PC Classes
Character Abilities	Experience and Level Dependant Benefits
		Bonus Spells									Skill Ranks		Ability
Score	Mod	0	1	2	3	4	5	6	7	8	9	Lvl	    XP	Class	Cross	Feats	Adj.
1	-5	na	na	na	na	na	na	na	na	na	na	1	          0	4	2	1st	-
2-3	-4	na	na	na	na	na	na	na	na	na	na	2	    1000	5	2.5	-	-
4-5	-3	na	na	na	na	na	na	na	na	na	na	3	    3000	6	3	2nd	-
6-7	-2	na	na	na	na	na	na	na	na	na	na	4	    6000	7	3.5	-	1st
8-9	-1	na	na	na	na	na	na	na	na	na	na	5	  10000	8	4	-	-
10-11	0	-	-	-	-	-	-	-	-	-	-	6	  15000	9	4.5	3rd	-
12-13	+1	-	1	-	-	-	-	-	-	-	-	7	  21000	10	5	-	-
14-15	+2	-	1	1	-	-	-	-	-	-	-	8	  28000	11	5.5	-	2nd
16-17	+3	-	1	1	1	-	-	-	-	-	-	9	  36000	12	6	4th	-
18-19	+4	-	1	1	1	1	-	-	-	-	-	10	  45000	13	6.5	-	-
20-21	+5	-	2	1	1	1	1	-	-	-	-	11	  55000	14	7	-	-
22-23	+6	-	2	2	1	1	1	1	-	-	-	12	  66000	15	7.5	5th	3rd
24-25	+7	-	2	2	2	1	1	1	1	-	-	13	  78000	16	8	-	-
26-27	+8	-	2	2	2	2	1	1	1	1	-	14	  91000	17	8.5	-	-
28-29	+9	-	3	2	2	2	2	1	1	1	1	15	105000	18	9	6th	-
30-31	+10	-	3	3	2	2	2	2	1	1	1	16	120000	19	9.5	-	4th
32-33	+11	-	3	3	3	2	2	2	2	1	1	17	136000	20	10	-	-
34-35	+12	-	3	3	3	3	2	2	2	2	1	18	153000	21	10.5	7th	-
36-37	+13	-	4	3	3	3	3	2	2	2	2	19	171000	22	11	-	-
38-39	+14	-	4	4	3	3	3	3	2	2	2	20	190000	23	11.5	-	5th
40-41	+15	-	4	4	4	3	3	3	3	2	2	
42-43	+16	-	4	4	4	4	3	3	3	3	2	
44-45	+17	-	5	4	4	4	4	3	3	3	3	
etc…	

Barbarian
Characteristics: 
	The barbarian is an excellent warrior. Where the fighter has training and discipline, however, the barbarian has a powerful rage. While in this berserk fury, he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. These rages leave him winded, and he only has the energy for a few such spectacular displays per day, but those few rages are usually sufficient. He is at home in the wilds, and he runs at great speed.
Alignment: 
	Barbarians are never lawful. They may be honorable, but at heart they are wild. This wildness is their strength and it could not live in a lawful soul. At best, chaotic barbarians are free and expressive. At worst, they are thoughtlessly destructive.
Other Classes:
	 As people of the wild, barbarians are most comfortable in the company of rangers, druids, and clerics of nature deities. Many barbarians admire the talents and spontaneity of bards, and some are enthusiastic lovers of music. Barbarians don't trust that which they don't understand, and that includes wizardry, which they call "book magic." Barbarians find sorcerers more understandable than wizards, but maybe that's just because sorcerers tend to be more charismatic. Monks, with their studied, practiced, and deliberate approach to combat sometimes have a hard time seeing eye to eye with barbarians, but members of these classes aren't necessarily hostile to each other. Barbarians have no special attitudes toward fighters, paladins, clerics, or rogues.

The Barbarian
	Abilities: Strength is important for barbarians because of its role in combat, and several barbarian skills are based on Strength. Dexterity is also useful to barbarians, especially those who wear light armor. Wisdom is important for several barbarian skills. A high Constitution score lets a barbarian rage longer (and live longer, because it gives him more hit points).
	Alignment: Any non-lawful.
	Hit Die: d12.

