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Revised cleric (take two)

Kerrick

First Post
I was thinking about the cleric last night, and what clerics actually DO as far as roles, and I finally figured it out. Clerics, on the whole, have four main roles: Avenger, Healer, Proselytizer, and Protector. With that in mind, I set about writing up some talent trees. Along the way, though, I encountered a dilemma: do I make the Proselytizer path a series of generic class abilities, or make it a path? The abilities kind of lend themselves more easily to the former, but if I did that, I'd have to come up with another path. Maybe (I'm leaving the domains in, though I plan to alter the abilities - all domains will get 1 + Cha bonus/day abilities like turn undead).

So anyway, what do you all think? I thought I'd toss this out to get preliminary opinions (especially on the above issue) before I finish it. I stole most of the abilities from the Hierophant and Holy Proselytizer PrCs (they've been toned way down); smite is similar to the paladin's, but toned down a bit. The Proselytize abilities, if they become class abilities, would be 5/10/15/20. Lesser miracle is a new spell - the divine version of limited wish. The path abilities are tentatively placed at 2/6/10/14/18.

I'm also going to drop the cleric's HD to d6; they still get simple weapons only, and light/medium armors. This should be enough to put them in their proper place as second-line support (and yes, the druid's being dropped to a d6 as well). Avengers will have the combat abilities - MWP and some other things - so if you want to be a martial cleric, you can still do it.

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**Proselytize (Su):** The cleric can preach the word of his deity to large crowds with great effect. He can use this or any other proselytize abilities (see below) a total of once per day, plus one additional time per point of his Charisma bonus - all of the abilities draw from the same pool of uses, much like the paladin's divine touch.

This ability has three effects. First, any time the cleric speaks in this manner, he is treated as though affected by a sanctuary spell. Second, his voice can be heard clearly by anyone within 20 feet plus 10 feet per class level, regardless of background noise, and his speech can be understood as though the audience were affected by a comprehend languages spell. Finally, everyone in the range of the cleric's voice who can see and hear him has a chance of becoming enraptured:

||~ Type of Listener ||~ Effect ||
|| Followers of the same deity || Automatic if ECL is up to 1/2 the cleric's(1), otherwise Will save (DC 10 + 1/2 cleric's class level + Wis modifier) ||
|| Others of the same alignment || Automatic if ECL up to 1/4 the cleric's(1), otherwise Will save (as above) ||
|| All others || Will save (as above) ||

(1) Round down.

Enraptured audience members act as though affected by a symbol of persuasion, changing alignment as appropriate and otherwise functioning according to the charm person spell. The cleric can inspire the crowd to take any of a number of actions, depending on his alignment. Any suicidal suggestion grants audience members a new saving throw to break the rapture (with the exception of low-level followers of the same deity, who never got a save in the first place). This rapture lasts for as long as the cleric speaks, plus 1d4 minutes. Those who make the initial Will save are immune need not make any further saves for the duration of the cleric's speech, though they can willingly fall under his influence at any time thereafter if they choose.

If the cleric's speech is interrupted for more than 1 round, it is considered to have ended. If the cleric takes hostile action against an enraptured audience member, the effect is immediately broken for all members who aren't of the same faith (and even those can make a Will save to shake off the effects); hostile action by another being breaks the effect for affected subjects only.

Deific Touch (Su): The cleric can move among the enraptured during his speech, shaking hands, caressing brows, and otherwise making contact with audience members. Anyone so touched is healed of 1d4 points of damage and cured of any natural disease or poison. Up to six individuals per round can be so affected. An audience member can only benefit from deific touch once per session. The cleric can use deific touch as long as his proselytize ability lasts.

Deific Word: The words spoken by the cleric can, if he chooses, function as a greater command spell (Will save vs. DC 10 + 1/2 cleric's class level + Cha modifier negates) to all who are not enraptured. Those who are actively opposed to the cleric suffer a -2 penalty. The deific word can occur at any point during his proselytize speech.

Deific Power (Sp): The cleric can perform a minor miracle, as the lesser miracle spell, for any member of the audience who is enraptured, at any point during his proselytize speech. He is limited to curing afflictions or removing conditions only, but he suffers no ability burn for doing so.

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Avenger

Avengers are the "strong right hand" of their god; they are sent out (along with paladins) to smite the church's foes, recover holy relics, enforce the church's dictates, and otherwise protect the church's interests. Avengers can serve any god, though they are rarely found in churches of gods with passive domains, or those dedicated to peace or nonviolence. Some churches, like those dedicated to gods of knowledge, employ Avengers strictly to obtain and/or protect artifacts - rare tomes, scrolls, etc.

