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<blockquote data-quote="peterka1" data-source="post: 104298" data-attributes="member: 3121"><p>Here is the transcript taken from a thread from 2001`s forum. please comment. I modifed the version presented then.. I will work on it later... a more balanced version is somewhere else..</p><p></p><p> </p><p></p><p> Following is a set of modifications to the cleric class that </p><p>makes their abilities more closely tied to the domains they </p><p> choose. The goal is not to weaken the cleric, despite a </p><p> noticeable decrease in power for the base abilities of the </p><p> class. These sacrifices are supposed to be compensated for </p><p> with the new powers given by domain. The general idea behind </p><p> these changes is that the base class is weaker than the </p><p> standard cleric, but the domains grant many more abilities, </p><p> which make the cleric's abilities more closely tuned to the </p><p> chosen deity. I'm hoping to keep the overall power level the </p><p> same once domain abilities are factored in.</p><p> Some of the main things I was trying to address were:</p><p></p><p> 1. Clerics having good combat ability by default</p><p> 2. Clerics having power over undead by default</p><p> 3. Clerics spontaneously healing/inflicting by default</p><p></p><p> This system removes these things and replaces them with more </p><p> domain specific (and thus more deity specific) abilities.</p><p> Help in improving this concept would be appreciated. Also, if </p><p> anyone else has already done something like this let me know </p><p> where your work is. I think with a bit of work and tuning a </p><p> much more flexible and much better cleric will emerge. In the </p><p> same way that fighters can be dramatically customized with </p><p> feats and rogues with skills, with these modifications clerics </p><p> can now assume a much wider range of archetypes through </p><p> domains.</p><p> -----------</p><p> This class is identical to the standard cleric with the </p><p> following changes:</p><p></p><p> Hit Die: d6</p><p> Base Attack Bonus: As Wizard</p><p> Fort Save: Poor</p><p> Reflex Save: Poor</p><p> Will Save: Good</p><p> Charisma is the main stat</p><p></p><p> Class Skills: Concentration (Con), Craft (Int), Knowledge </p><p> (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), </p><p> Scry (Int, exclusive skill), and Spellcraft (Int).</p><p></p><p> Armor and Weapon Proficiency: Clerics are not proficient with </p><p> any type of armor, nor with shields; proficient with all </p><p> simple weapons</p><p></p><p> Spells: A priest (or the god directly) spontaneously cast spells. </p><p> They still have an extra slot for the domain spell but 3 less spells </p><p> per spell level than listed (+1, magic domain)</p><p></p><p> Casting: Clerics do not spontaneously cast </p><p> cure/inflict spells. These spells are now evil/good spells. </p><p> Neutral gods clerics still can choose which one they want. </p><p> To compensate neutral gods power (inaffected by ennemies), </p><p> they can't cast any chaotic/lawful/good/evil spells if the god </p><p> don't have the same sub-aligment except cure/inflict spells</p><p></p><p></p><p> Turn or Rebuke Undead: Clerics do not receive this ability by </p><p> default. Various domains grant the ability to turn or rebuke </p><p> selected types of creatures.</p><p></p><p> New Domain Powers</p><p></p><p> Domain Skills: The cleric gains these skills as class skills</p><p> Additional Granted Powers: The cleric gets these abilities in </p><p> addition to the granted powers presented in the Player's </p><p> Handbook. The granted powers in the Player's Handbook still </p><p> apply.</p><p></p><p> Air Domain</p><p> Domain Skills: Alchemy, Jump</p><p> Additional Granted Powers: Electricity Resistance 3 * level, </p><p> good Reflex save progression</p><p></p><p> Animal Domain</p><p> Domain Skills: Knowledge (nature), Animal Empathy, Handle </p><p> Animal, Ride, Wilderness Lore</p><p> Additional Granted Powers: +2 skill points per level which </p><p> must be used for Animal domain skills, Detect animals at will as</p><p> per the spell Detect Plants and Animals except that only animals</p><p> can be detected</p><p></p><p> Chaos Domain</p><p> Domain Skills: Diplomacy</p><p> Additional Granted Powers: Turn lawful outsiders, protection from law at will, Detect Lawful at will (remove +1 level)</p><p></p><p> Death Domain</p><p> Domain Skills: Intimidate</p><p> Additional Granted Powers: Rebuke undead, lay on hands inflict damage as paladin (opposite), spontaneous inflict damage.