Priest

Holy Symbols

Holy Symbol: (Hardness 15, Hit Points 20)

A Priest's Holy Symbol is something special. It is a focus for his spellcasting abilities, and a channel for his godly power to show how powerful (and blessed) is its champion. This Holy Symbol radiates magic only when at arm's reach of its priest, otherwise will look as any other non-magical (or slighy magical, depending on your campaign) holy symbols. If taken away (i.e. stolen) or lost, the priest has a number of weeeks equals to his wisdom bonus to find it before he has to make a new one (he will loose Xp as for the dead of a familiar); he can choose to give up the search in any time, loosing immediately the Xp (and making the S.T. with a malus of -2). Each week he can frelly cast a locate object on the Holy Symbol with the range doubled.

Every Holy Symbol has the following power:
1st level: Skill focus on a class skill
3rd level: Evasion (on itself, not on the priest!)
7th level: Detect magic (it has to be placed on the object)
9th level: Iron Will bonus feat (stacks with the same feat if already taken by the priest)
20th level: Self Destruction: it explodes for 20d6 (reflex half) of "divine's wrath energy" in a 60tf radius: it must be at the priest's arm reach, of course, to be activated.

Each Holy Symbol has also uniques powers, because it is a resonance box for the domain powers.

5th level: domain spells at +2 DC
11th level: augument a domain power*
15th level: augument a domain power*

*augumenting a domain power is somewhat difficult to build: i was thinking to give bonuses to class skills' checks, bonus to the augumented saving throws, another scale up of dices, extra turning for whom has turning undead, more special power per day (smite evil/good). We have to wrtite each possibility below each domain... or change the idea of holy simbol's bonus at 11th and 15th level!

Steven McRownt

ps Have you received the pdf file of our priest?
 

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Yes, I got the PDF. THanks very much for doing that.

The holy symbol looks pretty good. I think it should have some addityional properties:

Hardness 5 + Priest Level
HP: As normal or half of priest, whichever is greater
SR: At some point it should get SR 10+ Priest Level.
Ability for Priest to intuitively locate it (Maybe special use of Intuit Direction skill which would become a class skill, DC 20 +5 per 200ft away it is or something like that).

Sorry I haven't been commenting on this lately, it's been a long week.
 

The problem i have with having a class skill (a different use of scy is something 'closer' to locate the holy symbol, IMHO) is the part concerning the loss of XPs in case of destruction, loosing, or have it stolen, we should work on it better.

The spell reduciotn is ok, but just for the HS, not for the cleric wearing it (otherwise, it will be too powerful). Alternatively we can give SR but scale down all the other cleric's powers.

One last thing. All this powers do not change the priest basic idea (i am not givin' away the feat bonus, i am just powering the priest a bit, because i felt it a little underpowered).

Steven McRownt
 

Correct, there is no way that the SR would count towards the priest. It looks good, I'll have to edit the priest to include this stuff and ssee how it looks. Thanks Steve.
 

I have to Thank you, Crothian, because it is a pleasure sharing ideas with you...

Anyway i just want to say to EVERYONE that this one is not a closed thread, and we welcome any suggestions to modify our Priest. Perhaps when the final pdf version of the Priest will be ready it will be easier for people that hadn't followed his birth to give opinions, but you can find everything here, and in an old thread called "cleric varient".

Steven McRownt
 

underpowered. try this.


