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Looking for an Alternative Core Cleric
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<blockquote data-quote="Arkhandus" data-source="post: 1500235" data-attributes="member: 13966"><p>Ibram, your Mystic class is just like the Cleric but with three meager</p><p>and mostly unimportant shortcomings (few proficiencies, spell learning,</p><p>second domain gained later than normal), with the tremendous benefits</p><p>of 4x as many skill points as a Cleric and 4 bonus feats over time.....</p><p>Even as a prestige class that'd be overmuch. But maybe you had a</p><p>typo or three when listing hit dice, base attack, saves, or something.</p><p>Spectrum Rider, I don't have any books with classes that fit your need,</p><p>but I do have a custom class that is designed as a more preachy and</p><p>skilled priest instead of the combat-focused cleric. I'll give a quick</p><p>rundown of it here, along with a few of my custom domains that</p><p>supplement or replace the Thievery domain.</p><p> </p><p><span style="font-size: 12px">FAITHSPEAKER</span></p><p><strong>Base Attack Bonus:</strong> 1/2 level, as per wizard.</p><p><strong>Base Saving Throw Bonuses:</strong> Will strong, others weak, as per wizard.</p><p><strong>Alignment:</strong> Any, but must be within one step of patron deity (if any).</p><p><strong>Hit Dice:</strong> d6.</p><p><strong>Skill Points at 1st-Level:</strong> 4 x (6 + Intelligence modifier).</p><p><strong>Skill Points at Each Additional Level:</strong> 6 + Intelligence modifier.</p><p><strong>Class Skills:</strong> Bluff (Cha), Concentration (Con), Craft (Int),</p><p>Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha),</p><p>Knowledge *all knowledge skills, taken individually* (Int),</p><p>Profession (Wis), Scry (Int), Sense Motive (Wis), Speak Language,</p><p>Spellcraft (Int). <em>A Faithspeaker may also receive extra class skills</em></p><p><em>based on their domains.</em></p><p> </p><p><strong>Weapon and Armor Proficiencies:</strong> Faithspeakers are proficient in all</p><p>light armors, all medium armors, and all shields. They are also proficient</p><p>in the favored weapon or weapons of their patron deity (if any). In</p><p>addition, a Faithspeaker has further proficiencies based on what sort of</p><p>philosophy or patron deity they follow, but only one of the sets below</p><p>applies, whichever is most appropriate to the Faithspeaker's religion.</p><p><em>-----> Combat, Conflict, Trickery, Thievery:</em> Proficient in all simple</p><p>weapons and all martial weapons.</p><p><em>-----> Peace, Healing, Protection:</em> Proficient in all heavy armors, all</p><p>bludgeoning weapons, all nets, and unarmed strikes.</p><p><em>-----> Nature, Elements, Crafts, Trade, Agriculture:</em> Proficient in all</p><p>piercing weapons, all nunchaku, all kamas, unarmed strike, sickle,</p><p>scythe, handaxe, club, quarterstaff, sling, net, and light hammer.</p><p><em>-----> Order, Community, Magic, Knowledge, Fate:</em> Proficient in all</p><p>spears, all maces, all gauntlets, unarmed strike, glaive, halberd,</p><p>ranseur, trident, and quarterstaff.</p><p><em>-----> Destruction, Death, Chaos, Suffering, Retribution:</em> Proficient</p><p>in all slashing weapons, all flails, all whips, and the spiked chain.</p><p><em>-----> Athleticism, Competition, Martial Arts, Strength, Endurance:</em></p><p>Proficient in all nunchaku, all kamas, all sianghams, all longbows, all</p><p>shortbows, all gauntlets, all clubs, all maces, quarterstaff, unarmed</p><p>strike, morningstar, and shuriken.</p><p> </p><p><strong>Extra Languages:</strong> The Faithspeaker learns to speak, read, and</p><p>write one free language upon gaining 1st-level in this class. They</p><p>choose their free language from amongst the following --- Abyssal,</p><p>Aquan, Auran, Celestial, Ignan, Infernal, Sylvan, Terran. Also, if the</p><p>character is a Faithspeaker at their 1st actual character level, these</p><p>languages are added to the list of those available for high Intelligence.