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What DO you DO for... Clerics?
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<blockquote data-quote="el-remmen" data-source="post: 2818847" data-attributes="member: 11"><p>Below I have re-posted my rules for "Priests" (which replace both clerics AND druids):</p><p></p><p>You can read about all the specific types I have worked out by check out the <a href="http://aquerra.wikispaces.com/Classes" target="_blank">Classes Page</a> of the <a href="http://aquerra.wikispaces.com/" target="_blank">Aquerra.wiki</a></p><p>--------------------------</p><p></p><p><span style="font-size: 15px">The Priest Class</span> </p><p>The Priest class completely replaces the Cleric and Druid classes as described in PHB v.3.5, and represents the greatest change in an Aquerra campaign from the core rules.</p><p></p><p>Each god (or set of gods) has its own variant priest class with its own abilities, spell list, powers, and limitations.</p><p></p><p>Below are some of the basic changes to the class, and a explanation of the format used to detail the specific priest classes.</p><p></p><p>There are two basic kinds of priests. Druids/Changers and Clerics.</p><p></p><p>[*] <em>Druids/Changers </em> are more based on the druid class, and are priests that eventually learn to take the form of animals sacred to their god by means of the wildshape ability. </p><p>[*] <em>Clerics/Channelers </em> are more traditional priests which can channel energy (positive or negative), which is most often used to turn/rebuke/control undead, but not all priests have power over undead, using the energy from other uses. Some can do both. </p><p></p><p>--------------------------------------------------------------------------------</p><p><strong>Alignment: </strong> Typically priests must be the same alignment as their god, however, some priesthoods are allowed more leeway in their alignment. If at any time a priest's alignment changes to one not allowed to the priesthood, he or she becomes an ex-priest.</p><p></p><p><strong>Racial Restrictions: </strong> As different gods serve the worshipping needs of different races, there was usually racial limitations of some kind on who can join a priesthood and serve the god. However, exceptions are sometimes possible (consult your DM).</p><p></p><p><strong>Multi-Class Restrictions:</strong> Often times a great amount of focus and dedication are asked of those who would join a priesthood, limiting how much time, study and training a priest can dedicate to another class. There are four kinds of possible restrictions.</p><ul> <li data-xf-list-type="ul"> None: The character may multi-class freely with any other class allowed to the priesthood (see Allowed Multi-Class Combinations below). </li> <li data-xf-list-type="ul"> Parity: The character's priest level must always be at least equal to the combination of any other classes the character has adopted. If the character joins the priesthood after already having two or more levels one of more classes, he may bot advance in those other classes until doing so would not bring the combination of other class levels higher than priest level. For example, a character who is fighter 3, rogue 2 that joins a priesthood with this restriction would not be able to advance in fighter or rogue until after achieiving 6th level in his priest class. </li> <li data-xf-list-type="ul"> Dominance: The character's priest class must always be at least one level above the combination of any other classes. </li> <li data-xf-list-type="ul"> Absolute : Upon gaining his first level in this priest class he may never again advance in any other class, or else become an ex-priest. </li> </ul><p><em>Note: Some priesthoods may have one kind of restriction for some class combinations and a different one for another.</em></p><p></p><p><strong>Allowed Multi-Class Combinations:</strong> This is the list of classes the character is allowed to advance in once joining the priesthood. If there are any restrictions on which classes the character was allowed to have levels in when adopting the priest class they will be listed here as well. It is important to note, that unless a character becomes an ex-priest, he is expected to follow all the guidelines, taboos, ethos and restrictions of the priesthood no matter what the combination of class and levels might be.</p><p></p><p><strong>Weapons Proficiencies: </strong> Any and all weapon proficiences the character gains for taking levels in this class are listed here. In addition, any restrictions on weapons members of the priesthood may use or learn to use will be listed here as well. Any such restrictions are followed regardless of any other class levels the character may have.