Customizable priest

Following is a set of modifications to the cleric class that
makes their abilities more closely tied to the domains they
choose. The goal is not to weaken the cleric, despite a
noticeable decrease in power for the base abilities of the
class. These sacrifices are supposed to be compensated for
with the new powers given by domain. The general idea behind
these changes is that the base class is weaker than the
standard cleric, but the domains grant many more abilities,
which make the cleric's abilities more closely tuned to the
chosen deity. I'm hoping to keep the overall power level the
same once domain abilities are factored in.
Some of the main things I was trying to address were:

1. Clerics having good combat ability by default
2. Clerics having power over undead by default
3. Clerics spontaneously healing/inflicting by default

This system removes these things and replaces them with more
domain specific (and thus more deity specific) abilities.
Help in improving this concept would be appreciated. Also, if
anyone else has already done something like this let me know
where your work is. I think with a bit of work and tuning a
much more flexible and much better cleric will emerge. In the
same way that fighters can be dramatically customized with
feats and rogues with skills, with these modifications clerics
can now assume a much wider range of archetypes through
domains.
-----------
This class is identical to the standard cleric with the
following changes:

Hit Die: d6
Base Attack Bonus: As Wizard
Fort Save: Poor
Reflex Save: Poor
Will Save: Good
Variant: Charisma is the main stat

Class Skills: Concentration (Con), Craft (Int), Knowledge
(arcana) (Int), Knowledge (religion) (Int), Profession (Wis),
Scry (Int, exclusive skill), and Spellcraft (Int).

Armor and Weapon Proficiency: Clerics are not proficient with
any type of armor, nor with shields; proficient with all
simple weapons

Spells: A priest (or the god directly) spontaneously cast spells.
They still have an extra slot for the domain spell but 3 less spells
per spell level than listed (+1, magic domain)

Casting: Clerics do not spontaneously cast
cure/inflict spells. These spells are now evil/good spells.
Neutral gods clerics still can choose which one they want.
To compensate neutral gods power (inaffected by enemies,
ex. Protection vs), they can't cast any chaotic/lawful/good/evil
spells if the god don't have the same sub-aligment except cure/inflict spells

Turn or Rebuke Undead: Clerics do not receive this ability by
default. Various domains grant the ability to turn or rebuke
selected types of creatures.

New Domain Powers/ long term for 10 levels feat = 1.5 1= +1 dx

Cleric normal … 6.7/22.5

Domain Skills: The cleric gains these skills as class skills
Additional Granted Powers: The cleric gets these abilities in
addition to the granted powers presented in the Player's
Handbook. The granted powers in the Player's Handbook still
apply.

Air Domain

Domain Skills: Knowledge: Nature (int), Knowledge:
Elementals (int)

Additionnal Granted Powers: Priests who have access to the air domain
gain the granted power to rebuke or command birds/ avian
creatures, and air elementals as an evil cleric commands or
rebukes undead. The priest may use this ability a number of
times daily equal to 3+ charisma modifier. Additionally, the
priest gains the abilities of weather prediction and speak
with creatures of the air. 4/10

· Weather Prediction: The priest can accurately predict
weather based on wind patterns and sky watching. The
prediction is accurate to two days per priest level. For
example, a 10th level priest with access to the air domain can
predict the weather accurately for up to 20 days.

· Speak with Creatures of the Air: The priest can speak with
winged creatures and birds as if affected by the spell "Speak
with Animals." The priest can use this ability a total number
of times daily equal to his wisdom modifier plus his class
level/3 round down

Animal Domain
Domain Skills: Knowledge (nature), Animal Empathy, Handle
Animal, Ride, Wilderness Lore
Additional Granted Powers : Detect animals at will as
per the spell Detect Plants and Animals except that only animals
can be detected , animal friendship, max 6 hd 4.5/9.5

Chaos Domain
Domain Skills: Diplomacy
Additional Granted Powers: Turn lawful outsiders, protection from law at will au niveau 3, Detect Lawful at will (remove +1 level) 4.5-2=2.5/10

Death Domain
Domain Skills: Intimidate
Additional Granted Powers: Rebuke undead, lay on hands inflict damage as paladin (opposite), spontaneous inflict damage. (if not have option spontaneous: +1 inflict spells/spell level. 4.5/12.5


Destruction Domain
Domain Skills: None
Additional Granted Powers: BaB as a rogue, free improved sunder feat (x2 damage, needs
sunder not to provoke AoO ), extra smite at level 3 ,6, 12 ,15 and 20 1.5/10.5

