A New Take on the Cleric PEACH [Archive] - Wizards Community

Post/Author/DateTimePost
CryoSilver

10-09-06, 05:52 PM
The Cleric
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I'm going to be rebuilding a class from the ground up here. I have two reasons for this: rebalancing, and reducing the need for prestige classing by making 20 levels of a base class a viable choice.

Let’s pare a cleric down to the basics; what does he have that makes him unique?

1: Spellcasting
2: Domains
3: Melee combat
4: Channeling energy

Now, what’s vanilla from that list? Spellcasting and melee combat. So, we focus on the first unique thing a cleric has: his domains. How should this work though?

Well, have what opinions you may, but I feel that there are too many domains. I feel that a domain should be something fundamental and universe defining; a truly basic concept. To that end, here are the domains in the Player’s Handbook:

Air, Animal, Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing, Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun, Travel, Trickery, War and Water.

Now, which of those are not universe defining?

Animal, Healing, Knowledge, Luck, Plant, Protection, Strength, Sun, Travel, Trickery and War.

So, we are left with: Air, Chaos, Death, Destruction, Earth, Evil, Fire, Good, Law, Magic and Water.

However, it’s my opinion that the world is based on opposites (blame my Taoism). Therefore, the following domains need to be opposed: Death, Destruction and Magic.

Thusly, we need three new domains: Life, Creation and Divinity (the arcane/divine dichotomy).

Our complete list of base domains is now: Air, Chaos, Creation, Death, Destruction, Divinity, Earth, Evil, Fire, Good, Life, Magic and Water.

Okay, that’s a good start. Now let’s take a look at the function of a domain.

It provides two things: spells and a neat extra. Spells are easy; they just need to be juggled and tweaked a little (you’ll see why later). It’s the “little extra” that interests me. Later on, I’m going to be sharply reducing the number of spells that clerics have access to, so this “little extra” needs to become something more substantial. I feel that this will also help “define” a cleric; +1 caster level or a feat is ok, but it’s very ho-hum.

However, in keeping with the goal of reducing the need for prestige classes (as well as helping limit the benefit of dipping in front-loaded classes), we’ll spread the cleric’s domain powers out over all 20 levels, with a capstone; something I feel every class should have (I don’t play epic).

The Cleric

Alignment: A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.

Hit Die: d6

This has been recently edited because I've begun to realize that there is really no reason why clerics have more ability to absorb punishment than the average Expert. See the War domain...

Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.

Observe the following table for the new cleric.

Level BAB Fort Ref Will Abilities
1 0 2 0 2 Domains, Faith Healer
2 1 3 0 3
3 2 3 1 3
4 3 4 1 4 Third Domain
5 3 4 1 4
6 4 5 2 5 Preacher
7 5 5 2 5
8 6 6 2 6 Improved Domains
9 6 6 3 6
10 7 7 3 7 Prestige Domain
11 8 7 3 7
12 9 8 4 8 Smite Infidel
13 9 8 4 8
14 10 9 4 9 Greater Domains
15 11 9 5 9
16 12 10 5 10 Prestige Domain
17 12 10 5 10
18 13 11 6 11 High Priest
19 14 11 6 11
20 15 12 6 12 Domain Mastery

I felt it was important to grant powers at even levels, because they’ll be getting new spells on the odd levels.

I’ll address the contents after the spell table.

Spells Per Day

0 1 2 3 4 5 6 7 8 9
1 5 3
2 6 4
3 6 5 3
4 6 6 4
5 6 6 5 3
6 6 6 6 4
7 6 6 6 5 3
8 6 6 6 6 4
9 6 6 6 6 5 3
10 6 6 6 6 6 4
11 6 6 6 6 6 5 3
12 6 6 6 6 6 6 4
13 6 6 6 6 6 6 5 3
14 6 6 6 6 6 6 6 4
15 6 6 6 6 6 6 6 5 3
16 6 6 6 6 6 6 6 6 4
17 6 6 6 6 6 6 6 6 5 3
18 6 6 6 6 6 6 6 6 6 4
19 6 6 6 6 6 6 6 6 6 5
20 6 6 6 6 6 6 6 6 6 6

As you can see, this is substantially the sorcerer table, and there are no “+1” domain spell slots. Why not? If you haven’t guessed, clerics can cast their domain spells spontaneously; I thought, if domains are so fundamental, they should be usable any time, instead of once per day, and only from one domain per level. Obviously, some spells will need to be dropped for this to work. Clerics can still use their whole spell list (no “spells known”), but the list will be greatly truncated; pared down to the fundamental spells every cleric needs; the rest will be part of the domains, of which the cleric eventually gets five; three regular domains and two prestige domains. Clerics still prepare their spells in advance.

Proficiencies: Clerics are proficient in all simple weapons, and with light and medium armor.

I cut heavy armor proficiency, mostly for balance reasons

Let’s take a look at abilities now, though, shall we?

The first is channeling. After a lot of careful thinking, I realized there was no thematic reason for clerics to be able to always channel positive or negative energy, especially if they were morally neutral. Ergo, channeling has been axed totally. But maybe it isn't fair to axe the cleric's ability to heal totally, since he can no longer spontaneously cast cure spells. Therefore, a few new abilities have been added.

Faith Healer (sp): This functions as a paladin's Lay On Hands, except that it can only be used to heal creatures with at least one alignment component the same as the cleric's, or members of the cleric's faith. It cannot be used to harm undead, and may be used to heal them if their alignment or faith fits the criteria.

Preacher (ex): A cleric may proselytize and spread the word of his god. If he speaks for at least one minute, all creatures within 60 feet must make a Will save (DC 10+1/2 level+Cha modifier) or be swayed by the cleric's words. Creatures with alignments different than the cleric's, or that worship other gods are shaken and suffer a -4 penalty on saves against Quest spells for 1 minute. Creatures of the same alignment or faith as the cleric gain a +2 morale bonus on saves and 1 temporary hit point per class level for 1 minute and become Helpful toward the cleric.

Smite Infidel (su): Once per day, the cleric may smite any creature with a different alignment or faith than his own. This attack gains a +4 bonus to hit and deals extra damage equal to the cleric's class level.

High Priest: The cleric has risen to a position of great power or respect in his faith. Even his god has recognized a powerful servant. Once per month, the cleric may use Commune with no XP cost. Once per month he may also call on his church to provide him with assistance in the form of support from lower level worshipers. Determine the level of the worshiper sent to help as though he were a cohort gained via Leadership. He stays to assist for no more than 1 week. If the cleric is in a remote or inaccessible area, he is responsible for providing a method for the worshiper to reach him.

Now let’s take a look at the domains.

