Cleric Varient

TQC isn't available at TalonComics yet (where I buy stuff from), but it's been reviewed on the Reviews page, so it must have already been printed and started distribution.

I'm hoping it'll be in my next order. :)
 

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Crothian said:
How about each domain gets 2 or 3 abilities. Instead of picking ant one, you have to pick the weaker before the stronger?

snip

But back to the subject at hand. How about a general giudline of powers for each domain. You have to have the first power before the seconf, and you must have the first two before the third.

Sounds better that what the octopus suggested me!


1) First power would be additional class skills and +1 skill point per level. If we start the class at base of 2 a level and have them choose 5 levels, they could get a lot of skills and skill points, but nothing else. So, min maxing skill points will still leave you worse then a Rogue.

2) Second Power would be the Domain spells and the domain ability. For those that offer class skills we can come up with something new here.

3) Third power would be increase BAB by one level. Or one beeter saving throw, or Armor or weapons proficiencies or better HD.

So takin just ONE domain, with your example i will get:
1)One more class skill,
+1 Skill per level, totaling 5 (with my idea just 3, perhaps is what you were talkin of, but i'm not sure)
first problem: do a cleric of war need more skill points per level? My answer is... after a sip of scottish whisky... yes, something like intimidate or something else; concentration should be a "fixed" one
2)Domain Spell.
Sounds pretty clear
3)BaB
4)All Armor
5)All martial weapon
What we have? A standard cleric, but with a domain less. He has a cleric BAB and all the combat proficency of the core class, but the "core one" will choose another domain.

How does that sound for a basic outline of what each Doamin would do for you? We can also allow new domain abilities to be picked as the gain levels.

another sip
That could solve the problem i have; but we should give him at least 5 more domain points to make him as powerful (if we care about balance) as the core one, plus some points more to reflect the facts that we're delaying his powers...

Steven McRownt
 

Its not that bad. The cleric only has 1 or 2 combat spells of each level, and those arn't nearly up to waizard/sorc powerful. The only good thing is being able to choose a hold person/sonic burst. A wizard could do better in combat. The only time swapping was really useful, was either outside of combat when a "speak with dead", or charm. Or healing (which is the most usefull cleric spells, but the normal cleric can swap). The only good combat was when I pulled out a shatter against a crystalline enemy.
 

That's already a problem with the cleric, though, and part of the balance of the spell system. If ability in your game only amounts to how much damage you can do, you're missing a lot that both good gamers and munchkins can do. (Yup, munchkins too. Contrary to popular belief, some are smart enough to stone shape another door into your otherwise impregnable fortress when you wanted them to just beat down the doormen.) Spontaneous utility spells make more basic obstacles too easy to overcome with the right spell, and negate the need to strike a combat/noncombat spread balance.

Giving a caster with practically free reign over an entire spell list is already hassle enough when they just have to pore over several books in order to prepare for the day. I remember nightmares when a party of (2E, Faiths & Avatars) clerics in a free-casting campaign would take several minutes to find out what spell to cast at what time, and that in several ways breaks 3e design precepts. (Not equating character power to player books owned being a big one.) So if you want your clerics free casting, you'll have to really slim their spell lists, either by DM fiat (stripping spells away) or player choice (a'la a sorcerer or bard).
 

Humanophile said:
So if you want your clerics free casting, you'll have to really slim their spell lists, either by DM fiat (stripping spells away) or player choice (a'la a sorcerer or bard).

Well, actually i was not thinking to a similar idea. I follow the idea of Crothian that a Cleric could cast spontaneusly a domain spell, but as a general rule, i say that thay have to prepare their miracles (prayers or divine spells as you like to call them).

Steven McRownt
 

Preist

HD: d6
BAB: As Wizard
Saves: Good Will

Skill Points: 2 per level
Class Skills: Concnetration, Craft, Diplomancy, Knowledgion Religion, Knowlege Arcana, Proffesion, scry, and Spellcraft

Spells: Same chart as cleric. Still use Wisdom, blah, blah, blah

Armor and Weapons: No armor, and 4 simple weapons.

Domains: To be deterimined (I'm thinking starting with 6 right now)

Bonus Feat at 5, 10, 15, and 20. These feats can only be meta magic feats, divine feats, or another domain.

This is still a very rough first draft.

Domains: Each domains has three listed abilities you choose one domain for each domain choose you have. You then get the first ability for that domain. You may choose the same domain up to three times. Each time you pick it you get the next listed abilited.

Air Domain
1) Speak Auran. Class Skills: Handle Animals (+4 when used with flying animals), Jump, Perform, Spot. +1 Skill Point per level
2) Domain Spells and Granted Power
3) Good Reflex Save

Animal Domain
1) Class Skills: Animal Empathy, Handle Animal, Heal, Knowledge Nature, Ride. +1 Skill Point per level
2) Domain Spells and Granted Power
3) Speak with Animals at will

Choas Domain
1) Class Skills: Any 3. +1 Skill Point per level
2) Domain Spells and Granted Powers
3) Roll 1d4 (1-HD improves by 1; 2-Good Reflex Save; 3-Good Fort save; 4-BAB increases)

Those are the first three. THis should give a greater idea of what I'm trying to do. Questions? Comments? Praise? :)
 

More Domains:

Death Domain
1)Class Skills: Alchemy and Knowledge: Undead. +2 to save verse undead special attacks
2) Domain Spells and Granted Power
3) Command Undead

Destruction Domain
1) +2 to all Fort saves
2) Domain Spells and granted Power
3) Good Fort Save

Earth domain
1) Speak Teran. Class Skills: Balance, Intuit Direction, Knowewldge Planes +1 skill point per level
2) Domain Spells and Granted Power
3) HD +1

Evil domain
1) +2 to all charisma checks and charisma based skills
2) Domain Spells and Granted Power
3) Smite Good once a day
 

Let's do some more:

Fire Domain
1) Speak Ignan. Fire Restiance 5
2) Domain Spells and Granted Ability
3) Either Fire restiance 20 0r +3 caster level for all Fire Domain Spells

Good Domain
1) Detect Evil at will
2) Domain Spells and Granted Ability
3) Smite Evil 1/day

Healing Domain
1) Class Skills: Heal, Knowledge Anatomy, Knowledge Herbalism. +1 skill point per level. Lay of hands a Paladin
2) Domain Spells and Granted Ability
3) MAximize Spells from Healing Domain only +2 spell levels.
 

Something to keep me busy while I watch the Draft:

Knowledge Domain:
1) Class Skills: Alchemy, All Knowledges. +1 Skill point per level
2) Domain spells, granted power, and +1 skill point per level
3) Arcane Lore: Treat as Bardic Lore

Law Domain
1) Any 3 Class skills, +1 Skill point per level
2) Domain Spells and granted Power
3) Smite Chaos 1/day

Luck Domain
1) +1 luck bonus to any four skills.
2) Domain Spells and Granted Power
3) Every day you have your character level in luck bonuses. You can add these to any attack, savang thriw, or skill roll. You must declare you are using this and how many points you are using before you roll the die.
 

may i help you?

SUN domain:

1) Speak Celestial, +2 skill points per level
2) Domain spells and granted powers
3) Turn Undead

PROTECTION domain:

1) All Armor proficencies
2) Domain spells and granted powers
3) Reflex or Fort good save

TRICKERY domain:

1) Bluff, disguise, and forgery as class skills, +1 skills per level
2) Domain spells and granted powers
3) +3 DC to all enchantement/charm spells

Tell me if they're ok... or you want them to be edited in someway.
I'll continue later (is that clear that i like the NEW cleric?)

Steven McRownt
 

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