Earth Domain
Domain Skills: Alchemy, Climb
Additional Granted Powers: Acid Resistance 3 * level, good
Fort save progression

Evil Domain
Domain Skills: Diplomacy
Additional Granted Powers: Turn good outsiders, protection vs good at will at level 3, Detect Good at will (remove +1 level)

Fire Domain
Domain Skills: Alchemy, Tumble
Additional Granted Powers: Fire Resistance 2.5 * level, good Fort save progression

Good Domain
Domain Skills: Diplomacy
Additional Granted Powers: Turn evil outsiders, protection vs evil at wil at level 3, Detect Evil at will (remove +1 level)

Healing Domain
Domain Skills: Heal
Additional Granted Powers: Turn undead, lay on hands as paladin, spontaneous healing (if not have option spontaneous: +1 healing spells/spell level.

Knowledge Domain
Domain Skills: All Knowledge skills, Decipher Script, Gather
Information
Additional Granted Powers: arcane divination spells as divine spells 3/9

Law Domain
Domain Skills: Diplomacy
Additional Granted Powers: Turn chaotic outsiders, protection from chaos at will at level 3, Detect chaos at will (remove +1 level)

Luck Domain
Domain Skills: Bluff, Diplomacy
Additional Granted Powers: A priest applies her charisma bonus to all saves, charisma bonus
times a day; at level 3, permanent; at level 3 and 6, 12, 15, 20 extra luck roll 2.2/9.5

Plant Domain
Domain Skills: Knowledge (nature), Wilderness Lore, Alchemy
Additional Granted Powers: Woodland Stride as per the Druid
Ability at level 3, Detect Plants at will as per the spell Detect Plants
and Animals except that only plants can be detected , plants spells from druid as cleric's 4/10.5

Protection Domain
Domain Skills: Heal
Additional Granted Powers: Armor Proficiency (light, medium,
and heavy), Shield Proficiency, d8 hit points, good Fort save, expertise at level 3 3 /10.5

Strength Domain
Domain Skills: Climb, Jump, Swim
Additional Granted Powers: BaB as a rogue, extra feat of strenght at 1,4 +4 levels 1.5/10.5

Sun Domain
Domain Skills: Intuit Direction, Spot, Search
Additional Granted Powers: Turn Undead, Low Light Vision and darkvision at level 3 ( if the cleric already has these , she receives a +20 bonus to the range of both vision) 3.5/10.5

Travel Domain
Domain Skills: Climb, Swim, Wilderness Lore, Ride, Handle Animal
Additional Granted Powers : free Run feat , free track at level 3, x2 free movement (at will at level 10). 2.5/10

Trickery Domain
Domain Skills: Bluff, Disguise, Hide, Forgery, Sense Motive Additional Granted Powers: charm
and suggestion-like spells (enchantment) arcane spells as divine 4/10

War Domain
Domain Skills: Ride
Additional Granted Powers: BaB as a rogue, all armor and shields proficiencies. d8 hit dices 1.8/12

Water Domain
Domain Skills: Alchemy, Swim
Additional Granted Powers: Cold Resistance 3 * level, good Reflex save progression

Magic Domain
Domain Skills: Use Magic Device

Additional Granted Powers: Detect Magic at will as per the orison of the same name, gain one
additional spell slot per spell level 4/10
 

Steven McRownt said:
I have to Thank you, Crothian, because it is a pleasure sharing ideas with you...

Please you flattery me. :D

Okay, after a short afternoon of putt puitt with the girlfriend (only won by 19 strokes) I had time to do a major update on this. Does anyone want to see the Prestige Domains or Domains from other sources done up like these?

I thinks it's looking a lot better. Power wise, I'm unsure. THought on that?
 



dude I downloaded this when you first put it out ... I still had the guildmaster website ... if I hadn't checked just the other day I'd be screwed cuz the msg said it only work a little longer :)
 

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