</p><p></p><p><strong>Preferred Weapon:</strong> This is the weapon preferred by the god and/or priesthood. When casting the spell Spiritual Weapon, it always takes the form of this weapon.</p><p></p><p><strong>Armor Proficiencies:</strong> Any and all armor proficiences the character gains for taking levels in this class are listed here. In addition, any restrictions on armor members of the priesthood may use or learn to use will be listed here as well. Any such restrictions are followed regardless of any other class levels the character may have.</p><p></p><p><strong>Skill Points at 1st Level: </strong> (3 + Int modifier) x 4. Most of the priest classes grant 3 skill points as their base, though a few grant more, and even fewer grant less.</p><p>Skill Points at Each Additional Level: 3 + Int modifier. Most of the priest classes grant 3 skill points at each level, though a few grant more, and even fewer grant less.</p><p></p><p><strong>Class Skills: </strong> Each priesthood has its own list of class skills based on the portfolio of the god and the role the priesthood plays.</p><p></p><p><strong>Domains: </strong> These are the domains the priest may choose from. Most often there is one domain all members of the priesthood must take and they can choose other from a list of two or three. Sometimes, the priest may simply choose two from a list of three or four. It is important to note that in Aquerra priests do not gain the domain power listed with each domain in PHB v.3.5. In addition, most of the domains have been changed (if some only slightly) from those listed in PHB v.3.5. Spells from the domain lists may only be prepared as a domain spell unless it also appears on the specific priest class' spell list.</p><p></p><p><strong>Spontaneous Casting:</strong> Many gods allow their priests to spontaneously exchange a prepared spell for a spell of equal or lower level from one of their specific domains. This takes no extra time to accomplish, but may only be done once per day for each spell level. Also, a spell gained as a domain spell may not be traded out in this fashion. Generally, it is priesthoods designated as warrior-priests (like Militants of Anhur) that do not gain this ability.</p><p></p><p><strong>Spell Lists:</strong> Each priesthood has its own spell list based on the god's portfolio and the priesthood's role in the world. Note that the same spell can be two different levels on two different spell lists, and a spell might be one level on a domain list and another level on the main spell list. Unlike what is listed under cleric in PHB v.3.5, priests do not automatically gain the ability to trade out prepare spells to spontaeously cast healing spells. (see Granted Powers below).</p><p></p><p><strong>Time of Prayer:</strong> Priests must pray for/prepare spells within one hour before and after the time listed here. Preparing spells requires one hour regardless of the number of spells being prepared when done at this time, otherwise it takes 10 minutes per spell level per spell to prepare a priest spell in a spell slot left open. Once prepared, priests may not change a spell in a slot except at the normal prayer time.</p><p></p><p><strong>Powers/Abilities:</strong> All priesthoods gain some form of granted power in addition to their spell casting ability. For priests, these granted powers usually break down to two minor powers, and one moderate or greater ability that functions by using up a turn undead attempt (called channeling). Most of the time, activating a power that works through the channeling of positive (or negative) energy is a standard action and required brandishing of your god's holy symbol, but occasionally channeling is used to augment an attack or spell, in which case it is done as a simultaneous action with the action it augments, and the holy symbol need only be worn, not brandished. The individual priesthood character entries mention which it is. Druids/Changers get a wider variety of powers spread out over their level advancement, most of which are related to their ability to change shape.</p><p></p><p>Restrictions/Taboos: These are the priesthood’s limits as determined by custom, god’s power, portfolio and the priest’s race or level. Limits can range from being unable to turn undead, to a very strict code of behavior, or something technical, like a level limit. Priests that violate these strictures may lose access to some or all of their spells and/or granted powers until they atone. Flagerant or repeated violation may lead to the character becoming an ex-priest.