Domains (su): At level 1, a cleric chooses two domains. He may now spontaneously cast the associated spells by expending a memorized spell of the same or higher level, and gains access to their first powers. At level 4, he gains a third domain and associated bonuses. A cleric cannot choose an alignment domain if he is not of that alignment.

Improved Domains (su): A cleric gains access to his domains’ second powers. He chooses two domains to gain the second tier powers of. Additionally, he gains +1 caster level for purposes of spell effect when casting his domain spells.

Prestige Domain (su): At levels 10 and 16, a cleric may choose a prestige domain to gain access to. He may elect to gain access to a new base domain if he so chooses.

Greater Domains (su): A cleric gains access to his domains’ third powers. He chooses two domains to gain the third tier powers of; he need not have a domain’s second tier power first. In addition, all his domain spells gain a +1 bonus on their save DCs, if applicable.

Domain Mastery (su): A cleric gains access to his domains’ fourth powers. He chooses two domains to gain the fourth tier powers of; he need not have a domain’s second or third tier powers first.

Doesn’t tell you much, unless you can see the domains.

All saves have DC = 10+half cleric level+your Charisma modifier. If not otherwise noted, all powers have a 60 foot range.

Air

First Power, Breathless (su): You do not have to breathe.

Second Power, Zephyr Strike (sp): As a ranged touch attack (range 60 feet), you may strike your enemies with powerful blasts of air. This attack deals 1d6 bludgeoning damage per 3 cleric levels you possess, and your opponent must make a Reflex save or be knocked prone.

Third Power, Storm Step (su): You gain a flight speed of 60 feet (poor) and your type changes to elemental.

Fourth Power, Tornado (sp): Once per day, you may call down a tornado. It affects a 50 foot spread at its base, and widens to 300 feet at its top, which is 500 feet high. See the Dungeon Master’s Guide for details on tornados. It lasts for 10 minutes.

Spells: Message, Obscuring Mist, Wind Wall, Gaseous Form, Air Walk, Control Winds, Wind Walk, Control Weather, Whirlwind, Elemental Swarm (air)

Chaos

First Power, Disrupting Field (sp): Once per day, you may introduce a small amount of chaos into a 20 foot spread for 1d6 rounds. This field imposes a -1 penalty on all rolls made within itself and forces creatures within to make Balance checks (same as save DC) each round as the ground shifts under them.

Second Power, Mutating Touch (sp): Three times per day, you may make a melee touch attack against a living opponent to deal 1d6 Constitution damage as the chaotic power in you mutates their internal organs.

Third Power, Chaotic Splinter (sp): Attacks against you suffer a 20% miss chance, since your very presence slightly disrupts space around you.

Fourth Power, Wave of Anarchy (sp): Once per day, you may summon a massive wave of chaos that spreads out from you in a 30 foot radius. All creatures within must succeed at a Fortitude save or die as their forms are twisted and mutated horribly. All unattended objects must succeed at a Fortitude save or be destroyed.

Spells: Daze, Protection From Law, Tasha’s Hideous Laughter, Magic Circle Against Law, Chaos Hammer, Dispel Law, Insanity, Word of Chaos, Cloak of Chaos, Summon Monster 9 (chaos)

Creation

First Power, Debris Rain (sp): Once per day, you can create a distracting rain of tiny objects in a 20 foot spread. Creatures in this area take a -1 penalty on all rolls for 2d4 rounds.

Second Power, Ex Nihilio (sp): Once per day, you may create a crude clone of yourself. Treat it as a construct of your size with a number of hit dice equal to your own and no special abilities. It has a slam attack, and is proficient in one weapon of your choice that you are also proficient in. It has the same ability scores as you, half your skill ranks, and two of your feats (your choice). It cannot cast spells, and will not do anything if not ordered to. It has non-magical versions of all your gear. It lasts for half an hour per cleric level you possess.

Third Power, Shield of Stuff (su): By mastering your ability to call up various bits of matter at will, you gain a +4 deflection bonus to AC.

Fourth Power, Meteor (sp): Once per day, you can summon a massive meteor to smash your enemies. It affects a 50 foot spread and deals 20d6 bludgeoning damage. All creatures of Huge or smaller size are trapped under the boulder and cannot move until it disappears in 1d4 rounds. This attack has a 300 foot range.

Spells: Mending, Shield of Faith, Spiritual Weapon, Create Food and Water, Major Creation, Wall of Force, Blade Barrier, Greater Shadow Conjuration, Polymorph Any Object, Shapechange

Death

First Power, Dark Cloud (sp): You may summon a 20 foot spherical dark cloud of necromantic energy once per day. All living creatures within this cloud are shaken as long as they remain within the cloud if they fail a Fortitude save. The cloud is not thick enough to obscure vision, but cannot be blown away. It lasts for 1d4+1 rounds.

Second Power, Corpse Puppet (sp): Once per day, you may animate the corpse of medium size or smaller as a skeleton or zombie; you may control up twice your cleric level in hit dice of undead through this power.

Third Power, Doom Gaze (su): You gain a minor gaze attack. All living creatures within 30 feet of you must make Fortitude saves or take a -1 penalty on all rolls for 1d4 rounds.

Fourth Power, Death Blast (sp): Once per day, you may create a black hole of negative energy. This is a 20 foot burst with a 60 foot range. All living creatures within this burst die if they fail a Fortitude save. All affected undead are healed, as by a Harm spell.

Spells: Touch of Fatigue, Deathwatch, Death Knell, Speak With Dead, Animate Dead, Slay Living, Anti-Life Shell, Finger of Death, Symbol of Death, Energy Drain

Destruction

First Power, Destructive Collapse (sp): Once per day you can deal 1d6 damage per class level that ignores hardness to all unattended non-magical items in a 20 foot spread with hardness no greater than 10. This has no effect on: doors, walls, floors or ceilings.

Second Power, Reaving Touch (sp): Twice per day, you may make a melee touch attack to destroy any object, unattended or otherwise if it fails a Fortitude save.

Third Power, Destructive Influence (su): All damage dealt to objects within 20 feet of you is doubled, and all damage dealt to creatures is increased by 1 point per die.

Fourth Power, Entropic Realization (sp): Once per day you may destroy everything within a 15 foot radius spread. All creatures and objects must succeed at Fortitude saves or be utterly destroyed, as by a Sphere of Annihilation. Even if they succeed, they take 10d6 damage that bypasses all hardness and damage reduction. Creatures within 5 feet of this spread after it goes off must succeed at Reflex saves or be drawn into the area of effect and fall into the hole it left by destroying the ground (if applicable) as the vacuum of destroyed air pulls them violently. Such creatures are not affected by the entropic field itself.

