source: Pathfinder Core Rulebook (Second Edition)

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Divine Font
Level 1

Through your deity’s blessing, you gain additional spells that channel either the life force called positive energy or its counterforce, negative energy. When you prepare your spells each day, you can prepare additional heal or harm spells, depending on your deity. The divine font spell your deity provides is listed in the Divine Font entry for your deity on pages 437–440; if both are listed, you can choose between heal or harm. Once you choose, you can’t change your choice short of an ethical shift or divine intervention.

Healing Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only heal spells (page 343) in these slots, and the number of slots is equal to 1 plus your Charisma modifier.

Harmful Font: You gain additional spell slots each day at your highest level of cleric spell slots. You can prepare only harm spells (page 343) in these slots, and the number of slots is equal to 1 plus your Charisma modifier.

Doctrine
Level 1

Even among followers of the same deity, there are numerous doctrines and beliefs, which sometimes vary wildly between clerics. At 1st level, you select a doctrine and gain the benefits of its first doctrine. The doctrines presented in this book are cloistered cleric and warpriest. Each doctrine grants you initial benefits at 1st level. At 3rd, 7th, 11th, 15th, and 19th levels, you gain the benefits granted by your doctrine’s second, third, fourth, fifth, and final doctrines respectively.


Cloistered Cleric

You are a cleric of the cloth, focusing on divine magic and your connection to your deity’s domains.

First Doctrine (1st): You gain the Domain Initiate cleric feat.

Second Doctrine (3rd): Your proficiency rank for Fortitude saves increases to expert.

Third Doctrine (7th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.

Fourth Doctrine (11th): You gain expert proficiency with your deity’s favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon’s critical specialization effect; use your divine spell DC if necessary.

Fifth Doctrine (15th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.

Final Doctrine (19th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to legendary.


Warpriest

You have trained in the more militant doctrine of your church, focusing on both spells and battle.

First Doctrine (1st): You’re trained in light and medium armor, and you have expert proficiency in Fortitude saves. You gain the Shield Block general feat, a reaction to reduce damage with a shield. If your deity’s weapon is simple, you gain the Deadly Simplicity cleric feat. At 13th level, if you gain the divine defense class feature, you also gain expert proficiency in light and medium armor.

Second Doctrine (3rd): You’re trained in martial weapons.

Third Doctrine (7th): You gain expert proficiency with your deity’s favored weapon. When you critically succeed at an attack roll using that weapon, you apply the weapon’s critical specialization effect; use your divine spell DC if necessary.

Fourth Doctrine (11th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.

Fifth Doctrine (15th): Your proficiency rank for Fortitude saves increases to master. When you roll a success at a Fortitude save, you get a critical success instead.

Final Doctrine (19th): Your proficiency ranks for divine spell attack rolls and spell DCs increase to master.

Cleric Feats
Level 2

At 2nd level and every 2 levels thereafter, you gain a cleric class feat. These begin on page 121.

Skill Feats
Level 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats can be found in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.

General Feats
Level 3

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Skill Increases
Level 3

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase to either become trained in one skill you’re untrained in, or become an expert in one skill in which you’re already trained.

You can use any of these skill increases you gain at 7th level or higher to become a master in a skill in which you’re already an expert, and any of these skill increases you gain at 15th level or higher to become legendary in a skill in which you’re already a master.

Ability Boosts
Level 5

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Alertness
Level 5

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Ancestry Feats
Level 5

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in Chapter 2.

Resolve
Level 9

You’ve steeled your mind with resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.