The Barbarian
	Attack		Fort	Ref 	Will	
Level	Bonus		Save	Save 	Save	Special
1	+1		+2	+0	+0	Rage 1 /day; fast movement
2	+2		+3	+0	+0	Uncanny dodge (Dex bonus to AC)
3	+3		+3	+1	+1	
4	+4		+4	+1	+1	Rage 2/day
5	+5		+4	+1	+1	Uncanny dodge (can't be flanked)
6	+6/+1		+5	+2	+2	
7	+7/+2		+5	+2	+2	
8	+8/+3		+6	+2	+2	Rage 3/day
9	+9/+4		+6	+3	+3	
10	+10/+5		+7	+3	+3	Uncanny dodge (+1 against traps)
11	+11/+6/+1	+7	+3	+3	Damage reduction 1/-
12	+12/+7/+2	+8	+4	+4	Rage 4/day
13	+13/+8/+3	+8	+4	+4	Uncanny dodge (+2 against traps)
14	+14/+9/+4	+9	+4	+4	Damage reduction 2/-
15	+15/+10/+5	+9	+5	+5	Greater rage
16	+16/+11/+6/+1	+10	+5	+5	Rage 5/day, uncanny dodge (+3 against traps)
17	+17/+12/+7/+2	+10	+5	+5	Damage reduction 3/‑
18	+18/+13/+8/+3	+11	+6	+6	
19	+19/+14/+9/+4	+11	+6	+6	Uncanny dodge (+4 against traps) 
20	+20/+15/+10/+5	+12	+6	+6	Rage 6/day; no longer winded after rage; damage 
						reduction 4/-

Class Skills
	The barbarian's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Intuit Direction (Wis), Jump (Sir), Listen (Wis), Ride (Dex), Swim (Str), and Wilderness Lore (Wis).
	Skill points at 1st bevel: (4 + Int modifier) x 4.
	Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
	Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a ‑1 penalty for every 5 pounds of armor and equipment carried.
	Barbarian Rage: When he needs to, a barbarian can fly into a screaming blood frenzy. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains +4 to strength, +4 to Constitution, and a +2 moral bonus on Will saves, but suffers a -2 penalty to AC.
	The increase in Constitution increases the barbarian's hit points by 2 points per level but these hit points go away at the end of the rage when the Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are). While raging, a barbarian cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells. (The only class skills he can't use while raging are Craft, Handle Animal, and Intuit Direction.) He can use any feat he might have except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it's tied to, a skill that requires patience or concentration). A fit of rage lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. The barbarian may prematurely end the rage voluntarily. At the end of the race, the barbarian is fatigued (‑2 to Strength, ‑2 to Dexterity, can't charge or run) for the duration of that encounter (unless the barbarian is 20th level, when this limitation no longer applies). The barbarian can only fly into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but the barbarian can only do it during his action, not in response to somebody else's action. A barbarian can't, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if he had gone into a rage earlier in the round, before the arrow struck.
	Starting at 15th level, the barbarian's rage bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus to Will saves. (The AC penalty remains at ‑2).
	Fast Movement: The barbarian has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load).
	For example, a human barbarian in studded leather armor has a standard speed of 40 feet. Normally, humans have a speed of 30 feet. His speed when taking the double move action is 80 feet (rather than 60), and his running speed is 160 feet (rather than 120).
	Uncanny Dodge: Starting at 2nd level, the barbarian gains the extraordinary ability to react to danger before his senses would normally allow him to do so. At 2nd level and above, he retains his Dexterity bonus to AC (if any) regardless of being caught flat‑footed or struck by an invisible attacker. (He still loses his Dexterity bonus to AC if immobilized.)
	At 5th level, the barbarian can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies a rogue the ability to use a flank attack to sneak attack the barbarian. The exception to this defense is that a rogue at least four levels higher than the barbarian can flank him (and thus sneak attack him).
	At 10th level, the barbarian gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 13th level, these bonuses rise to +2. At 16th, they rise to +3, and at 19th they rise to +4.
	Damage Reduction: Starting at 11th level, the barbarian gains the extraordinary ability to shrug off some amount of injury from each blow or attack.  Subtract 1 from the damage the barbarian takes each time he is dealt damage. At 14th level, this damage reduction rises to 2. At 17th, it rises to 3. At 20th, it rises to 4. Damage reduction can reduce damage to 0 but not below 0.
	Illiteracy: Barbarians are the only characters that do not automatically know how to read and write. A barbarian must spend 2 skill points to gain the ability to read and write any language he is able to speak. 

