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Alternative to the cleric
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<blockquote data-quote="Beholder Bob" data-source="post: 1238231" data-attributes="member: 12866"><p>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.</p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>GODSMAN</p><p>Alignment: Within one step of his faith</p><p>Hit Die: d6</p><p>Skill Points: (2 + Int modifier)</p><p>Class Skills: Concentration, Craft, Diplomacy, Heal, Knowledge (arcana, history, religion, and the planes), Profession, and Spell-Craft.</p><p>Weapon Proficiency: all simple weapons.</p><p>Armor Proficiency light armor and shields (except tower shields). </p><p>Good Save: Will</p><p>BATT Progression: as wizard</p><p></p><p>1st Channel 2/day, and 1st domain</p><p>2nd 1st Domain's Power</p><p>3rd Channel 3/day</p><p>4th Re-roll 1 save/day</p><p>5th New way to channel</p><p>6th 2nd domain</p><p>7th Channel 4/day</p><p>8th 2nd Domain's Power</p><p>9th New way to channel</p><p>10th 3rd domain</p><p>11th Channel 5/day</p><p>12th Re-roll 2 saves/day</p><p>13th New way to channel</p><p>14th 3rd Domain's Power</p><p>15th Channel 6/day</p><p>16th 4th domain</p><p>17th New way to channel</p><p>18th Re-roll 3 saves/day</p><p>19th Channel 7/day</p><p>20th 4th Domain's Power</p><p></p><p>Spells: Casts divine spells drawn from the cleric spell list.</p><p>Spells Knowable: Requires Wisdom equal or > 10 + the spell level. Known spells dictated by church & domain</p><p>Spells a day: Per daily spell allotment on Table: The Godsman gains additional spells for high Wisdom.</p><p>Spell DC: 10 + the spell level + Wisdom modifier.</p><p>Spell Preparation Renewal: Chosen as needed from list, they are regained after a good nights rest and 1 hour in meditation.</p><p>Spontaneous Casting: Spells are cast spontaneously.</p><p>Channeling: All Godsman are able to channel, choosing the method at 1st level (such as turn undead)</p><p>Re-roll Save: Usable X times a day, re-roll save, stuck with 2nd roll, even if worse then prior roll.</p><p>Church Supported Spells: A Godsman can’t learn spells that oppose his religious doctrine, nor choose domains not included by his religion & its doctrine.</p><p>Church: A Godsman must remain loyal to his church.</p><p>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.</p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 1238231, member: 12866"] 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. :p 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. [/QUOTE]
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