Spells: Acid Splash, Erase, Shatter, Contagion, Rusting Grasp, Enervation, Blight, Disintegrate, Greater Shout, Implosion

Divinity

First Power, Bastion of Faith (sp): You can create a divine sanctuary to your deity. Once per day, you and allies within 30 feet of you gain a +3 divine bonus to AC for 2d4 rounds. Your allies lose this bonus if they move more than 30 feet from you, but regain it if they re-enter the radius of the effect.

Second Power, Smite Infidel (sp): Three times per day you may smite any creature that does not worship your deity. You gain a +4 bonus on your attack roll and a bonus on damage equal to your cleric level.

Third Power, Ascension (ex): Your type changes to outsider, with all associated bonuses except for weapon proficiencies. You also gain a +2 inherent bonus to one ability score of your choice.

Fourth Power, Armageddon (sp): Once per day, you may call down divine power to destroy your enemies. All enemies within 100 feet of you take 10d6 damage; this is divine power and is not subject to reduction.

Spells: Guidance, Divine Favor, Shield Other, Prayer, Divine Power, Commune, Geas, Ethereal Jaunt, Limited Wish, Miracle

Earth

First Power, Fissure (sp): Once per day, you may cause small fissures to open up and trap your foes' feet. Within a 20 foot radius, creatures that fail a Reflex save cannot move for 1d6 rounds.

Second Power, Boulder Smash (su): You can cover your weapons with stone and use them to smash your enemies. You may choose to deal damage as though your weapon were one size category higher at no penalty, but all damage dealt is bludgeoning.

Third Power, Stone Body (ex): Your body turns to stone. Your type changes to elemental, and you gain DR 3/-.

Fourth Power, Earthquake (sp): Once per day, you can cause a massive earthquake. Treat this as the spell, but with a 200 foot radius around you; you are immune to its effects.

Spells: Resistance, Magic Stone, Soften Earth and Stone, Stone Shape, Spike Stones, Wall of Stone, Stoneskin, Earthquake, Iron Body, Elemental Swarm (earth)

Evil

First Power, Underworld Calling (sp): Once per day, you may call on the forces of the netherworld to empower you. You gain a +2 profane bonus to AC, saves and attack rolls for 2d4 rounds.

Second Power, Soul Crush (sp): Twice per day, you may use your dark power to crush a foe's spirit. Your foe must succeed at a Will save or take 2d4 Charisma damage.

Third Power, Demonic Binding (su): In a profane ritual, you bind a demonic spirit to yourself. You gain the half-fiend template, though you do not gain the spell-like abilities of that template.

Fourth Power, Infernal Reaver (sp): Three times per day, you may utterly annihilate your foe. Your foe must succeed at a Will save or be destroyed and their soul destroyed beyond any hope of recall. Even if they succeed, they take 20d6 damage.

Spells: Ghost Sound, Protection from Good, Desecrate, Magic Circle Against Good, Unholy Blight, Dispel Good, Symbol of Fear, Blasphemy, Unholy Aura, Summon Monster 9 (evil)

Fire

First Power, Sparks (sp): Once per day, you may cause a rain of painful sparks in a 20 foot spread. Creatures in this area take a -1 penalty to all rolls for 2d6 rounds. Creatures with fire resistance or immunity are immune to this effect.

Second Power, Spit Flame (sp): Once per round, you may spit flame as a ranged touch attack. If you hit, you deal 1d6 fire damage, and set your foe on fire.

Third Power, Enflamed (ex): Your body turns to solid flame. Your type changes to elemental, you gain the fire subtype and your touch deals 1d6 fire damage.

Fourth Power, Towering Inferno (sp): Once per day you may call down a massive blast of flame. It affects a 50 foot radius cylinder 200 feet high. All creatures and objects in the area take 20d6 fire damage and are set on fire.

Spells: Flare, Produce Flame, Flaming Sphere, Searing Light, Wall of Fire, Flame Strike, Fire Seeds, Firestorm, Meteor Swarm

Good

First Power, Angel's Kiss (sp): Once per day, you may bless your allies and yourself. You and allies within 30 feet of you gain a +4 bonus on saves for 1d6 rounds.

Second Power, Holy Smite (sp): Three times per day, you may fire a blast of holy light at an evil foe. If you succeed at a ranged touch attack, your foe takes 5d6 damage, not subject to reduction. Your foe takes only half damage if good or neutral.

Third Power, Sanctified (ex): You gain the half-celestial template, but do not gain access to the spell-like abilities of that template.

Fourth Power, Judgement (sp): Once per day you may pronounce judgement on all evil creatures in a 20 foot burst. They are destroyed if they fail a Will save, and are rendered helpless for 1d3 rounds on a successful save.

Spells: Disrupt Undead, Protection From Evil, Consecrate, Magic Circle Against Evil, Holy Smite, Dispel Evil, Heroes’ Feast, Holy Word, Holy Aura, Summon Monster 9 (good)

Law

First Power, Logical Insight (sp): Once per day, you and all allies gain a +1 bonus to attacks and AC for 2d4 rounds as you gain insight into the machinations of your opponents' patterns of attack and defense.

Second Power, Logic Hammer (sp): Once per day, you can deal 2d4 Intelligence damage to an opponent (Will save for half damage) as you wrench his mind with infathomable logic. You opponent takes a -2 penalty on the save if he is chaotic.

Third Power, Consistency (ex): Your performance is consistent and reliable. You may take ten or the average on any roll, including saves, skill checks, attack and damage rolls.

Fourth Power, Lockstep (sp): Once per day you may permanently freeze a creature in place, as by Temporal Stasis, thus ensuring it remains always the same. A Will save negates this effect, though the creature is still paralyzed for 1d3 rounds.
Spells: Read Magic, Protection from Chaos, Calm Emotions, Magic Circle Against Chaos, Order's Wrath, Dispel Chaos, Hold Monster, Dictum, Shield of Law, Summon Monster (law)

Life

First Power, Invigorate (sp): You may channel life energy into a nearby living creature. This power has a 30 foot range; the affected creature gains 1d8 temporary hit points and a +2 circumstance bonus on Fortitude saves. Both effects last 1 minute. You may use this power twice per day.

Second Power, Imbue Spark (sp): You may animate objects. Once per day, you may animate a medium or smaller object, as by Animate Objects with a permanent duration. You may control up to twice your cleric level in hit dice of objects through this power.

Third Power, Supercharged Metabolism (su): You gain an immunity to disease and poison, and gain fast healing 1.

Fourth Power, Font of Life (sp): Once per day, you may channel pure life energy through your body. You and all living creatures within 30 feet of you are Healed, as by the spell. All affected undead are destroyed if they fail a Will save.

