Cloistered Arch-Cleric1


Level KXP Priest
123 456 789 ABC DE
1 0 000 --- --- --- --
2 1.6 100 0-- --- --- --
3 3.2 210 00- --- --- --
4 6.4 321 00- --- --- --
5 12.8 432 000 --- --- --
6 25.6 433 100 --- --- --
7 51.2 443 200 0-- --- --
8 102.4 444 310 00- --- --
9 200 444 420 000 --- --
10 400 444 430 000 --- --
11 600 444 441 000 0-- --
12 800 544 442 000 0-- --
13 1000 554 443 000 00- --
14 1200 555 444 000 00- --
15 1400 655 544 100 000 --
16 1600 665 554 200 000 --
17 1800 666 555 300 000 0-
18 2000 766 655 410 000 0-
19 2200 776 665 521 000 00
20 2400 777 666 532 100 00
21 2600 877 766 643 210 00
22 2800 887 776 654 321 00
23 3000 888 777 665 432 10
24 3200 988 877 776 543 21
25 3400 998 887 777 654 32
26 3600 999 888 777 765 43
27 3800 A99 988 888 876 54
28 4000 AA9 998 888 887 65
29 4200 AAA 999 888 888 76
30 4400 BAA A99 999 999 87
31 4600 BBA AA9 999 999 98
32 4800 BBB AAA 999 999 99
33 5000 CBB BAA AAA AAA AA
34 5200 CCC BBA AAA AAA AA
35 5400 CCC CCB AAA AAA AA
36 5600 CCC CCC CBB BBB BB
TH Saves
PD RS PP BW Sp Fo Re Wi
-1  8  4  5  2  3  0  0  2
+0  8  4  6  3  4  0  0  3
+0  9  5  6  3  4  0  1  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  4  5  1  1  4
+1 10  6  7  5  5  2  2  5
+1 11  7  8  5  6  2  2  5
+2 11  7  9  6  6  2  2  6
+2 12  7  9  6  7  3  3  6
+3 12  8  9  6  7  3  3  7
+3 13  8 10  7  8  4  3  7
+3 13  9 10  7  8  4  4  8
+3 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+4 14 10 11  8  9  5  5  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12  9 10  6  5 10
+5 15 11 12 10 11  6  6 11
Requisites: Int 12, Wis 18; Class slots 2
Alignment: any
HD/level: 2d4
Weapon Prof.: 0+level/16
To Hit Table: ˝xPri
Save Table: Pri
Reference: DM
Groups: Priest
 
Gets double your Wisdom score in bonus to spell progression (i.e. if your Wisdom is 26, you read on the Wis=52 line).
All Healing sphere spells cost ˝ of a spell to cast. Spells from the All, Divination, and Protection spheres cost 1 spell to cast. All other spells cost 2 spells to cast. Non-Healing spells of SL>9 cost an additional CL-9 spells beyond this amount (e.g. a 14th level Combat spell would cost 2+14-9 = 7 spell slots).
Level 1: All range "Touch" healing spells become "Sight". If your campaign uses Healing spells as range Sight already, Healing spells become area effect.
Level 4: You may pick another sphere to cost only 1 spell each to cast.
Level 8: You may pick another sphere to cost only 1 spell each to cast. (total 2)
Level 9: All healing spells are doubled in effect.
Level 12: You may pick another sphere to cost only 1 spell each to cast. (total 3)
Level 16: You may pick another sphere to cost only 1 spell each to cast. (total 4)
Level 18: Automatically roll maximum on all variable healing spells.
Level 27: May heal characters above maximum at a rate of 10 per 1; e.g. if you cure someone by 40 over their max, they are now at 4 above their max. This rate gets better by 1 until the maximum (1 per 1) is reached at level 36. This does not affect set hit point effects such as Heal and Death's Door.