</p><p></p><p>--------------------------------------------------------------------------------</p><p></p><p>Ex-Priests </p><p>A priest that repeatedly or flagrantly violates a lesser restriction, or who violates one of the greater tenets of his church becomes an ex-priest. An ex-priest loses all access to spell-casting and all granted powers. He may not advance further as a priest. In some rare cases, a priest may atone and regain, if not his position in the church, then at least his standing with his god. These priests are called pariahs. </p><p></p><p>Occasionally, an ex-priest can adopt a new god more in line with his new point of view, but such things usually require a great quest and/or sacrifice to prove service to the new god and church.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 2818847, member: 11"] Below I have re-posted my rules for "Priests" (which replace both clerics AND druids): You can read about all the specific types I have worked out by check out the [url=http://aquerra.wikispaces.com/Classes]Classes Page[/url] of the [url=http://aquerra.wikispaces.com/]Aquerra.wiki[/url] -------------------------- [SIZE=4]The Priest Class[/SIZE] The Priest class completely replaces the Cleric and Druid classes as described in PHB v.3.5, and represents the greatest change in an Aquerra campaign from the core rules. Each god (or set of gods) has its own variant priest class with its own abilities, spell list, powers, and limitations. Below are some of the basic changes to the class, and a explanation of the format used to detail the specific priest classes. There are two basic kinds of priests. Druids/Changers and Clerics. [*] [I]Druids/Changers [/I] are more based on the druid class, and are priests that eventually learn to take the form of animals sacred to their god by means of the wildshape ability. [*] [I]Clerics/Channelers [/I] are more traditional priests which can channel energy (positive or negative), which is most often used to turn/rebuke/control undead, but not all priests have power over undead, using the energy from other uses. Some can do both. -------------------------------------------------------------------------------- [B]Alignment: [/B] Typically priests must be the same alignment as their god, however, some priesthoods are allowed more leeway in their alignment. If at any time a priest's alignment changes to one not allowed to the priesthood, he or she becomes an ex-priest. [B]Racial Restrictions: [/B] As different gods serve the worshipping needs of different races, there was usually racial limitations of some kind on who can join a priesthood and serve the god. However, exceptions are sometimes possible (consult your DM). [B]Multi-Class Restrictions:[/B] Often times a great amount of focus and dedication are asked of those who would join a priesthood, limiting how much time, study and training a priest can dedicate to another class. There are four kinds of possible restrictions. [list] [*] None: The character may multi-class freely with any other class allowed to the priesthood (see Allowed Multi-Class Combinations below). [*] Parity: The character's priest level must always be at least equal to the combination of any other classes the character has adopted. If the character joins the priesthood after already having two or more levels one of more classes, he may bot advance in those other classes until doing so would not bring the combination of other class levels higher than priest level. For example, a character who is fighter 3, rogue 2 that joins a priesthood with this restriction would not be able to advance in fighter or rogue until after achieiving 6th level in his priest class. [*] Dominance: The character's priest class must always be at least one level above the combination of any other classes. [*] Absolute : Upon gaining his first level in this priest class he may never again advance in any other class, or else become an ex-priest. [/list] [I]Note: Some priesthoods may have one kind of restriction for some class combinations and a different one for another.[/I] [B]Allowed Multi-Class Combinations:[/B] This is the list of classes the character is allowed to advance in once joining the priesthood. If there are any restrictions on which classes the character was allowed to have levels in when adopting the priest class they will be listed here as well. It is important to note, that unless a character becomes an ex-priest, he is expected to follow all the guidelines, taboos, ethos and restrictions of the priesthood no matter what the combination of class and levels might be. [B]Weapons Proficiencies: [/B] Any and all weapon proficiences the character gains for taking levels in this class are listed here. In addition, any restrictions on weapons members of the priesthood may use or learn to use will be listed here as well. Any such restrictions are followed regardless of any other class levels the character may have. [B]Preferred Weapon:[/B] This is the weapon preferred by the god and/or priesthood. When casting the spell Spiritual Weapon, it always takes the form of this weapon. [B]Armor Proficiencies:[/B] Any and all armor proficiences the character gains for taking levels in