Cleric

Alignment Any (within one step of deity)
Hit Die d8
BAB Average
Fort Good
Ref Poor
Will Good
Spell Selection Prepared
Spell Progression Good
Spell Knowledge Open List (alignment issues are minimized in Eberron)
Skill Points 2 + Int
Class Skills Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge [arcana, history, nobility, planes, religion] (Int), Linguistics (Int), Professions (Wis), Sense Motive (Wis), and Spellcraft (Int)
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except kite and tower shields). Clerics are also proficient with the favored weapon of their deity.
Table of Eberron Churches and Deities
Domain List
Domain Spell Progression

Level Special
1st Aura, channel divine 1d6
2nd Wisdom of the divine: Take 10
3rd Channel divine 2d6
4th Saving grace
5th Channel divine 3d6
6th Domain power
7th Channel divine 4d6
8th Charisma of cultus: Take 10
9th Channel divine 5d6
10th Devoted grace
11th Channe divine 6d6
12th Wisdom of the divine: Take 11
13th Channel divine 7d6
14th Altar reality
15th Channel divine 8d6
16th Excellent channeling
17th Channel divine 9d6
18th Charisma of the cultus: Take 11
19th Channel divine 10d6
20th Epic Domain Power
21st Channel divine 11d6
22nd Wisdom of the divine: Take 12
23rd Channel divine 12d6
24th Channel might
25th Channel divine 13d6
26th Spontaneous Combination
27th Channel divine 14d6
28th Charisma of the cultus: Take 12
29th Channel divine 15d6
30th Mythic Domain Power

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).

Channel Divine (Su): This is basically just channel energy from Pathfinder with a different name.

Wisdom of the Divine Take 10 (Ex): The teachings of the church thoroughly affect the minds of even the least attentive clerics. Once per day, in a situation where a cleric can normally to take 10 on Wisdom ability checks and on Wisdom based skill checks, he can roll the check and, as long as he does not roll 1 or 2, he can choose to take 10 afterwards. This does not supersede the rule that dangerous situations preclude taking 10.

Saving Grace (Ex): A cleric can call upon his deity for rescue when he fails a save and instead treat the d20 results as 10. Once he uses this ability, he cannot use it again for seven days.

Charisma of Cultus: Take 10 (Ex): A cleric is imbued with a message that is larger than life. This ability shares its pool of daily uses with Wisdom of the Divine, so once either ability is used it counts against the daily total for both. These abilities can now be used a total of twice per day. In a situation where a cleric can normally to take 10 on Charisma ability checks and on Charisma based skill checks, he can roll the check and, as long as he does not roll 1 or 2, he can choose to take 10 afterwards. This does not supersede the rule that dangerous situations preclude taking 10.

Devoted grace (Su): A cleric can expend a use of channel divine to activate his Saving Grace ability. Additionally, he gains his free use of Saving Grace once per day instead of per week.

Wisdom of the Divine Take 11 (Ex): At level 12, a cleric’s ability to focus on divine wisdom improves. This ability shares its pool of daily uses with Charisma of Cultus, so once either ability is used it counts against the daily total for both. These abilities can now be used a total of thrice per day. In a situation where a cleric can normally to take 10 on Wisdom ability checks and on Wisdom based skill checks, he can roll the check and, as long as he does not roll 1 or 2, he can choose to take 11 afterwards. This does not supersede the rule that dangerous situations preclude taking 10.

Altar Reality (Su): A cleric has learned through regular prayer to see more in reality than others do. By expending 3 combat opportunities and 1 divine channel, a cleric can momentarily alter reality as it seems to happen. This means he selects a target within 30 feet and if that target is taking damage, he can take this action and convert the damage into healing. Alternatively, he can take this action when a target within range is receiving healing and instead convert the healing into damage.

Excellent Channeling (Su): Restorative channel: A cleric that channels positive energy can expend two uses of channel divine as a standard action in a restorative channel to restore ability point damage to all creatures within 30 feet. For every 2d6 in his normal channel, he gets 1d4 to allot to a single ability score. (Multiple d4s can be assigned to one score or split up between several scores.) He then rolls separately and accounts for the results.

Harmful channel: A cleric that normally channels negative energy can expend two uses of channel divine as a standard action in a harmful channel to damage ability scores of creatures within 30 feet. For every 2d6 in his normal channel, he gets 1d4 to allot to a single ability score. (Multiple d4s can be assigned to one score or split up between several scores.) He then rolls separately and accounts the results. Targets within range are permitted a Will save (same DC as channel divine) to halve all the damage.

Charisma of Cultus: Take 11 (Ex): At level 18, a cleric’s ability to project the cultic realities of his faith improves. This ability shares its pool of daily uses with Wisdom of the Divine, so once either ability is used it counts against the daily total for both. These abilities can now be used a total of four times per day. In a situation where a cleric can normally to take 10 on Charisma ability checks and on Charisma based skill checks, he can roll the check and, as long as he does not roll 1 or 2, he can choose to take 11 afterwards. This does not supersede the rule that dangerous situations preclude taking 10.

Wisdom of the Divine Take 12 (Ex): At level 22, a cleric’s ability to focus on divine wisdom improves. This ability shares its pool of daily uses with Charisma of Cultus, so once either ability is used it counts against the daily total for both. These abilities can now be used a total of five times per day. In a situation where a cleric can normally to take 10 on Wisdom ability checks and on Wisdom based skill checks, he can roll the check and, as long as he does not roll 1 or 2, he can choose to take 12 afterwards. This does not supersede the rule that dangerous situations preclude taking 10.

Channel Might (Su): A cleric can expend channel energy to gain an insight bonus on his next attack roll equal to the number of dice he channels. If his attack hits, he also adds an amount of damage equal to his divine channel amount.

Spontaneous Combination (Ex): A spontaneous combination takes 4 combat opportunities and can be either curative or inflicting in nature.

Curative Spell Combination A cleric that can spontaneously cast cure spells can cast and attach a cure spell to a spell at least 2 levels above it. The main spell must include the target of the cure spell, but otherwise the cure spell is not limited in range to touch. The main spell resolves first, then the cure spell. (This ability can also be used offensively versus undead.)

Inflicting Spell Combination A cleric that can spontaneously cast inflict spells can cast and attach an inflict spell to a spell at least 2 levels above it. The main spell must include the target of the inflict spell, but otherwise the inflict spell is not limited in range to touch. The main spell resolves first, then the inflict spell. (This ability can also be used curatively for undead.)

Charisma of Cultus: Take 12 (Ex): At level 18, a cleric’s ability to project the cultic realities of his faith improves. This ability shares its pool of daily uses with Wisdom of the Divine, so once either ability is used it counts against the daily total for both. These abilities can now be used a total of six times per day. In a situation where a cleric can normally to take 10 on Charisma ability checks and on Charisma based skill checks, he can roll the check and, as long as he does not roll 1 or 2, he can choose to take 12 afterwards. This does not supersede the rule that dangerous situations preclude taking 10.

Cleric

The Storm of Insurrection Jrrtolkien