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Clerics are the warrior-priests of Golarion. They seek to spread their faith through conviction, words, and in some cases, war. Unlike the normal practitioners of religion, even regular priests, the cleric is actually connected to their deity through prayer and practice. They receive training in the basics of war at the same time they learn to channel the influence of their deity.
Religion is everywhere and likewise are the clerics. From the lowliest hamlet to the largest metropolis, all creatures maintain shrines and temples and have some modicum of faith. Where there is faith there is a cleric to maintain and spread that faith.
Only the most dedicated of clerics spread their religion beyond their home region. The call of adventure is a good way to spread word of ones faith, but is also a quick path to the grave. Most adventuring clerics are of good or neutral deities, seeking to combat evil or maliciousness wherever it arises. Evil clerics are more rare - a church founded on evil is rarely united, and chaotic evil churches even less so. Nonetheless, evil clerics are particularly feared throughout Golarion, if only as portends of the actions of much greater evil.
Clerics arise in all races. They tend to favour the greater deities of Golarion, and if inclined to worship outside this pantheon a cleric will tend to align to a racial deity.
Clerics are found everywhere except a few nations. Rahadoum, for example, bans all religion while Razmiran has outlawed all religions beyond the worship of their false deity Razmir. In contrast, Absalom houses the greatest of all temples in the Ascendant Court.
|Advanced Player's Guide|