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Table: The Cleric
LevelSpecial
1stTurn or rebuke undead, two domains
2nd 
3rd 
4th 
5th 
6th 
7th 
8th 
9th 
10th 
11th 
12th 
13th 
14th 
15th 
16th 
17th 
18th 
19th 
20th 

Table: Cleric Spells per Day
Level0th1st2nd3rd4th5th6th7th8th9th
1st31        
2nd42        
3rd421       
4th532       
5th5321      
6th5332      
7th64321     
8th64332     
9th644321    
10th644332    
11th6544321   
12th6544332   
13th65544321  
14th65544332  
15th655544321 
16th655544332 
17th6555544321
18th6555544332
19th6555554433
20th6555554444

Requirements
Alignment: A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.

Traits
Hit Die: d8.
Base Attack Bonus: +.75
Starting Fort Save: +1.60
Starting Ref Save: +.33
Starting Will Save: +2.50
Fort Save: +.40
Ref Save: +.33
Will Save: +.50
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Skills
Initial Class Skills: 4 + Int modifier
Class Skills at Multiclass: +2
The cleric’s available class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to their list of class skills. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.

Class Features
All of the following are class features of the cleric.
Weapon and Armor Proficiency: Clerics are proficient with one additional weapon group, with light and medium armor, and with shields (except tower shields).
A cleric who chooses the War domain receives the Weapon Group Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Weapon Group Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Cleric Spells per Day. In addition, he receives bonus spells per day if he has a high Wisdom score.
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric can spontaneously cast either of those spells at any time. If a domain spell is not on the cleric spell list, a cleric can prepare it normally as if it were.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).
A cleric can also channel stored spell energy into any spells on that cleric's domain list. The cleric can “lose” any prepared spell in order to cast any domain spell of the same spell level or lower, just like cure or inflict spells. If the cleric chooses a domain that offers cure or inflict spells, and that cleric can already spontaneously cast those spells, the dice used are d12s instead of d8s.
Lastly, if a cleric chooses to prepare a spell that he can cast spontaneously, that spell is cast as if the cleric were two levels higher.
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Ex-Clerics
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).