NPC Codex | Rules | Core Class NPCs | Cleric | Clerics

Clerics

Mercenary Healer

Super Race: human cleric 1. Cr: 1/2. Xp: 200. Alignment: LE. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +1. Senses: Perception +2. Ac: 17, touch 11, flat-footed 16 (+6 armor, +1 Dex).
Hp: 9 (1d8+1).
Fortitude: +3. Reflex: +1. Will: +4.
Speed: 30 ft.. Melee: morningstar –1 (1d8–1). Ranged: light crossbow +2 (1d8/19–20). Special Attacks: channel negative energy 6/day (DC 13, 1d6). Strength: 8. Dexterity: 12. Constitution: 13. Intelligence: 10. Wisdom: 14. Charisma: 17.
Base Attack: +0. Cmb: –1. Cmd: 10.
Feats: Selective Channeling, Weapon Focus (light crossbow).
Skills: Appraise +4, Diplomacy +7, Knowledge (religion) +4, Spellcraft +4.
Languages: Common. Special Qualities: aura, +10 base speed from Travel domain, agile feet (5/day). Combat Gear: potion of cure light wounds, tanglefoot bags (2). Other Gear: chainmail, light crossbow with 20 bolts, morningstar, silver unholy symbol, 22 gp.
domain spell-like abilities: (CL 1st; concentration +3)

5/day-inspiring word (1 round)

cleric spells prepared: (CL 1st; concentration +3)

1st-cure light wounds, longstride rD, protection from good

0 (at will)-detect magic, mending, read magic

D Domain spell; Domains Nobility, Travel


Tactics

During Combat The cleric uses channeled energy, tanglefoot bags, and longstrider to escape.

Mercenary healers exploit loopholes in laws for their own profit.

Zened Mirces

Zened adventures to gain seed money to start a business.

Combat Encounters

Zened works best with several bodyguards or in a low-level adventuring party.

Roleplaying Suggestions

Zened does nothing for free (including healing allies) and often attempts to renegotiate contracts precisely when his "comrades" need him most.

War Priest

Super Race: dwarf cleric 2. Cr: 1. Xp: 400. Alignment: CE. Size: Medium. Creature Type: Humanoid. Creature Subtype: dwarf.
Init: +0. Senses: darkvision 60 ft.; Perception +4. Ac: 15, touch 10, flat-footed 15 (+5 armor; +4 dodge vs. giants).
Hp: 21 (2d8+9).
Fortitude: +5. Reflex: +0. Will: +6; +2 vs. poison, spells, and spell-like abilities.
Speed: 20 ft.. Melee: mwk greatsword with magic weapon +4 (2d6+4/19–20). Ranged: light crossbow +1 (1d8/19–20). Special Attacks: +1 on attack rolls against goblinoid and orc humanoids, channel negative energy 3/day (DC 11, 1d6), destructive smite (+1, 6/day). Strength: 15. Dexterity: 10. Constitution: 15. Intelligence: 8. Wisdom: 16. Charisma: 10.
Base Attack: +1. Cmb: +3. Cmd: 13 (17 vs. bull rush or trip).
Feats: Toughness.
Skills: Knowledge (religion) +5, Perception +4 (+6 to notice unusual stonework).
Languages: Common, Dwarven. Special Qualities: aura. Combat Gear: potions of cure light wounds (2). Other Gear: masterwork scale mail, light crossbow with 20 bolts, masterwork greatsword, wooden unholy symbol, 94 gp.
domain spell-like abilities: (CL 2nd; concentration +5)

6/day-touch of chaos

cleric spells prepared: (CL 2nd; concentration +5)

1st-bane (DC 14), magic stone, magic weapon, true strikeD

0 (at will)-bleed (DC 13), detect magic, detect poison, read magic

D Domain spell; Domains Chaos, Destruction


Tactics

Before Combat The cleric casts magic weapon.

During Combat The cleric uses destructive smite as often as possible.

