The Cleric

Hit Point Rate: 6

Class Skills: Bluff or Diplomacy or Intimidate, Concentration, Craft, Endurance, Insight, Heal, Knowledge (religion), Knowledge (nobility and royalty), Knowledge (the planes), Linguistic, Perception, Profession

Skill Points: 4 + Int per level

Level BAB Fort Will Ref Class Features
1 0 0 +2 -2 Spellcasting, Domain of Power, Lesser Archetype Power
2 +1 +1 +3 -1 Channel Divine Energy, Lesser Racial Power
3 +2 +2 +4 0 Moderate Archetype Power
4 +3 +3 +5 +1 Evangelism, Moderate Racial Power
5 +4 +4 +6 +2 Divine Intervention
6 +5 +5 +7 +3 Capstone SLA, Greater Archetype Power, Greater Racial Power

Class Features

Proficiencies: The cleric is proficient with light armor, medium, heavy armors and simple weapons and one weapon of their choice which is most of the time the favored weapon of ones god. Counts as cleric for feat purposes. A cleric may cast wielding any shield or armor and weapon in his main hand.

Spellcasting: The cleric casts divine spells like a cleric. They may not spontaneously transform spells into cure and inflict spells, but into their bonus spells. The + 1 spell granted on each level must be a bonus spell.

Level0123
1st3 + 12 + 1--
2nd4 + 13 + 1--
3rd4 + 14 + 11 + 1-
4th4 + 14 + 12 + 1-
5th4 + 14 + 14 + 11 + 1
6th4 + 14 + 14 + 12 + 1

Domain of Power: The cleric maximized healing and other beneficial effects when targeted on those who share his faith.

Channel Divine Energy: The cleric receives the Pathfinder Channel Energy ability which can up to 2 + their their level + half their charisma modifier times per day. They may use it to learn feats that require expenditure of turn undead uses. Finally, they gain two alternative uses for channel energy:

Turn: As a standard action the cleric may spend one of his channel uses to make an opponent awestruck. The opponent initially must succeed a charisma based will save or is cowering for one turn per cleric level. The cleric may concentrate on this effect as a standard action to increase the number of turns by one.

Suppress: As a standard action the cleric may spend one of his channel uses to end the effect of one divine ability (be it a feat, aura or spell) prematurely. To do so he has to win an opposed divine class level check.

Evangelism: When providing a beneficial effect with a spell to someone of your faith you grant a +4 bonus to will saves until the end of the duration.

Additionally, you gain a +2 bonus to Linguistics and Knowledge Religion checks.

Divine Intervention: Once per day you may immediately force an ally or enemy to reroll a d20 check and take the results for better or for worse.

Capstone SLA: The cleric gains the knowledge of two particular 4th-level spells and may choose one of them each day to cast as an SLA 1/day, as appropriate for his archetype. His caster level is equal to his hit dice, and the DC of the spell, if applicable, is based on his Wisdom modifier.

Feats: Bolstered Enchantments, Capstone Specialization, Capstone Spell Specialization, Channeled Resistance, Divine Armor, Divine Healing, Divine Metamagic, Divine Might, Divine Purification, Divine Wave Of Energy, Epic Divine Metamagic, Epic Divine Might, Epic Healing, Extra Channel Energy, Grand Epitaph, Improved Healing, Martyr

Archetypes

Ardent

The Ardent adds the following to their class skills: Autohypnosis, Concentration, Knowledge (psionics). The Ardent can manifest psionic power with their class level as manifester level and wisdom as primary attribute. They know all the powers up to their maximum power level from the psionic mantles they have access to. If a certain mantle does not have powers of a certain level, lower the power level of the next power in list. The number of power points and their maximum power level is stated in the table below.

Powers
LevelPointsMaximum Power Level
1st3 1
2nd6 1
3rd9 2
4th12 2
5th15 3
6th18 3

Lesser Archetype Power: The ardent learns two psionic mantles and their abilities.

Moderate Archetype Power: The ardent may use their mantles power without expending the psionic focus. The type the mantle passive abilities, if any, is typeless instead.