Healer

Healers are clerics who have dedicated themselves to caring for members of the faith. They are particularly adept at curing diseases, healing injuries, or removing afflictions like curses. Some do their work for members outside the church in the hopes of bringing them into the fold (these often choose abilities from the Proselytizer path as well). Adventuring clerics almost always advance at least a short way along this path for obvious reasons.

Proselytizer

Proselytizers bring the word of their god to the masses. Apart from being granted the ability to bring new members into the fold (conversion), they can channel their god's power to perform "miracles" - healing the sick or injured, answering questions, etc. They are often called the "god's voice". [I wrote this before considering that the Proselytize abilities could be generic class abilities; I figured I'd leave it for now.]

Protector

Protectors are clerics who serve as the defenders of the faith and its members. They are often sent as escorts on holy pilgrimages, or to guard holy sites, holy relics, or important church personages, etc., in cases where paladins are not considered necessary or are in short supply. They are often referred to as the "god's shields".

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There are four ranks in the church hierarchy, achieved at the listed class levels: Acolyte (2nd), Initiate (6th), Adept (10th), and Elder (14th). At levels 2, 6, 10, 14, and 18, the cleric can choose an ability from that rank or any below it; if the ability has prerequisities, he must fulfill them also.

Acolyte

Martial Weapon Proficiency: The cleric gains the Martial Weapon Proficiency feat for free.

Faith Healing (Su): The cleric can use healing spells to their maximum effect on creatures of the same faith as he is (including himself). Any spell with the healing descriptor cast on such creatures is automatically maximized. Spells that remove afflictions, like remove curse, gain a +4 bonus to the caster level check.


Initiate

Smite the unbelievers (Su): 1 + Cha bonus times per day, the cleric can attempt to smite good or evil (depending on her alignment), or someone of an opposing faith (no matter the alignment) as a standard action with a melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per class level, plus his Charisma bonus. Any class-based abilities that would normally apply to a melee attack (sneak attack, e.g.) can be added to this roll also, if applicable. If the cleric accidentally smites a creature that is not of an opposing alignment of faith, the smite has no effect, but the ability is still used up for that day.

Cleric of a neutral deity can use this ability to smite those of extreme alignments only – LG, CG, LE, or CE - as well as those of opposing faiths. If the paladin attempts to smite a creature that has a neutral component in its alignment, the smite has no effect, but the ability is still used up for that day.


Adept

Divine Might (Su): Three times per day, the cleric can channel his god's power to grant himself skill in combat. He gains an enhancement bonus to attacks equal to 1/3 of his class level, a +4 enhancement bonus to Strength, and 2d10 temporary hit points. These benefits last for 1 round per class level. [Yes, this is almost like the divine power spell. I'm going to make it paladin-only and change its effects to match these.]

Gift of the Divine (Su): The cleric can transfer one or more uses of any domain ability to a willing creature. The transfer lasts for 24 hours; for the next 24 hours, the cleric's uses per day of that domain ability is reduced by the number transferred. The effective level for the recipient's use of the ability is equal to the cleric's level, but the recipient uses her own ability modifiers for the save DC, if applicable.

Elder

Blast Infidel (Su): The cleric can use negative energy spells to their maximum effect on creatures of opposing alignment or faith (all extreme alignments - LG, CG, LE, CE - are opposed to TN). Any spell with a description that involves inflicting or channeling negative energy cast on a creature of the opposed alignment is automatically maximized. In the case of good-aligned clerics, or those opposed to undead, this ability applies to positive energy spells when used against undead.

Master of Energy (Su): The cleric channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant’s turning checks and turning damage rolls. This ability only affects undead, even if the hierophant can turn other creatures, such as with a granted power of a domain.
 

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I am just going to comment on concpet rather than actual rules. I think you are on target, however I think that you could generalize a bit more. For instance you dont have to give each role a name. The roles you have come up with are very pseudo christian too. Where does the god of magic, death, agriculture, corruption, wild beast, an element etc fit in to "Avenger, Healer, Proselytizer, and Protector"?

Back in my headier 3e days I had split the divine classes into 3 classes. The Priest, the Cleric and the Paladin basically the idea was to make one more magical and less combat (the priest) and the other more combat and less magic (paladin). The druid followed in with the cleric being in the middle. The middle classes cast like a bard but got bonus divine feats and all of them had domains and domains gave their "turn udead" ability which was not always TU.

Anyway good luck.
 

For instance you dont have to give each role a name.
Not really, no... they're just archetypes that help focus my thinking. The descriptions are the important part - what the clerics DO, as opposed to what they ARE.

The roles you have come up with are very pseudo christian too.
In case you hadn't noticed, D&D religion in general is very pseudo-Christian. The cleric was built based on a Christian priest - the turning concept is a dead giveaway.