this class are listed here. In addition, any restrictions on armor members of the priesthood may use or learn to use will be listed here as well. Any such restrictions are followed regardless of any other class levels the character may have. [B]Skill Points at 1st Level: [/B] (3 + Int modifier) x 4. Most of the priest classes grant 3 skill points as their base, though a few grant more, and even fewer grant less. Skill Points at Each Additional Level: 3 + Int modifier. Most of the priest classes grant 3 skill points at each level, though a few grant more, and even fewer grant less. [B]Class Skills: [/B] Each priesthood has its own list of class skills based on the portfolio of the god and the role the priesthood plays. [B]Domains: [/B] These are the domains the priest may choose from. Most often there is one domain all members of the priesthood must take and they can choose other from a list of two or three. Sometimes, the priest may simply choose two from a list of three or four. It is important to note that in Aquerra priests do not gain the domain power listed with each domain in PHB v.3.5. In addition, most of the domains have been changed (if some only slightly) from those listed in PHB v.3.5. Spells from the domain lists may only be prepared as a domain spell unless it also appears on the specific priest class' spell list. [B]Spontaneous Casting:[/B] Many gods allow their priests to spontaneously exchange a prepared spell for a spell of equal or lower level from one of their specific domains. This takes no extra time to accomplish, but may only be done once per day for each spell level. Also, a spell gained as a domain spell may not be traded out in this fashion. Generally, it is priesthoods designated as warrior-priests (like Militants of Anhur) that do not gain this ability. [B]Spell Lists:[/B] Each priesthood has its own spell list based on the god's portfolio and the priesthood's role in the world. Note that the same spell can be two different levels on two different spell lists, and a spell might be one level on a domain list and another level on the main spell list. Unlike what is listed under cleric in PHB v.3.5, priests do not automatically gain the ability to trade out prepare spells to spontaeously cast healing spells. (see Granted Powers below). [B]Time of Prayer:[/B] Priests must pray for/prepare spells within one hour before and after the time listed here. Preparing spells requires one hour regardless of the number of spells being prepared when done at this time, otherwise it takes 10 minutes per spell level per spell to prepare a priest spell in a spell slot left open. Once prepared, priests may not change a spell in a slot except at the normal prayer time. [B]Powers/Abilities:[/B] All priesthoods gain some form of granted power in addition to their spell casting ability. For priests, these granted powers usually break down to two minor powers, and one moderate or greater ability that functions by using up a turn undead attempt (called channeling). Most of the time, activating a power that works through the channeling of positive (or negative) energy is a standard action and required brandishing of your god's holy symbol, but occasionally channeling is used to augment an attack or spell, in which case it is done as a simultaneous action with the action it augments, and the holy symbol need only be worn, not brandished. The individual priesthood character entries mention which it is. Druids/Changers get a wider variety of powers spread out over their level advancement, most of which are related to their ability to change shape. Restrictions/Taboos: These are the priesthood’s limits as determined by custom, god’s power, portfolio and the priest’s race or level. Limits can range from being unable to turn undead, to a very strict code of behavior, or something technical, like a level limit. Priests that violate these strictures may lose access to some or all of their spells and/or granted powers until they atone. Flagerant or repeated violation may lead to the character becoming an ex-priest. -------------------------------------------------------------------------------- Ex-Priests A priest that repeatedly or flagrantly violates a lesser restriction, or who violates one of the greater tenets of his church becomes an ex-priest. An ex-priest loses all access to spell-casting and all granted powers. He may not advance further as a priest. In some rare cases, a priest may atone and regain, if not his position in the church, then at least his standing with his god. These priests are called pariahs. Occasionally, an ex-priest can adopt a new god more in line with his new point of view, but such things usually require a great quest and/or sacrifice to prove service to the new god and church. [/QUOTE]
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