Greater Archetype Power: Whenever the ardent uses channel energy as an swift or immediate action, they may spend an additional use of channel energy to receive a temporary divine psi-focus. This special psi-focus can be used as a normal psi-focus but expires after one turn turn.

Feats: Epic Psionic Refreshment

Chronomancer

Bonus Spells:

  • 1: Deja Vu (arcane version of the psionic power); Haste, Swift; Senescence
  • 2: Lesser Celerity (PHBII), Nerveskitter (SpC)
  • 3: Haste, Time Hop (arcane version of the psionic power),
  • Capstone SLA: Greater Mirror Image (PHBII) or Celerity (PHBII)

Lesser Archetype Power: A chronomancer may perform initiative using his intelligence modifier instead of the dexterity modifier.

Additionally, a chronomancer has good reflex saving throws.

Moderate Archetype Power: A chronomancer may take a swift action at any time he could take an immediate action - however, he is still limited to one per turn.

The superior perception of time provides the chronomancer a +4 bonus to attack rolls.

Greater Archetype Power: A chronomancer gains another swift or immediate action every round.

When using lesser celerity, you are no more dazed until the end of your next turn, but solely lose your next move action (including the chance to perform a move action.)

Feats: None.

Faith Healer

Lesser Archetype Power: Whenever the Faith Healer heals damage using a standard action the amount of healing done is increased by the Faith Healers level plus her charisma modifier.

Additionally if you have a spell or feat which improves cure spells it affects all your healing spells.

Moderate Archetype Power: Whenever the Faith Healer uses a spell from the healing subschool he may remove conditions as a lesser restoration spell.

Greater Archetype Power: Faith Healers possess holistic resistance, which is equal to 10 + their level + their Charisma modifier.

Feats: None.

Fanatic

Bonus Spells:

  • 1:Divine Sacrifice (SpC), Domain Spell
  • 2:Domain Spell
  • 3:Domain Spell
  • Capstone SLA:Domain Spell or Recitation (SpC)

Lesser Archetype Power: A fanatic receives two pathfinder domains of his choice. The fanatic receives the powers of these domains, add a will save to hostile effects, if there is none.

Moderate Archetype Power: A fanatic may use divine sacrifice to enhance spells similar to normal attacks, e.g., the first spell each turn that deals damage gains a damage bonus, however you take damage each time you cast such a spell. The spell adds the damage of divine sacrifice onto damage rolls of the spell. This damage is added after all multiplications and the value is halved for multi-target spells. Furthermore, it does not improve other attack forms, such as buffs that grant bonus damage. This effect is in addition to the normal sacrifice effect, improving touch attacks tremendously.

Greater Archetype Power: Domain spells and damage dealing spells, the fanatic casts receive one level of metamagic for free.

Under the effect of divine sacrifice the fanatic receives +5 on attack rolls.

Feats: Grand Epitaph, Holy Trinity, Holy Warrior, True Fanaticism

Hierophant

Bonus Spells:

  • 1: Bless
  • 2: Augury
  • 3: Dispel Magic
  • Capstone SLA:True Seeing

Lesser Archetype Power: Once per day you can shine with his religious knowledge and receive +10 bonus on such a knowledge check.

The Hierophant counts as being one level higher to determine their spellcasting ability, e.g., they learn second level spells at level 2. At the sixth level, they gain an additional spell in every level up to the fourth.

Moderate Archetype Power: The hierophant may grant his followers (others with the same faith as him) spells. The hierophant must prepare all spells he wants to grant but he cannot use them. The followers may use those spells as a spell-like ability once per day, with the caster level and spell casting bonuses as the cleric. Only spells of the first level which require a standard action can be used.

Greater Archetype Power: The hierophant may grant up to their charisma modifier followers the same spell using only one spell slot. They may use any spells from the first level.

Feats: None.

Hyperborean

Bonus Spells:

  • 1: Ice Slick, Winter's Chill (SpC), Ice armor
  • 2: Creeping Cold (SpC), Snowball (Pf)
  • 3: Arctic Haze (FB), Icelance (SpC)
  • Capstone SLA: Ice Storm or Wall of Ice
The hyperborean receives proficiency with the Ice Armor from the homonymous spell.

