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Cleric is a class in Pathfinder: Kingmaker.

In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.


Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion - such as battle, death, justice, or knowledge - free of a deific abstraction.

Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis

Hit Die: d8

Skill Ranks Per Level: 2 + 1/2 Intelligence modifier

Class Skills: Knowledge (Arcana), Knowledge (World), Lore (Religion), Persuasion

Progression Table[]

This table does not include a cleric's bonus spellslot per level for her domain spells.

Level BAB Fort Ref Will Features Spells per day by spell level
1 2 3 4 5 6 7 8 9
1 +0 +2 +0 +2 Spellcasting, Deity, Domains, Channel Energy 1d6, Spontaneous Casting, Orisons, Detect Magic 1 - - - - - - - -
2 +1 +3 +0 +3 2 - - - - - - - -
3 +2 +3 +1 +3 Channel Energy 2d6 2 1 - - - - - - -
4 +3 +4 +1 +4 3 2 - - - - - - -
5 +3 +4 +1 +4 Channel Energy 3d6 3 2 1 - - - - - -
6 +4 +5 +2 +5 3 3 2 - - - - - -
7 +5 +5 +2 +5 Channel Energy 4d6 4 3 2 1 - - - - -
8 +6/+1 +6 +2 +6 4 3 3 2 - - - - -
9 +6/+1 +6 +3 +6 Channel Energy 5d6 4 4 3 2 1 - - - -
10 +7/+2 +7 +3 +7 4 4 3 3 2 - - - -
11 +8/+3 +7 +3 +7 Channel Energy 6d6 4 4 4 3 2 1 - - -
12 +9/+4 +8 +4 +8 4 4 4 3 3 2 - - -
13 +9/+4 +8 +4 +8 Channel Energy 7d6 4 4 4 4 3 2 1 - -
14 +10/+5 +9 +4 +9 4 4 4 4 3 3 2 - -
15 +11/+6/+1 +9 +5 +9 Channel Energy 8d6 4 4 4 4 4 3 2 1 -
16 +12/+7/+2 +10 +5 +10 4 4 4 4 4 3 3 2 -
17 +12/+7/+2 +10 +5 +10 Channel Energy 9d6 4 4 4 4 4 4 3 2 1
18 +13/+8/+3 +11 +6 +11 4 4 4 4 4 4 3 3 2
19 +14/+9/+4 +11 +6 +11 Channel Energy 10d6 4 4 4 4 4 4 4 3 3
20 +15/+10/+5 +12 +6 +12 4 4 4 4 4 4 4 4 4

Base Features[]


Cleric Proficiencies

Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.


A cleric casts divine spells drawn from the cleric spell list. A cleric must choose and prepare her spells ahead of time.

A cleric uses her Wisdom score as her spellcasting modifier.

A cleric knows all spells, of a spell level that she can cast, on her spell list.

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Deity Selection

A deity, also known as a god or goddess, is a being or force of incredible power capable of granting its power to mortal beings through divine magic. A deity is strongly associated with a specific alignment, several domains, and a plane (typically an Outer Sphere plane).

A cleric must chose one deity to worship.


Domain Selection

A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.

Each domain grants a number of domain powers, dependent upon the level of the cleric or the inquisitor.

Clerics also gain a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

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Channel Energy

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total - all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

This choice also determines whether the cleric converts his spells to cure spells or to inflict spells.


Clerics can cast a number of Orisons, or 0-level spells. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Bug icon.png This feature does not appear in the Class Progression table in the game, or on a cleric's list of Special Abilities.


Detect Magic

Detects magical auras of active spells or artifacts (or of those that were active recently). Can identify the school of magic to which the spell belongs. Used in dialogues.

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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. The cleric can "lose" any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level (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 channels positive or negative energy.