</p><p> </p><p><strong>Spells:</strong> A Faithspeaker learns, prepares, and casts divine spells just</p><p>like a Cleric does. They also have domain slots just like a Cleric. Use</p><p>the Cleric spell list, unless Faithspeakers replace Clerics and Druids in</p><p>your campaign, in which case combine the Cleric and Druid spell lists</p><p>for the Faithspeaker. Alternatively, you might just have Faithspeakers</p><p>choose between using the Cleric list or the Druid list. Faithspeaker</p><p>spells are Wisdom-based, so the character needs a Wisdom score of</p><p>at least 10 + spell level in order to prepare or cast any Faithspeaker</p><p>spell, and the DC for any saving throw against a Faithspeaker spell is</p><p>equal to 10 + spell level + the casting Faithspeaker's Wisdom modifier.</p><p>A Faithspeaker's number of spells per day differs slightly from that of</p><p>a Cleric however, as shown below.</p><p> </p><p><strong>Limited Alignment-Based Spells:</strong> A Faithspeaker cannot cast any</p><p>spells that have an alignment descriptor opposed to the Faithspeaker's</p><p>own alignment, nor that of their patron deity (if any), regardless of</p><p>what class or ability grants them those spells. It is a violation of their</p><p>religious oaths to do so, and doing so anyway would make the character</p><p>an ex-Faithspeaker. For instance, a neutral good Faithspeaker serving</p><p>a chaotic good deity cannot cast spells with the Evil or Lawful descriptors.</p><p>Likewise, a true neutral faithspeaker, or one who follows a true neutral</p><p>deity, cannot cast any spells with an alignment descriptor.</p><p> </p><p><strong>Spontaneous Casting:</strong> A Faithspeaker may cast spontaneous Cure or</p><p>Inflict spells in the same manner as a Cleric, based on their alignment</p><p>and deity.</p><p> </p><p><strong>Domains:</strong> Faithspeakers receive 2 domains at 1st-level in this class,</p><p>just like Clerics. They gain the granted powers of both domains and</p><p>also gain access to those domain spells for their domain slots. <em>Some</em></p><p><em>new domains are detailed below.</em></p><p></p><p><strong>Turn or Rebuke Undead:</strong> Faithspeakers turn or rebuke undead just</p><p>like Clerics do. However, in some campaign settings, a Faithspeaker</p><p>may be allowed at the DM's discretion to choose a different creature</p><p>type to turn or rebuke, such as elementals, fey, or evil outsiders. In</p><p>campaigns where Faithspeakers replace Clerics and Druids, they should</p><p>be allowed to choose at 1st-level which of these four creature types</p><p>they will turn or rebuke. Or it might be based on their selection of</p><p>domains. If they are able to turn or rebuke either elementals, fey,</p><p>or evil outsiders, then consider all creatures of the chosen type to</p><p>have effective Turn Resistance equal to their positive Charisma</p><p>modifier, except for those creatures which already have Turn</p><p>Resistance specified.</p><p> </p><p><strong>Extra Turning:</strong> Faithspeakers may take the Extra Turning feat just</p><p>like Clerics may, but likewise they do not gain it as a bonus feat.</p><p> </p><p><strong>Healing or Rotting Touch:</strong> Faithspeakers gain this supernatural ability</p><p>at 2nd-level, useable once per day (until 13th-level, when they gain</p><p>the capacity to use it up to twice per day). It takes a standard action</p><p>to use and does not provoke attacks of opportunity when activated.</p><p>A Faithspeaker can use Healing Touch if they are able to cast</p><p>spontaneous Cure spells, otherwise they can use Rotting Touch. No</p><p>Faithspeaker has the capacity to use both. Healing Touch channels</p><p>positive energy to heal a single living creature you touch, or to harm</p><p>a single undead creature you touch. Rotting Touch does the reverse,</p><p>channeling negative energy to heal a single undead creature you touch,</p><p>or to harm a single living creature you touch.</p><p> </p><p>When using either Touch to affect an unwilling subject, you must</p><p>succeed at a melee touch attack roll or else that particular daily use</p><p>of Healing Touch or Rotting Touch has no effect and is wasted for</p><p>the day. The amount of damage healed or inflicted is equal to the</p><p>Faithspeaker's Charisma modifier (if positive) + triple the Faithspeaker's</p><p>level in this class. Thus, for instance, a 1st-level Faithspeaker with</p><p>Charisma of 14 heals or inflicts 5 damage.