Lesser Archetype Power: Attacks from the hyperborean and their summons deal 1d6 points of bonus cold damage at the first level which improves by 1d6 every odd level therafter.

Additionally, when the hyperborean prepares spells, instead of preparing a normal ice armor spell, he may touch an armor to prepare an ice armor spell that creates a copy of the touched armor. The armor type is kept. Armors have at least 4 points of base armor class and at most 4 points of base maximum dexterity modifier. Also the spells duration increases to 24h.

Moderate Archetype Power: Anytime a hyperborean deals damage to an opponent with a [cold] spell the opponent receives a fortitude saving throw or is slowed for one turn. If the spell has already a fortitude saving throw it is shared. A successful save protects the creature from other attempts for one turn.

The hyperborean ice armor cannot be destroyed and provides 4+the hyperboreans level points of fire and cold resistance. The hyperborean may use the ice armor spell on a target that already wears an armor to solely provide the resistances.

Greater Archetype Power: Enemies that have cold immunity are still affected by the hyperboreans spells and moderate archetype power. The hyperborean may also convert his cold damage to physical damage.

When the hyperborean copies an armor the enchantment bonus and special abilities can be copied. This only affects enchantment special qualities (those usually have an enchantment bonus equivalent or can be added for a specific amount of gold to any item), such as light fortification, but not unique abilities from special magic items.

Feats: Blizzard, Energy Aptitude, Frost Armor, Frost Wall, Ice Sculptor

Incarnate

You add concentration, knowledge (planes) and knowledge (arcana) to your class skills.

Your primary attribute is wisdom

Bonus Spells:

  • 1: Incarnium Surge
  • 2: Choose a 2nd level incarnium spell from your class list.
  • 2: Choose a 3rd level incarnium spell from your class list.
  • Capstone SLA: Choose a 4th level incarnium spell from your class list.

Lesser Archetype Power: You receive meldshaping abilities as a meldshaper of your class level. You may only select Incarnate soulmelds, even with feats. Your primary meldshaping ability is wisdom. At the second level you can bind your chakra to your crown, at the fourth level you may bind your chakra to your feet and hands and at your sixth level you may bind your chakra additionally to either the arms, brows or shoulders.

LevelSoulmeldsEssentiaChakra Binds
1st120
2nd231
3rd341
4th462
5th572
6th683

An Incarnate receives bonus essentia equal to half his wisdom score.

Moderate Archetype Power: Your essentia capacity increases by one.

Greater Archetype Power: You add Incarnum Radiance to your capstone abilities:

Incarnum Radiance: As a free action you can activate this ability. After being activated Incarnum Radiance provides the bonus for 1 minute. At the start of every single of your turns you and all allies within 4.5m receive a number of temporary hitpoints equal to your level plus your constitution modifier. If you are using the Incarnate Avatar soulmeld, you and only you receive all of its bonuses (independent of your alignment).

Feats: None.

Pyromancer

Bonus Spells:

The pyromancer adds all fire summoning spells on his spell list.

Lesser Archetype Power: The Pyromancer adds her level to any fire damage dealt and to spells with the fire descriptor.

The Pyromancer may use full-round action spells with the fire descriptor as standard action.

Moderate Archetype Power: The Pyromancer may cast buff spells in a special way, i.e., burning it. If the duration is at least one turn per level, the Pyromancer may reduce their duration to one single turn. All numerical effects of the buff are doubled. Except (direct or indirect) bonuses to DCs. E.g. haste would not create two attacks but a +2 bonus to AC, reflex saves and AR.

When a Pyromancer uses a fire spell against an opponent with spell resistance, she may do a pierce spell resistance check to try to remove the spell resistance. If it succeeds the spell resistance turns of for 1 minute.

Greater Archetype Power: The Pyromancer may apply one level of metamagic for free to spells with the fire descriptor. This bonus stacks with the those from the fire attunement feat.

When a Pyromancer uses a single target, single instance fire spell against a creature under the effect of a temporary spell effect, the Pyromancer may dispel the effect as a targeted dispel magic spell would.