Base Statistics Without magic weapon, the cleric's statistics are

Melee mwk greatsword +4 (2d6+3/19-20).

The dwarven war priest serves the god of strength, and uses her divine powers for the glory of war itself.

Scholar Priest

Super Race: human cleric 3. Cr: 2. Xp: 600. Alignment: CN. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: –1. Senses: Perception +3. Ac: 15, touch 9, flat-footed 15 (+6 armor, –1 Dex).
Hp: 23 (3d8+6).
Fortitude: +4. Reflex: +0. Will: +6.
Speed: 20 ft.. Melee: quarterstaff +3 (1d6+1). Ranged: light crossbow +1 (1d8/19–20). Special Attacks: channel negative energy 7/day (DC 13, 2d6), hand of the acolyte (6/day). Strength: 12. Dexterity: 8. Constitution: 13. Intelligence: 10. Wisdom: 16. Charisma: 15.
Base Attack: +2. Cmb: +3. Cmd: 12.
Feats: Extra Channel, Scribe Scroll, Selective Channeling, Spell Focus (enchantment).
Skills: Knowledge (arcana) +7, Perception +6, Sense Motive +9, Spellcraft +7.
Languages: Common. Special Qualities: aura. Combat Gear: potion of invisibility, scroll of comprehend languages, scroll of cure moderate wounds, scroll of darkness, scroll of find traps, alchemist's fire (2), everburning torch, smokesticks (2). Other Gear: masterwork breastplate, light crossbow with 20 bolts, quarterstaff, silver unholy symbol, 537 gp.
domain spell-like abilities: (CL 3rd; concentration +6)

6/day-blast rune (1d6+1 energy damage, 3 rounds)

cleric spells prepared: (CL 3rd; concentration +6)

2nd-hold person (DC 16), magic mouthD, spiritual weapon

1st-command (2, DC 15), eraseD, obscuring mist

0 (at will)-detect magic, detect poison, purify food and drink, stabilize

D Domain spell; Domains Magic, Rune


Tactics

During Combat The cleric uses his scroll of darkness, then follows with ranged spells.

The scholar priest is a devotee of magical knowledge, securing it from the unworthy at all costs.

Shoreline Cleric

Super Race: half-elf cleric 4. Cr: 3. Xp: 800. Alignment: N. Size: Medium. Creature Type: Humanoid. Creature Subtype: elf, human.
Init: +2. Senses: low-light vision; Perception +9. Ac: 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 natural).
Hp: 25 (4d8+4).
Fortitude: +5. Reflex: +3. Will: +8; +2 vs. enchantments. Immune: sleep.
Speed: 30 ft.. Melee: trident +2 (1d8–1). Ranged: shortbow +5 (1d6/×3). Special Attacks: channel positive energy 4/day (DC 13, 2d6), wooden fist (+2, 7 rounds/day). Strength: 8. Dexterity: 14. Constitution: 13. Intelligence: 10. Wisdom: 18. Charisma: 12.
Base Attack: +3. Cmb: +2. Cmd: 14.
Feats: Deadly Aim, Martial Weapon Proficiency (shortbow), Skill Focus (Stealth).
Skills: Heal +8, Knowledge (nature) +2, Knowledge (religion) +5, Perception +9, Sense Motive +8, Stealth +7.
Languages: Common, Elven. Special Qualities: aura, elf blood. Combat Gear: +1 human-bane arrows (2), +1 orc-bane arrow, potion of cure moderate wounds. Other Gear: +1 chain shirt, shortbow with 20 arrows, trident, anchor feather token, wooden holy symbol, 256 gp.
domain spell-like abilities: (CL 4th; concentration +8)

7/day-storm burst (1d6+2 nonlethal damage)

cleric spells prepared: (CL 4th; concentration +8)

2nd-barkskin, hold person (2, DC 16), summon monster II

1st-cause fear (DC 15), cure light wounds, endure elements, entangle (DC 15), entropic shield

0 (at will)-bleed (2, DC 14), guidance, light

D Domain spell; Domains Plant, Weather


Tactics

Before Combat The cleric casts barkskin.

