TEXT: Villains of 
  Pact Magic:
   the exorcist 
  cleric
  by Dario Nardi
  Secrets of Pact Magic: Official Supplement
  Copyright Radiance House, 2007
  http://www.pactmagic.com
  Visit www.pactmagic.com/OGL.pdf 
  for Open Game License information.
  Designer Notes
  Just as most clerics battle undead, the exorcist cleric battles malevolent 
  ghosts, possessing fiends, and binders of spirits. The exorcist cleric is a 
  standard cleric but with spontaneous casting as described in Unearthed 
  Arcana by Wizards of the Coast, a swap of turn/rebuke undead for exor-
  cism-related abilities, less armor, more class skills, and preset domains.
  
  
   
  exorcist cleric
  “Take care, child of the gods, that the spirit that moves your feet, your 
  hands and your tongue is your very own.”
   – A traveling exorcist cleric, in one of his regular sermons. 
  Summary
  The goals and means of the exorcist cleric are clear: to discover 
  and eradicate the presence of supernatural entities in general, 
  with a special focus on pact magic users and entities that at-
  tempt to influence and possess mortals. That a mortal might 
  willingly enter into a contract with an otherworldly creature 
  is no excuse to the exorcist, who views spirits, ghosts, fiends, 
  and wayward arcanists as threats to freewill, civilization, and 
  the laws of the multiverse. Rather than focusing on undead or 
  nature as other divine spellcasters do, exorcist clerics are adept 
  at terminating possession; many also learn spells to repel and 
  banish outsiders. Although most exorcist clerics are members 
  of larger organizations, a few act as vigilantes. Rarer still is the 
  exorcist cleric who travels with a group of pact magic users to 
  aid their cause against far more ominous threats, such as planar 
  invasions by spirit creatures. 
  Background & Adventures
  Use the following information to help define an exorcist cler-
  ic’s background, motives, and interactions with others.
   Adventures: As with all divine spellcasters, an exorcist 
  cleric adventures to fulfill his religious and spiritual impera-
  tives. If he worships a specific deity or pantheon, then the 
  specifics of his faith are determined by his church’s dogma. 
  Others adventure in the name of all deities, all mortals, or in 
  search of vengeance for wrongs done by pact magic users or 
  possessed creatures. Because pact spirits and outsiders such as 
  fiends know few boundaries in terms of geography or time, 
  most exorcist clerics find themselves traveling from place to 
  place even when they desire to settle down. Just as one area is 
  cleansed, another area down the road becomes a host to new 
  dangers. Exorcist clerics also travel for treasure, not gold but 
  magical items and artifacts that are described as most potent 
  against the supernatural. Most exorcist clerics view pact magic 
  as an organized strategy by otherworldly beings; thus, even if 
  the binder believes he has control of spirits, the scope of pact 
  magic and its potential to undo society and harm the role of 
  the gods is enough to necessitate the elimination of pact magic, 
  whatever its supposed form, including the summoning of an-
  gelic and elemental spirits. Now and then, however, tales speak 
  of exorcist clerics who have traveled with binders as part of a 
  greater quest to eliminate some terrible disruptive force that 
  even binders clearly recognize as a danger to everyone.
   Characteristics: Exorcist clerics are first and foremost di-
  vine spellcasters that may be easily mistaken for normal clerics. 
  In fact, in the early days, clerics were recruited to learn special 
  spells, resulting in specialized monasteries and a unique path 
  against the supernatural. Exorcist clerics cast spells from the 
  cleric spell list. Also like clerics, they have access to two divine 
  spell domains. However, unlike clerics, the two domains are 
  always the same (the exorcism domain and the spirit hunter 
  domain) and exorcist clerics learn a limited number of spells 
  that they cast spontaneously. In addition, exorcist clerics spe-
  cialize in suppressing the abilities granted by possessing enti-
  ties, and with luck they can expel those entities all together. 
  Armed with a potent divine shield against supernatural abili-
  ties, an exorcist cleric is a pact mage’s worst nightmare.
