Volksmerkmale [Mensch]:+2 to one ability score: Weisheit
Medium: Humans are Medium creatures, and have no
bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first
level and one additional rank whenever they gain a level.
Weapon Training: Humans are proficient with any one
martial weapon of their choice, in addition to those granted
by class proficiencies. This weapon must be chosen at 1st
level and cannot be changed.
Languages: Humans begin play speaking Common.
Humans with high Intelligence scores can choose any
languages they want (except secret languages, such as
Druidic).
Favored Class: Kleriker
Klassenfertigkeiten [Name der Klasse]:Weapon and Armor Proficiency: Clerics are proficient
with all simple weapons, with all types of armor, and with
shields (except tower shields). Clerics are also proficient
with the favored weapon of their deities:
Sichel und SenseChannel Energy (Su): Any cleric, regardless of alignment,
has the power to affect undead creatures by channeling the
power of her faith through her holy symbol (see
Channel Energy in the Combat chapter). This power also
heals living creatures in the radius.
A neutral cleric of a neutral deity must choose whether she channels
positive or negative energy:
Positiv. This decision also determines whether
the cleric can cast spontaneous cure or inf lict spells (see
spontaneous casting):
Cure.
A cleric may channel energy a number of times per day
equal to 3 + her Charisma modifier:
5 mal am Tag.
Domain Powers (Su): Each cleric must choose a deity: Tharoth.
Each deity has a number of domains associated with its faith, and
its clerics must choose two of these domains to focus on.
Each domain grants a number of domain powers dependent
upon the level of the cleric. A cleric gains both of the listed
powers granted by her domains at each of the listed levels.
See the Spells and Magic Chapter for more information:
Death Domain
Level Ability
1st Bleeding Touch (Su): As a melee touch attack, you
can cause a living creature to take 1d6 points of
damage per round. This effect persists for 1 round
per caster level or until stopped with a DC 15 Heal
check or any spell or effect that heals damage.
Touching a creature affected by this ability causes
the duration to reset but does not stack. This is a
bleed effect (see the Glossary chapter).
2nd Cause Fear (Sp): You can cast cause fear 1/day per 2
caster levels you possess.
4th Death Knell (Sp): You can cast death knell 1/day.
8th Call Undead (Su): You can summon undead to aid
you. With this ability you can summon a number
of skeletons and zombies whose total Hit Dice
do not exceed your caster level. These undead do
not count against the total number of undead
you can control and remain until destroyed.
You cannot use this ability again until 1 hour
after the last undead created by this ability is
destroyed.
12th Slay Living (Sp): You can cast slay living 1/day.
16th Create Undead (Sp): You can cast create undead 3/day.
20th Wail of the Banshee (Sp): You can cast wail of the
banshee 1/day.
Healing Domain
Level Ability
1st Rebuke Death (Su): You can touch a creature as a
standard action, healing it of 1d4 points of damage
plus 1 for every two caster levels you possess. You
can only use this ability on a creature that is below
0 hit points. If you touch an undead creature with
this effect, it is shaken for a number of rounds
equal to your caster level.
2nd Cure Light Wounds (Sp): You can cast cure light
wounds 1/day per 2 caster levels you possess.
4th Lesser Restoration (Sp): You can cast lesser restoration
1/day.
8th Healer’s Blessing (Su): You can emit a 30 ft.
aura of healing for a number of rounds per
day equal to your caster level. You and your
allies within this aura gain fast healing equal
to 1/4 your caster level as long as they remain
in range. This fast healing only applies to
damage caused after the aura began. These
rounds do not need to be consecutive.
12th Mass Cure Light Wounds (Sp): You can cast mass
cure light wounds 1/day.
16th Greater Restoration (Sp): You can cast greater
restoration 1/day.
20th Mass Heal (Sp): You can cast mass heal 1/day.
Orisons (Sp): Clerics can prepare a number of orisons,
or 0-level spells, each day. They can cast these spells at
will as a spell-like ability. The number of orisons a cleric
can prepare each day is noted in Table 4–5 under “spells
per day.” Orisons are treated like any other spell cast
by the cleric in terms of duration and other variables
based on level. Orisons cannot be channeled through
spontaneous casting:
3 Stück.