During Combat The cleric casts entropic shield, then uses hold person, entangle, and bane arrows.

Base Statistics Without barkskin, her statistics are

AC 17, touch 12, flat-footed 15.

Noble Crusader

Super Race: human cleric 5. Cr: 4. Xp: 1,200. Alignment: LN. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: –1. Senses: Perception +6. Ac: 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield).
Hp: 41 (5d8+15).
Fortitude: +7. Reflex: +1. Will: +7.
Speed: 20 ft.. Melee: mwk longsword +8 (1d8+3/19–20). Special Attacks: channel positive energy 6/day (DC 13, 3d6). Strength: 17. Dexterity: 8. Constitution: 14. Intelligence: 10. Wisdom: 14. Charisma: 12.
Base Attack: +3. Cmb: +6. Cmd: 15.
Feats: Combat Casting, Heavy Armor Proficiency, Improved Shield Bash, Weapon Focus (longsword).
Skills: Diplomacy +9, Heal +6, Knowledge (nobility) +6, Knowledge (religion) +5, Perception +6.
Languages: Common. Special Qualities: aura. Combat Gear: potion of bull's strength, thunderstone. Other Gear: masterwork splint mail, +1 light steel shield, masterwork longsword, cloak of resistance +1, silver holy symbol, 271 gp.
domain spell-like abilities: (CL 5th; concentration +7)

5/day-touch of law

5/day-battle rage (+2 damage)

cleric spells prepared: (CL 5th; concentration +7)

3rd-dispel magic, magic vestmen tD, searing light

2nd-align weapon (law only)D, enthrall (DC 14), resist energy (DC 14), sound burst (DC 14)

1st-command (DC 13), divine favor, magic weaponD, shield of faith, summon monster I

0 (at will)-guidance, light, purify food and drink, resistance

D Domain spell; Domains Law, War


Tactics

Before Combat The cleric casts magic vestment.

During Combat The cleric attacks with her longsword, and casts magic weapon or align weapon as needed. When fighting undead, she channels positive energy. Otherwise, she uses ranged magical attacks only as a last resort.

Base Statistics Without magic vestment, the cleric's statistics are

AC 18, touch 9, flat-footed 18.

The noble crusader battles the forces of chaos, usually at the behest of a local monarch.

Oriedesme Eisbrin

Oriedesme is a crusader for law against the forces of chaos. As a minor noble, she frequently allies with other members of the nobility, who call her "Esme the Peacemaker." She considers it her duty to eliminate dangerous monsters and even peasant uprisings that threaten to turn bloody. She serves a good and just goddess and refuses to participate in evil acts such as terrorizing villagers, but frowns on acts of anarchy that risk plunging an area into war. She believes nobles are chosen by the gods to rule over others for the benefit of all, even if this means fewer freedoms for commoners. She is painfully honest, and reluctant to work with any noble who shirks responsibilities or abuses power.

Combat Encounters

Esme works well alone or in a leadership role. She might be an ally of a powerful character, using her neutrality to get things done for a good employer or moderating a nearly evil one.

Roleplaying Suggestions

Esme might ask for assistance in dealing with an undead or fiendish threat beyond her capabilities. She could serve as an important intermediary with the local nobility, especially if the PCs have preexisting conflicts with the nobles. Esme could also be cynically close to losing her faith, giving the PCs the opportunity to save her before she falls from grace.