   Alignment: Exorcist clerics are invariably lawful or at least 
  neutral even if they worship a chaotic deity, since their focus is 
  the maintenance of the divine order and the decreed separation 
  of the mortal life on the Material Plane from other planes of 
  existence. For the follower of a lawful or neutral deity, that is 
  an easy if not inevitable perspective. In fact, the great majority 
  of exorcist clerics are lawful neutral, lawful good, or neutral 
  good. Exorcist clerics who worship chaotic deities view their 
  role as helping to maintain free will. Mortals as a whole are 
  inherently weaker than demons, ghosts, spirits, and similar en-
  tities. Even if a person enters a pact willingly, he or she will 
  inevitably lose a measure of free will, perhaps spiraling into 
  a state of spiritual darkness where the demon or other entity 
  completely dominates them, which is an anathema to any cha-
  otic being. If there is a major divine between lawful and neutral 
  exorcist clerics, it is whether to actively seek out and eradicate 
  even the gray areas such as binders who are trained to deal with 
  spirits, or to allow individuals to choose their paths and only 
  interfere when the natural order has been clearly breached or 
  free will has been lost. Among evil exorcist clerics, lawful evil 
  is far more common than neutral evil. Some sages believe that 
  neutral evil exorcists result from either the arrogance of their 
  powers or corruption by exposure to possession.
   Religion: Like other divine spellcasters, exorcist clerics 
  are highly religious; the best among them are also wise spiri-
  tual leaders. Unlike most clerics, however, exorcist clerics are 
  highly ecumenical, eager and ready to work well with clerics 
  of various gods. The origins of the exorcist cleric’s spontaneous 
  magic are well-know. In the early days, clerics of many faiths 
  were called by their gods to work together to eradicate pact 
  magic.  An elven priest of a neutral good deity of the forest 
  and healing might find herself fighting alongside a hobgoblin 
  priest of a lawful evil deity of fire, punishment, and war. Pray-
  ing together was not an option. When traveling, lodging, and 
  fighting side-by-side, praying separately was not an option ei-
  ther. Indeed, reliance upon one’s deity for guidance regarding 
  daily spells resulted in clerics working toward the same goal 
  in radically different manners, bringing questing members to 
  blows. Ultimately, the wisest leaders set up unique nondenom-
  inational monasteries where aspiring exorcists learned to take 
  the bulk of responsibility for their choice of spells, resulting 
  in less flexibility but more independence from gods and more 
  cooperation among the clerics themselves. 
   Background: Most exorcist clerics are trained in monas-
  teries that teach spontaneous casting and the methods to expel 
  spirits and similar beings. Although exorcist cleric magic has 
  its origins in ecumenism, most teachers in the current age em-
  phasize the potent advantages of spontaneous spellcasting. The 
  tools against the supernatural are few and straightforward; what 
  an effective exorcist needs is flexibility in using those tools. In-
  terestingly, many exorcist clerics learn how to summon minor 
  spirits in order to learn how to dispel them. Knowledge of 
  such spirits is also useful when infiltrating binder organizations 
  and fiendish cults. Early training often includes field trips to 
  haunted locales. Ghosts are preferred over other entities be-
  cause ghosts eventually return even after they have been exor-
  cized from a person. In light of all this training, exorcist clerics 
  emerge from monetary life able to resist possession and well 
  prepared for adventure. 
   A few exorcist clerics learn from an individual mentor; often 
  times, these mentors were trained at a monetary but then took 
  
  
  their own path after becoming vigilantes. Some exorcist clerics 
  are even former pact magic users.
   Races: Almost every sentient race has a god or pantheon 
  and priests who act as shepherds and representatives. Thus, it 
  is no surprise that individuals of all races are called to become 
  exorcist clerics. That said, lawful races such as dwarves and 
  hobgoblins tend to produce the most number of exorcist cler-
  ics. Although hobgoblins make skilled pact mages, they encour-
  age the training of exorcist clerics to maintain the stability and 
  chain of command that their race so prizes.
   Other Classes: Exorcist clerics get along with other divine 
  spellcasters, even chaotic clerics; the exorcist views his chaotic 
  fellow priest as perhaps not understanding the true gravity of 
  the situation and the dangers to one’s free will. Having a law-
  ful bent, exorcist clerics get along in groups. That said, many 
  exorcist clerics tend to work alone when the hour of exorcism 
  comes because they fear for the souls of their companions who 
  are not as well versed in defending themselves. To no surprise, 
  exorcist clerics do not get along with pact magic users or any-
  one who deals with summoning spirits and the undead. Only 
  in dire circumstances will an exorcist cleric work with such in-
  dividuals, and only if those individuals are lawful in alignment 
  or otherwise controllable and predictable. 
   Role: An exorcist clerics fills much the same role as a cler-
  ic. So long as he learns a few cure spells, his ability to cast 
  spontaneously makes him almost as useful as a cleric in terms 
  of healing. Similarly, he is well-trained for battle, although he 
  usually lacks the martial-oriented spells that a cleric of war or 
  strength possesses. The one area where an exorcist cleric lacks 
  is against the undead. Unless he has learned spells to deal with 
  undead creatures, his party must rely upon other means to de-
  fend themselves. 
  Game Rule Information
  Exorcist clerics have the following game statistics.
   Abilities: The exorcist cleric’s key scores are Wisdom and 
  Charisma. Wisdom determines the highest level divine spell 
  the exorcist cleric can learn and cast, and improves some of 
  his class abilities. Wisdom is also essential for sensing other’s 
  motives, to detect whether a creature is bound to a spirit or 
  otherwise possessed. High Charisma grants bonus spells per 
  day, makes his spells harder to resist, and enhances his ability 
  to perform exorcisms. High Intelligence is useful to help the 
  exorcist cleric make use of his various skills. High Constitution 
  makes him more resilient in combat. Finally, high Dexterity 
  improves defense and aim. 
   Alignment: Any non-chaotic. Moreover, an exorcist cler-
  ic’s alignment must be within one step of his deity’s (that is, it 
  may be one step away on either the lawful–chaotic axis or the 
  good–evil axis, but not both). An exorcist cleric may not be 
  neutral unless his deity’s alignment is also neutral.
   Starting Age: As cleric.
   Starting Gold: 5d4 x 10 (125 gp).
   Hit Die: d8.
  Class Skills
  The exorcist cleric’s class skills (and the key ability for each 
  skill) are Concentration (Con), Craft (Int), Decipher Script 
  (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), 
  Knowledge (arcana) (Int), Knowledge (history) (Int), Knowl-
  edge (religion) (Int), Knowledge (the planes) (Int), Profession 
  (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot 
  (Wis), Survival (Wis) and Use Rope (Dex). 
   Skill Points at 1st Level: (2 + Int modifier) x 2.
   Skill Points at Each Additional Level: 2 + Int modi-
  fier.
  Table 1: The exorcisT cleric
  Level
  Base Attack
  Bonus
  Saving Throws
  Special
  Cleric Spells Per Day
  Fort
  Ref
  Will
  0th
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1
  +0
  +2
  +0
  +2
  Exorcism, detect possession
  4
  2
  -
  -
  -
  -
  -
  -
  -
  -
  2
  +1
  +3
  +0
  +3
  Resist possession
  5
  3
  -
  -
  -
  -
  -
  -
  -
  -
  3
  +2
  +3
  +1
  +3
  5
  3
  2
  -
  -
  -
  -
  -
  -
  -
  4
  +3
  +4
  +1
  +4
  Spiritual mettle
  6
  4
  3
  -
  -
  -
  -
  -
  -
  -
  5
  +3
  +4
  +1
  +4
  6
  4
  3
  2
  -
  -
  -
  -
  -
  -
  6
  +4
  +5
  +2
  +5
  6
  4
  4
  3
  -
  -
  -
  -
  -
  -
  7
  +5
  +5
  +2
  +5
  7
  5
  4
  3
  2
  -
  -
  -
  -
  -
  8
  +6/+1
  +6
  +2
  +6
  Spiritual grace
  7
  5
  4
  4
  3
  -
  -
  -
  -
  -
  9
  +6/+1
  +6
  +3
  +6
  7
  5
  5
  4
  3
  2
  -
  -
  -
  -
  10
  +7/+2
  +7
  +3
  +7
  7
  5
  5
  4
  4
  3
  -
  -
  -
  -
  11
  +8/+3
  +7
  +3
  +7
  7
  6
  5
  5
  4
  3
  2
  -
  -
  -
  12
  +9/+4
  +8
  +4
  +8
  7
  6
  5
  5
  4
  4
  3
  -
  -
  -
  13
  +9/+4
  +8
  +4
  +8
  7
  6
  6
  5
  5
  4
  3
  2
  -
  -
  14
  +10/+5
  +9
  +4
  +9
  Exorcist’s manle
  7
  6
  6
  5
  5
  4
  4
  3
  -
  -
  15
  +11/+6/+1
  +9
  +5
  +9
  7
  6
  6
  6
  5
  5
  4
  3
  2
  -
  16
  +12/+7/+2
  +10
  +5
  +10
  7
  6
  6
  6
  5
  5
  4
  4
  3
  -
  17
  +12/+7/+2
  +10
  +5
  +10
  7
  6
  6
  6
  6
  5
  5
  4
  3
  2
  18
  +13/+8/+3
  +11
  +6
  +11
  7
  6
  6
  6
  6
  5
  5
  4
  4
  3
  19
  +14/+9/+4
  +11
  +6
  +11
  7
  6
  6
  6
  6
  6
  5
  5
  4
  4
  20
  +15/+10/+5
  +12
  +6
  +12
  Spiritual mindbar
  7
  6
  6
  6
  6
  6
  5
  5
  5
  5
   
  
  
  Class Features
  All the following are class features of the exorcist cleric:
   Weapon and Armor Proficiency: Exorcist clerics are 
  proficient with all simple weapons, with light and medium ar-
  mor, and with shields (except tower shields).