Spells: Virtue, Detect Animals or Plants, False Life, Plant Growth, Raise Dead, Undeath to Death, Regenerate, True Resurrection

Magic

First Power, Magical Spray (sp): Once per day, you may produce a burst of magical bubbles in a 20 foot cone. This deals 1d4 force damage and your foes are dazed for 1 round if they fail a Fortitiude save.

Second Power, Magical Surge (sp): Twice per day, you may overcharge a magic item. The item must succeed at a Fortitude save or explode and deal 1d6 damage per caster level to everything within 10 feet of it.

Third Power, Arcane Aura (su): You are always surrounded by a magical aura. You gain SR 12+cleric level and once per day, you may use any arcane spell of 5th level or lower as a spell-like ability; you may choose a new spell each time you use this power.

Fourth Power, Magical Blast (sp): Once per day, you may channel spells into a devastating blast of power. You may expend up to one spell slot per spell level when using this power. FOr each spell level expended, you deal 1d6 damage to all creatures in a 10 foot spread (Reflex half).

Spells: Read Magic, Nystul’s Magic Aura, Identify, Dispel Magic, Imbue With Spell Ability, Spell Resistance, Antimagic Field, Spell Turning, Protection from Spells, Wish

Water

First Power, Flood Tide (sp): You can summon the tide to distract your foes. Once per day you may fill a 20 foot area with water 2 feet deep for 1d6 rounds. This area is treated as difficult terrain, and leaping fish cause all creatures in the area to take a -2 penalty on attack rolls.

Second Power, Gout of Water (sp): You gain the ability to fire gouts of water from your hands. This ability has all the same powers as a Decanter of Endless Water, and can be used at will. This water is potable, and not magical in and of itself.

Third Power, Aqueous Form (ex): Your form becomes fluid and watery. Your type changes to elemental, with all associated benefits, and you gain a 30 foot swim speed.

Fourth Power, Tsunami (sp): Once per day, you can summon a tidal wave to smash everything in your way. This is a 60 foot cone, extending out from you. All creatures and objects in the cone take 20d6 bludgeoning damage. All creatures must make a Fortitude save or drown immediately, as water is forced into their lungs. Creatures that can breathe water, or do not breathe are immune to the drowning, but still take the bludgeoning damage.

Spells: Create Water, Fog Cloud, Water Walk, Water Breathing, Control Water, Wall of Ice, Cone of Cold, Acid Fog, Horrid Wilting, Elemental Swarm (water)

Neat, but how about them prestige domains? Naturally, there will be many prestige domains, because they will encompass specific elements of a deity's portfolio. Prestige domains will also tend to be slightly more powerful than standard domains. I'll provide one example for now, but DMs should feel free to build after this model.

War

First Power, Volley of Arrows (sp): Once per day you may summon a hail of arrows. All creatures in a 30 foot spread must make a Reflex save or take 2d8 piercing damage.

Second Power, Absorb Punishment (ex): You gain Improved Toughness as a bonus feat.

Third Power, Summon Army (sp): Once per day, you may summon up to twice your cleric level in warriors of your own race with ECL equal to half your cleric level. They remain for up to 1 round per cleric level, or until defeated.

Fourth Power, Tides of Battle (sp): Once per day, you may turn the tide of a battle. All allies within 50 feet of you are healed of 20d6 damage, and all enemies in the area take the same amount of damage.

Spells: Divine Favor, Bull's Strength, Prayer, Divine Power, Righteous Might, Tenser's Transformation, Mordenkainen's Sword, Power Word Stun, Implosion



0-Level Cleric Spells (Orisons)
• Cure Minor Wounds: Cures 1 point of damage.
• Detect Magic: Detects spells and magic items within 60 ft.
• Detect Poison: Detects poison in one creature or object.
• Inflict Minor Wounds: Touch attack, 1 point of damage.
• Light: Object shines like a torch.
• Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

1st-Level Cleric Spells
• Bane: Enemies take -1 on attack rolls and saves against fear.
• Bless: Allies gain +1 on attack rolls and saves against fear.
• Command: One subject obeys selected command for 1 round.
• Comprehend Languages: You understand all spoken and written languages.
• Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
• Detect Alignment: Reveals creatures, spells, or objects of selected alignment.
• Doom: One subject takes -2 on attack rolls, saves, and checks.
• Endure Elements: Exist comfortably in hot or cold environments.
• Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
• Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
• Sanctuary: Opponents can’t attack you, and you can’t attack.
• Summon Monster I: Calls extraplanar creature to fight for you.

2nd-Level Cleric Spells
• Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
• Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
• Augury: Learns whether an action will be good or bad.
• Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
• Delay Poison: Stops poison from harming subject for 1 hour/level.
• Gentle Repose: Preserves one corpse.
• Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
• Make Whole: Repairs an object.
• Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
• Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
• Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
• Silence: Negates sound in 20-ft. radius.
• Status: Monitors condition, position of allies.
• Summon Monster II: Calls extraplanar creature to fight for you.

3rd-Level Cleric Spells
• Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
• Blindness/Deafness: Makes subject blinded or deafened.
• Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
• Glyph of Warding: Inscription harms those who pass it.
• Helping Hand: Ghostly hand leads subject to you.
• Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
• Magic Vestment: Armor or shield gains +1 enhancement per four levels.
• Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
• Remove Blindness/Deafness: Cures normal or magical conditions.
• Remove Curse: Frees object or person from curse.
• Remove Disease: Cures all diseases affecting subject.
• Summon Monster III: Calls extraplanar creature to fight for you.

4th-Level Cleric Spells
• Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
• Death Ward: Grants immunity to death spells and negative energy effects.
• Dimensional Anchor: Bars extradimensional movement.
• Dismissal: Forces a creature to return to native plane.
• Divination: Provides useful advice for specific proposed actions.
• Freedom of Movement: Subject moves normally despite impediments.
• Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
• Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
• Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.
• Restoration: Restores level and ability score drains.
• Sending: Delivers short message anywhere, instantly.
• Summon Monster IV: Calls extraplanar creature to fight for you.
• Tongues: Speak any language.

5th-Level Cleric Spells
• Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
• Command, Greater: As command, but affects one subject/level.
• Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
• Hallow: Designates location as holy.
• Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
• Insect Plague: Locust swarms attack creatures.
• Mark of Justice: Designates action that will trigger curse on subject.
• Plane Shift: As many as eight subjects travel to another plane.
• Summon Monster V: Calls extraplanar creature to fight for you.
• True Seeing: Lets you see all things as they really are.
• Unhallow: Designates location as unholy.