Ex‑Barbarians
	A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class (fast movement, uncanny dodge, and damage reduction).

Bard
Characteristics: 
	A bard's magic comes from the heart. If his heart is good, a bard brings hope and courage to the downtrodden and uses his tricks, music, and magic to thwart the schemes of evildoers. If the nobles of the land are corrupt, the good bard is an enemy of the state, cunningly evading capture and raising the spirits of the oppressed. But music can spring from an evil heart as well. Evil bards eschew blatant violence in favor of manipulation, holding sway over the hearts and minds of others and taking what enraptured audiences "willingly" give. 
	A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can cast them without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that wizards and sorcerers often use.
	In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speech or sound.
	Bards have some of the skills that rogues have, although they are not as focused on skill mastery as rogues are. Bards listen to stories as well as tell them, of course, so they have a vast knowledge of local events and noteworthy items.
Other Classes: 
	A bard works well with companions of other classes. He often serves as the spokesman of the party, using his social skills for the party's benefit. In a party without a wizard or sorcerer, the bard relies on his magic. In a party without a rogue, he uses his skills. A bard is curious about the ways of more focused or dedicated adventurers, often trying to pick up pointers from fighters, sorcerers, and rogues.

The Bard
	Abilities: Charisma determines how powerful a spell a bard can cast, how many spells the bard can cast per day, and how hard those spells are to resist. To cast a spell, a bard must have a Charisma score of 10 + the spell's level. A bard gets bonus spells based on Charisma. The Difficulty Class of a saving throw against a bard's spell is 10 + the spell's level plus the bard's Charisma modifier. Charisma, Dexterity, and Intelligence are important for many of the bard's class skills.
	Alignment: Any non-lawful.
	Hit Die: d6.

The Bard
	Attack	Fort	Ref	Will		Spells per Day			Spells Known
Level	Bonus	Save	Save	Save	Special	0	1	2	3	4	5	6	0	1	2	3	4	5	6
1	+0	+0	+2	+2	Bardic Music	2	-	-	-	-	-	-	4	-	-	-	-	-	-
					Knowledge	
2	+1	+0	+3	+3		3	0	-	-	-	-	-	5	2	-	-	-	-	-
3	+2	+1	+3	+3		3	1	-	-	-	-	-	6	3	-	-	-	-	-
4	+3	+1	+4	+4		3	2	0	-	-	-	-	6	3	2	-	-	-	-
5	+3	+1	+4	+4		3	3	1	-	-	-	-	6	4	3	-	-	-	-
6	+4	+2	+5	+5		3	3	2	-	-	-	-	6	4	3	-	-	-	-
7	+5	+2	+5	+5		3	3	2	0	-	-	-	6	4	4	2	-	-	-
8	+6/+1	+2	+6	+6		3	3	3	1	-	-	-	6	4	4	3	-	-	-
9	+6/+1	+3	+6	+6		3	3	3	2	-	-	-	6	4	4	3	-	-	-
10	+7/+2	+3	+7	+7		3	3	3	2	0	-	-	6	4	4	4	2	-	-
11	+8/+3	+3	+7	+7		3	3	3	3	1	-	-	6	4	4	4	3	-	-
12	+9/+4	+4	+8	+8		3	3	3	3	2	-	-	6	4	4	4	3	-	-
13	+9/+4	+4	+8	+8		3	3	3	3	2	0	-	6	4	4	4	4	2	-
14	+10/+5	+4	+9	+9		4	3	3	3	3	1	-	6	4	4	4	4	3	-
15	+11/+6/+1	+5	+9	+9		4	4	3	3	3	2	-	6	4	4	4	4	3	-
16	+12/+7/+2	+5	+10	+1		4	4	4	3	3	2	0	6	5	4	4	4	4	2
17	+12/+7/+2	+5	+10	+1		4	4	4	4	3	3	1	6	5	5	4	4	4	3
18	+13/+8/+3	+6	+11	+1		4	4	4	4	4	3	2	6	5	5	5	4	4	3
19	+14/+9/+4	+6	+11	+1		4	4	4	4	4	4	3	6	5	5	5	5	4	4
20	+15/+10/+5	+6	+12	+1		4	4	4	4	4	4	4	6	5	5	5	5	5	4