Where does the god of magic, death, agriculture, corruption, wild beast, an element etc fit in to "Avenger, Healer, Proselytizer, and Protector"?
Lessee... Avenger of the god of death: He supports the church's armies, bringing death and destruction to the land. If the god of death is like Kelemvor (more neutral), he would be someone who punishes those who cheat death. Same with corruption. Passive gods, like agriculture and healing, wouldn't have Avengers. Likewise with war-like gods and healers - they wouldn't be as prevalent (though healers are always useful on the battlefield). Proselytizers are common in any church, as they're basically missionaries. Likewise with Protectors - every church has holy sites, holy relics, and followers that need protection from persecution, opposing faiths, or those who would see them stolen/destroyed/killed.

Back in my headier 3e days I had split the divine classes into 3 classes. The Priest, the Cleric and the Paladin basically the idea was to make one more magical and less combat (the priest) and the other more combat and less magic (paladin). The druid followed in with the cleric being in the middle. The middle classes cast like a bard but got bonus divine feats and all of them had domains and domains gave their "turn udead" ability which was not always TU.
That's something I'm trying to cover with the archetypes - the basic cleric has middle BAB and d6 HD; "combat" clerics can choose combat-based abilities, while those who are more concerned with magic or healing can boost that instead. The first time I attempted a revised cleric, I tried out the idea of a domain ability system, where you get four domain abilities instead of domain spells, but I abandoned that one - it was too hard to think up abilities for all those domains.
 

Not really, no... they're just archetypes that help focus my thinking. The descriptions are the important part - what the clerics DO, as opposed to what they ARE. In case you hadn't noticed, D&D religion in general is very pseudo-Christian. The cleric was built based on a Christian priest - the turning concept is a dead giveaway.

Hmm, I had always considered it rather roman with a little hindu thrown in. I agree the cleric was designed as a christian crusader (esp templar knight). This does not match with the standard pantheonistic D&D that we are accustomed.

I think that it can be tricky to define what a priest actually does. The reason I say that is because in D&D a cleric adventurer takes treasure, kills monsters, heals their party and has to prays for their spells. That is what they do in D&D. Then there are all the sub flavors of which god they support and the domains they grant.

The best version of the class in my opinion was the 2e version with the spheres. That seemed to match the reality in the game world the best. Probably the best mechanical version of the cleric is 3e. Merge those two, remove the knight templar shtick, simplify the domains - there is overlap. Make the domains give one ability that works like a divine feat and a list of 9 bonus spells.
 

Hmm, I had always considered it rather roman with a little hindu thrown in. I agree the cleric was designed as a christian crusader (esp templar knight). This does not match with the standard pantheonistic D&D that we are accustomed.

The OD&D and 1e clerics were very heavily inspired by Christianity, down to weapon choices, spell lists, and even pictures in the books, but after the 1e D&DG and UA came out and broadened things a bit, the 2e priest was dissociated from Christianity and became more strongly pantheistic with the introduction of spheres.

I agree that the 2e spheres take on casting was (and is) superior to the huge-shared-list-with-18-different-spells model in 3e, but trying to classify every cleric spell in 3e into spheres is a pain (trust me, I've been working on that for a little while). If you can limit things to Core + Completes spells, say, then that might be a workable solution.
 


I tried spheres too - that was the first time I tried to revise the cleric (which, I suppose, would make this Take 3, not Take 2). The problem was that unless you have a huge pool of spells, it doesn't work too well - the PHB alone is not nearly enough. Since I'm limited to working with OGC material, that kind of killed that idea.
 

Spheres do have potential to work though. The trick would be to either:

1. Add more spells

or

2. convert 2e Spells.
 

Spheres do have potential to work though. The trick would be to either:

1. Add more spells
I did add more spells - about 900, to be exact. Some of the spheres just ended up having way more spells than others.

2. convert 2e Spells.[/QUOTE]
Most of the 2E spells are already in the PHB. I can think of only a dozen or so, offhand, that weren't converted, and for good reason - they were either totally broken or rendered superfluous by rules changes. I don't have the Cleric's Spell Compendium.

Besides all that, I think doing talent trees is a much more elegant solution - it requires a lot less work on my end, the DM doesn't have to figure out which god has lesser/greater spheres, and the player can just add a bunch of abilities.
 

Are you looking for a changed class entirely? Just make do with the domains, change the domain abilities to alternate Turn Undead abilities and I think you would have something. Basically let your domains you select give you your channel ability. Convert the Divine feats into domain powers. Then allow a feat to allow more domains or something (would have to be mitigated somewhat by requirements or something). Keep the 9 bonus spells untouched for the domains. Something like this would not require that much work.
 

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