</p><p> </p><p><strong>Smite Undead:</strong> The Faithspeaker gains this supernatural ability at</p><p>5th-level, useable once per day (until 17th-level, when they gain</p><p>the capacity to use it up to twice per day). This functions exactly</p><p>like a Paladin's smite ability, or the Destruction domain's granted power,</p><p>except that the attack roll bonus is equal to double the Faithspeaker's</p><p>Charisma modifier (minimum attack roll bonus of +2, however), and the</p><p>damage bonus is equal to their Faithspeaker level. Also, this only works</p><p>against undead creatures, or whatever creature type the Faithspeaker</p><p>turns or rebukes, excluding creatures turned or rebuked through domain</p><p>granted powers (rather than any creature, like the Destruction domain's</p><p>granted power, or any evil creature, like the Paladin's smite evil ability).</p><p> </p><p><strong>Ex-Faithspeakers:</strong> A Faithspeaker must adhere to their religion and</p><p>their class restrictions just like a Cleric. They are also able to receive</p><p>atonement in the same manner.</p><p> </p><p><strong>Faithspeaker Starting Outfits, Starting Gold, Starting Ages, Etc:</strong></p><p>As per the Cleric.</p><p> </p><p><u><strong>Faithspeaker Spellcasting Progression</strong></u></p><p><em><span style="font-size: 9px">Class ---------------- Spells Per Day By Spell Level ------------------</span></em></p><p><em><span style="font-size: 9px"><u>Level --- 0 --- 1 ---- 2 ---- 3 ---- 4 ---- 5 ---- 6 ---- 7 ---- 8 ---- 9</u></span></em></p><p><span style="font-size: 9px">1 ------ 3 - 1+d</span></p><p><span style="font-size: 9px">2 ------ 4 - 2+d</span></p><p><span style="font-size: 9px">3 ------ 5 - 2+d - 0+d</span></p><p><span style="font-size: 9px">4 ------ 5 - 3+d - 1+d</span></p><p><span style="font-size: 9px">5 ------ 5 - 3+d - 2+d - 0+d</span></p><p><span style="font-size: 9px">6 ------ 6 - 3+d - 2+d - 1+d</span></p><p><span style="font-size: 9px">7 ------ 6 - 4+d - 2+d - 2+d - 0+d</span></p><p><span style="font-size: 9px">8 ------ 6 - 4+d - 3+d - 2+d - 1+d</span></p><p><span style="font-size: 9px">9 ------ 6 - 4+d - 3+d - 2+d - 2+d - 0+d</span></p><p><span style="font-size: 9px">10 ----- 6 - 4+d - 3+d - 3+d - 2+d - 1+d</span></p><p><span style="font-size: 9px">11 ----- 6 - 4+d - 4+d - 3+d - 2+d - 2+d - 0+d</span></p><p><span style="font-size: 9px">12 ----- 6 - 4+d - 4+d - 3+d - 3+d - 2+d - 1+d</span></p><p><span style="font-size: 9px">13 ----- 6 - 4+d - 4+d - 4+d - 3+d - 2+d - 2+d - 0+d</span></p><p><span style="font-size: 9px">14 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 2+d - 1+d</span></p><p><span style="font-size: 9px">15 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 2+d - 2+d - 0+d</span></p><p><span style="font-size: 9px">16 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 3+d - 2+d - 1+d</span></p><p><span style="font-size: 9px">17 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 3+d - 2+d - 2+d - 0+d</span></p><p><span style="font-size: 9px">18 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 3+d - 3+d - 2+d - 1+d</span></p><p><span style="font-size: 9px">19 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 3+d - 3+d - 2+d - 2+d</span></p><p><span style="font-size: 9px">20 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 3+d - 3+d - 3+d - 2+d</span></p><p><span style="font-size: 9px"><em>*** When a Faithspeaker gets 0+d spells per day of a given spell</em></span></p><p><span style="font-size: 9px"><em>level, they have only their domain spell slot of that spell level and</em></span></p><p><span style="font-size: 9px"><em>any bonus spell slots of that spell level for high Wisdom, if applicable.</em></span></p><p><span style="font-size: 9px"><em>If they do not have any bonus spells of that level for high Wisdom,</em></span></p><p><span style="font-size: 9px"><em>they do not know any spells of that level yet except their domain</em></span></p><p><span style="font-size: 9px"><em>spells, until they gain at least 1+d spells per day of that spell level.