Class Skills
	The bard's class skills are Alchemy (Int), Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int, exclusive skill), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Pick Pocket (Dex), Profession (Wis), Ritual Casting (Con), Scry (Int, exclusive skill), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha, exclusive skill).
	Skill Points at 1st Level: (4 + Int modifier) x 4.
	Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
	Weapon and Armor Proficiency: A bard is proficient with all simple weapons. Additionally, the bard is proficient with one of the following weapons: longbow, composite longbow, longsword, rapier, sap, short composite bow, short sword, shortbow, or whip. Bards are proficient with light armor, medium armor, and shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a ‑1 penalty for every 5 pounds of armor or equipment carried. Like any other arcane spellcaster, a bard can cast spells while wearing armor or using a shield but suffers a chance of arcane spell failure if the spell in question has a somatic component (most do).
	Spells: A bard casts arcane spells from the bard spell list. He casts these spells without needing to memorize them beforehand or keep a spellbook. All bard spells have a verbal component (singing, reciting, or music). Bards receive bonus spells for high Charisma, and to cast a spell a bard must have a Charisma score at least equal to 10 + the level of the spell (Cha 10 for 0‑level spells, Cha 11 for 1st‑level spells, and so forth). The Difficulty Class for a saving throw against a bard's spell is 10 + the spell's level + the bard's Charisma modifier.
	Bardic Music: Once per day per level, a bard can use his song or poetics to produce magical effects on those around him. Depending on the ranks he has in the Perform skill, he can inspire courage in allies, sing a countersong to protect those around him from sound based magic, fascinate a creature, make a magical suggestion to a fascinated creature, help others perform skills better, or inspire greatness. While these abilities fall under the category of bardic music, they can include reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. As with casting a spell with a verbal component, a deaf bard suffers a 20% chance to fail with bardic music. If he fails, the attempt still counts against his daily limit.
	Inspire Courage: A bard with 3 or more ranks in Perform can use song or poetics to inspire courage in his allies, bolstering them against fear and improving their combat abilities. To be affected, an ally must hear the bard sing for a full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Affected allies receive a +2 morale bonus to saving throws against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls. Inspire courage is a supernatural, mind‑affecting ability.
	Countersong: A bard with 3 or more ranks in Perform can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). As with inspire courage, a bard may sing, play, or recite a countersong while taking other mundane actions, but not magical actions. Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) who is affected by a sonic or language dependent magical attack (such as sound burst or command) may use the bard's Perform check result in place of his saving throw if, after rolling the saving throw, the Perform check result proves to be better. The bard may keep up the countersong for 10 rounds. Countersong is a supernatural ability.
	Fascinate: A bard with 3 or more ranks in Perform can use his music or poetics to cause a single creature to become fascinated with him. The creature to be fascinated must be able to see and hear the bard and must be within 90 feet. The bard must also see the creature. The creature must be able to pay attention to the bard. The distraction of a nearby combat, or other dangers, prevents the ability from working. The bard makes a Perform check and the target can negate the effect with a Will saving throw equal to or greater than the bard's check result. If the saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If the saving throw fails, the creature sits quietly and listens to the song for up to 1 round per level of the bard. While fascinated, the target's Spot and Listen checks suffer a ‑4 penalty. Any potential threat (such as an ally of the bard moving behind the fascinated creature) allows the fascinated creature a second saving throw against a new Perform check result. Any obvious threat, such as casting a spell, drawing a sword, or aiming, automatically breaks the effect.
	While fascinating (or attempting to fascinate) a creature, the bard must concentrate, as if casting or maintaining a spell. Fascinate is a spell‑like, mind affecting charm ability.
	Inspire Competence: A bard with 6 or more ranks in Perform can use his music or poetics to help an ally succeed at a task. The ally must be able to see and hear the bard and must be within 30 feet. The bard must also see the creature. Depending on the task that the ally has at hand, the bard may use his bardic music to lift the ally's spirits, to help the ally focus mentally or in some other way. The ally gets a +2 competence bonus on his skill checks with a particular skill as long as he or she continues to hear the bard's music. The DM may rule that certain uses of this ability are infeasible - chanting to make a rogue move more quietly, for example, is self-defeating. The bard can maintain the effect for 2 minutes (long enough for the ally to take 20). Inspire competence is a supernatural, mind-affecting ability.
	Suggestion: A bard with 9 or more ranks in Perform can make a suggestion (as the spell) to a creature that he has already fascinated (see above). The suggestion doesn't count against the bard's daily limit on bardic music performances (one per day per level), but the fascination does. A Will saving throw (DC 13 + the bard's Charisma modifier) negates the effect. Suggestion is a spell‑like, mind‑affecting charm ability.
	Inspire Greatness: A bard with 12 or more ranks in Perform can use, song or poetics to inspire greatness in another creature, granting extra fighting capability. For every three levels the bard attains beyond 9th, the bard can inspire greatness in one additional creature. To inspire greatness, the bard must sing and the creature must hear the bard sing for a full round, as with inspire courage. The creature must also be within 30 feet. A creature inspired with greatness gains temporary Hit Dice, attack bonuses, and saving throw bonuses as long as he or she hears the bard continue to sing and for 5 rounds thereafter. (All these bonuses are competence bonuses.)
	The target gains the following boosts:

