Dave Blewer
First Post
In my Sundered Skies Campaign I have a a Goddess of the Winds. Below is my first attempt at creating a a Priest class for her.
I have tweaked both the the Druid Core Class and the Green Mage. I kept the Druids D8 hit points - Why insn;t there a EOM class that has d8 Hps, is their some balancing issue I haven't seen?
Anyway What do people think?
Spell Lists
Elements: Air, Biomatter, Ice, Lightning, Sonic, Void, Life or Death
Abjure [Element], Create [Element] Object, Evoke [Element], Evoke Area [Element], Infuse Creature with {Element], Infuse Object with [Element], Summon [Element], Wall of [Element]
Creatures: Aberrations, Animals, Beasts, Fey, Humanoids, Magical Beasts, Plants, and Vermin
Abjure [Creature], Charm [Creature], Command [Creature], Companion [Creature], Compel [Creature], Dominate [Creature], Instil Emotion in [Creature], Mass Compulsion [Creature], Polymorph [Creature], Telepathy [Creature]
Other Lists: Abjure Magic, Alter Reality, Animate Object, Disease, Disjunction, Fast Healing, Poison, Preserve and Decay, Regeneration, Spectral Hand.
Class Level Base Attack Bonus Spellcaster Level Fort Save Ref Save Will Save Magical Boons
1st +1 +1 +1 +0 +2 Immunity to Low intensity of a chosen Element + a Moderate or Minor Boon
2nd +1 +2 +2 +0 +3
3rd +2 +3 +2 +1 +3
4th +3 +4 +2 +1 +4 Magical Boon (Minor)
5th +3 +5 +3 +1 +4
6th +4 +6 +3 +2 +5
7th +5 +7 +4 +2 +5
8th +6/+1 +8 +4 +2 +6 Magical Boon (moderate)
9th +6/+1 +9 +4 +3 +6
10th +7/+2 +10 +5 +3 +7
11th +8/+3 +11 +5 +3 +7
12th +9/+4 +12 +6 +4 +8 Magical Boon (Moderate)
13th +9/+4 +13 +6 +4 +8
14th +10/+5 +14 +6 +4 +9
15th +11/+6/+1 +15 +7 +5 +9
16th +12/+7/+2 +16 +7 +5 +10 Magical Boon (Major)
17th +12/+7/+2 +17 +8 +5 +10
18th +13/+8/+3 +18 +8 +6 +11
19th +14/+9/+4 +19 +8 +6 +11
20th +15/+10/+5 +20 +9 +6 +12 Magical Boon (Major)
Hit Dice: d8
Class Skills
Animal Empathy (Cha), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Dispel Magic (Wis), Divination (Wis), Gather Information (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Intuit Direction (Wis), Knowledge (Int), Profession (Wis), Scry (Int), Sense Motive (Wis), Spellcraft (Int), Wilderness Lore (Wis)
Skill Points at 1st Level (6 + Int Modifier) x4
Skill Points at each additional Level: 4 + Int Modifier
Weapon and Armour Proficiency: Proficient with all bows, club, dagger, handaxe, javelin, net, nunchaku, quaterstaves, sling, all spears, throwing axe, whip. The Priests of the Lady of the Winds are proficient with all light and medium armours and shields. If the armour is made from natural materials then the Spellcasting Failure Check is reduced by 10%. Metallic armour increases the chance of a Spellcasting Failure Check by 10%.
I have tweaked both the the Druid Core Class and the Green Mage. I kept the Druids D8 hit points - Why insn;t there a EOM class that has d8 Hps, is their some balancing issue I haven't seen?
Anyway What do people think?
Spell Lists
Elements: Air, Biomatter, Ice, Lightning, Sonic, Void, Life or Death
Abjure [Element], Create [Element] Object, Evoke [Element], Evoke Area [Element], Infuse Creature with {Element], Infuse Object with [Element], Summon [Element], Wall of [Element]
Creatures: Aberrations, Animals, Beasts, Fey, Humanoids, Magical Beasts, Plants, and Vermin
Abjure [Creature], Charm [Creature], Command [Creature], Companion [Creature], Compel [Creature], Dominate [Creature], Instil Emotion in [Creature], Mass Compulsion [Creature], Polymorph [Creature], Telepathy [Creature]
Other Lists: Abjure Magic, Alter Reality, Animate Object, Disease, Disjunction, Fast Healing, Poison, Preserve and Decay, Regeneration, Spectral Hand.
Class Level Base Attack Bonus Spellcaster Level Fort Save Ref Save Will Save Magical Boons
1st +1 +1 +1 +0 +2 Immunity to Low intensity of a chosen Element + a Moderate or Minor Boon
2nd +1 +2 +2 +0 +3
3rd +2 +3 +2 +1 +3
4th +3 +4 +2 +1 +4 Magical Boon (Minor)
5th +3 +5 +3 +1 +4
6th +4 +6 +3 +2 +5
7th +5 +7 +4 +2 +5
8th +6/+1 +8 +4 +2 +6 Magical Boon (moderate)
9th +6/+1 +9 +4 +3 +6
10th +7/+2 +10 +5 +3 +7
11th +8/+3 +11 +5 +3 +7
12th +9/+4 +12 +6 +4 +8 Magical Boon (Moderate)
13th +9/+4 +13 +6 +4 +8
14th +10/+5 +14 +6 +4 +9
15th +11/+6/+1 +15 +7 +5 +9
16th +12/+7/+2 +16 +7 +5 +10 Magical Boon (Major)
17th +12/+7/+2 +17 +8 +5 +10
18th +13/+8/+3 +18 +8 +6 +11
19th +14/+9/+4 +19 +8 +6 +11
20th +15/+10/+5 +20 +9 +6 +12 Magical Boon (Major)
Hit Dice: d8
Class Skills
Animal Empathy (Cha), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Dispel Magic (Wis), Divination (Wis), Gather Information (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Intuit Direction (Wis), Knowledge (Int), Profession (Wis), Scry (Int), Sense Motive (Wis), Spellcraft (Int), Wilderness Lore (Wis)
Skill Points at 1st Level (6 + Int Modifier) x4
Skill Points at each additional Level: 4 + Int Modifier
Weapon and Armour Proficiency: Proficient with all bows, club, dagger, handaxe, javelin, net, nunchaku, quaterstaves, sling, all spears, throwing axe, whip. The Priests of the Lady of the Winds are proficient with all light and medium armours and shields. If the armour is made from natural materials then the Spellcasting Failure Check is reduced by 10%. Metallic armour increases the chance of a Spellcasting Failure Check by 10%.