effects. The sphere cleric is considered a High-Caster and uses Wisdom as his casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Channel Energy (Su): 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.

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. 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. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) 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 channel 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.

Divine Petitioner A sphere cleric gains their magic through service and prayer
to a divine source, such as a Deity. A sphere cleric must pray every day to regain their spell points. Sphere clerics do everything in the name of their deity and find it difficult to even manifest their power unless they have their holy symbol in hand. Drawbacks: Verbal Casting, Focus Casting, Aligned Combatant (Destruction), Aligned Protection (Protection)

Spell Pool: The sphere cleric gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his level + his Wisdom modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents: A sphere cleric gains 1 magic talent at 2nd level and every 2 levels thereafter.

Energy Focus: A sphere cleric who chooses to channel positive energy at 1st level gains the Life sphere as a bonus magic talent. A sphere cleric who chooses to channel negative energy gains the Death sphere as a bonus magic talent. They gain an additional talent from this sphere at every odd level beyond 1st.

Sphere Domains: A sphere cleric gains domains as normal, but does not gain domain spells. Instead, they gain a bonus magic talent at 1st level, chosen from the spheres associated with his selected domains. He gains an additional magic talent from one of
those domains at 5th, 9th, 13th, and 17th levels.

The spheres associated with each domain are as follows: Air (Weather), Animal (Alteration), Artifice (Creation), Chaos (Fate), Charm (Mind), Community (Protection), Darkness (Dark), Death (Death), Destruction (Destruction), Earth (Nature), Evil (Fate), Fire (Nature), Glory (Enhancement), Good (Fate), Healing (Life), Knowledge (Divination), Law
(Fate), Liberation (Warp), Luck (Fate), Madness (Mind), Magic (Divination), Nobility (War), Plant (Nature), Protection (Protection), Repose (Life), Rune (Enhancement), Scalykind
(Alteration), Strength (Enhancement), Sun (Light), Travel (Warp), Trickery (Illusion), Void (Warp), War (War), Water (Nature), Weather (Weather).

Sphere Cleric

Templore Campaign Setting Illusees