Lil' help, with a cleric PrC dilemma.

Zentermi

First Post
Looking for a good PrC fer a cleric.

Turning ability not a priority.

Want to ensure caster levels.

Looking for extra feats(of any type).

Additional domains cool as well.

Any suggestions welcome.

Thanks
 
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Defenders of the Faith

The Defenders of the Faith book has a number of really interesting PRCs that grant spellcasting abilities. A few immediately come to mind.

- Contemplative: mystic, spiritually close to their deity. Some nifty abilities (immune to disease, lay on hands), +1/level spellcasting, and 2 more domains over the course of 10 levels. Great if you focus on spellcasting.

- Sacred Exorcist: Tons of abilities, an extra prestige domain, and +1/level spellcasting progression. Our campaign has never seen one (yet), since it's a pretty specific roleplaying niche.

- Divine Oracle: +1/level spellcasting, access to the Divination domain, plus some roguish uncanny-dodge abilities (justification being that you're able to get a glimpse into the immediate future and avoid nastiness - very cool).

If you're playing in the Forgotten Realms, there's a _lot_ of flavorful clerical PRCs in the Faiths and Pantheons book as well.
 

Thanks fer the input(sir?).

Currently my leading contenders are Runecaster and Hospitaler(with Ftr BAB replaced with either good fort and will saves or improved skillpoints/selection). Any modified Hospitalers that anyone has seen? I know I've seen some, but I don't have search ability.

Any other suggestions?
 

Re: Lil' help.

Cannot go wrong with Divine Disciple (FRCS). It gives you another domain, and at the end (which is 5th level), you become an outsider, undergoing a minor transformation that identifies you as a disciple of your god (gaining a bonus to cha checks with other faithful) and a magic circle against alignment (your pick IIRC).
 

I had given that one some thought. It's very cool. The outsider thing, though, spooks me a little.

Outsider: A non-elemental creature that comes from another dimension, reality, or plane, has an ancestor from such place, or undergoes a change that makes it similar to such creatures.
Hit Die: d8
BAB: As Fighter(equal to HD)
Good Saving Throws: Fort, Ref, Will
Skill Points: (8+Int Mod)*HD
Feats: 1+1 per 4 HD
Note: If Int is higher than 6, Outsider is prof with all Martial + Simple weapons. Unless otherwise noted, Outsiders have Darkvision 60'. Outsiders CANNOT be raised or resurrected(Miracle or Wish only).

Which of this stuff takes place when the PrC runs its course? Does the PC take the best of it? Does it overwrite class abilities? It's all very nice... but that no resurrection thing is HUGE.

All in all, it was a really good suggestion, and maybe I'm making too much of it. Does anyone play in a campaign where these things have been done? How was it played?

Any input is welcome.
 

Zentermi said:
Outsider: A non-elemental creature that comes from another dimension, reality, or plane, has an ancestor from such place, or undergoes a change that makes it similar to such creatures.
Hit Die: d8
BAB: As Fighter(equal to HD)
Good Saving Throws: Fort, Ref, Will
Skill Points: (8+Int Mod)*HD
Feats: 1+1 per 4 HD
Note: If Int is higher than 6, Outsider is prof with all Martial + Simple weapons. Unless otherwise noted, Outsiders have Darkvision 60'. Outsiders CANNOT be raised or resurrected(Miracle or Wish only).

Which of this stuff takes place when the PrC runs its course? Does the PC take the best of it? Does it overwrite class abilities? It's all very nice... but that no resurrection thing is HUGE.

None of them is applied if you become an Outsider by a PrCl. I think your TYPE changes to "Outsider" for the purpose of spells effects, for good (your are not subject anymore to spells against "person" or "humanoid") or bad (you are subject to spells against outsiders, like Magic Circle Against Good).

I may be wrong, but I don't think you can't be resurrected any more. I'll have to read about it...
 

AFAIK a divine disciple that becomes an outsider is a native outsider, so he can be raised or resurrected.

The main changes are
  • No longer subject to spells that affect humanoids, like hold person
  • Proficiency with all simple weapons, and, if your Int is 6 or more, all martial weapons, too
  • Subject to spells that affect outsiders (they usually mention dismissal, a spell that sends outsiders away from the caster's homeplane)
 



I know, dismiss is unclear. But anyway they stated it in their description of native outsiders in the FRCS. I hope the revision clears that one up (and that they make haste, before I utter that litany in my sleep ;))


Li Shenron said:


Where does this come from? I really didn't know about it...

MM2, page 9, states that outsiders have mentioned proficiencies. And it doesn't matter how you came to be an outsider. Type's type.
 

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