A Cleric by any other name... [Archive] - Wizards Community

Post/Author/DateTimePost
DaveReaves

06-13-05, 05:49 PM
As I delve further into the creation of my own campaign world, I find less and less place to put Clerics. In my as of yet unnamed world, Clerics and Paladins seemed to be loosing distinction. In the standard setting, Clerics are the heroes of the church where Paladins are the mortal champions of the good gods. In my world, however, deities are more discriminating as to whom they give power. Both classes are doing the will of a specific deity, and I saw no reason as to need two choices for Full plate wielding, weapon swinging chosen people of the deities, so I have designed a Priest to replace the cleric. This is a very rough draft, please hang there with me.

A few things to remember about my world while you look at this. The gods are tangible, living embodiments of their domain, each living on their own plane that fits their nature (God of Fire, for instance, is a globe of living magma that resides in a constantly erupting volcano floating above an infinite sea of lava.) The gods still have a hand in world, but only indirectly though priests. People visiting the planes find it almost impossible to communicate with a deity directly, though it is doable with enough resolve. Priests are most often chosen by the deity, but on occasion a truly outstanding individual catches the attention of the divine.

THE PRIEST

The deities are known throughout the lands. Most people follow the teachings of a deity. The truly devout attend services, the rare few teach the dogma to others. Rarer still are the true Priests, the servants of the gods. Working in ways as mysterious as the forces that drive their power, the Priests fight for the cause of their deties in a way only they can


LVL BAB FORT REF WILL SPECIAL
1 +0 +0 +0 +2 First Domain
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6 Second Domain
9 +4 +3 +3 +6
10 +5 +3 +3 +7
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9 Third Domain
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Divine embodiment


Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3 — — — — — — — —
2nd 6 4 — — — — — — — —
3rd 6 5 — — — — — — — —
4th 6 6 3 — — — — — — —
5th 6 6 4 — — — — — — —
6th 6 6 5 3 — — — — — —
7th 6 6 6 4 — — — — — —
8th 6 6 6 5 3 — — — — —
9th 6 6 6 6 4 — — — — —
10th 6 6 6 6 5 3 — — — —
11th 6 6 6 6 6 4 — — — —
12th 6 6 6 6 6 5 3 — — —
13th 6 6 6 6 6 6 4 — — —
14th 6 6 6 6 6 6 5 3 — —
15th 6 6 6 6 6 6 6 4 — —
16th 6 6 6 6 6 6 6 5 3 —
17th 6 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 6 6


Rules and Stuff:The Priest is proficient with simple weapons and shields (other than tower shields). The Priest is proficient in no armor, but taking the appropriate feats does not hinder him.
Hit Die: d6
SpellsPriests don’t have to prepare their spells ahead of time. They may cast anything of the appropriate spell level from the Cleric spell list. The key ability for casting is Wisdom.
Domains:At 1st, 8th and 15th level, the Priest must choose a deity to serve. They gain access to the domain spells and special abilities as a cleric does. Some deities (particularly the more powerful deities) are more hesitant to grant power than others. As such, they will not make contact with possible worshipers until they have proven themselves though service of other gods. Your domains may not be of opposed alignments. You may not be a Priest of a Good and Evil deity, or a Lawful and Chaotic deity. Neutral deities impose no restrictions. Your alignment does not have to match that of your deity but may not be opposed.
1st Level Domains: Animal(N), Healing(G), Knowledge(N), Luck(C), Protection(L), Travel(N), Trickery(C), Strength(L)
8th Level Domains: Death(E), Destruction(E), Magic(N), Plant(N), War(L)
15th Level Domains: Good(G), Evil(E), Law(L), Chaos(C)
Divine embodimentAt 20th level, the priest becomes an avatar of the gods he served. He gains a divine rank and the ability to commune directly with his deities. He needs no special protection when traveling to the planes where one of his deities resides.



I would appreciate any feedback you guys have. I would also like to know what you think the best way to grant the priest the avatar status granted by divine embodiment. This ability is still very experimental and needs play testing and perhaps a stop by the character development board to see what kinds of crazy stuff they could do if this ability was available.

Any similarities between this Priest and a Sorcerer are purely in your mind.
Nephlite

06-13-05, 06:11 PM
As I delve further into the creation of my own campaign world, I find less and less place to put Clerics. In my as of yet unnamed world, Clerics and Paladins seemed to be loosing distinction. In the standard setting, Clerics are the heroes of the church where Paladins are the mortal champions of the good gods. In my world, however, deities are more discriminating as to whom they give power. Both classes are doing the will of a specific deity, and I saw no reason as to need two choices for Full plate wielding, weapon swinging chosen people of the deities, so I have designed a Priest to replace the cleric. This is a very rough draft, please hang there with me.