</em></span></p><p> </p><p><span style="font-size: 12px">NEW DOMAINS</span></p><p> </p><p><u>Deception Domain</u></p><p><strong>Suitable with the Following Portfolios:</strong> Illusion, charm, love, and</p><p>trickery.</p><p><strong>Granted Power:</strong> Bluff, Diplomacy, Innuendo, and Read Lips (change</p><p>to Bluff, Diplomacy, Sense Motive, and Spot in 3.5) are always class</p><p>skills for you, with all classes and hit dice henceforth. This does not</p><p>change skill point expenditures prior to the level this power is gained.</p><p>Additionally, as a supernatural ability you gain +2 on saving throws</p><p>against effects that would force you to tell the truth, prevent you</p><p>from lying, or reveal any lies you speak or think. Henceforth, you</p><p>are always allowed a Will saving throw against such effects, even</p><p>if they do not normally allow one. The +2 bonus does not apply</p><p>against skills however, such as Sense Motive.</p><p><strong>Domain Spells:</strong> 1 - Silent Image, 2 - Undetectable Alignment,</p><p>3 - Major Image, 4 - Charm Monster, 5 - Modify Memory, 6 - Persistant</p><p>Image, 7 - Mass Invisibility, 8 - Mass Charm, 9 - Mind Blank.</p><p> </p><p><u>Freedom Domain</u></p><p><strong>Suitable with the Following Portfolios:</strong> Liberation, travel, chaos.</p><p><strong>Granted Power:</strong> You cast Faithspeaker spells of the Chaos descriptor</p><p>at +1 effective caster level. In addition, you gain a +2 bonus on</p><p>saving throws against compulsions, paralysis, being stunned, and</p><p>being dazed.</p><p><strong>Domain Spells:</strong> 1 - Expeditious Retreat, 2 - Remove Paralysis,</p><p>3 - Phantom Steed, 4 - Break Enchantment, 5 - Chaos Hammer,</p><p>6 - Dispel Law, 7 - Teleport Without Error, 8 - Mind Blank, 9 - Gate.</p><p> </p><p><u>Shadows Domain</u></p><p><strong>Suitable with the Following Portfolios:</strong> Darkness, night, thieves,</p><p>sneaking.</p><p><strong>Granted Power:</strong> Choose two skills from amongst the following ---</p><p>Appraise, Disable Device, Disguise, Hide, Innuendo (Bluff in 3.5),</p><p>Move Silently, Pick Pocket (Sleight of Hand in 3.5), Read Lips</p><p>(Spot in 3.5), and Search. Those two skills chosen are always</p><p>class skills for you, with all classes and hit dice henceforth. You</p><p>may always take 10 on checks with those two chosen skills, as</p><p>per the Skill Mastery ability of a Rogue.</p><p><strong>Domain Spells:</strong> 1 - Darkness, 2 - Darkvision, 3 - Knock,</p><p>4 - Improved Invisibility, 5 - Passwall, 6 - Shades,</p><p>7 - Programmed Image, 8 - Vanish, 9 - Time Stop.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 1500235, member: 13966"] 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. [size=3]FAITHSPEAKER[/size] [b]Base Attack Bonus:[/b] 1/2 level, as per wizard. [b]Base Saving Throw Bonuses:[/b] Will strong, others weak, as per wizard. [b]Alignment:[/b] Any, but must be within one step of patron deity (if any). [b]Hit Dice:[/b] d6. [b]Skill Points at 1st-Level:[/b] 4 x (6 + Intelligence modifier). [b]Skill Points at Each Additional Level:[/b] 6 + Intelligence modifier. [b]Class Skills:[/b] 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). [i]A Faithspeaker may also receive extra class skills[/i] [i]based on their domains.[/i] [b]Weapon and Armor Proficiencies:[/b] 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. [i]-----> Combat, Conflict, Trickery, Thievery:[/i] Proficient in all simple weapons and all martial weapons. [i]-----> Peace, Healing, Protection:[/i] Proficient in all heavy armors, all bludgeoning weapons, all nets, and unarmed strikes. [i]-----> Nature, Elements, Crafts, Trade, Agriculture:[/i] Proficient in all piercing weapons, all nunchaku, all kamas, unarmed strike, sickle, scythe, handaxe, club, quarterstaff, sling, net, and light hammer. [i]-----> Order, Community, Magic, Knowledge, Fate:[/i] Proficient in all spears, all maces, all gauntlets, unarmed strike, glaive, halberd, ranseur, trident, and quarterstaff. [i]-----> Destruction, Death, Chaos, Suffering, Retribution:[/i] Proficient in all slashing weapons, all flails, all whips, and the spiked chain. [i]-----> Athleticism, Competition, Martial Arts, Strength, Endurance:[/i] Proficient in all nunchaku, all