TheCrazyMuffinMan
First Post
The Divine Specialist focuses on divine powers that are specifically tied to a certain category, not unlike their arcane brethren. The key difference is that they treat the magical schools as domains. They trade a bit of their toughness and combative power for increased ability to channel the powers of their deities.
Prerequisites:
Wis 15+, 5th level divine spell capabilities
Basic Stats:
Hit die: d6 (partway between the primary casting classes)
Proficiencies: Light Armor. No weapons.
Good Saves: Fort, Will
Attack Bonus Progression: 1/2
Skill points: 2+int mod
Skills: As cleric.
Class powers: A new spellschool-themed power at Lv 1, 4, 6, 8 and 10 of the class)
Spell Progression: As cleric, but he gets 2 extra spell slots per spell level if all of the spells he plans to prepare are of the chosen specialization. He still casts cure/inflict spells spontaneously as normal.
Benefits:
At level 2 of the divine specialist class, you get +5 on all knowledge and spellcraft checks related to the chosen school
At level 3, you get +5 to all rolls and fixed values pertaining to the chosen school
At level 5, you get SR 10 + your cleric level + your DS level against spells of your chosen school.
At level 7, you may cast spells from your chosen school, even if they are not proper for your original divine spell class, albeit at -4 caster level.
At level 9, you get one free epic slot. This slot may be used only for the chosen school.
DS levels count as caster levels toward your previous divine spell class.
Any one of the 8 magical subschools can be treated as a domain. As such, they have domain powers related to such and can be taken in addition to classic clerical domains (not counting against their domain limit). You choose one at the time you decide to become a Divine Specialist, and not before. In addition, you can cast all spells from your chosen school as though they were divine spells of your previous caster class.
Each specialization grants +N to effective caster level and all rolls relevant to the spells that bear their name, where X is their D.S. level.
Finally, you may apply metamagic feats to any spell. Divine Specialist school domains (and free existing domains) don't count against domain spell limits, and if you choose a domain from the DS class domains that copies a cleric domain already chosen by you, you may change that existing cleric domain without penalty.
A school may be unavailable to the divine specialist of a certain deity, depending on that deity's nature. This is up to the DM. Some odd cases exist. A Pelorite with Sun might want to get Necromancy in order to have better turning capabilities and protections against the undead.
Abjuration-
Powers:
1- Protection Domain for free
4- Sturdiness (Fortitude saves that have half, partial or special effect on success instead negate the attack [much like the rogue's Evasion power])
6- Determination (Will saves that have half, partial or special effect on success instead negate the attack [much like the rogue's Evasion power])
8- Lucky Sonofagun (N/day, You may roll saving throws twice, taking the higher. N = Class level)
10- Controlled Repulsion (At will, you may employ Sanctuary. There is a delay of 10 minutes between castings though.)
Spells: You get the Protection Domain for free under DS rules.
Conjuration-
Powers:
1- Creation Domain free.
4- Improved Healing (All spells in this subset get +5 to all values affected [which are favorable to you]. Spells that don't affect values can be cast at +2 caster level .)
6- Improved Calling (Called creatures get +3 to their hit dice)
8- Improved Summoning (Summoned creatures get +5 to their hit dice)
10- Improved Creation (All beneficial values and limits concerning the object or energy created are tripled [after modifications].)
Spells: Creation Domain free
More to follow.
Prerequisites:
Wis 15+, 5th level divine spell capabilities
Basic Stats:
Hit die: d6 (partway between the primary casting classes)
Proficiencies: Light Armor. No weapons.
Good Saves: Fort, Will
Attack Bonus Progression: 1/2
Skill points: 2+int mod
Skills: As cleric.
Class powers: A new spellschool-themed power at Lv 1, 4, 6, 8 and 10 of the class)
Spell Progression: As cleric, but he gets 2 extra spell slots per spell level if all of the spells he plans to prepare are of the chosen specialization. He still casts cure/inflict spells spontaneously as normal.
Benefits:
At level 2 of the divine specialist class, you get +5 on all knowledge and spellcraft checks related to the chosen school
At level 3, you get +5 to all rolls and fixed values pertaining to the chosen school
At level 5, you get SR 10 + your cleric level + your DS level against spells of your chosen school.
At level 7, you may cast spells from your chosen school, even if they are not proper for your original divine spell class, albeit at -4 caster level.
At level 9, you get one free epic slot. This slot may be used only for the chosen school.
DS levels count as caster levels toward your previous divine spell class.
Any one of the 8 magical subschools can be treated as a domain. As such, they have domain powers related to such and can be taken in addition to classic clerical domains (not counting against their domain limit). You choose one at the time you decide to become a Divine Specialist, and not before. In addition, you can cast all spells from your chosen school as though they were divine spells of your previous caster class.
Each specialization grants +N to effective caster level and all rolls relevant to the spells that bear their name, where X is their D.S. level.
Finally, you may apply metamagic feats to any spell. Divine Specialist school domains (and free existing domains) don't count against domain spell limits, and if you choose a domain from the DS class domains that copies a cleric domain already chosen by you, you may change that existing cleric domain without penalty.
A school may be unavailable to the divine specialist of a certain deity, depending on that deity's nature. This is up to the DM. Some odd cases exist. A Pelorite with Sun might want to get Necromancy in order to have better turning capabilities and protections against the undead.
Abjuration-
Powers:
1- Protection Domain for free
4- Sturdiness (Fortitude saves that have half, partial or special effect on success instead negate the attack [much like the rogue's Evasion power])
6- Determination (Will saves that have half, partial or special effect on success instead negate the attack [much like the rogue's Evasion power])
8- Lucky Sonofagun (N/day, You may roll saving throws twice, taking the higher. N = Class level)
10- Controlled Repulsion (At will, you may employ Sanctuary. There is a delay of 10 minutes between castings though.)
Spells: You get the Protection Domain for free under DS rules.
Conjuration-
Powers:
1- Creation Domain free.
4- Improved Healing (All spells in this subset get +5 to all values affected [which are favorable to you]. Spells that don't affect values can be cast at +2 caster level .)
6- Improved Calling (Called creatures get +3 to their hit dice)
8- Improved Summoning (Summoned creatures get +5 to their hit dice)
10- Improved Creation (All beneficial values and limits concerning the object or energy created are tripled [after modifications].)
Spells: Creation Domain free
More to follow.
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