Looking for an Alternative Core Cleric

I'm looking for an alternative cleric class that isn't quite so combat-based - in particular, one that might fit in well multiclassing with a thief. It doesn't need to have much in the way of armor or weapon proficiencies, and if its combat progression is the same as a rogue, well, that's fine too.

The Cloistered Cleric in UA is fairly close, but seems a little off in both details (the Knowledge domain) and flavor. What have folks come up with.

Thanks in advance.

The Spectrum Rider
 

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try my Mystic class on for size, its more along the lines of the lone mystic or saint rather then the knightly cursader.

Mystic
Description: The Mystic is one who calls on powerful beings to perform wondrous actions. Some Mystics are rewarded for their faith with holy or unholy power. Others make bargains with ancient entities. Some seek out such power and others have such power thrust upon them. Regardless of the source or reason behind their power Mystics are feared and respected across the land.
Alignment: Any
Abilities: Wisdom is the most important (it influence spells), Charisma is also important.
Hit Dice: d8
Class skills: 16
Skill Points at first level: (8+Int) x4
Skill Points at each additional level: 8+Int

BaB and save progression is the same as the core cleric

Class Features
Weapons and Armor Proficiency: Proficient with all simple weapons and light armor
Spells: Mystics must learn the spells they are to cast, once a spell is learned then the mystic may prepare the spell during their daily meditations. In order to learn a spell a mystic must have a wisdom score equal to 10 + the level of the spell to be learned. A mystic automatically learns his or her domain spells when he reaches the appropriate level (assuming that he has a high enough wisdom score).
Spontaneous Casting: As Cleric
Domains: At first level Mystics have access to one domain, determined by their deity and alignment. Upon reaching 12th level they gain a second domain.
Turn/Rebuke Undead: As cleric
Bonus Feats: Any item creation, meta-magic, mystic, or spell focus at levels 5, 10, 15, 20
Spells per day: as cleric
 

Ibram, your Mystic class is just like the Cleric but with three meager
and mostly unimportant shortcomings (few proficiencies, spell learning,
second domain gained later than normal), with the tremendous benefits
of 4x as many skill points as a Cleric and 4 bonus feats over time.....
Even as a prestige class that'd be overmuch. But maybe you had a
typo or three when listing hit dice, base attack, saves, or something.
Spectrum Rider, I don't have any books with classes that fit your need,
but I do have a custom class that is designed as a more preachy and
skilled priest instead of the combat-focused cleric. I'll give a quick
rundown of it here, along with a few of my custom domains that
supplement or replace the Thievery domain.

FAITHSPEAKER
Base Attack Bonus: 1/2 level, as per wizard.
Base Saving Throw Bonuses: Will strong, others weak, as per wizard.
Alignment: Any, but must be within one step of patron deity (if any).
Hit Dice: d6.
Skill Points at 1st-Level: 4 x (6 + Intelligence modifier).
Skill Points at Each Additional Level: 6 + Intelligence modifier.
Class Skills: Bluff (Cha), Concentration (Con), Craft (Int),
Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha),
Knowledge *all knowledge skills, taken individually* (Int),
Profession (Wis), Scry (Int), Sense Motive (Wis), Speak Language,
Spellcraft (Int). A Faithspeaker may also receive extra class skills
based on their domains.

Weapon and Armor Proficiencies: Faithspeakers are proficient in all
light armors, all medium armors, and all shields. They are also proficient
in the favored weapon or weapons of their patron deity (if any). In
addition, a Faithspeaker has further proficiencies based on what sort of
philosophy or patron deity they follow, but only one of the sets below
applies, whichever is most appropriate to the Faithspeaker's religion.
-----> Combat, Conflict, Trickery, Thievery: Proficient in all simple
weapons and all martial weapons.
-----> Peace, Healing, Protection: Proficient in all heavy armors, all
bludgeoning weapons, all nets, and unarmed strikes.
-----> Nature, Elements, Crafts, Trade, Agriculture: Proficient in all
piercing weapons, all nunchaku, all kamas, unarmed strike, sickle,
scythe, handaxe, club, quarterstaff, sling, net, and light hammer.
-----> Order, Community, Magic, Knowledge, Fate: Proficient in all
spears, all maces, all gauntlets, unarmed strike, glaive, halberd,
ranseur, trident, and quarterstaff.
-----> Destruction, Death, Chaos, Suffering, Retribution: Proficient
in all slashing weapons, all flails, all whips, and the spiked chain.
-----> Athleticism, Competition, Martial Arts, Strength, Endurance:
Proficient in all nunchaku, all kamas, all sianghams, all longbows, all
shortbows, all gauntlets, all clubs, all maces, quarterstaff, unarmed
strike, morningstar, and shuriken.