   Aura (Ex): An exorcist 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). Those 
  who don’t worship a specific deity but follow the tenants of 
  Law, Good, or Evil have a similarly powerful aura of the cor-
  responding alignment.
   Spells: An exorcist cleric casts divine spells, which are 
  drawn from the cleric spell list. However, his alignment may 
  restrict him from casting certain spells opposed to his moral 
  or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, 
  below. Unlike a standard cleric, an exorcist cleric casts spells 
  spontaneously from a list of known spells as a sorcerer does. 
   To learn or cast a spell, an exorcist cleric must have a Wis-
  dom score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against an exorcist cleric’s spell is 10 + 
  the spell level + the exorcist cleric’s Charisma modifier.
   Like other spellcasters, an exorcist cleric can cast only a cer-
  tain number of spells of each spell level per day. His base daily 
  spell allotment is given on Table 1: The Exorcist Cleric. In addi-
  tion, he receives bonus spells per day if he has a high Charisma 
  score.
   The exorcist cleric’s selection of spells known is limited. At 
  1st level, you begin play knowing four 0-level spells and two 
  1st-level spells of your choice, plus the character’s two 1st-
  level domain spells. At each new level, you gain one or more 
  new spells, as indicated on Table 1: Spells Known.
   Upon reaching 4th level, and at every even-numbered class 
  level after that, an exorcist cleric can choose to learn a new 
  spell in place of one he already knows. This functions identi-
  cally to the sorcerer’s ability to swap out known spells, ex-
  cept that an exorcist cleric may never choose to lose a domain 
  spell.
   Deity, Domains, and Domain Spells: An exorcist cleric 
  has two fixed domains regardless of his deity. He has access to 
  the exorcism domain and the spirit hunter domain. The spells 
  available from those domains are shown in Table 2 and Table 3 
  at right. Each domain gives the exorcist cleric access to a do-
  main spell at each spell level he can cast, from 1st on up, as well 
  as a granted power. The exorcist cleric gets the granted powers 
  of both the domains selected.
   Chaotic, Evil, Good, and Lawful Spells: An exorcist 
  cleric can’t cast spells of an alignment opposed to his own or 
  his deity’s (if he has one). Nor is he able to cast spells with the 
  chaotic descriptor as he must be of neutral or lawful alignment 
  regardless of his deity’s alignment.
   Exorcism (Su): As a benefit of your access to the exorcism 
  domain, you can target creatures that have bound spirits or are 
  otherwise possessed. A creature may be possessed by a ghost, a 
  fiend or similar entity, or even an arcane spellcaster using the 
  magic jar spell. This ability is effective against all forms of pos-
  session. 
   To resolve an exorcism, follow the rules for turning undead, 
  but apply the rules against possessed creatures instead. When 
  you successfully turn a target, you suppress for 1 minutes any 
  supernatural abilities it has due to its state of possession. On 
  a destroy result, the spirit, ghost, fiend, or similar possessing 
  creature is utterly expelled. 
