Beholder Bob
First Post
Why an alternative cleric? Clerics can be cherry picked (2 good saves, d8 HP, and up to 2 feats included in domains, such as time and war, as well as saves and turn undead - take a feat to use it another way per cleric splat book, uses your charisma, not level, gaining cool new ability), gain nothing (other then spell/turning) for going up level - giving strong incentive to go prestige, and considered by many an overpowered class. This is not the only version of cleric using sorcerer like method - but I'm hoping the something at every level makes it a base class worth taking - and a prestige class a tough choice. That, and I think they are weaker then clerics - so it makes for better balance.
GODSMAN
Alignment: Within one step of his faith
Hit Die: d6
Skill Points: (2 + Int modifier)
Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (arcana, history, religion, and the planes), Profession, and Spell-Craft.
Weapon Proficiency: all simple weapons.
Armor Proficiency light armor and shields (except tower shields).
Good Save: Will
BATT Progression: as wizard
1st Channel 2/day, and 1st domain
2nd 1st Domain's Power
3rd Channel 3/day
4th Re-roll 1 save/day
5th New way to channel
6th 2nd domain
7th Channel 4/day
8th 2nd Domain's Power
9th New way to channel
10th 3rd domain
11th Channel 5/day
12th Re-roll 2 saves/day
13th New way to channel
14th 3rd Domain's Power
15th Channel 6/day
16th 4th domain
17th New way to channel
18th Re-roll 3 saves/day
19th Channel 7/day
20th 4th Domain's Power
Spells: Casts divine spells drawn from the cleric spell list.
Spells Knowable: Requires Wisdom equal or > 10 + the spell level. Known spells dictated by church & domain
Spells a day: Per daily spell allotment on Table: The Godsman gains additional spells for high Wisdom.
Spell DC: 10 + the spell level + Wisdom modifier.
Spell Preparation Renewal: Chosen as needed from list, they are regained after a good nights rest and 1 hour in meditation.
Spontaneous Casting: Spells are cast spontaneously.
Channeling: All Godsman are able to channel, choosing the method at 1st level (such as turn undead)
Re-roll Save: Usable X times a day, re-roll save, stuck with 2nd roll, even if worse then prior roll.
Church Supported Spells: A Godsman can’t learn spells that oppose his religious doctrine, nor choose domains not included by his religion & its doctrine.
Church: A Godsman must remain loyal to his church.
Ex-Godsman: A Godsman who forsakes or is forsaken by his church or celestial/infernal representative or else lose access to all spells and channeling abilities.

GODSMAN
Alignment: Within one step of his faith
Hit Die: d6
Skill Points: (2 + Int modifier)
Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (arcana, history, religion, and the planes), Profession, and Spell-Craft.
Weapon Proficiency: all simple weapons.
Armor Proficiency light armor and shields (except tower shields).
Good Save: Will
BATT Progression: as wizard
1st Channel 2/day, and 1st domain
2nd 1st Domain's Power
3rd Channel 3/day
4th Re-roll 1 save/day
5th New way to channel
6th 2nd domain
7th Channel 4/day
8th 2nd Domain's Power
9th New way to channel
10th 3rd domain
11th Channel 5/day
12th Re-roll 2 saves/day
13th New way to channel
14th 3rd Domain's Power
15th Channel 6/day
16th 4th domain
17th New way to channel
18th Re-roll 3 saves/day
19th Channel 7/day
20th 4th Domain's Power
Spells: Casts divine spells drawn from the cleric spell list.
Spells Knowable: Requires Wisdom equal or > 10 + the spell level. Known spells dictated by church & domain
Spells a day: Per daily spell allotment on Table: The Godsman gains additional spells for high Wisdom.
Spell DC: 10 + the spell level + Wisdom modifier.
Spell Preparation Renewal: Chosen as needed from list, they are regained after a good nights rest and 1 hour in meditation.
Spontaneous Casting: Spells are cast spontaneously.
Channeling: All Godsman are able to channel, choosing the method at 1st level (such as turn undead)
Re-roll Save: Usable X times a day, re-roll save, stuck with 2nd roll, even if worse then prior roll.
Church Supported Spells: A Godsman can’t learn spells that oppose his religious doctrine, nor choose domains not included by his religion & its doctrine.
Church: A Godsman must remain loyal to his church.
Ex-Godsman: A Godsman who forsakes or is forsaken by his church or celestial/infernal representative or else lose access to all spells and channeling abilities.