seasong
First Post
I'm playing around with a D&D setting, and I think I want to do the following, but I'm not sure how well it will balance... This would replace the cleric, with a Templar PRC for multiclass priest/fighter characters.
EDIT: The cleric remains a PC class, and the Priest is now an NPC class. It's more powerful than most of the NPC classes, but it is not quite as powerful as a PC class. As with some of the stronger NPC classes, some players may find this an interesting alternative to play, if they don't mind being a bit less powerful than their comrades.
Comments sought and desired!
Alignment: Any (must be within 1 step of chosen deity).
Hit Die: d4.
Skill Points: 4 + INT bonus, x4 at 1st level.
Class Skills: The priest's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (CHA), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (WIS), and Spellcraft (Int).
Note: Certain domains alter the priest's skill selection:
Animal, Plant or Travel: Add class skill: Wilderness Lore
Knowledge: +4 skill points at 1st level, +1 per level thereafter, to be put only in knowledge skills.
Trickery: Add class skills: Bluff (CHA), Disguise (CHA) and Hide (DEX).
Weapon and Armor Proficiency: Priests are skilled with simple weapons. Priests are not proficient with any type of armor nor with shields.
Note: Some deities have favored weapons; priests automatically gain proficiency in the deity's favored weapon. Priests who take the War domain also gain Weapon Focus in that weapon for free. If a priest takes the War domain with a deity who does not have a favored weapon, the priest may choose a simple weapon to gain Weapon Focus in.
Spells: A priest casts divine spells. She is limited to a certain number of spells of each spell level per day, according to her class level. Each priest must choose a time at which she must spend an hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a priest can prepare spells.
While praying, the priest decides which spells to prepare. To learn, prepare, or cast a spell, a priest must have a Wisdom score of at least 10 + the spell's level. A priest's bonus spells are based on Wisdom. The Difficulty Class for saving throws against priest spells is 10 + the spell's level + the priest's Wisdom modifier.
Also, see the next section about bonus spells from the priest's domains.
Deity, Domains, and Domain Spells: When your character becomes a priest, you may choose to have your character serve a specific deity. The priest's deity influences her alignment, what magic she can perform, her values, and how others see her.
Choose two from among the deity's domains for your priest's domains. You can only select an alignment domain (such as Good) for your priest if her alignment matches that domain.
If your priest is not devoted to a particular deity, you still select two domains to represent her spiritual inclinations and abilities (but the restriction on alignment domains still applies).
Each domain gives your priest a granted power. Your priest gets the granted powers of all the domains selected.
In addition to his standard spells, a priest gets one domain spell of each spell level, starting at 1st. When a priest prepares a domain spell, it must come from one of her two domains.
Spontaneous Casting: Priests can channel stored spell energy into domain spells that they haven't prepared ahead of time. The priest can "lose" a prepared spell in order to cast any domain spell of the same level or lower.
Turn or Rebuke Undead: A good priest (or a neutral priest who worships a good deity) has the supernatural ability to turn undead. Evil priests (and neutral priests who worship evil deities) can rebuke such creatures. Neutral priests of neutral deities can do one or the other (player's choice), depending on whether the priests is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed.
A priest may attempt to turn or rebuke undead a number of times per day equal to three plus her Charisma modifier.
Extra Turning: As a feat, a priest may take Extra Turning. This feat allows the priest to turn undead four more times per day than normal. A priest can take this feat multiple times, gaining four extra daily turning attempts each time.
Bonus Languages: A priest may substitute Abyssal, Celestial or Infernal for one of the bonus languages available to the character.
Bonus Feats: Every five levels, a priest gains a bonus feat. This feat must be a divine feat, a metamagic feat, an item creation feat, Extra Turning or Spell Mastery.
Ex-Priests: A priest who grossly violates the code of conduct expected by her god (generally acting in ways opposed to the god's alignment or purposes) loses all spells and class features and cannot gain levels as a priest of that god until she atones.
EDIT: The cleric remains a PC class, and the Priest is now an NPC class. It's more powerful than most of the NPC classes, but it is not quite as powerful as a PC class. As with some of the stronger NPC classes, some players may find this an interesting alternative to play, if they don't mind being a bit less powerful than their comrades.
Comments sought and desired!
Alignment: Any (must be within 1 step of chosen deity).
Hit Die: d4.
Skill Points: 4 + INT bonus, x4 at 1st level.
Class Skills: The priest's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (CHA), Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (WIS), and Spellcraft (Int).
Note: Certain domains alter the priest's skill selection:
Animal, Plant or Travel: Add class skill: Wilderness Lore
Knowledge: +4 skill points at 1st level, +1 per level thereafter, to be put only in knowledge skills.