6th-Level Cleric Spells
• Banishment: Banishes 2 HD/level of extraplanar creatures.
• Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
• Forbiddance: Blocks planar travel, damages creatures of different alignment.
• Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
• Harm: Deals 10 points/level damage to target.
• Heal: Cures 10 points/level of damage, all diseases and mental conditions.
• Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
• Planar Ally: As lesser planar ally, but up to 12 HD.
• Summon Monster VI: Calls extraplanar creature to fight for you.
• Word of Recall: Teleports you back to designated place.

7th-Level Cleric Spells
• Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
• Destruction: Kills subject and destroys remains.
• Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
• Refuge: Alters item to transport its possessor to you.
• Repulsion: Creatures can’t approach you.
• Summon Monster VII: Calls extraplanar creature to fight for you.

8th-Level Cleric Spells
• Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
• Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
• Discern Location: Reveals exact location of creature or object.
• Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
• Planar Ally, Greater: As lesser planar ally, but up to 18 HD.
• Summon Monster VIII: Calls extraplanar creature to fight for you.

9th-Level Cleric Spells
• Gate: Connects two planes for travel or summoning.
• Heal, Mass: As heal, but with several subjects.
• Soul Bind: Traps newly dead soul to prevent resurrection.
• Storm of Vengeance: Storm rains acid, lightning, and hail.
• Summon Monster IX: Calls extraplanar creature to fight for you.


And no, this is not the first time I have posted this rebuild; the other thread was getting clogged with bumps.




Someone comment? Please?
Squangos

10-09-06, 07:31 PM
I do like your take on the Cleric; focusing the power into the flavoursome class features, as well as giving more ways to individualise the class. Nice.

I also decided to redesign the Cleric, but based on the chanelling of planar energy rather than normal spellcasting (possibly removing domains too, but I haven't given those much thought yet - maybe I'll have Diety-specific domains to help Pelor worshippers bring Elysium's light and healing to people, for example).
Seems I already told you that in much less detail in an older thread, CryoSilver; guess you can call this readvertising.

One of the current interesting questions I'm pondering is if multiple-round casting times mitigates the power of unlimited high-level effects…
CryoSilver

10-10-06, 09:29 PM
One of the current interesting questions I'm pondering is if multiple-round casting times mitigates the power of unlimited high-level effects…

Not really.
CryoSilver

10-17-06, 05:25 PM
:bump:
CryoSilver

10-18-06, 04:57 PM
:bump:
Matthew77

10-18-06, 05:16 PM
Hi Cryosilver,

Looks like a very interesting and viable alternative for clerics that you have devised.

I haven't carefully considered all your powers for balance issues, but those are easy tweaks (adding or subtracting dice of damage, etc..)

I really like the idea of domain powers, I think that was an excellent addition WOTC made to the cleric class, and I would much rather see weaker spells and more powerful domain powers, as you have described.

Personally, I think that the more domains the better, so I'd add as many as possible to give more player options, but you handle that well with the idea of prestige domains.

One suggestion I would make:
Eliminate the channel energy powers, and instead make a positive energy and negative energy domain with the abilities you assigned to channel energy.

Not all clerics are interested in healing or using negative energy, and the abilities are powerful enough that you should have to give up a domain to get access to them. Also, CHA mod * .5 level seems like quite a lot. Do you really want a level 10 cleric healing 1d6+5 hp 20 times a day?

I'm all in favor of increasing the usefulness and uniqueness of domain powers. A cleric of Fire and Metal (Vulcan) should have little overlap in abilities with a cleric of the Moon and Nature (Diana)
CryoSilver

10-19-06, 03:15 PM
One suggestion I would make:
Eliminate the channel energy powers, and instead make a positive energy and negative energy domain with the abilities you assigned to channel energy.

Not all clerics are interested in healing or using negative energy, and the abilities are powerful enough that you should have to give up a domain to get access to them. Also, CHA mod * .5 level seems like quite a lot. Do you really want a level 10 cleric healing 1d6+5 hp 20 times a day?


I agree in theory, but that might very well leave any given party without a purist healer.

As to the amount of healing, consider this: without the ability to spontaneously convert healing spells, a level 10 cleric with Wis 18 is left without the ability to potentially heal 61d8+175 hp per day by converting all his spells. Admittedly, he won't actually heal that much, but it averages to 449.5 hp/day, compared to 20d6+100 averaging to 170 hp/day

Don't think I'm not considering your opinion though.

What I see evolving out of this is 2 new prestige domains: Restoration and Entropy.

Restoration will encompass the healing powers, as well as some undead destroying powers, whereas Entropy will be about negative energy and the control of the undead.

Hmmm...
CryoSilver

10-19-06, 06:27 PM
Consider:

Prestige Domain: Sanctity of Life (help naming, please?)

First Power, Healing Mist (sp): Once per day, you may summon a healing mist. Treat this as an Obscuring Mist, centered on you that lasts for 2d4 rounds. Any living creature within or entering this mist is healed of 1d8 damage. No creature may benefit more than once from any given use of this power.

Second Power, Scourge of Undeath (su): Your very presence is dangerous to the undead; all undead within 30 feet of you suffer a -2 penalty to saves and attack rolls.

Third Power, Locked Life (su): You and all allies within 20 feet of you constantly benefit from Death Ward and Protection from Negative Energy effects.

Fourth Power, Avatar of Life (sp): Your type changes to elemental. All living creatures within 30 feet of you gain fast healing 5, and all undead within 30 feet of you take 5d6 damage per round.

Spells: Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Heal, Mass Cure Moderate Wounds, Greater Restoration, Mass Cure Critical Wounds, Mass Heal
Lt_Murgen

10-20-06, 10:08 AM
Not a bad idea, but I still like the turning ability of the Cleric.

Perhaps an alternate use of the channel energy would be to either: Create a hemi-spherical shield which wards out undead, or a wave of negative energy which compels them to obey.

Either way, you could base it on your charges concept, with the more charges used, the more powerful the shield. And it only stays up as long as he concentrates on it.
CryoSilver

10-20-06, 03:46 PM
I'm not saying I wholeheartedly dislike Turning, but it does seem to be the kind of thing that emphasizes a "Good-Evil" focus.

But what if your campaign is more focused on the elements? Or the Law-Chaos?

Then you have clerics with some strange non-synchronous ability...
CryoSilver

10-24-06, 02:34 PM
:bump:
CryoSilver

10-26-06, 04:01 PM
:bump:
CryoSilver

10-30-06, 01:18 PM
:bump:
Lt_Murgen

10-30-06, 02:56 PM
I'm not saying I wholeheartedly dislike Turning, but it does seem to be the kind of thing that emphasizes a "Good-Evil" focus.