Feats: Energy Aptitude, Epic Pyromancy, Fire Attunement, Fire Elemental Specialization, Hot Elementals

Sacred Fist

Lesser Archetype Power: A Sacred Fist refuses to use weapons. She gains unarmed strike damage and movement speed equal to a monk of his class level and full base attack bonus.

In heavy or medium armor the sacred fist loses the bonus movement speed.

Moderate Archetype Power: A sacred fist gains the ability to sacrifice a prepared divine spell as a free action to gain a bonus on attack rolls equal to the spells level and a number of d6 bonus damage equal to the spell slot sacrificed for a single turn. The damage type is half fire half divine.

Greater Archetype Power: The sacred fists gains blind-sight 9m, +4 dodge bonus to armor class versus attacks and counts as level 6 monk for feat purposes.

Feats: Studies Of Dark And Light

Stargazer

Bonus Spells:

Lesser Archetype Power: A Stargazer may choose a star sign, which provides bonuses equivalent to one first level only feat with no other prerequisites. You may not pick already selected first level only feats.

Additionally, a Stargazer may see perfectly in dim illumination.

Moderate Archetype Power: A Stargazer emits an aura, which affects all friendly creatures within 18m:

Constellation Aura: Choose one star sign. This aura provides these bonuses and it stacks with the actual feats and the stargazers personal star sign.

The stargazer may use augury to gains insight about the next encounter: The stargazer may use one ability that requires at most one turn one minute before the encounter starts. This ability works retroactively. This ability fails when the augury check failed or the augury failed, e.g., due to protection versus divination spells.

Greater Archetype Power: After using augury the stargazer may share his insight with his party, i.e., every ally with which the stargazer shares the information. These allies may use one of their abilities in advance. A stargazer can only share this information with up to two other characters.

Feats: Astrologer, Gift Of The Moon, Sign Shift

Thunder Caller

Bonus Spells:

Lesser Archetype Power: The Thunder Caller receives the chopping ability feat and may even use it with ranged attacks. He may convert any sonic or lightning spell into a touch spell: To do so he makes a touch attack for the target in the center or the first target hit by the spell. If the target is hit with the touch attack, it does not receive a saving throw to avoid the damage. However, secondary effects can be resisted. And secondary targets are affected as normal.

If the Thunder Caller does not use the chopping ability his lightning spells arc and hit one additional target.

Moderate Archetype Power: Whenever the Thunder Caller's weapon attacks deal sonic damage, they ignore material based damage reduction. Whenever his weapon attacks deal lightning damage, they receive a +4 bonus on attack rolls.

When casting a hostile spell that deals no damage, the Thunder Caller may choose to deal 1d6 points of sonic damage two per levels to the spells effect. However, this cannot be used together with the touch spell conversions.

Greater Archetype Power: When casting buff spells on allies or summoning creatures, the thunder caller adds a small buff granting 3m movement speed, +2 to reflex saves and evasion for 3 turns.

After casting a spell and while channeling Primordial Storm the Thunder Caller may fly 1.5m per spell level instead of doing a 1.5m step and levitates until the end of his next turn.

Feats: Energy Aptitude, Fast As Lightning

Warpriest

Bonus Spells:

  • 1:Divine Sacrifice (SpC)
  • 2:Lionheart (SpC)
  • 3:Righteous Fury (SpC)
  • Capstone SLA:Divine Power or Recitation (SpC)

Lesser Archetype Power: The warpriest also gains proficiency with martial weapons, his hitpoint rate increases by 2 and he has full base attack bonus.

Moderate Archetype Power: Your cause enchants your defensive or offensive items. Weapons wield or the shield and armor worn receive an additional +1 bonus. The bonus increases to +2 at level 6. An god which is connected to some element gives 1 point less enchantment bonus, but adds the corresponding 1d6 elemental damage enchantment or 10 elemental resistances for the corresponding element if used on an armor. Peaceful gods might provide the merciful weapon enchantment instead of a +1 bonus.

Greater Archetype Power: Anytime a warpriest casts a spell that gives himself or an ally a bonus to attack rolls, damage rolls or saving throws, increase the amount of that bonus by one.

Feats: None.