Paladins aren't servants of the gods. They do good for the sake of it should be done, not for a god. Only Clerics must serve a god. I never understood why people place extra stuff on Pals.

THE PRIEST

The deities are known throughout the lands. Most people follow the teachings of a deity. The truly devout attend services, the rare few teach the dogma to others. Rarer still are the true Priests, the servants of the gods. Working in ways as mysterious as the forces that drive their power, the Priests fight for the cause of their deties in a way only they can


LVL BAB FORT REF WILL SPECIAL
1 +0 +0 +0 +2 First Domain
2 +1 +0 +0 +3
3 +1 +1 +1 +3
4 +2 +1 +1 +4
5 +2 +1 +1 +4
6 +3 +2 +2 +5
7 +3 +2 +2 +5
8 +4 +2 +2 +6 Second Domain
9 +4 +3 +3 +6
10 +5 +3 +3 +7
11 +5 +3 +3 +7
12 +6/+1 +4 +4 +8
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9
15 +7/+2 +5 +5 +9 Third Domain
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10
18 +9/+4 +6 +6 +11
19 +9/+4 +6 +6 +11
20 +10/+5 +6 +6 +12 Divine embodiment


Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3 — — — — — — — —
2nd 6 4 — — — — — — — —
3rd 6 5 — — — — — — — —
4th 6 6 3 — — — — — — —
5th 6 6 4 — — — — — — —
6th 6 6 5 3 — — — — — —
7th 6 6 6 4 — — — — — —
8th 6 6 6 5 3 — — — — —
9th 6 6 6 6 4 — — — — —
10th 6 6 6 6 5 3 — — — —
11th 6 6 6 6 6 4 — — — —
12th 6 6 6 6 6 5 3 — — —
13th 6 6 6 6 6 6 4 — — —
14th 6 6 6 6 6 6 5 3 — —
15th 6 6 6 6 6 6 6 4 — —
16th 6 6 6 6 6 6 6 5 3 —
17th 6 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 6 6


Rules and Stuff:The Priest is proficient with simple weapons and shields (other than tower shields). The Priest is proficient in no armor, but taking the appropriate feats does not hinder him.
Hit Die: d6
SpellsPriests don’t have to prepare their spells ahead of time. They may cast anything of the appropriate spell level from the Cleric spell list. The key ability for casting is Wisdom.
Domains:At 1st, 8th and 15th level, the Priest must choose a deity to serve. They gain access to the domain spells and special abilities as a cleric does. Some deities (particularly the more powerful deities) are more hesitant to grant power than others. As such, they will not make contact with possible worshipers until they have proven themselves though service of other gods. Your domains may not be of opposed alignments. You may not be a Priest of a Good and Evil deity, or a Lawful and Chaotic deity. Neutral deities impose no restrictions. Your alignment does not have to match that of your deity but may not be opposed.
1st Level Domains: Animal(N), Healing(G), Knowledge(N), Luck(C), Protection(L), Travel(N), Trickery(C), Strength(L)
8th Level Domains: Death(E), Destruction(E), Magic(N), Plant(N), War(L)
15th Level Domains: Good(G), Evil(E), Law(L), Chaos(C)
Divine embodimentAt 20th level, the priest becomes an avatar of the gods he served. He gains a divine rank and the ability to commune directly with his deities. He needs no special protection when traveling to the planes where one of his deities resides.



I would appreciate any feedback you guys have. I would also like to know what you think the best way to grant the priest the avatar status granted by divine embodiment. This ability is still very experimental and needs play testing and perhaps a stop by the character development board to see what kinds of crazy stuff they could do if this ability was available.

Any similarities between this Priest and a Sorcerer are purely in your mind.

I think it is cool you made a spointanous/unprepared Divine caster. I like the three domains gained slowly concept.

Why did you reduce HD and take away armor? I would do either, but not both.
If you must reduce Hd to d6, lower profiency to light.
CzarGarrett

06-14-05, 08:39 AM
As a basis differentiation, there's the Cloistered Cleric in Unearthed Arcana.

I think that could give a good division between 'Out in the world fighting' and 'in local areas preaching' servants.





As to your class:

Remove Divine Embodiment. If a character becomes a God, he needs to do a lot more than gain 20 levels in a core class. If anything, make them an outsider kinda like a monk gets.

Domains: Generally clerics had one God and a choice of domains. I'm not sure if you're just wording it oddly, but I feel like the Priest should have 1 God and an increase in domains and their powers.

Overall, its almost as if you'd want the Favored Soul out of Complete Divine.
oneday

06-14-05, 10:47 AM
I think they need to have a spells known chart instead of letting them cast ALL the spells of each level. That's a little too good.
Nyferto

06-14-05, 12:14 PM
Minor point, neither class needed to follow a deity.

Class seems fine, but the access to Domains seems irrational and what happens if you want to be double aligned with Domain?