But what if your campaign is more focused on the elements? Or the Law-Chaos?

Then you have clerics with some strange non-synchronous ability...

But alignment is a key component to the game, and any re-build of a class needs to take that into account.

Clerics follow a diety. That diety has a certain focus. It could be good, or evil, life, or death, freedom or society. But dieties WILL have a focus they impose on their faithful.

Clerics need to be able to tap into that to exert their influence. All I am suggesting is that instead of channeling positive or negative energy into a targetted blast, that they could create a 'repellant sphere' with it.
Squirrelloid

10-30-06, 03:22 PM
Hmm... I think your channeling of energy is too weak. At that power level you could let them do it without limit all day long. It should probably be changed to one of the following: d6 damage/healing per cleric level *or* negative levels/"positive levels". I actually prefer the second because it really makes it feel like channeling negative/positive levels.

Here's how i see it working. First, you inflict 1 + 1/2 additional levels negative/positive levels depending on whether you cannel negative/positive energy.

Negative levels work as currently described, but also give undead a bonus HD for each negative level inflicted.

Positive levels work like negative levels when used against undead, and give bonus HD to living creatures.

Bonus HD are of course temporary, probably draining off over time (-1HD/min?)

This is also good enough to make the required full-round action worthwhile.

My only concern with this rewrite of turn undead is now evil clerics have no way of commanding undead. This totally kills an existing archetype and makes some spells mostly useless (eg, Create Undead). I'll confess i didn't read all the domains - maybe this is included in one (or more) of the domains?

-------

One of the things i always felt 2nd got right was the Cleric Sphere system (Tome of Magic iirc). Each cleric's spell list was based solely upon which spheres (sort of like domains) they had access to, with each deity giving access to a set of spheres (not always the same number based on the number and quality of spells per sphere). So no two clerics had nearly the same spell list unless they were of the same deity, and their power-related spells comprised all of their spell-power, not a small fraction of it.
CryoSilver

11-01-06, 01:58 PM
The loss of ability to command undead will be addressed by a prestige domain.

This has the unfortunate side effect of excluding low-level clerics from having undead armies, but c'est la vie.

Undeath Prestige Domain - Up for Review!

First Power, Life Suppression (sp): Once per day, you may teporarily suppress the life force of living creatures within 20 feet of you. Creatures within 20 feet of you take a -2 penalty to their Constitution for 3d4 rounds.

Second Power, Breath of Unlife (sp): Once per day you may animate a corpse. It has the statistics of a zombie of appropriate size. As a special use of this power, you may instead create a wraith, but ou cannot thereafter use this power for one week. You may control up to your class level in Hit Dice of undead via this power (this is tallied independently of undead animated via the Death domain power).

Third Power, Dark Rebirth: Your type changes to undead, and you gain turn resistance +4.

Fourth Power, Army of Darkness (sp): Once per day you may summon a night walker and 3d4 Shadows. They remain for 1 minute and obey all your commands.
periscope

11-01-06, 04:16 PM
You say that death, destruction, and magic need to have opposites. They already have opposites that you removed. Healing, protection, and strength. Think about it, you heal to delay and avoid death, you protect against destruction, and magic is opposed by the strength in the barbarians or fighters sword or axe arm.
CryoSilver

11-01-06, 05:18 PM
With the exception of Magic/Strength, your proposed "opposites" are reactive.

You can't heal if there's no death and you can't protect if there's no danger.

However, you can create without destruction, and you can give life without death. That's why I redid those domains. As to magic vs physical, I don't regard that as a true dichotomy, because magic is just another kind of natural force. IMO, it'd be like having electricity opposed by steam power.
CryoSilver

11-07-06, 02:28 AM
I am contemplating reducing the power of this rebuild.

Possible reductions in power:

Reducing Hit Die to a d6
Reducing the Fortitude save to a poor progression
Reducing number of spells per day
Removing or heavily revamping the channeling mechanic (which I don't like anymore)


I'm planning on leaving the domain powers as strong as they are; I feel that in general, they do not greatly exceed the power level of a spell of the same level as would be accessible at their point of acquisition.

Thoughts?
Squangos

11-07-06, 10:13 PM
Have those power reductions reversed as one of a Domain's powers (like the War Domain's Second Power)? An Enduring Domain that gave a good Fortitude save, for example.

Those changes sound like they balance your Cleric more closely to the Wizard, which sounds good.
CryoSilver

11-08-06, 10:23 AM
The War domain's second power IS a bit excessive...

Consider:

Reduce Hit Die to a d6.

War domain new second power: You gain 1 hp per class level you currently possess. You class Hit Die is now a d8
Squangos

11-08-06, 12:24 PM
What about linking War's second power to the Divine Power spell, doubling the duration a la Extend Spell or something? Then you'd still have that 4/4 BAB, but it could be dispelled and such.

There is a valid point of view that a war-cleric would be tougher than normal instead of a more experienced fighter.
However, there is an even more valid point that anyone with d6 hit die shouldn't be on the front lines of a conflict, so…
CryoSilver

11-08-06, 12:26 PM
I've never seen (though often used) clerics as front line warriors anyways.

Why should a cleric of Olidammara be trained in how to wear full plate and crack skulls?

Warrior clerics should have the War domain. Other clerics should stay the hell off the front line.
Squangos

11-08-06, 12:39 PM
Well, true; Clerics are more often part of a second wave, armed with healing wands to help anyone who fell in the first wave get up and fighting again.
Though maybe warrior clerics should be part of the back of the first wave? Bashing the enemy injured on the head and such.
CryoSilver

11-08-06, 12:39 PM
And those warrior clerics are helped out by their d8 Hit Die.

The regular clerics are back at their temples because they know better than to try and get involved in a war.
Squangos

11-08-06, 12:44 PM
Are the ones in the temple those who invest in an Intelligence score, then?

"Yeah, sorry I can't face down hails of arrows and hordes of Orcs with you, but someone has to sort out the collection plates, so…"
CryoSilver

11-08-06, 12:45 PM
Very likely.

Not necessarily the only ones though.

Those with the War domain may very well be the leaders of an army, and need a high Int to formulate startegy, a high Wis for their spells and a high Cha to inspire their troops.
Squangos

11-08-06, 12:58 PM
Strategy or Leadership are probably good enough to be their own prestige domain (Leadership would go well with dieties like Moradin in respect to the Dwarven people).
CryoSilver

11-08-06, 01:07 PM
Most of the existing domains would be good enough to qualify as a prestige domain.