</p><p></p><p> Destruction Domain</p><p> Domain Skills: None</p><p> Additional Granted Powers: BaB as a rogue, free improved sunder feat (x2 damage, needs sunder not to provoke AoO ), extra smite at level 4</p><p></p><p> Earth Domain</p><p> Domain Skills: Alchemy, Climb</p><p> Additional Granted Powers: Acid Resistance 3 * level, good </p><p> Fort save progression</p><p></p><p> Evil Domain</p><p> Domain Skills: Diplomacy</p><p> Additional Granted Powers: Turn good outsiders, protection vs good at will, Detect Good at will (remove +1 level)</p><p></p><p> Fire Domain</p><p> Domain Skills: Alchemy, Tumble</p><p> Additional Granted Powers: Fire Resistance 3 * level, good </p><p> Fort save progression</p><p></p><p> Good Domain</p><p> Domain Skills: Diplomacy</p><p> Additional Granted Powers: Turn evil outsiders, protection vs evil at will, Detect Evil at will (remove +1 level)</p><p></p><p> Healing Domain</p><p> Domain Skills: Heal</p><p> Additional Granted Powers: Turn undead, lay on hands as paladin, spontaneous healing.</p><p></p><p> Knowledge Domain</p><p> Domain Skills: All Knowledge skills, Decipher Script, Gather </p><p> Information</p><p> Additional Granted Powers: arcane divination spells as divine spells</p><p></p><p> Law Domain</p><p> Domain Skills: Diplomacy</p><p> Additional Granted Powers: Turn chaotic outsiders, protection from chaos at will, Detect chaos at will (remove +1 level)</p><p></p><p> Luck Domain</p><p> Domain Skills: Bluff, Diplomacy</p><p> Additional Granted Powers: A priest applies her charisma bonus to all saves, charisma bonus times a day</p><p></p><p> Plant Domain</p><p> Domain Skills: Knowledge (nature), Wilderness Lore, Alchemy</p><p> Additional Granted Powers: Woodland Stride as per the Druid </p><p> ability, Detect Plants at will as per the spell Detect Plants </p><p> and Animals except that only plants can be detected</p><p></p><p> Protection Domain</p><p> Domain Skills: Heal</p><p> Additional Granted Powers: Armor Proficiency (light, medium, </p><p> and heavy), Shield Proficiency, d8 hit points, good Fort save </p><p> progression</p><p></p><p> Strength Domain</p><p> Domain Skills: Climb, Jump, Swim</p><p> Additional Granted Powers: BaB as a rogue, extra feat of strenght at 1,4 +4 levels</p><p></p><p> Sun Domain</p><p> Domain Skills: Intuit Direction, Spot, Search</p><p> Additional Granted Powers: Turn Undead, Low Light Vision and darkvision ( if the cleric already has these , she receives a +20 bonus to the range of both vision)</p><p></p><p> Travel Domain</p><p> Domain Skills: Climb, Swim, Wilderness Lore, Ride, Handle Animal</p><p> Additional Granted Powers: free Tracking feat, +2 skill points per level which must be used for Travel domain skills, free </p><p>Run feat</p><p></p><p> Trickery Domain</p><p> Domain Skills: Bluff, Disguise, Hide, Forgery, Sense Motive Additional Granted Powers: charm and suggestion-like spells (enchantment) arcane spells as divine</p><p></p><p> War Domain</p><p> Domain Skills: Ride</p><p> Additional Granted Powers: BaB as a rogue, all armor and shields proficiencies. d8 hit dices</p><p></p><p> Water Domain</p><p> Domain Skills: Alchemy, Swim</p><p> Additional Granted Powers: Cold Resistance 3 * level, good Reflex save progression</p><p> </p><p> Magic Domain</p><p> Domain Skills: Use Magic Device</p><p></p><p> Additional Granted Powers: Detect Magic at will as per the orison of the same name, gain one additional spell slot per spell level</p></blockquote><p></p>
[QUOTE="peterka1, post: 104298, member: 3121"] Here is the transcript taken from a thread from 2001`s forum. please comment. I modifed the version presented then.. I will work on it later... a more balanced version is somewhere else.. Following is a set of modifications to the cleric class that makes their abilities more closely tied to the domains they choose. The goal is not to weaken the cleric, despite a noticeable decrease in power for the base abilities of the class. These sacrifices are supposed to be compensated for with the new powers given by domain. The general idea behind these changes is that the base class is weaker than the standard cleric, but the domains grant many more abilities, which make the cleric's abilities more closely tuned to the chosen deity. I'm hoping to keep the overall power level the same once domain abilities are factored in. Some of the main things I was trying to address were: 1. Clerics having good combat ability by default 2. Clerics having power over undead by default 3. Clerics spontaneously healing/inflicting by default This system removes these things and replaces them with more domain specific (and thus more deity specific) abilities. Help in improving this concept would be appreciated. Also, if anyone else has already done something like this let me know where your work is. I think with a bit of work and tuning a much more flexible and much better cleric will emerge. In the same way that fighters can be dramatically customized with feats and rogues with skills, with these modifications clerics can now assume a much wider range of archetypes through domains. ----------- This class is identical to the standard cleric with the following changes: Hit Die: d6 Base Attack Bonus: As Wizard