kamas, all sianghams, all longbows, all shortbows, all gauntlets, all clubs, all maces, quarterstaff, unarmed strike, morningstar, and shuriken. [b]Extra Languages:[/b] 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. [b]Spells:[/b] 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. [b]Limited Alignment-Based Spells:[/b] 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. [b]Spontaneous Casting:[/b] A Faithspeaker may cast spontaneous Cure or Inflict spells in the same manner as a Cleric, based on their alignment and deity. [b]Domains:[/b] 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. [i]Some[/i] [i]new domains are detailed below.[/i] [b]Turn or Rebuke Undead:[/b] 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. [b]Extra Turning:[/b] Faithspeakers may take the Extra Turning feat just like Clerics may, but likewise they do not gain it as a bonus feat. [b]Healing or Rotting Touch:[/b] 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. [b]Smite Undead:[/b] 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). [b]Ex-Faithspeakers:[/b] 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. [b]Faithspeaker Starting Outfits, Starting Gold, Starting Ages, Etc:[/b] As per the Cleric. [u][b]Faithspeaker Spellcasting Progression[/b][/u] [i][size=1]Class ---------------- Spells Per Day By Spell Level ------------------[/size][/i] [i][size=1][u]Level --- 0 --- 1 ---- 2 ---- 3 ---- 4 ---- 5 ---- 6 ---- 7 ---- 8 ---- 9[/u][/size][/i] [size=1]1 ------ 3 - 1+d[/size] [size=1]2 ------ 4 - 2+d[/size] [size=1]3 ------ 5 - 2+d - 0+d[/size] [size=1]4 ------ 5 - 3+d - 1+d[/size] [size=1]5 ------ 5 - 3+d - 2+d - 0+d[/size] [size=1]6 ------ 6 - 3+d - 2+d - 1+d[/size] [size=1]7 ------ 6 - 4+d - 2+d - 2+d - 0+d[/size] [size=1]8 ------ 6 - 4+d - 3+d - 2+d - 1+d[/size] [size=1]9 ------ 6 - 4+d - 3+d - 2+d - 2+d - 0+d[/size] [size=1]10 ----- 6 - 4+d - 3+d - 3+d - 2+d - 1+d[/size] [size=1]11 ----- 6 - 4+d - 4+d - 3+d - 2+d - 2+d - 0+d[/size] [size=1]12 ----- 6 - 4+d - 4+d - 3+d - 3+d - 2+d - 1+d[/size] [size=1]13 ----- 6 - 4+d - 4+d - 4+d - 3+d - 2+d - 2+d - 0+d[/size] [size=1]14 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 2+d - 1+d[/size] [size=1]15 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 2+d - 2+d - 0+d[/size] [size=1]16 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 3+d - 2+d - 1+d[/size] [size=1]17 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 3+d - 2+d - 2+d - 0+d[/size] [size=1]18 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 3+d - 3+d - 2+d - 1+d[/size] [size=1]19 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 3+d - 3+d - 2+d - 2+d[/size] [size=1]20 ----- 6 - 4+d - 4+d - 4+d - 3+d - 3+d - 3+d - 3+d - 3+d - 2+d[/size] [size=1][i]*** When a Faithspeaker gets 0+d spells per day of a given spell[/i][/size] [size=1][i]level, they have only their domain spell slot of that spell level and[/i][/size] [size=1][i]any bonus spell slots of that spell level for high Wisdom, if applicable.[/i][/size] [size=1][i]If they do not have any bonus spells of that level for high Wisdom,[/i][/size] [size=1][i]they do not know any spells of that level yet except their domain[/i][/size] [size=1][i]spells, until they gain at least 1+d spells per day of that spell level.[/i][/size] [size=3]NEW DOMAINS[/size] [u]Deception Domain[/u] [b]Suitable with the Following Portfolios:[/b] Illusion, charm, love, and trickery. [b]Granted Power:[/b] 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. [b]Domain Spells:[/b] 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. [u]Freedom Domain[/u] [b]Suitable with the Following Portfolios:[/b] Liberation, travel, chaos. [b]Granted Power:[/b] 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. [b]Domain Spells:[/b] 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. [u]Shadows Domain[/u] [b]Suitable with the Following Portfolios:[/b] Darkness, night, thieves, sneaking. [b]Granted Power:[/b] 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. [b]Domain Spells:[/b] 1 - Darkness, 2 - Darkvision, 3 - Knock, 4 - Improved Invisibility, 5 - Passwall, 6 - Shades, 7 - Programmed Image, 8 - Vanish, 9 - Time Stop. [/QUOTE]
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