The fact is though, I'm a lazy person, so prestige domains will probably be made only as I need them.
Squangos

11-08-06, 01:27 PM
I more than understand the lazy person bit; don't worry about it.
The proposed change to the Cleric and the War domain are decent and understandable, so I think you should try it.
Vasyek

11-08-06, 04:59 PM
Nothing particularly substantial to add, but I'm always glad to see alternative designs for the cleric class, sharing as I do your interest in making clerics overall more varied and distinctive. I had my own ideas about changing it, principally concerning domains. Unfortunately I haven't done much with it lately on general counts of laziness; twenty-four broader domain concepts with three subdivisions each will do that to a (certain kind of) person when it leaves them with the task of assigning at least somewhat unique spells and abilities seventy two ways.

Still, I may convert a few of them into prestige domains to offer this thread.
Schmendrick

11-08-06, 05:41 PM
Interesting. It reminds me a lot of an alternate cleric class I designed for my campaign.... I'll have to look at posting it, and linking y'all to it.

This post, other than that small announcement, is basically my lazy way of subscribing to this thread. And, probably, :bump:ing it a little.

I will probably comment further later, when I have more time.
TheSubtlePenguin

11-08-06, 05:51 PM
I really don't like how almost every 4th step power is a massive burst of destruction. Powers this epic should really incure an experience penalty or be useable once per year or somthing.
CryoSilver

11-08-06, 05:52 PM
I point you at Wail of the Banshee.

Up to 1 creature/caster level saves or dies. Usable as many times per day as an arcane caster has 9th level spell slots.
CryoSilver

11-26-06, 05:03 AM
:bump:
Escef

12-03-06, 05:55 AM
Honestly, I think you've overloaded your cleric. The energy channeling idea is good, but the formula for times per day (and the cost of the higher abilities) needs to be reworked slightly. Done properly, this would make an excellent alternative to spontaneous casting of cure spells.

The base spell list is rather low power. Mostly curative or defensive spells, with a couple of summoning and dismissive spells thrown in. It's a good thing these clerics will (eventually) gain access to 3 domains, because otherwise their spell selection will be very lackluster. I also see no need to grant them more spells per day. At each level the cleric would gain a new spell level you have changed his spells per day from 2 (1+ domain) to 3.

Some of the domain abilities are nice and flavorful, but others are outright overpowered. A constant 20% miss chance? No. 5d6 damage to undead in his area? Wow, two of these guys would slaughter an army of the undead (and why do they become elementals in the deal, I'd think outsider would be more appropriate).

Changing HD from d8 to d6 I'm kinda iffy on, the war domain power is a very flavorful way to address the change. The loss of heavy armor proficiency is a non-issue to me, no one in any of my games liked heavy armor. We always considered the loss of movement to be too high a price for an extra two points of AC (what it usually worked out to be for most of our characters).

I think you have a lot of good ideas, but some of them seriously need rebalancing.
mkill

12-03-06, 08:55 AM
For my taste, the changes are only so-so.

I do appreciate that you tried to make clerics of individual deities more individual. I also agree that Turning/Rebuking Undead only fits a small part of religions, I don't see a Zagyg or Talos care about such stuff.

But what I still miss in your changes is a true "representative of a religion" feel.

You reduced the hit die to d6 and took out some of the other warlike stuff. That's fine, the crusader role is fit better by the paladin anyway. But.

Look at what real-life religions are about (aside from fighting each other...) They are about giving people guidance. They are about a community role. If you look at your cleric, can he tell whether somebody from his flock is a lying sinner? Not really, he'd need the Sense Motive skill for that. Are there spells / rituals to baptise a child? To bind a marriage? To initiate a follower? Why not? Does a cleric never meet NPCs? Where is the Perform (oratory) skill? Does he never speak to his followers?

My cleric held a mass already in the second session he was played. Completely improvised, there wasn't much support for that in the rules. The equipment list doesn't even have a holy book! Even though my cleric is still the main tank and hitman in the party, I feel it is important to play the other side too.

While adding social background doesn't change much about the power level, it strengthens the social role of the cleric. Or rather, it acknowledge that a cleric has a social role rules-wise for the first time, something that is missing for 30 years now. This is where the D&D cleric lacks.
CryoSilver

12-03-06, 02:57 PM
IMO, marriages and other religious rites are covered by the Knowledge (religion) skill.

The "taking care of a flock" bit is nice, but in most games, doesn't really matter one way or the other, and would really just end up taking the spotlight away from the other players while the cleric does some mostly meaningless roleplay by himself.

Also worth noting that in my campaign world of Iliga, parochial duties are mostly handled by experts with ranks in Knowledge (relgion), Diplomacy, Perform (oratory), etc and archivists (Heroes of Horror, and with some slight modifications, my substitute for cloistered clerics)
CryoSilver

12-06-06, 02:42 PM
I am currently entertaining input on a new channeling mechanic.

I realize that no one is going to comment on this build because everyone is too lazy to read through all the text, but I'm holding out follish hope anyways.
Schmendrick

12-06-06, 04:28 PM
From my cleric alt:

Channel:
A cleric of 1st level is able to channel energy from his deity a number of times per day equal to his charisma bonus <note, this is bonus, not modifier. A bonus is always nonnegative>. At 2nd level, and every 4 levels thereafter, he is able to channel energy one more time per day. Channeling comes in three varieties: Moral, Ethic, and Elemental. Channeling a vulnerable creature results in one of six results: turning, destruction, banishment, rebuking, command, dispelling, or bolstering. Channeling may have additional effects in special circumstances (declared by the DM).

Turning: <blah blah, per PHB> Turning powerful enough to affect a creature with twice as many Hit Dice as the target are typically destroyed or banished (see below).
Destruction: Destroyed creatures are destroyed utterly, regardless of current hit points, resistances, or immunities.
Banishment: A banished creature is immediately and forcibly returned to its home plane. If it is already on its home plane when banished, it is instead allowed a fortitude save (DC 10+1/2 cleric level + cleric's Charisma modifier). On a failed save, the creature is immediately dealt nonlethal damage equal to twice its maximum hit point total. Regardless of the result of the save, the creature is stunned for a number of rounds equal to the banishing cleric's level.
Rebuking: <per PHB> Typically, if a rebuking attempt could affect a creature with twice as many Hit Dice as the target, then the creature is commanded instead.
Command: <per PHB>
Dispelling: <per PHB>
Bolster: <per PHB>

Moral channeling: Clerics of good deities can channel positive energy, which may be used to turn undead and evil outsiders; powerful turning results in destruction of undead, and banishment of evil outsiders. Clerics of evil deities can channel negative energy, which may be used to rebuke undead and evil outsiders, or turn good outsiders;powerfully turned good outsiders are banished.
Ethical channeling: Clerics of lawful or chaotic deities can channel axiomatic or anarchic energy, respectively. Ethical channeling affects creatures with the [Lawful] or [Chaotic] subtypes, resulting in rebuking/command if the alignment is identical, or turning/banishment if the alignment is opposed.
Elemental channeling: Each deity possesses an element, which is the type of energy clerics of that deity channel. Channeling an element rebukes or commands creatures with the same elemental subtype, and turns or destroys creatures with the opposing subtype. Fire and Water are opposed, as are Air and Earth. When elemental channeling might destroy a creature, the cleric may opt to banish or turn it instead.


