Revised custom priest

peterka1

First Post
please comment

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.

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. New Domain Powers first level/ long term for 10 levels
feat = 1.5 1= +1 dx ask me about the chart igf you want!)
Cleric normal … 6.7/22.5

Air Domain
Domain Skills: Alchemy, Jump
Additional Granted Powers: Electricity Resistance 2.5 * level,
good Reflex save progression 3/10.5

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
 

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I didn't read through all the domains, but it looks pretty good. AS I sdaid on the first posting I like the idea of having more of the cleric power come from the domains. Any plan on doing other domains?

I'll try to read more of this during the NCAA tourney tonight. :D
 


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