Trickery: Add class skills: Bluff (CHA), Disguise (CHA) and Hide (DEX).
Weapon and Armor Proficiency: Priests are skilled with simple weapons. Priests are not proficient with any type of armor nor with shields.
Note: Some deities have favored weapons; priests automatically gain proficiency in the deity's favored weapon. Priests who take the War domain also gain Weapon Focus in that weapon for free. If a priest takes the War domain with a deity who does not have a favored weapon, the priest may choose a simple weapon to gain Weapon Focus in.
Code:
[color=skyblue]TABLE: The Priest
Base Fort Ref Will
Level Attack Bonus Save Save Save Special
----- ------------ ---- ---- ---- -------
1 +0 +0 +0 +2 2 Domains,
Turn/Rebuke Undead
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Bonus feat
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6
9 +4 +3 +3 +6
10 +5 +3 +3 +7 Bonus feat
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9 Bonus feat
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Bonus feat
TABLE: Priest Spells Per Day
--------------------Spells per Day---------------------
Level 0 1 2 3 4 5 6 7 8 9
----- - - - - - - - - - -
1 3 1+1 — — — — — — — —
2 4 2+1 — — — — — — — —
3 4 2+1 1+1 — — — — — — —
4 5 3+1 2+1 — — — — — — —
5 5 3+1 2+1 1+1 — — — — — —
6 5 3+1 3+1 2+1 — — — — — —
7 6 4+1 3+1 2+1 1+1 — — — — —
8 6 4+1 3+1 3+1 2+1 — — — — —
9 6 4+1 4+1 3+1 2+1 1+1 — — — —
10 6 4+1 4+1 3+1 3+1 2+1 — — — —
11 6 5+1 4+1 4+1 3+1 2+1 1+1 — — —
12 6 5+1 4+1 4+1 3+1 3+1 2+1 — — —
13 6 5+1 5+1 4+1 4+1 3+1 2+1 1 — —
14 6 5+1 5+1 4+1 4+1 3+1 3+1 2 — —
15 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 —
16 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 —
17 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20 6 5+1 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1[/color]
Spells: A priest casts divine spells. She is limited to a certain number of spells of each spell level per day, according to her class level. Each priest must choose a time at which she must spend an hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a priest can prepare spells.
While praying, the priest decides which spells to prepare. To learn, prepare, or cast a spell, a priest must have a Wisdom score of at least 10 + the spell's level. A priest's bonus spells are based on Wisdom. The Difficulty Class for saving throws against priest spells is 10 + the spell's level + the priest's Wisdom modifier.
Also, see the next section about bonus spells from the priest's domains.
Deity, Domains, and Domain Spells: When your character becomes a priest, you may choose to have your character serve a specific deity. The priest's deity influences her alignment, what magic she can perform, her values, and how others see her.
Choose two from among the deity's domains for your priest's domains. You can only select an alignment domain (such as Good) for your priest if her alignment matches that domain.
If your priest is not devoted to a particular deity, you still select two domains to represent her spiritual inclinations and abilities (but the restriction on alignment domains still applies).
Each domain gives your priest a granted power. Your priest gets the granted powers of all the domains selected.
In addition to his standard spells, a priest gets one domain spell of each spell level, starting at 1st. When a priest prepares a domain spell, it must come from one of her two domains.
Spontaneous Casting: Priests can channel stored spell energy into domain spells that they haven't prepared ahead of time. The priest can "lose" a prepared spell in order to cast any domain spell of the same level or lower.
Turn or Rebuke Undead: A good priest (or a neutral priest who worships a good deity) has the supernatural ability to turn undead. Evil priests (and neutral priests who worship evil deities) can rebuke such creatures. Neutral priests of neutral deities can do one or the other (player's choice), depending on whether the priests is more proficient at wielding positive or negative energy. Once the player makes this choice, it cannot be reversed.
A priest may attempt to turn or rebuke undead a number of times per day equal to three plus her Charisma modifier.
Extra Turning: As a feat, a priest may take Extra Turning. This feat allows the priest to turn undead four more times per day than normal. A priest can take this feat multiple times, gaining four extra daily turning attempts each time.
Bonus Languages: A priest may substitute Abyssal, Celestial or Infernal for one of the bonus languages available to the character.
Bonus Feats: Every five levels, a priest gains a bonus feat. This feat must be a divine feat, a metamagic feat, an item creation feat, Extra Turning or Spell Mastery.
Ex-Priests: A priest who grossly violates the code of conduct expected by her god (generally acting in ways opposed to the god's alignment or purposes) loses all spells and class features and cannot gain levels as a priest of that god until she atones.
Last edited: