These rounds do not need to be consecutive.

At 14th level, the resistance against all elements increases to 10. Death's Embrace (Ex): At 8th level, you heal damage instead of taking damage from channeled negative energy. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. hit point total—all excess healing is lost. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. In faith and the miracles of the divine, many find a greater purpose. The restriction on alignment domains still applies. I think the most annoying example is prohibiting good-aligned casters from casting Infernal Healing, which is the Pathfinder equivalent of 3.5's Lesser Vigor, which quickly became the basis for all out of combat healing in 3.5.

With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier. A cleric can choose whether or not to include herself in this effect. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable.

Cold Resistance (Ex): At 6th level, you gain resist cold 10.

Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic. Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Acid Resistance (Ex): At 6th level, you gain resist acid 10. Also note that many colored items are also links to the Paizo SRD.

A cleric casts divine spells which are drawn from the cleric spell list. Also note that many colored items are also links to the Paizo SRD. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. This bonus only applies on Strength checks and Strength-based skill checks. Aura of Madness (Su): At 8th level, you can emit a 30-foot aura of madness for a number of rounds per day equal to your cleric level. Spell Rune (Sp): At 8th level, you can attach another spell that you cast to one of your blast runes, causing that spell to affect the creature that triggers the rune, in addition to the damage. Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. Your effective druid level for this animal companion is equal to your cleric level – 3. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round.

Skills: 2+ skill ranks and no dependence on Intelligence, Clerics have terrible skills. When you use this ability, you lose your resistance bonus granted by the Protection domain for 1 minute. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting). Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Domain Spells: 1st—lesser confusion, 2nd—touch of idiocy, 3rd—rage, 4th—confusion, 5th—nightmare, 6th—phantasmal killer, 7th—insanity, 8th—scintillating pattern, 9th—weird. For help selecting domains, see my Cleric Domains Breakdown. Pathfinder Kingmaker Wiki is a FANDOM Games Community. For the next round, anytime the target rolls a d20, he must roll twice and take the less favorable result. An evil cleric channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. With access to an excellent spell list and many of the most important skills in the game, Clerics are welcome in any party. Con: Hit points are always important, especially if you plan to wade into combat. At 20th level, you gain immunity to electricity. Calming Touch (Sp): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol.

Master's Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress. domains in that slot. You gain Scribe Scroll as a bonus feat. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Creatures that succeed on their saving throw are immune to this aura for 24 hours. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. Granted Power: You manipulate shadows and darkness. The following are class features of the cleric. Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. Domain Spells: 1st—protection from chaos, 2nd—align weapon (law only), 3rd—magic circle against chaos, 4th—order's wrath, 5th—dispel chaos, 6th—hold monster, 7th—dictum, 8th—shield of law, 9th—summon monster IX (law spell only). Domain spells cannot be used to cast spells spontaneously.

The Half-Elf favored class bonus improves Channel Energy Healing/Damage, but not by enough to justify taking it. on up. That said, with some focus it can become a useful asset.

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