Carousing Champion

Super Race: halfling cleric 6. Cr: 5. Xp: 1,600. Alignment: CN. Size: Small. Creature Type: Humanoid. Creature Subtype: halfling.
Init: +1. Senses: Perception +5. Ac: 19, touch 12, flat-footed 18 (+7 armor, +1 Dex, +1 size).
Hp: 54 (6d8+24).
Fortitude: +8. Reflex: +4. Will: +9; +2 vs. fear.
Speed: 15 ft.. Melee: +1 heavy mace +6 (1d6+1). Ranged: light crossbow +7 (1d6/19–20). Special Attacks: channel positive energy 7/day (DC 15, 3d6). Strength: 11. Dexterity: 12. Constitution: 14. Intelligence: 8. Wisdom: 16. Charisma: 14.
Base Attack: +4. Cmb: +3. Cmd: 14.
Feats: Extra Channel, Toughness, Turn Undead.
Skills: Acrobatics +0, Climb –1, Diplomacy +8, Heal +9, Perception +5.
Languages: Common, Halfling. Special Qualities: aura. Combat Gear: potion of haste, scroll of bull's strength. Other Gear: +1 breastplate, +1 heavy mace, light crossbow with masterwork bolts (20), silver holy symbol, 393 gp.
domain spell-like abilities: (CL 6th; concentration +9)

6/day-dazing touch, touch of chaos

cleric spells prepared: (CL 6th; concentration +9)

3rd-locate object, searing light, suggestionD, summon monster III

2nd-aid, calm emotion sD (DC 15), eagle's splendor, sound burst (DC 15), zone of truth (DC 15)

1st-bless water, charm personD (DC 14), comprehend languages, detect undead, hide from undead

0 (at will)-detect magic, detect poison, guidance, virtue

D Domain spell; Domains Chaos, Charm


Tactics

During Combat The cleric tries to persuade living, intelligent opponents to stop fighting and discuss a peaceful solution over a drink, using calm emotions, charm person, or suggestion if necessary. When fighting undead, he casts eagle's splendor to improve his channel energy ability, and uses his potion and scroll if the battle goes poorly.

The carousing champion serves the god of freedom, bravery, and ale, and uses his significant abilities to bring happiness to common folk and stand up against oppression of all sorts.

Eggal Torkelson

Eggal is a friendly, outgoing young halfling, generous with his spirit, spirits, money, and affection­—but not particularly bright. Fortunately, Eggal is so likable and headstrong that few ever try to take advantage of him, and those who do discover that his lack of "book learning" hasn't done anything to dull his innate cunning, and he remembers who has done him wrong every bit as well as he recalls who has done him favors, repaying both with interest. He wants to see the world and enjoy life, and doesn't particularly care whether people are good or selfish as long they don't try to hurt him or anyone he cares about—to him, his god's creed of freedom above all means accepting that some people were born mean-spirited, and are entitled to their pettiness and jealousy as long as they don't go out of their way to oppress others. For his own part, he'd rather help someone than ignore a request for aid, and has been known to expound at length upon the simple joys of helping others. He avoids killing unless absolutely necessary, even among those more "monstrous" humanoid races, but hates undead with a passion and goes out of his way to destroy such abominations.

Combat Encounters

Though he is hard to influence with magic, clever lies and subtle manipulation can easily turn Eggal against the PCs, and it's not uncommon for him to come into conflict with the lawful authorities in a region if he feels they are profiting at the expense of the common people. If he sees the PCs as agents of oppression, regardless of their justifications, he's likely to oppose them—with his mace if necessary. Because of his reluctance to kill, he is useful for an encounter where the PCs should negotiate or surrender instead of fighting.

Roleplaying Suggestions

Eggal can be a reliable feature of local taverns, even showing up in other cities where the PCs travel. Because he tends to help when asked, he might end up in over his head and need rescuing, or have friends in need of rescue. He can also help out the PCs as an ally against undead, as a backup healer, or as a contact in Cayden Cailean's church.