Extra Languages: The Faithspeaker learns to speak, read, and
write one free language upon gaining 1st-level in this class. They
choose their free language from amongst the following --- Abyssal,
Aquan, Auran, Celestial, Ignan, Infernal, Sylvan, Terran. Also, if the
character is a Faithspeaker at their 1st actual character level, these
languages are added to the list of those available for high Intelligence.

Spells: A Faithspeaker learns, prepares, and casts divine spells just
like a Cleric does. They also have domain slots just like a Cleric. Use
the Cleric spell list, unless Faithspeakers replace Clerics and Druids in
your campaign, in which case combine the Cleric and Druid spell lists
for the Faithspeaker. Alternatively, you might just have Faithspeakers
choose between using the Cleric list or the Druid list. Faithspeaker
spells are Wisdom-based, so the character needs a Wisdom score of
at least 10 + spell level in order to prepare or cast any Faithspeaker
spell, and the DC for any saving throw against a Faithspeaker spell is
equal to 10 + spell level + the casting Faithspeaker's Wisdom modifier.
A Faithspeaker's number of spells per day differs slightly from that of
a Cleric however, as shown below.

Limited Alignment-Based Spells: A Faithspeaker cannot cast any
spells that have an alignment descriptor opposed to the Faithspeaker's
own alignment, nor that of their patron deity (if any), regardless of
what class or ability grants them those spells. It is a violation of their
religious oaths to do so, and doing so anyway would make the character
an ex-Faithspeaker. For instance, a neutral good Faithspeaker serving
a chaotic good deity cannot cast spells with the Evil or Lawful descriptors.
Likewise, a true neutral faithspeaker, or one who follows a true neutral
deity, cannot cast any spells with an alignment descriptor.

Spontaneous Casting: A Faithspeaker may cast spontaneous Cure or
Inflict spells in the same manner as a Cleric, based on their alignment
and deity.

Domains: Faithspeakers receive 2 domains at 1st-level in this class,
just like Clerics. They gain the granted powers of both domains and
also gain access to those domain spells for their domain slots. Some
new domains are detailed below.

Turn or Rebuke Undead: Faithspeakers turn or rebuke undead just
like Clerics do. However, in some campaign settings, a Faithspeaker
may be allowed at the DM's discretion to choose a different creature
type to turn or rebuke, such as elementals, fey, or evil outsiders. In
campaigns where Faithspeakers replace Clerics and Druids, they should
be allowed to choose at 1st-level which of these four creature types
they will turn or rebuke. Or it might be based on their selection of
domains. If they are able to turn or rebuke either elementals, fey,
or evil outsiders, then consider all creatures of the chosen type to
have effective Turn Resistance equal to their positive Charisma
modifier, except for those creatures which already have Turn
Resistance specified.

Extra Turning: Faithspeakers may take the Extra Turning feat just
like Clerics may, but likewise they do not gain it as a bonus feat.

Healing or Rotting Touch: Faithspeakers gain this supernatural ability
at 2nd-level, useable once per day (until 13th-level, when they gain
the capacity to use it up to twice per day). It takes a standard action
to use and does not provoke attacks of opportunity when activated.
A Faithspeaker can use Healing Touch if they are able to cast
spontaneous Cure spells, otherwise they can use Rotting Touch. No
Faithspeaker has the capacity to use both. Healing Touch channels
positive energy to heal a single living creature you touch, or to harm
a single undead creature you touch. Rotting Touch does the reverse,
channeling negative energy to heal a single undead creature you touch,
or to harm a single living creature you touch.

When using either Touch to affect an unwilling subject, you must
succeed at a melee touch attack roll or else that particular daily use
of Healing Touch or Rotting Touch has no effect and is wasted for
the day. The amount of damage healed or inflicted is equal to the
Faithspeaker's Charisma modifier (if positive) + triple the Faithspeaker's
level in this class. Thus, for instance, a 1st-level Faithspeaker with
Charisma of 14 heals or inflicts 5 damage.

Smite Undead: The Faithspeaker gains this supernatural ability at
5th-level, useable once per day (until 17th-level, when they gain
the capacity to use it up to twice per day). This functions exactly
like a Paladin's smite ability, or the Destruction domain's granted power,
except that the attack roll bonus is equal to double the Faithspeaker's
Charisma modifier (minimum attack roll bonus of +2, however), and the
damage bonus is equal to their Faithspeaker level. Also, this only works
against undead creatures, or whatever creature type the Faithspeaker
turns or rebukes, excluding creatures turned or rebuked through domain
granted powers (rather than any creature, like the Destruction domain's
granted power, or any evil creature, like the Paladin's smite evil ability).

Ex-Faithspeakers: A Faithspeaker must adhere to their religion and
their class restrictions just like a Cleric. They are also able to receive
atonement in the same manner.

Faithspeaker Starting Outfits, Starting Gold, Starting Ages, Etc:
As per the Cleric.

