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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: 4518540" data-attributes="member: 4722"><p>Here are some ideas for the various paths (mostly Crusader and Healer right now, because they're the easiest).</p><p></p><p><em> Level I:</em> <strong>Smite the Unbelievers (Su):</strong> 3 times per day, a cleric can attempt to smite good or evil (depending on his alignment), or someone of an opposing faith (no matter the alignment) as a standard action with a melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 2 extra points of damage per class level, plus his Charisma bonus. Any class-based abilities that would normally apply to a melee attack (sneak attack, e.g.) can be added to this roll also, if applicable. If the cleric accidentally smites a creature that is not of an opposing alignment of faith, the smite has no effect, but the ability is still used up for that day. </p><p></p><p> Clerics of a neutral deity can use this ability to smite those of extreme alignments only – LG, CG, LE, or CE. If the cleric attempts to smite a creature that has a neutral component in its alignment, the smite has no effect, but the ability is still used up for that day.</p><p></p><p> He gains lesser access to all spells except for Divination and Necromancy.</p><p>(This is the same ability the paladin gets; I wanted to keep them identical for the purposes of PrC and feat prereqs).</p><p></p><p> Level II: The cleric gains a bonus feat from the fighter bonus feat list. He must still qualify for the feat.</p><p></p><p> Level III: ???</p><p>He also gains greater access to all spells except for Necromancy (for which he gains lesser access) and Divination (minor access).</p><p></p><p> Level IV: The cleric gains a bonus feat from the fighter bonus feat list. He must still qualify for the feat. </p><p></p><p><strong>Healer</strong></p><p></p><p> <em>Level I:</em> The cleric gains a +2 bonus to Heal checks and can spontaeously lose a prepared spell (but not a domain spell) to cast a Necromancy spell of the same or lower level. He can also turn or command/rebuke undead with a +2 bonus to the check.</p><p></p><p> <em>Level II:</em> The cleric can maximize a number of cure or inflict wounds spells per day equal to his Wisdom bonus. He gains lesser access to all spells except for Divination and Evocation.</p><p></p><p> <em>Level III:</em> ???</p><p></p><p> <em>Level IV:</em> The cleric can empower a number of healing spells per day equal to his Wisdom bonus. He gains greater access to all spells except for Divination (lesser access) and Evocation (minor access).</p><p></p><p> <em>Level V:</em> <strong>Healing Burst (Su):</strong> Three times per day, a cleric can sacrifice any cure or inflict wounds spell to create a burst of positive or negative energy in a 30-foot radius. The amount healed or inflicted is equal to twice that of the spell, +1 per class level (maximum +20). So, for instance, the cleric could sacrifice a cure serious wounds to heal 6d8+level points of damage in a 30-foot radius.</p><p></p><p><strong>Priest</strong></p><p></p><p><em>Level I:</em> The cleric can choose any one Knowledge skill as a class skill, or add a +3 bonus to an existing Knowledge skill. He can turn or command/rebuke undead as normal.</p><p></p><p><em>Level II:</em> The cleric gains a bonus feat from the fighter bonus feat list. He must still qualify for the feat.</p><p></p><p></p><p>Those abilities you posited for the Crusader - Army of Faith and Undying Devotion - would be really good for an epic cleric/paladin PrC... I'm thinking it's called the Hand of God. It's someone who's very high up in the church hierarchy, who's crusaded against the enemies of the church, participated in many battles, and is a leader. Undying Devotion would apply once/year - the god wouldn't want his chosen champion dying without cause. He could also get improved smite powers - like, when he smites someone, it sends out a burst of energy that induces fear in the target's allies. He could also inspire awe/intimidation/fear with his mere presence.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4518540, member: 4722"] Here are some ideas for the various paths (mostly Crusader and Healer right now, because they're the easiest). [I] Level I:[/I] [B]Smite the Unbelievers (Su):[/B] 3 times per day, a cleric can attempt to smite good or evil (depending on his alignment), or someone of an opposing faith (no matter the alignment) as a standard action with a melee attack. He adds his Charisma bonus (if any) to his attack roll and deals 2 extra points of damage per class level, plus his Charisma bonus. Any class-based abilities that would normally apply to a melee attack (sneak attack, e.g.) can be added to this roll also, if applicable. If the cleric accidentally smites a creature that is not of an opposing alignment of faith, the smite has no effect, but the ability is still used up for that day. Clerics of a neutral deity can use this ability to smite those of extreme alignments only – LG, CG, LE, or CE. If the cleric attempts to smite a creature that has a neutral component in its alignment, the smite has no effect, but the ability is still used up for that day. He gains lesser access to all spells except for Divination and Necromancy. (This is the same ability the paladin gets; I wanted to keep them identical for the purposes of PrC and feat prereqs). Level II: The cleric gains a bonus feat from the fighter bonus feat list. He must still qualify for the feat. Level III: ??? He also gains greater access to all spells except for Necromancy (for which he gains lesser access) and Divination (minor access). Level IV: The cleric gains a bonus feat from the fighter bonus feat list. He must still qualify for the feat. [B]Healer[/B] [I]Level I:[/I] The cleric gains a +2 bonus to Heal checks and can spontaeously lose a prepared spell (but not a domain spell) to cast a Necromancy spell of the same or lower level. He can also turn or command/rebuke undead with a +2 bonus to the check. [I]Level II:[/I] The cleric can maximize a number of cure or inflict wounds spells per day equal to his Wisdom bonus. He gains lesser access to all spells except for Divination and Evocation. [I]Level III:[/I] ??? [I]Level IV:[/I] The cleric can empower a number of healing spells per day equal to his Wisdom bonus. He gains greater access to all spells except for Divination (lesser access) and Evocation (minor access). [I]Level V:[/I] [B]Healing Burst (Su):[/B] Three times per day, a cleric can sacrifice any cure or inflict wounds spell to create a burst of positive or negative energy in a 30-foot radius. The amount healed or inflicted is equal to twice that of the spell, +1 per class level (maximum +20). So, for instance, the cleric could sacrifice a cure serious wounds to heal 6d8+level points of damage in a 30-foot radius. [B]Priest[/B] [I]Level I:[/I] The cleric can choose any one Knowledge skill as a class skill, or add a +3 bonus to an existing Knowledge skill. He can turn or command/rebuke undead as normal. [I]Level II:[/I] The cleric gains a bonus feat from the fighter bonus feat list. He must still qualify for the feat. Those abilities you posited for the Crusader - Army of Faith and Undying Devotion - would be really good for an epic cleric/paladin PrC... I'm thinking it's called the Hand of God. It's someone who's very high up in the church hierarchy, who's crusaded against the enemies of the church, participated in many battles, and is a leader. Undying Devotion would apply once/year - the god wouldn't want his chosen champion dying without cause. He could also get improved smite powers - like, when he smites someone, it sends out a burst of energy that induces fear in the target's allies. He could also inspire awe/intimidation/fear with his mere presence. [/QUOTE]
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