Fort Save: Poor Reflex Save: Poor Will Save: Good Charisma is the main stat Class Skills: Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). Armor and Weapon Proficiency: Clerics are not proficient with any type of armor, nor with shields; proficient with all simple weapons Spells: A priest (or the god directly) spontaneously cast spells. They still have an extra slot for the domain spell but 3 less spells per spell level than listed (+1, magic domain) Casting: Clerics do not spontaneously cast cure/inflict spells. These spells are now evil/good spells. Neutral gods clerics still can choose which one they want. To compensate neutral gods power (inaffected by ennemies), they can't cast any chaotic/lawful/good/evil spells if the god don't have the same sub-aligment except cure/inflict spells Turn or Rebuke Undead: Clerics do not receive this ability by default. Various domains grant the ability to turn or rebuke selected types of creatures. New Domain Powers Domain Skills: The cleric gains these skills as class skills Additional Granted Powers: The cleric gets these abilities in addition to the granted powers presented in the Player's Handbook. The granted powers in the Player's Handbook still apply. Air Domain Domain Skills: Alchemy, Jump Additional Granted Powers: Electricity Resistance 3 * level, good Reflex save progression Animal Domain Domain Skills: Knowledge (nature), Animal Empathy, Handle Animal, Ride, Wilderness Lore Additional Granted Powers: +2 skill points per level which must be used for Animal domain skills, Detect animals at will as per the spell Detect Plants and Animals except that only animals can be detected Chaos Domain Domain Skills: Diplomacy Additional Granted Powers: Turn lawful outsiders, protection from law at will, Detect Lawful at will (remove +1 level) Death Domain Domain Skills: Intimidate Additional Granted Powers: Rebuke undead, lay on hands inflict damage as paladin (opposite), spontaneous inflict damage. Destruction Domain Domain Skills: None Additional Granted Powers: BaB as a rogue, free improved sunder feat (x2 damage, needs sunder not to provoke AoO ), extra smite at level 4 Earth Domain Domain Skills: Alchemy, Climb Additional Granted Powers: Acid Resistance 3 * level, good Fort save progression Evil Domain Domain Skills: Diplomacy Additional Granted Powers: Turn good outsiders, protection vs good at will, Detect Good at will (remove +1 level) Fire Domain Domain Skills: Alchemy, Tumble Additional Granted Powers: Fire Resistance 3 * level, good Fort save progression Good Domain Domain Skills: Diplomacy Additional Granted Powers: Turn evil outsiders, protection vs evil at will, Detect Evil at will (remove +1 level) Healing Domain Domain Skills: Heal Additional Granted Powers: Turn undead, lay on hands as paladin, spontaneous healing. Knowledge Domain Domain Skills: All Knowledge skills, Decipher Script, Gather Information Additional Granted Powers: arcane divination spells as divine spells Law Domain Domain Skills: Diplomacy Additional Granted Powers: Turn chaotic outsiders, protection from chaos at will, Detect chaos at will (remove +1 level) Luck Domain Domain Skills: Bluff, Diplomacy Additional Granted Powers: A priest applies her charisma bonus to all saves, charisma bonus times a day Plant Domain Domain Skills: Knowledge (nature), Wilderness Lore, Alchemy Additional Granted Powers: Woodland Stride as per the Druid ability, Detect Plants at will as per the spell Detect Plants and Animals except that only plants can be detected Protection Domain Domain Skills: Heal Additional Granted Powers: Armor Proficiency (light, medium, and heavy), Shield Proficiency, d8 hit points, good Fort save progression Strength Domain Domain Skills: Climb, Jump, Swim Additional Granted Powers: BaB as a rogue, extra feat of strenght at 1,4 +4 levels Sun Domain Domain Skills: Intuit Direction, Spot, Search Additional Granted Powers: Turn Undead, Low Light Vision and darkvision ( if the cleric already has these , she receives a +20 bonus to the range of both vision) Travel Domain Domain Skills: Climb, Swim, Wilderness Lore, Ride, Handle Animal Additional Granted Powers: free Tracking feat, +2 skill points per level which must be used for Travel domain skills, free Run feat Trickery Domain Domain Skills: Bluff, Disguise, Hide, Forgery, Sense Motive Additional Granted Powers: charm and suggestion-like spells (enchantment) arcane spells as divine War Domain Domain Skills: Ride Additional Granted Powers: BaB as a rogue, all armor and shields proficiencies. d8 hit dices Water Domain Domain Skills: Alchemy, Swim Additional Granted Powers: Cold Resistance 3 * level, good Reflex save progression Magic Domain Domain Skills: Use Magic Device Additional Granted Powers: Detect Magic at will as per the orison of the same name, gain one additional spell slot per spell level [/QUOTE]
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