Note that in this system clerics of neutral deities lack one (or both) types of channeling; a Neutral Good deity does not grant ethical channeling. (though IMC the Neutral god allows his clerics to channel Lawful or Chaotic energy at will, but not Positive or Negative). Obviously, the deific elemental affinities are also a campaign specific.
Escef

12-07-06, 03:48 AM
As for your channeling idea, I think it could be more broadly applied. As your channeling sits now, it basically eliminates the need for cure/inflict spells at all. Add to this the fact that for some deities curing or inflicting (or both) are out of flavor. However, if it were replaced with some kind of generic energy channeling that would be customizable to the faith in question we could have positive energy channeling, fire channeling, etc.

Just an idea you might want to consider running with.
CryoSilver

04-26-07, 07:25 PM
I cast Raise Dead on this thread, in hopes of any new feedback.
The_One_Who_Walks

04-28-07, 08:47 AM
The energy channelling, I'm 50-50 on. As someone who plays a fair number of clerics (my first DM ran almost exclusivly in the Forgoten Realms, and there are a bewildering array of deities there) I would miss it if I didn't have it, but at the same time, it does seem a bit random and tacked-on for a lot of deities... Though I suppose any god would want to have healing readily available to it's faithful... I dunno.

I really like this version of the cleric a lot. I've always kinda thought two clerics of different deitities were mechanically nearly identical, which seems more than a little foolish to me. Why would clerics of Rao (a greyhawk deity of peace) be trainined to wear armor and fight the same as clerics of St. Cuthbert? I do have a couple questions, though. Why is Air the only elemental domain that doesn't grants the elemental type at step three, or ever for that matter? I mean, a a 60ft fly speed is beautiful thing, particulrly for an air god's priest, but it seems strange to me that Earth, Fire, and Water make you an elemental, Air doens't. Also, with the Good and Evil domains, the third step is transformative. But why does Good make you a half-celestial, and Evil just make you a outsider with fire resistance? I dunno, just a couple of things I was wondering about. In general, I'm a very big fan :D I was wondering, also, have you put together any more prestige domains?
CryoSilver

04-28-07, 11:53 AM
I designed the Air domain before the other elemental domains; I hadn't thought to make the cleric an actual elemental, though I'll probablyedit that in. Same for good and evil.
CryoSilver

04-28-07, 02:20 PM
Air and Evil have been edited, and I am considering how to alter the clunky channeling mechanic.
CryoSilver

05-04-07, 01:12 AM
Right, so the issue I'm running into is this: most parties assume that there is a healer. I don't really want to change that dynamic, and no one can really replace the cleric as a healer. So the question is: how can the cleric remain a reliable healer and not be burdened with an unfitting mechanism to do so?

Just prepping healing spells would have the effect of in fact making the cleric MORE of a band aid, since he has to push out other spells. So that's not really that attractive as an option. Not to invalidate it, but it's not my first choice.

Spontaneous casting obviously does not work with the new domain dynamics, nor would I want to burden every cleric with taking the Life domain. That'd just be dumb.

The channeling ability is the third option. As people have noted, it's kind of complex, and feels 'tacked on' and artificial. In hindsight, I don't like it.

So what to do? I'm open to any specific suggestions.


Faith Healing: the cleric may convert any prepared spell into a cure spell of equal or lower level, but only to heal himself or other creatures that meet at least one of the following criteria: same deity/faith, same alignment, under Geas/Quest by a cleric of same deity/faith. Maybe any creature that is the same on at least one axis and not opposed on the other? This whole thing sort of plays up alignment more than I'd like, but I'm considering it.
Escef

05-04-07, 06:03 AM
Honestly, you seemed to be straying towards a spell point system. What about a spell point system with something closer to the idea of 2e spheres? Maybe each cleric gets minor access (just the spells) from several spheres and major access (spells and domain powers) from 2?
CryoSilver

05-05-07, 05:50 AM
Spheres, huh?

Hm... Take a look:

Domains (su): At level 1, a cleric chooses two domains. He may now spontaneously cast the associated spells by expending a memorized spell of the same or higher level, and gains access to their first powers. At level 4, he gains a third domain; at this point he selects 2 domains to be major domains. He only gains the special powers of his major domains, though he may cast the spells of all domains he has access to. Whenever he gains access to a new domain, he may pick new major domains. A cleric cannot choose an alignment domain if he is not of that alignment.

Improved Domains (su): A cleric gains access to his major domains’ second powers. Additionally, he gains +1 caster level for purposes of spell effect when casting his domain spells.

Prestige Domain (su): At levels 10 and 16, a cleric may choose a prestige domain to gain access to. He may elect to gain access to a new base domain if he so chooses.

Greater Domains (su): A cleric gains access to his major domains’ third powers. In addition, all his domain spells gain a +1 bonus on their save DCs, if applicable.

Domain Mastery (su): A cleric gains access to his major domains’ fourth powers.


This is a slight modification of the system I have in place now. I suppose there could be other minor spheres. I'll work on it when i get home from college for the summer later tonight.
Chando

06-28-07, 10:51 AM
just a minor sigestion, I think that the war first domain power could be simple. The cleric gains 1 HP per cleric level that he posses, plus one for every additional cleric level he gains.
Is the same average without needing to change the hit die of the class in the midle of the game. Theres no need to change a hit die of a class, just give more hit points.

good project, take care.
CryoSilver

06-28-07, 11:54 AM
Fair suggestion.

Simplifying even further, the ability could simply grant the Improved Toughness feat (Complete Warrior).
ff6shadow

11-09-07, 10:02 AM
Not sure giving them the feat itself is correct though. The idea was a hit dice upgrade. +1 HP per level, the benefits of the Improved Toughness feat equals this average perfectly. Personally though, I would just straight give the HP, leaving clerics who are determined to be extra tough the option to take the feat in addition to the domain.
CryoSilver

12-01-07, 03:04 AM
I have seriously edited this class. The clunky channeling mechanic has been tossed in favor of something TOTALLY different.

Comments, please.
CryoSilver

02-25-08, 10:39 PM
Bumping this thread in hopes of getting feedback...