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Clerics as spontaneous casters
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<blockquote data-quote="Jeph" data-source="post: 386038" data-attributes="member: 6738"><p>Hmmmm. This just off the top of my head:</p><p></p><p>Instread of Domains, clerics have a Portfolio Power that matches their diety. Choose from:</p><p></p><p>Good</p><p>Evil</p><p>Chaos</p><p>Law</p><p>Flame</p><p>Water</p><p>Stone</p><p>Air</p><p></p><p>Instead of spontaneus casting or getting Domain Spells, clerics can Channel Portfolio Energy. Channeling is a full-round action, and any spell can be converted into a Channeling. The strength of a Channeling depends on the level of the spell you convert.</p><p></p><p>Good:</p><p>You heal 2d6 / spell level HP to a Good elemental or outsider, 2d4 / spell level HP to a good creature, 1d6 / spell level HP to a nuetral creature, deal 1d6 / spell level damage to an evil creature, or deal 2d4 / spell level damage to an evil elemental, outsider, or undead. This ability requires you to touch the target.</p><p></p><p>Evil:</p><p>You deal 1d10 damage / spell level. Against Undead and evil Outsiders and Elementals, this ability instead heals 2d4 / spell level HP. This ability requires a touch attack.</p><p></p><p>Chaos:</p><p>Roll 1d10. The caster may alter the result by up to 2 points.</p><p>1 or less--the target takes 1d10 damage per spell level.</p><p>2 to 4--the target takes 1d6 damage per spell level.</p><p>5 to 6--All within 10 feet (including the caster) must make a Reflex save (DC 10 + spell level) or take 1d4 / level damage of a random element.</p><p>7 to 9--the target is healed 1d6 HP per spell level</p><p>10 or greater--the target is healed 1d10 HP per spell level.</p><p>This ability requires a touch attack.</p><p></p><p>Law:</p><p>Chaotic targets must make a Fortitude save (DC 10 + spell level + Caster's Wis modifier) or be unable to act for 1 round per spell level. Lawful targets gain a +1 bonus to AC and saves per spell level for one round per spell level. This ability requires a touch attack.</p><p></p><p>Flame:</p><p>A 5' cube within 30' is filled with roaring flame, dealing 1d8 damage per spell level. Fire outsiders and elementals instead heal the given amount of damage. This ability deals half damage under water.</p><p></p><p>Water:</p><p>Water in a 5' cube becomes animated for 1 round per spell level. It cannot move or perform complicated manuevers, but can manipulate objects as a creature with a Dex score of 4. It can make one attack per round at a bonus equal to the spell level plus it's Str modifier (it has a Str score of 13+spell level), dealing 1d8 damage per spell level, plus it's Str modifier.</p><p></p><p>Air:</p><p>Air in a 5' cube becomes animated for 1 round per spell level. It has a 40' fly (perfect) speed, and can can manipulate objects as a creature with a Dex score of 18. It can make one attack per round at a bonus equal to the spell level plus it's Str modifier (it has a Str score of 7+spell level), dealing 1d4 damage per spell level, plus it's Str modifier.</p><p></p><p>Earth:</p><p>Earth in a 5' cube becomes animated for 1 round per spell level. It cannot move or perform complicated manuevers, but can can manipulate objects as a creature with a Dex score of 1. It can make one grapple per round at a bonus equal to the spell level plus it's Str modifier (It has a Str of 17+ spell level). It cannot attack grappled creatures. Once it has grappled a creature, it holds it down until ordered to do otherwise.</p><p></p><p>Sound cool?</p><p></p><p>-Jeph</p></blockquote><p></p>
[QUOTE="Jeph, post: 386038, member: 6738"] Hmmmm. This just off the top of my head: Instread of Domains, clerics have a Portfolio Power that matches their diety. Choose from: Good Evil Chaos Law Flame Water Stone Air Instead of spontaneus casting or getting Domain Spells, clerics can Channel Portfolio Energy. Channeling is a full-round action, and any spell can be converted into a Channeling. The strength of a Channeling depends on the level of the spell you convert. Good: You heal 2d6 / spell level HP to a Good elemental or outsider, 2d4 / spell level HP to a good creature, 1d6 / spell level HP to a nuetral creature, deal 1d6 / spell level damage to an evil creature, or deal 2d4 / spell level damage to an evil elemental, outsider, or undead. This ability requires you to touch the target. Evil: You deal 1d10 damage / spell level. Against Undead and evil Outsiders and Elementals, this ability instead heals 2d4 / spell level HP. This ability requires a touch attack. Chaos: Roll 1d10. The caster may alter the result by up to 2 points. 1 or less--the target takes 1d10 damage per spell level. 2 to 4--the target takes 1d6 damage per spell level. 5 to 6--All within 10 feet (including the caster) must make a Reflex save (DC 10 + spell level) or take 1d4 / level damage of a random element. 7 to 9--the target is healed 1d6 HP per spell level 10 or greater--the target is healed 1d10 HP per spell level. This ability requires a touch attack. Law: Chaotic targets must make a Fortitude save (DC 10 + spell level + Caster's Wis modifier) or be unable to act for 1 round per spell level. Lawful targets gain a +1 bonus to AC and saves per spell level for one round per spell level. This ability requires a touch attack. Flame: A 5' cube within 30' is filled with roaring flame, dealing 1d8 damage per spell level. Fire outsiders and elementals instead heal the given amount of damage. This ability deals half damage under water. Water: Water in a 5' cube becomes animated for 1 round per spell level. It cannot move or perform complicated manuevers, but can manipulate objects as a creature with a Dex score of 4. It can make one attack per round at a bonus equal to the spell level plus it's Str modifier (it has a Str score of 13+spell level), dealing 1d8 damage per spell level, plus it's Str modifier. Air: Air in a 5' cube becomes animated for 1 round per spell level. It has a 40' fly (perfect) speed, and can can manipulate objects as a creature with a Dex score of 18. It can make one attack per round at a bonus equal to the spell level plus it's Str modifier (it has a Str score of 7+spell level), dealing 1d4 damage per spell level, plus it's Str modifier. Earth: Earth in a 5' cube becomes animated for 1 round per spell level. It cannot move or perform complicated manuevers, but can can manipulate objects as a creature with a Dex score of 1. It can make one grapple per round at a bonus equal to the spell level plus it's Str modifier (It has a Str of 17+ spell level). It cannot attack grappled creatures. Once it has grappled a creature, it holds it down until ordered to do otherwise. Sound cool? -Jeph [/QUOTE]
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