	+2 Hit Dice (d10s that grant temporary hit points).
	+2 competence bonus on attacks.
	+1 competence bonus on Fortitude saves. 

	Apply the target's Constitution modifier, if any, to each bonus Hit Die. These extra Hit Dice count as regular Hit Dice for determining effects such as the sleep spell. Inspire greatness is a supernatural, mind‑affecting enchantment ability.
	Bardic Knowledge: A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. A bard may make a special bardic knowledge check with a bonus equal to his level + his intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DM will determine the Difficulty Class of the check by referring to the table below.

DC	Type of Knowledge	Examples
10	Common, known by at least a substantial 	A local mayor's reputation for drinking; common 
	minority of the local population.	legends about a powerful place of mystery.
20	Uncommon but available, 	known by only 	A local priest's shady past; legends about a 
	a few people in the area.	powerful magic item.
25	Obscure, known by few, hard to come by.	A knight's family history; legends about a minor 
		place of mystery or magic item.
30	Extremely obscure, known by very few, 	A mighty wizard's childhood nickname: the history 
	possibly forgotten by most who once knew it, 	of a petty magic item.
	possibly known only by those who don't 
	understand the significance of the knowledge.

Ex‑Bards
	A bard who becomes lawful in alignment cannot progress in level as a bard, though he retains all his bard abilities.

Cleric
Characteristics: 
	Clerics are masters of divine magic. Divine magic is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death, and an experienced cleric can even bring back people who have crossed over that brink.
	As channelers of divine energy, clerics can turn away or even destroy undead creatures. An evil cleric, on the other hand, can bring undead under his control.
	Clerics have some combat training. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells as it does with arcane spells.
Alignment: 
	Like the gods they serve, clerics can be of any alignment. Because people more readily worship good deities than neutral or evil deities, good clerics are more numerous, than evil ones. Clerics also tend toward law instead of chaos, since lawful religions tend to be more structured and better able to recruit and train clerics.  Typically, a cleric is the same alignment as his deity, though some clerics are "one step" away from their respective deities. Additionally, a cleric may not be neutral unless his deity is neutral.
Other Classes: 
	In an adventuring party, the cleric is everybody's friend and often the glue that holds the party together. As the one who can channel divine energy, a cleric is a capable healer, and adventurers of every class appreciate being put back together after they've taken some hard knocks. Clerics sometimes clash with druids, since druids represent an older, more primal relationship between the mortal and the divine. Mostly, though, the religion of a cleric determines how he gets along with others. 

