Advice on homebrew clerics, please [Archive] - Wizards Community

Post/Author/DateTimePost
SilverFoxKnows

07-14-05, 05:54 PM
I'm working on making the clerics of the different churches, well, different. It never made sense to me that a cleric of the God of Thieves would be proficient in heavy armor and have a weak skill selection. So my questions...

What would be a fair trade for Turn Undead? A feat? A couple of skills?

What would be a fair trade for a d10 hit die? Lose a Domain? Use the Sorc spell progression?

What would be a fair number of skills for a cleric with a d6 hit die and prof w/ lt. armor only?

How about a cleric with three Domains? Use the Wiz BAB? Lt armor only? Only one good save?

I'm just just tired of the cookie cutter cleric. Aby ideas?
Wookie1120

07-14-05, 09:08 PM
I agree.... but you'd have to make them world specific to do so... I can see a cleric of a god of theifs having d6 hitdie, light armor, 6+int skills and then the cleric spells. where as a warrior god's cleric might have d10, martial weapons and a lighter spellcasting ability... but it would be hard to do this sort of thing in a generic fashion. You'd have to really tailor it for your specific campaign. Maybe someone around here has a link to some class balance guidelines. I know they have them for weapon balance and race building, classes must be covered somewhere too.
SilverFoxKnows

07-14-05, 09:58 PM
It is world specific, a homebrew I've been working on since the 80s. I have a rough draft of the most warlike of the martial dieties. How's this sound?

d12 hit die
full BAB
good Fort & Will
spell progression as per Bard
one of the following domains: Destruction, Law, Protection, Strength & War
bonus Feat at 1st
+2 to save vs fear
cannot turn undead
prof. in all armors & shields
prof. in all simple weapons & all martial melee weapons

I've been using these guys as NPCs for years and have been giving them fighter levels to represent their life before the church but i wanted to do something special for them. I have long portrayed them as the strongest of combatants but weak casters. Is this too much? Would you want one of these guys backing you up? Would you want to fight one of these guys? Is this about even to a Fighter/Cleric? Is this close to balanced or have I flipped my lid?
Wookie1120

07-15-05, 01:45 AM
As you have it, it's a better front line combatant than a fighter, and we don't need anyone taking their role(it's already threatened by the barbarian). I don't see that the bonus feat is necessary, and I'd stick with a d10, I think that's a bit more balanced.
The Wasp

07-15-05, 02:02 AM
my homebrew cleric has universal mechanical changes that help differentiate clerics of different gods.

clerics spontaneously cast domain spells instead of cure or inflict - first point of difference.
every church grants its clerics a class skill - the goddess of the sea grants swim, the god of athletes grants jump, the god of secrets grants gather information, the god of dwarves grants appraise... and so on.
finally, every church grants its clerics proficiency with their god's favored weapon, and lose heavy armor proficiency, which becomes a benefit of the war domain.

In all, that's three things to differentiate clerics without having to majorly tweak each religion.