Vivisectionist Cleric

Super Race: human cleric 7. Cr: 6. Xp: 2,400. Alignment: LE. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +0. Senses: Perception +7. Ac: 19, touch 10, flat-footed 19 (+9 armor).
Hp: 56 (7d8+21).
Fortitude: +8. Reflex: +3. Will: +9.
Speed: 20 ft.. Melee: mwk spiked chain +7 (2d4+1). Ranged: light crossbow +5 (1d8/19–20). Special Attacks: channel negative energy 5/day (DC 17, 4d6). Strength: 12. Dexterity: 10. Constitution: 14. Intelligence: 8. Wisdom: 17. Charisma: 14.
Base Attack: +5. Cmb: +6. Cmd: 16.
Feats: Blind-Fight, Combat Casting, Command Undead, Heavy Armor Proficiency, Improved Channel, Spell Focus (necromancy).
Skills: Heal +9, Knowledge (religion) +6, Perception +7, Spellcraft +5.
Languages: Common. Special Qualities: aura. Combat Gear: potion of cure moderate wounds, flask of acid, smokesticks (2). Other Gear: masterwork full plate, light crossbow with 20 bolts, masterwork spiked chain, cloak of resistance +1, unholy water, wooden unholy symbol, onyx gems (worth 350 gp), silver dust for desecrate (worth 25 gp), 114 gp.
domain spell-like abilities: (CL 7th; concentration +10)

6/day- bleeding touch (3 rounds), touch of darkness (3 rounds)

cleric spells prepared: (CL 7th; concentration +10)

4th-poison (DC 18), shadow conjurationD (DC 17)

3rd-bestow curse (DC 17), contagion (DC 17), deeper darknessD, dispel magic

2nd-blindness/deafnessD (blindness only, DC 16), darkness, desecrate, eagle's splendor, silence (DC 15)

1st-cause fea rD (2, DC 15), deathwatch, doom (DC 15), magic weapon, shield of faith

0 (at will)-bleed (DC 14), detect magic, light, resistance

D Domain spell; Domains Darkness, Death


Tactics

Before Combat The cleric casts deathwatch.

During Combat The cleric casts magic weapon and shield of faith. If she has minions, she orders them to attack so she can use magic from a distance. She casts darkness to hide in and channels negative energy. If forced out of the darkness, she disables targets with bestow curse, blindness, and poison, then uses her spiked chain.

The vivisectionist cleric serves the god of pain and darkness, and can keep victims alive for weeks.

Melisai Hesani

Melisai is personable despite her arrogance, and considers herself a surgeon and a sculptor. When not adventuring, she works with poorhouse medics, embalmers preparing bodies, and torturers—anyone who gives her the opportunity to experiment. She prefers the company of like-minded adventurers, but if none are available, she animates zombies.

Combat Encounters: Melisai is useful as an enemy leader, member of a rival adventuring party, or servant of an important NPC or villain.

Roleplaying Suggestions

Though evil and disturbing, Melisai is easy to get along with. She is forthright, and has no problem helping the PCs if it achieves her own ends.

Wrath Priest

Super Race: half-orc cleric 8. Cr: 7. Xp: 3,200. Alignment: CE. Size: Medium. Creature Type: Humanoid. Creature Subtype: human, orc.
Init: +0. Senses: darkvision 60 ft.; Perception +5. Ac: 20, touch 10, flat-footed 20 (+9 armor, +1 natural).
Hp: 71 (8d8+32).
Fortitude: +8. Reflex: +2. Will: +8; +2 resistance vs. good. Defensive Abilities: orc ferocity. Immune: fire (96 points).
Speed: 20 ft.. Melee: +1 greataxe +12/+7 (1d12+9/×3). Ranged: javelin +6/+1 (1d6+6). Special Attacks: channel negative energy 4/day (DC 15, 4d6), destructive aura (+4, 8 rounds/day), destructive smite (+4, 5/day), scythe of evil (4 rounds, 1/day). Strength: 18. Dexterity: 10. Constitution: 14. Intelligence: 8. Wisdom: 14. Charisma: 12.
Base Attack: +6. Cmb: +10. Cmd: 20.
Feats: Heavy Armor Proficiency, Power Attack, Toughness, Weapon Focus (greataxe).
Skills: Intimidate +7, Perception +5, Spellcraft +3.
Languages: Common, Orc. Special Qualities: aura, orc blood, weapon familiarity. Combat Gear: potions of cure serious wounds (2), alchemist's fire (2). Other Gear: +1 half-plate, +1 greataxe, javelins (5), amulet of natural armor +1, wooden unholy symbol, 184 gp.
domain spell-like abilities: (CL 8th; concentration +10)