The Cleric
	Abilities: Wisdom determines how powerful a spell a cleric can cast, how many spells the cleric can cast per day, and how hard those spells are to resist. To cast a spell, a cleric must have a Wisdom score of 10 + the spell's level. A cleric gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier. A high Constitution improves a cleric's hit points, and a high Charisma improves his ability to turn undead.
	Alignment: Varies by deity. A cleric's alignment must be within one step of his deity's, and it may not be neutral unless the deity's alignment is neutral.
	Hit Die: d8.

The Cleric
	Attack	Fort	Ref	Will		Spells per Day*
Level	Bonus	Save	Save	Save	Special	0	1	2	3	4	5	6	7	8	9
1	+0	+2	+0	+2	Turn/Rebuke Undead	3	1+1	-	-	-	-	-	-	-	-
2	+1	+3	+0	+3		4	2+1	-	-	-	-	-	-	-	-
3	+2	+3	+1	+3		4	2+1	1+1	-	-	-	-	-	-	-
4	+3	+4	+1	+4		5	3+1	2+1	-	-	-	-	-	-	-
5	+3	+4	+1	+4		5	3+1	2+1	1+1	-	-	-	-	-	-
6	+4	+5	+2	+5		5	3+1	3+1	2+1	-	-	-	-	-	-
7	+5	+5	+2	+5		6	4+1	3+1	2+1	1+1	-	-	-	-	-
8	+6/+1	+6	+2	+6		6	4+1	3+1	3+1	2+1	-	-	-	-	-
9	+6/+1	+6	+3	+6		6	4+1	4+1	3+1	2+1	1+1	-	-	-	-
10	+7/+2	+7	+3	+7		6	4+1	4+1	3+1	3+1	2+1	-	-	-	-
11	+8/+3	+7	+3	+7		6	5+1	4+1	4+1	3+1	2+1	1+1	-	-	-
12	+9/+4	+8	+4	+8		6	5+1	4+1	4+1	3+1	3+1	2+1	-	-	-
13	+9/+4	+8	+4	+8		6	5+1	5+1	4+1	4+1	3+1	2+1	1+1	-	-
14	+10/+5	+9	+4	+9		6	5+1	5+1	4+1	4+1	3+1	3+1	2+1	-	-
15	+11/+6/+1	+9	+5	+9		6	5+1	5+1	5+1	4+1	4+1	3+1	2+1	1+1	-
16	+12/+7/+2	+10	+5	+10		6	5+1	5+1	5+1	4+1	4+1	3+1	3+1	2+1	-
17	+12/+7/+2	+10	+5	+10		6	5+1	5+1	5+1	5+1	4+1	4+1	3+1	2+1	1+1
18	+13/+8/+3	+11	+6	+11		6	5+1	5+1	5+1	5+1	4+1	4+1	3+1	3+1	2+1
19	+14/+9/+4	+11	+6	+11		6	5+1	5+1	5+1	5+1	5+1	4+1	4+1	3+1	3+1
20	+15/+10/+5	+12	+6	+12		6	5+1	5+1	5+1	5+1	5+1	4+1	4+1	4+1	4+1
	*In addition to the stated number of spells per day for 1st through 9th level spells, a cleric gets a domain spell for each spell level starting at 1st. The "+l" on this list represents that. These spells are in addition to any bonus spells for having a high Wisdom.

Class Skills
	The cleric's class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Ritual Casting (Con), Scry (Int, exclusive skill), and Spellcraft (Int). 
	Domains and Class Skills: A cleric who chooses Animal or Plant as one of his domains also has Knowledge (nature) (Int) as a class skill. A cleric who chooses Knowledge as one of his domains also has all Knowledge (Int) skills as class skills. A cleric who chooses Travel as one of his domains also has Wilderness Lore as a class skill. A cleric who chooses Trickery as one of his domains also has Bluff (Cha), Disguise (Cha), and Hide (Dex) as class skills. See Domains for more information.
	Skill Points at 1st Level: (2 + Int modifier) x 4.
	Skill Points at Each Additional Level: 2 + Int modifier.

Class Features 
	Armor and Weapon Proficiency: Clerics are proficient with all simple weapons. Clerics are proficient with all types of armor (light, medium, and heavy) and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Poc