   When an exorcist cleric expels a spirit that was sealed by a 
  pact, then the spirit cannot be summoned again for 24 hours; 
  moreover, the binder’s first attempt to rebind the spirit results 
  in a -10 penalty to the binding check. 
   When a creature is bound to or possessed by more than one 
  entity, then that particular exorcism is effective against only 
  one spirit beginning with the weakest one. 
   You can perform an exorcism a number of times per day 
  equal to 3 + your Charisma modifier. The Extra Exorcism feat 
  described on the next page grants additional uses per day of 
  this ability.
   Detect Possession (Sp): As a benefit of the spirit hunter 
  domain, you can detect the presence of possessed creatures and 
  pact mages with bound spirits. See the detect pact spirits spell for 
  details. This ability is usable at will.
   Resist Possession (Su): Beginning at 2nd level, an exorcist 
  cleric receives a +4 bonus on saving throws against possession, 
  including magic jar spells, ghostly malevolence, fiendish posses-
  sion, and supernatural abilities of pact magic users that result 
  in possession. You also receive a +2 bonus on saving throws 
  against all charm and compulsion spells and effects caused by 
  evil outsiders or undead.
   Spiritual Mettle (Su): Starting at 4th level, whenever you 
  fail a saving throw to resist possession, you are allowed a sec-
  ond saving throw one minute later. You must take the result of 
  the second save even if it is worse than the first one.
   Spiritual Grace (Su): Beginning at 8th level, you gain a 
  bonus on all your saving throws to resist the effects of super-
  natural abilities equal to your Wisdom bonus (minimum 1).
   Exorcist’s Mantle (Su): As a standard action you can for-
  feit one of your uses of exorcism for the day in order to extend 
  to all of your allies within 30 feet of you the benefits of one of 
  your defensive class abilities, either resist possession, spiritual 
  mettle, spiritual grace, or (at 20th level) spiritual mindbar. The 
  mantle lasts for 2 minutes.  
   Spiritual Mindbar (Su): At 20th level, you gain total im-
  munity to possession and all charm and compulsion effects.
  Exorcist clEric DivinE Domains
  Exorcist clerics always have access to the following domains.
  Table 2: Spirit Hunter Domain Spells
  1
  Evoke Sign†
  6
  Spiritual Killer†
  2
  Analyze Pact Spirit†
  7
  Banish Pact Spirits†
  3
  Fortify Alignment†
  8
  Protection from the Super-
  natural†
  4
  Scrying
  9
  Anti-Spirit Field†
  5
  Dismiss Pact Spirit†
   
  Table 3: Exorcism Domain Spells
  1
  Protection from Evil*
  6
  Banishment
  2
  Concentrate
  7
  Dictum
  3
  Magic Circle against Evil*
  8
  Shield of Law
  4
  Dismissal
  9
  Soul Bind
  5
  Dispel Evil*
  † This spell is described in Secrets of Pact Magic.
  * Evil exorcist clerics may select protection from chaos, magic 
  circle against chaos, and dispel chaos as their exorcism spells. 
  
  
  Character Themes
  Consider the following archetypal character themes when 
  role-playing your character.
   Church Inquisitor: This exorcist cleric views himself and 
  his fellow inquisitors as a last defense and best hope against 
  anarchy, whether the current threat is ghosts, fiends, binders, 
  or all of the above. Church inquisitors prize the solidarity of 
  a church; even if they happen to fall under possession, others 
  will take their place and may surely aid them. This character 
  typically takes spells like zone of truth and feats like Skill Focus 
  (Sense Motive). Some church inquisitors tend toward paranoid 
  persecution of the innocent. Most dangerous is when a high-
  ranking inquisitor falls to possession; through him and churchly 
  order, many good souls may be corrupted or eliminated.
   Divine Spy: This exorcist cleric takes upon himself dan-
  gerous missions, when he must blend with pact mages, fiend-
  ish cultists, and necromancers in order to discover their weak 
  points and arrange for them to be brought to justice. These 
  characters take feats such as Minor Binding in order to demon-
  strate some believable aptitude with spirits, and they may mas-
  querade as occult priests to explain their use of divine spells.
   Lone Vigilante: This exorcist cleric cares little for church-
  es or even divine dogma. He utilizes his training to exact just 
  vengeance against those who once harmed him, his family, or 
  his community. Frequently, this character adventures to locate 
  a powerful magic item to tip the tide against his foes. This char-
  acter makes a fine figure to topple a church ruled by a corrupt 
  or possessed inquisitor and is also a dangerous foe against the 
  incautious binder. Woe to the lone vigilante who has fallen to a 
  ghost or fiend, for there may be no one to aid him.