Faithspeaker Spellcasting Progression
Class ---------------- Spells Per Day By Spell Level ------------------
Level --- 0 --- 1 ---- 2 ---- 3 ---- 4 ---- 5 ---- 6 ---- 7 ---- 8 ---- 9
1 ------ 3 - 1+d
2 ------ 4 - 2+d
3 ------ 5 - 2+d - 0+d
4 ------ 5 - 3+d - 1+d
5 ------ 5 - 3+d - 2+d - 0+d
6 ------ 6 - 3+d - 2+d - 1+d
7 ------ 6 - 4+d - 2+d - 2+d - 0+d
8 ------ 6 - 4+d - 3+d - 2+d - 1+d
9 ------ 6 - 4+d - 3+d - 2+d - 2+d - 0+d
10 ----- 6 - 4+d - 3+d - 3+d - 2+d - 1+d
11 ----- 6 - 4+d - 4+d - 3+d - 2+d - 2+d - 0+d
12 ----- 6 - 4+d - 4+d - 3+d - 3+d - 2+d - 1+d
13 ----- 6 - 4+d - 4+d - 4+d - 3+d - 2+d - 2+d - 0+d
14 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 2+d - 1+d
15 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 2+d - 2+d - 0+d
16 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 3+d - 2+d - 1+d
17 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 3+d - 2+d - 2+d - 0+d
18 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 3+d - 3+d - 2+d - 1+d
19 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 3+d - 3+d - 2+d - 2+d
20 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 3+d - 3+d - 3+d - 2+d
*** When a Faithspeaker gets 0+d spells per day of a given spell
level, they have only their domain spell slot of that spell level and
any bonus spell slots of that spell level for high Wisdom, if applicable.
If they do not have any bonus spells of that level for high Wisdom,
they do not know any spells of that level yet except their domain
spells, until they gain at least 1+d spells per day of that spell level.

NEW DOMAINS

Deception Domain
Suitable with the Following Portfolios: Illusion, charm, love, and
trickery.
Granted Power: Bluff, Diplomacy, Innuendo, and Read Lips (change
to Bluff, Diplomacy, Sense Motive, and Spot in 3.5) are always class
skills for you, with all classes and hit dice henceforth. This does not
change skill point expenditures prior to the level this power is gained.
Additionally, as a supernatural ability you gain +2 on saving throws
against effects that would force you to tell the truth, prevent you
from lying, or reveal any lies you speak or think. Henceforth, you
are always allowed a Will saving throw against such effects, even
if they do not normally allow one. The +2 bonus does not apply
against skills however, such as Sense Motive.
Domain Spells: 1 - Silent Image, 2 - Undetectable Alignment,
3 - Major Image, 4 - Charm Monster, 5 - Modify Memory, 6 - Persistant
Image, 7 - Mass Invisibility, 8 - Mass Charm, 9 - Mind Blank.

Freedom Domain
Suitable with the Following Portfolios: Liberation, travel, chaos.
Granted Power: You cast Faithspeaker spells of the Chaos descriptor
at +1 effective caster level. In addition, you gain a +2 bonus on
saving throws against compulsions, paralysis, being stunned, and
being dazed.
Domain Spells: 1 - Expeditious Retreat, 2 - Remove Paralysis,
3 - Phantom Steed, 4 - Break Enchantment, 5 - Chaos Hammer,
6 - Dispel Law, 7 - Teleport Without Error, 8 - Mind Blank, 9 - Gate.

Shadows Domain
Suitable with the Following Portfolios: Darkness, night, thieves,
sneaking.
Granted Power: Choose two skills from amongst the following ---
Appraise, Disable Device, Disguise, Hide, Innuendo (Bluff in 3.5),
Move Silently, Pick Pocket (Sleight of Hand in 3.5), Read Lips
(Spot in 3.5), and Search. Those two skills chosen are always
class skills for you, with all classes and hit dice henceforth. You
may always take 10 on checks with those two chosen skills, as
per the Skill Mastery ability of a Rogue.
Domain Spells: 1 - Darkness, 2 - Darkvision, 3 - Knock,
4 - Improved Invisibility, 5 - Passwall, 6 - Shades,
7 - Programmed Image, 8 - Vanish, 9 - Time Stop.
 


My version's really simple. Clerics lose:
- Heavy & Medium armor
- extra Domain slots
- spontaneous conversion of prepared spells to Cure spells

Clerics gain:
- 4 skill points/level (useful for all those Domains that grant class skills)
- spontaneous conversion of prepared spells to Domain spells
- the ability to gain extra Domains as General Feats

Of course, spontaneously casting the Core Domain spells would be broken, so I've re-done every Core Domain and added a few of my own besides. They can all be found here:

http://klimt.cns.nyu.edu/~fishman/DnD/DHE/domains3.5.shtml

(Even if you don't use my cleric, consider using my Domains -- they're far less intrusive to the spell lists of wizards & sorcerers.)

-- N
 


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