Ecclesitheurge is a Cleric's archetype in Owlcat Pathfinder Games.
Description
Eschewing physical armor for protection via the strength of his faith, an ecclesitheurge focuses on the miracles his deity bestows and the breadth of that deity's dominion.
Differences from Cleric class:
| Features added | Features removed |
|---|---|
Gameplay
- 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
- Hit Points: 5/level + Constitution modifier
- Skill Ranks per Level: 3 + 1/2 Intelligence modifier
- Class Skills: Knowledge (Arcana), Knowledge (World), Lore (Religion), Persuasion
- Proficiencies: Favored weapon of their deities, club, dagger, heavy crossbow, light crossbow, quarterstaff
- Spellcasting:Use Wisdom to cast divine spells up to 10 levels from cleric spell list. Caster type: Prepared Caster
Progression Table
| 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 | Orisons, Detect Magic, Deity, Spellcasting, Spontaneous Casting, Channel Energy 1d6, Ecclesitheurge's Proficiencies, Domain Mastery, Blessing of the Faithful |
1 | - | - | - | - | - | - | - | - |
| 2 | +1 | +3 | +0 | +3 | 2 | - | - | - | - | - | - | - | - | |
| 3 | +2 | +3 | +1 | +3 | Channel Energy 2d6, Bonded Holy Symbol |
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 | |
| This table does not include a cleric's bonus spellslot per level for her domain spells. |
Base Features
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Ecclesitheurge's Proficiencies |
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An ecclesitheurge is proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and the favored weapon of his deity, but he's not proficient with any type of armor or shield. | |
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Blessing of the Faithful |
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As a standard action, the ecclesitheurge can bless one ally within close range (30 ft). A blessed ally gains a +2 sacred bonus on attack rolls, skill checks, ability checks, saving throws, and to AC until the ecclesitheurge's next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy. | |
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Domain Mastery |
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At 1st level, when an ecclesitheurge chooses his cleric domains, he designates one as his primary domain and the other as his secondary domain. An ecclesitheurge can use his non-domain spell slots to prepare spells from his primary domain's spell list.
The in-game description presented above is somewhat incorrect. See Ecclesitheurge#Hints & Tips for more details. | |
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Bonded Holy Symbol |
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At 3rd level, an ecclesitheurge forms a powerful bond with a holy symbol of his deity. This bonded object can be used once per day to restore any one spell that the ecclesitheurge had prepared for that day. | |
Hints & Tips
Contrary to the in-game text for Domain Mastery (copied above), the ecclesitheurge in Pathfinder: Kingmaker does not select a different domain each day. Instead, the ecclesitheurge can select any spell from any of his deity's domains for his domain spell slots. Like the in-game text, the ecclesitheurge picks a primary domain and a secondary domain during character creation, gaining the domain powers for both. The ecclesitheurge can use non-domain spell slots to prepare spells from the primary domain's spell list.
The in-game documentation is missing an important piece of information from the pen-and-paper game:
Ecclesitheurge’s Vow
At 1st level, an ecclesitheurge makes a vow to his deity to be protected solely by his faith, not by armor or shields. An ecclesitheurge who wears armor or uses a shield is unable to use his blessing of the faithful ability, use cleric domain powers, or cast cleric spells.
IMPORTANT: This means that even if he takes Armor Proficiency as a feat or multiclasses into a class with armor, he will not be able to cast spells in armor.



