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The Society of 3.5 Revisionists
Revised cleric (concept only)
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<blockquote data-quote="Kerrick" data-source="post: 4515026" data-attributes="member: 4722"><p>I did a little work last night before my shoulder started aching too badly to think, and this is what I came up with. These are all just preliminary ideas - stuff to toss out and smack around until they fall into place.</p><p></p><p>The cleric can choose from one of three paths, as I said before, but like the bard, he's not locked into one path - he can pick and choose abilities from each path, provided he qualifies for them. These abilities are available at 2nd, 6th, 10th, 14th, and 18th (so a total of 5). </p><p></p><p>I'm also considering dropping the HD to d6 but keeping the BAB/saves the same - so it makes them moderately effective, but not overshadowing the fighter classes. I also want to give them a third domain at 20th, to give them something to shoot for.</p><p></p><p><strong>Crusader</strong> </p><p>  The cleric fights on the front lines in support of his god. Crusaders are similar to paladins, but not as proficient on the battlefield; they more concerned with smiting their enemies and crusading in support of the church, so their spells are more focused to that end, rather than supporting others. They can heal to some degree, but not nearly as much as a Healer or Priest.</p><p></p><p>  <strong>Level I:</strong> The cleric can choose proficiency in medium armor, or the Dodge feat.</p><p></p><p>  <strong>Level II:</strong> The cleric can take Weapon Focus with his god's chosen weapon, or he can gain proficiency in any three martial weapons or one exotic weapon.</p><p></p><p>  <strong>Level III:</strong> The cleric gains proficiency in heavy armor (requires medium armor proficiency) or the Mobility feat (requires Dodge).</p><p></p><p><strong>Level IV:</strong> ???</p><p></p><p><strong>Level V:</strong> ???</p><p></p><p></p><p><strong>Healer</strong></p><p>  Clerics who fill this role are most often found in shrines and temples serving the populace at large, not out adventuring. They are the ones who raise the dead, cure diseases, remove curses, and perform other services for fees or donations. They can, however, accompany adventuring parties; most clerics advance at least partway along this path to supplement their other abilities. Healers have very little combat ability.</p><p></p><p>Note that "healer" applies to clerics who can channel positive energy. An evil cleric who channels negative energy also falls under this category.</p><p></p><p><strong>Level I:</strong> The cleric gains a +2 bonus to Heal checks and can automatically maximize one cure or inflict spell per day.</p><p></p><p><strong>Level II:</strong> ???</p><p></p><p><strong>Level III:</strong> The cleric can empower a number of healing spells per day equal to his Wisdom bonus. (Requires maximized channeling.)</p><p>  </p><p><strong>Level IV:</strong> Three times per day, the cleric can unleash a burst of positive energy in a 30-foot radius. The burst heals living beings for 1d6 points per cleric level (max 20d6) and damages undead for the same amount. Evil clerics channel negative energy that damages living beings and heals undead. This ability cannot be maximized or empowered via previous abilities.</p><p></p><p><strong>Level V:</strong> ???</p><p></p><p></p><p><strong>Priest</strong></p><p>  Priests have perhaps the broadest role, but the smallest focus on any one aspect. They provide useful skills to a party like lore and divination, enhancements, created/animated undead and summoned creatures, and battlefield control. They tend to be second-line fighters – not as effective in combat as a Crusader, but able to hold their own in most combats.</p><p></p><p><strong>Level I:</strong> The cleric can choose any one Knowledge skill as a class skill, or add a +3 bonus to an existing Knowledge skill.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4515026, member: 4722"] I did a little work last night before my shoulder started aching too badly to think, and this is what I came up with. These are all just preliminary ideas - stuff to toss out and smack around until they fall into place. The cleric can choose from one of three paths, as I said before, but like the bard, he's not locked into one path - he can pick and choose abilities from each path, provided he qualifies for them. These abilities are available at 2nd, 6th, 10th, 14th, and 18th (so a total of 5). I'm also considering dropping the HD to d6 but keeping the BAB/saves the same - so it makes them moderately effective, but not overshadowing the fighter classes. I also want to give them a third domain at 20th, to give them something to shoot for. [B]Crusader[/B] The cleric fights on the front lines in support of his god. Crusaders are similar to paladins, but not as proficient on the battlefield; they more concerned with smiting their enemies and crusading in support of the church, so their spells are more focused to that end, rather than supporting others. They can heal to some degree, but not nearly as much as a Healer or Priest. [B]Level I:[/B] The cleric can choose proficiency in medium armor, or the Dodge feat. [B]Level II:[/B] The cleric can take Weapon Focus with his god's chosen weapon, or he can gain proficiency in any three martial weapons or one exotic weapon. [B]Level III:[/B] The cleric gains proficiency in heavy armor (requires medium armor proficiency) or the Mobility feat (requires Dodge). [B]Level IV:[/B] ??? [B]Level V:[/B] ??? [B]Healer[/B] Clerics who fill this role are most often found in shrines and temples serving the populace at large, not out adventuring. They are the ones who raise the dead, cure diseases, remove curses, and perform other services for fees or donations. They can, however, accompany adventuring parties; most clerics advance at least partway along this path to supplement their other abilities. Healers have very little combat ability. Note that "healer" applies to clerics who can channel positive energy. An evil cleric who channels negative energy also falls under this category. [B]Level I:[/B] The cleric gains a +2 bonus to Heal checks and can automatically maximize one cure or inflict spell per day. [B]Level II:[/B] ??? [B]Level III:[/B] The cleric can empower a number of healing spells per day equal to his Wisdom bonus. (Requires maximized channeling.) [B]Level IV:[/B] Three times per day, the cleric can unleash a burst of positive energy in a 30-foot radius. The burst heals living beings for 1d6 points per cleric level (max 20d6) and damages undead for the same amount. Evil clerics channel negative energy that damages living beings and heals undead. This ability cannot be maximized or empowered via previous abilities. [B]Level V:[/B] ??? [B]Priest[/B] Priests have perhaps the broadest role, but the smallest focus on any one aspect. They provide useful skills to a party like lore and divination, enhancements, created/animated undead and summoned creatures, and battlefield control. They tend to be second-line fighters – not as effective in combat as a Crusader, but able to hold their own in most combats. [B]Level I:[/B] The cleric can choose any one Knowledge skill as a class skill, or add a +3 bonus to an existing Knowledge skill. [/QUOTE]
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