5/day-touch of evil (4 rounds)

cleric spells prepared: (CL 8th; concentration +10)

4th-chaos hammer (DC 16), divine power, unholy bligh tD (DC 16)

3rd-invisibility purge, prayer, protection from energy (DC 15), rag eD

2nd-align weaponD (evil weapons only), bull's strength, darkness, spiritual weapon (2)

1st-bane (DC 13), divine favor, entropic shield, protection from good, shield of faith, true strikeD

0 (at will)-bleed (DC 12), guidance, light, resistance

D Domain spell; Domains Destruction, Evil


Tactics

Before Combat The cleric casts protection from energy (fire).

During Combat The cleric casts divine power and shield of faith at the start of combat, then closes to melee distance. If combat starts and he cannot reach any opponents on the first round, he casts chaos hammer or unholy blight. If fighting creatures he knows are good, he uses his scythe of evil ability on his greataxe. If he has allies, he casts prayer.

The wrath priest serves the primordial god of disaster and destruction, striking down innocents and enemies with fire, blade, and hatred. He is a quintessential nihilist, and can not be bought or reasoned with except as it furthers his god's horrific ends.

Aznek

Aznek is cruel, violent, and destructive—a childhood bully given profane magic and physical might. He loves the screams of his victims, and smashes beautiful things for the fun of it. He likes having strong minions, and encourages them to challenge him for dominance, though none has succeeded. He lets these would-be rivals live, albeit with broken arms or legs as reminders of their failure.

Combat Encounters

Aznek makes a good solo encounter, boss of a group of raiders (especially orcs), or minion of a strong leader or powerful warbeast.

Roleplaying Suggestions

Death Priest

Super Race: human cleric 9. Cr: 8. Xp: 4,800. Alignment: NE. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: +6. Senses: Perception +10. Ac: 20, touch 13, flat-footed 18 (+7 armor, +1 deflection, +2 Dex).
Hp: 89 (9d8+27).
Fortitude: +11. Reflex: +6. Will: +11.
Speed: 20 ft.. Melee: dagger +5/+0 (1d4–1/19–20). Ranged: light crossbow +8 (1d8/19–20). Special Attacks: channel negative energy 4/day (DC 17, 5d6), hand of the acolyte (7/day). Strength: 8. Dexterity: 15. Constitution: 18. Intelligence: 10. Wisdom: 19. Charisma: 12.
Base Attack: +6. Cmb: +5. Cmd: 18.
Feats: Combat Casting, Command Undead, Greater Spell Focus (necromancy), Improved Channel, Improved Initiative, Spell Focus (necromancy).
Skills: Craft (alchemy) +6, Heal +10, Intimidate +7, Knowledge (religion) +12, Perception +10.
Languages: Common. Special Qualities: aura, death's embrace.
Gear: +1 chainmail, dagger, light crossbow with 20 bolts, cloak of resistance +1, headband of inspired wisdom +2, pearl of power (1st), ring of protection +1, bone unholy symbol, unholy water, onyx gems (worth 500 gp), silver dust for desecrate (worth 25 gp), 162 gp.
domain spell-like abilities: (CL 9th; concentration +13)

7/day-bleeding touch (4 rounds)

1/day-dispelling touch

cleric spells prepared: (CL 9th; concentration +13)

5th-slay living D (2, DC 21)

4th-death war dD, freedom of movement, poison (DC 20), spell immunity

3rd-bestow curse (DC 19), contagion (2, DC 19), dispel magicD, prayer

2nd-bear's endurance, darkness, death knell D (DC 18), delay poison (DC 16), desecrate, resist energy (DC 16)

1st-bane (DC 15), cause fear D (DC 17, 2), entropic shield, obscuring mist, protection from good

0 (at will)-bleed (DC 16), detect poison, light, virtue

D Domain spell; Domains Death, Magic


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