Cleric Abilities 125 Points
Ability List
- Animal Empathy (10 CP): Modify animals' reactions.
- Armor Class Improvement (15 CP): Natural AC improves by one point at even levels to a maximum of AC 2.
- Casting Time Reduction (5 CP): Casting time of spells is reduced by 1.
- Cold Resistance (5 CP): +2 bonus to saving throws vs. natural and magical cold.
- Combat Bonus (20 CP): THAC0 advances at warrior rate of 1 per level.
- Communication (10 CP): Learn one language per level.
- Detect Evil (10 CP): Use detect evil once per day per two levels.
- Detect Undead (10 CP): Use detect undead once per day per two levels.
- Expert Healer (10 CP): Gain one additional cure light wounds per day.
- Extended Spell Duration (10/15 CP): Increase duration of noninstantaneous spells.
- Fire/Electrical Resistance (7 CP): +2 bonus to saving throws vs. fire or electrical effects.
- Followers (5/10 CP): Gain followers as described in the Player's Handbook.
- Hit Point Bonus (10 CP): Use a d10 for Hit Die instead of a d8.
- Identify Plants and Animals (5/8 CP): Ability to identify natural plants, animals, and pure water.
- Immunity to Charm (5+ CP): Immunity to charm effects from related creatures.
- Immunity to Magic (15 CP): Partial immunity to one type of magic.
- Immunity to Natural Disease (10 CP): Immune to normal diseases.
- Inspire/Enrage Allies (5/10 CP): Inspire or enrage allies in battle.
- Know Alignment (15 CP): Use know alignment once per day per two levels.
- Lay on Hands (10 CP): Cure up to 2 points of damage per level once per day.
- Pass Without Trace (5/7 CP): Gain the ability to pass without trace.
- Proficiency Group Crossovers (5+ CP): Learn nonweapon proficiencies from other character groups' lists.
- Purify Water (5 CP): Use purify food and drink spell on water or brine.
- Resist Energy Drain (5/15 CP): Gain a bonus to saving throws vs. energy drain.
- Secret Language (5 CP): Share a secret form of communication.
- Shapechange (15+ CP): Change into mammal, reptile, or bird three times per day.
- Spell-like Granted Power (special): Simulate effects of various spells.
- Spirit Powers (30+ CP): Command spirit powers.
- Thief Ability (10+ CP): Select thief abilities.
- Turn Undead (15 CP): Turn or destroy undead.
- Unarmed Combat Skills (15 CP): Specialist in unarmed combat.
- Warrior Ability Bonuses (15/20 CP): Gain bonuses based on Constitution and Strength.
- Weapon Selection (5/10 CP): Include favored weapons or choose any weapon.
- Weapon Specialization (25 CP): Specialize in a weapon.
- Wizardly Priest (25 CP): Treat one school of wizard spells as another sphere of access.
Optional Limitations
- Armor Restriction (5+ CP): Limited choice of armor.
- Awkward Casting Method (5 CP): Spells cast are unusually obvious.
- Behavior/Taboo (2 CP): Unusual code of behavior or conduct.
- Ceremony/Observance (5 CP): Faith demands observance of special event or ceremony.
- Difficult Spell Acquisition (5 CP): Spells can be gained only in specific circumstances.
- Fanaticism (5 CP): Intolerant faith; refuses to accept nonbelievers.
- Hazardous Spells (10 CP): Casting spells can have harmful side-effects.
- Limited Magical Item Use (5+ CP): Banned from using certain types of magical items.
- Limited Spell Selection (5 CP): Complex process to petition for spells.
- Reduced Hit Points (10/20 CP): Smaller Hit Die than normal.
- Reduced Spell Progression (15 CP): Memorize fewer spells of each level.
- Slower Casting Times (5 CP): Spells have unusually long casting times.
- Talisman/Symbol (8 CP): Spell powers focused through specific talisman or holy symbol.
- Weapon Restriction (5/15 CP): Further restrictions on weapon selection.