Cleric (Generalist) by Sammy Grimes (Grimess@mail.uark.edu)
The cleric class has been a staple of both D&D and AD&D games from the beginning.  While the 3e cleric shares many of the same quailities with the older cleric, its just not quite the same.  So I have rewritten this classic character class for 3e.

Conversion From:   AD&D (1st and 2nd edition), D&D
Works Converted:   Men & Magic, Player's Handbook, Player's Manual
Summary:. This creates a generalist cleric class from its predecessors in earlier editions
Updates:  October 9, 2000, created this file.  October 11, 2000, added detail including standard clerical 
abilities and armor and weapon proficiencies.

Cleric (Generalist)
Religion:  The reasons behind a general cleric are many.  In Forgotten Realms, this cleric class represents an older clerical tradition before the Time of Troubles when the gods didn't realize how vulnerable they were and they created specialty clerics because they now want their priests much closer to them.  In Planescape, this cleric represents the divine spell casters of the Athar and the Believers of the Source who look past the powers for the true source of divine magic.  And in Zakhara, the cleric represents the pragmatists who believe that all religions are the same, that they are all held together by the same divine truth or the ethoists who don't believe they worship the only true faith (just the best faith).  It can also be used in a campaign where there is just one nonspecific faith (such as the pre-Gazetteer Mystara).

HD:  d8
Base Attack Bonus:  Cleric
Fort Save:  Good
Ref Save:  Poor
Will Save:  Good
Special:  1st Level--Turn or Rebuke Undead, Extra Turning Feat free
	5th Level--Bonus Feat (see below)
	10th Level--Bonus Feat (see below)
	15th Level--Bonus Feat (see below)
	20th Level--Bonus Feat (see below)
Spells per Day:  As per the druid table, page 34 of the Player's Handbook.
Spell List:  as a standard cleric (no domains), page 160 of the Player's Handbook.
Spontaneous Casting:  of Healing spells, as per a standard cleric, page 32 of the Player's Handbook.
Chaotic, Evil, Good, and Lawful Spells:  as per a standard cleric, page 32 of the Player's Handbook.
Bonus Languages:  as per a standard cleric, page 32 of the Player's Handbook.

Bonus Feats:  A cleric may choose from the following feats as his bonus feats:  Endurance, Extra Turning, 
Great Fortitude, Item Creation Feat (any), Leadership
Skills:  Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), 
Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Ride (Dex), Scry 
(Int, exclusive skill), Speak Language (Int), Spellcraft (Int), Spot (Wis)
Initial Skill Points:  (2 + Int bonus) x 4
Skill Points per Level:  2 + Int bonus
Weapon and Armor Proficencies:  Clerics are proficient in all armors and shields.  They are proficient in 
the following simple weapons (listed in the order they appear on page 98):  Guantlet, Unarmed 
Strike, Light Mace, Club, Heavy Mace, Quarter Staff; and in the following martial weapons (listed 
in the order they appear on page 98):  Light Hammer, Sap, Light Flail, Warhammer, Heavy Flail, 
and Greatclub.  Note:  if  a character is too small to use Large weapons then she cannot be proficient in them.