   Questing Heretic: By far the rarest of exorcist clerics, this 
  character was trained to fight pact magic users and their ilk, 
  but has gone to their side. He may have done this because of he 
  realized a larger order to the multiverse. Or he may be partici-
  pating in a quest against one group of pact magic users against 
  another, far more dangerous group. The questing heretic makes 
  a wonderful companion for binders, assuming they can trust 
  him not to quench their own powers as he devastates their su-
  pernatural foes. Questing heretics are often pursued by other 
  exorcist clerics and similar divine agents seeking to redeem or 
  punish the character.
  Exorcist clEric FEats
  These feats are suited to characters who exorcise spirits.
   
  DIVINE INTERROGATION
  You can hold an interrogation with incredible effectiveness.
   Prerequisite: Exorcism ability.
   Benefit: You expend one use of your exorcism ability to 
  interrogate someone with divine authority and guidance. For 
  a period of one minute, you gain a +6 bonus on Intimidate, 
  Sense Motive and Use Rope skill checks.
  EXTRA EXORCISM
  You can exorcise spirits more often.
   Prerequisite: Exorcism ability.
   Benefit: You can perform an exorcism four additional times 
  per day than normal.
   Normal: An exorcism priest or cleric with the exorcism 
  spell domain can perform an exorcism a number of times per 
  day equal to 3 + his or her Charisma modifier (minimum 1).
   Special: Each time you take this feat, you can perform an 
  exorcism 4 additional times per day.
  GREATER EXORCISM
  You can expel spirits rather than suppress their activity.
   Prerequisite: Exorcism ability.
   Benefit: Once per day, you can perform a greater exorcism 
  in place of a regular exorcism. The greater exorcism is like a 
  normal exorcism except that the bound spirit, ghost, or other 
  possessing creatures is expelled rather than suppressed.
   Special: Each time you take this feat, you can perform a 
  greater exorcism one additional time per day in place of a regu-
  lar exorcism.
  calEb starting charactEr
  male human exorcist priest
  Str 12 Dex 10 Con 14 Int 14 Wis 15 Cha 14
  HP: 1d8+2 (10 hit points)
  BAB +0, Grapple +1, Speed 20 ft., AC 16, Init +0
  Fort +4, Reflex +0, Will +4
  Skill Ranks: Heal +2, Concentration +4, Gather Informa-
  tion +3, Knowledge (arcana) +1, Knowledge (religion) +4, 
  Knowledge (the planes) +1, Sense Motive +4, Spellcraft +1. 
  Class Features: Exorcism (5/day), detect possession at will 
  (30 ft cone, requires up to 3 rounds), spellcasting.
  Racial Abilities: Bonus feat (Greater Exorcism 1/day). Speak 
  Common, Celestial, and Goblin.
  Level 1 Feat: Divine Interrogation.
  Gear: Scale mail, heavy wooden shield, heavy mace, wooden 
  holy symbol, light crossbow, 10 bolts, backpack, waterskin, 2 
  day’s rations, bed roll, flint and steel.
  Gold: 13 gp, 9 sp.
  Table 4: exorcisT cleric spells Known
  Level
  Cleric Spells Known (not including domain spells)
  0th
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  1
  4
  2
  -
  -
  -
  -
  -
  -
  -
  -
  2
  5
  2
  -
  -
  -
  -
  -
  -
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  5
  3
  0
  -
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  -
  -
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  4
  6
  3
  1
  -
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  5
  6
  4
  2
  0
  -
  -
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  6
  7
  4
  2
  1
  -
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  -
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  7
  7
  5
  3
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  0
  -
  -
  -
  -
  -
  8
  8
  5
  3
  2
  1
  -
  -
  -
  -
  -
  9
  8
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  0
  -
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  -
  -
  10
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  11
  9
  5
  5
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  -
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  12
  9
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  13
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  14
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  15
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  16
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  17
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  5
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  4
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  18
  9
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  19
  9
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  4
  4
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Books/3p/RH - Mag - Villains of Pact Magic - The Exorcist Cleric.pdf