Animist Cleric Variant [Archive] - Wizards Community

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Xeviat-DM

12-03-04, 06:17 PM
Realizing that I didn't post an introduction here, I have edited the post to include one.

This is the cleric I have developed for my world. My world is large and possesses simulations of several real world cultures, but I have chosen a more eastern animistic notion of religion for the entire world. There are a few deities in my setting, including the 5 living gods who created the world, 5 gods who are the guardians of ancient human artifacts, 7 powerful angels, and 7 powerful devils, but most people worship all of the spirits; their choice of worship depends on what they are seeking.

Thus, the cleric needed to undergo a change. My first intention was to make the Cleric more of a spellcaster and less of a spellcaster who can do everything on their own. Their HD and armor proficiencies were reduced to encourage less warriorism of the cleric. The War domain was also removed. In its place, I have crafted a Templar Advanced class for clerics to progress towards and enter as early as level 6.

Since my world's religion is based upon the multitudes of spirit creatures around the world, I wished the cleric to have more of a spiritual focus. I also noticed that the other 4 spellcasters of my world had pets of some sort, so creation of the Spirit Companion was a natural choice.

I hope you enjoy this class, and I'd like any and all feedback I can get.

CLERIC

Deities, demons, and spirits of all kinds inhabit every region, plant, and object in the world. These timeless spirits possess great wisdom and fill the world with divine energy; as such, most mortals seek them out to gain understanding and possibly power. It is clerics who serve as intermediaries between the mortal and spiritual world. Through offering sacrifices, deeds, and veneration to these spirits, the cleric is allowed to draw some of the world's spiritual energy into themselves in the form of mana, and gifted with the knowledge of divine spells. Most clerics simply revere the spiritual world as a whole, choosing elements to focus upon, but some worship the most powerful spirits, deities, and focus their lives on directly serving them.

Adventurers: Most clerics are simply concerned with serving the spirits of the world, and it is this service which draws them to adventure. Spirits and gods have desires and motivations of their own; when something threatens the spirit world, who best to come to its aid than the few mortals who are a part of it. Mortals call many clerics to adventure when the spirit world is involved. Many clerics are drawn into adventuring simply because their adventures will allow them to come into contact with new aspects of the spiritual world.

Above all else, a cleric's motivations behind adventuring are colored by their alignment and domains. A good cleric of Healing and Sun adventures to end suffering and defend the world from the corruption of undeath, while an evil cleric of Destruction and Death adventures to spread pain and disease while ensuring that everything reaches a timely end.

Characteristics: Clerics call upon the power of divine magic to serve their purposes. A cleric's magic is especially good at dealing with spirits, through contacting them or directly manipulating a creature's soul. Wielding the energies of life and death, positive and negative energy, and commanding power that affects beings of different moral and ethical alignments, clerics possess a wide range of abilities. Clerics also gain protection from the spirits who favor them, and later gain the ability to see the invisible spirits themselves.

Perhaps more so than the general power that all clerics can draw from the spirit world, a cleric's most defining features depend on their choice of domains. Each domain grants certain spells that the cleric can always call upon without specifically requesting, thus greatly coloring the focus of their magical might. Additionally, each domain grants a special ability, often influence of a specific kind or nature of creature. Despite their similarities, no two clerics are exactly alike.

Alignment: Because of the variety of the spiritual world, clerics can be found with all alignments, but the natural balance of the spirit world causes most clerics to drift toward neutrality. The alignment of a cleric who chooses to directly serve a deity must closely resemble their deity's, while animist clerics' alignment merely dictates the domains they are able to call upon. Some domains require one to possess a specific alignment quality, while others merely preclude one from being an opposed alignment (No evil clerics are found with the healing domain, while only chaotic clerics possess the Chaos domain).

No matter the cleric's spiritual focus, clerics will not willingly perform acts befitting of an alignment opposed by their deity or domains, for if a cleric's alignment becomes one that isn't allowed by their focus, they loose access to their domains until they atone. Many deities and spiritual orders may also require a specific code of conduct, but such restrictions are usually rewarded with service from the organization.

Background: At an early age, future clerics find themselves able to understand the spiritual world more than others. Approaching adolescence, future clerics find spirit creatures recognizing them by name and flocking to them. It is from these creatures that future clerics learn the spirit tongue. In order to fully realize the abilities of a true cleric, the young, spiritually inclined individual seeks to remove themselves from the mortal world, drawing themselves into seclusion or seeking out a temple where they can meditate and grow closer to the spirit world. Animist clerics draw together the spiritual energy to bring their spirit companion into existence during this time, while clerics who seek out the guidance of a deity are gifted a spirit at this time.

Races: Clerics can be found amongst all of the humanoid, monstrous humanoid, and giant peoples of the world, for these mortals need the guidance and answers that the spirit world can provide. Organized races and societies are more likely to found temples and create traditions for honoring the spirits, keeping names and records of the spirits they directly serve, while more primal races and societies worship the spirits on a more natural level. Of the peoples that have a closer connection to the spiritual world, such as spirit folk and those born of elemental spirits, they see their worship as more of a partnership of equals. Dwarves, elves, giants, goblins, and orcs are the most likely to be found in the service of the Dragon God who breathed life into them, while many Human clerics serve the spiritual orders dedicated to the Holy Knights, the saviors of the human race.

Other Classes: Clerics are often drawn into conflict with druids, who openly admit to believing themselves equal with the spiritual world, and they often feel that psions focus selfishly upon themselves rather than the world at large. Otherwise, a cleric's opinion of members of other classes depends on the outlook of those classes. Members of other classes often look upon clerics with some level of respect, awe, or even fear because they wield a power more mysterious than the elemental power wielded by other casters. Clerics find it hard to deal with others who openly scoff at their focus or beliefs. But it is between two clerics of different deities or focus that the most heated confrontations can arise from. The world has been shaken countless times by spiritual oppositions, such as Healing and Destruction, Sun and Death, Good and Evil, Law and Chaos, Fire and Water, and Air and Earth.

Role: A cleric's role in their party is largely dictated upon the needs of the party, and by the cleric's own domain focus. Clerics are often called upon to cure the parties ailments, both physical and spiritual, and to counter the effects of spiritual entities they may confront. Good clerics tend to have more of a defensive nature, curing injury and damage to the party's souls (unless they can use their power against an opposed entity), while evil clerics fall into a more aggressive nature, hurling curses and the energy of pure death.

GAME RULE INFORMATION
Clerics have the following game statistics.
Abilities: Wisdom determines how powerful a spell a cleric can cast, how many spells they can cast per day, and how hard those spells are to resist, while Charisma improves their saving throws and fuels most domain special abilities. Because clerics are often called upon to give guidance and support, a high Wisdom and Charisma score are even more important.
Alignment: Any; must be within one step of deities alignment, and/or must match or not oppose alignments determined by their domains.
Hit Die: d6

Class Skills
The cleric's class skills (and the key ability for each skill) are as follows: Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Community domain adds Knowledge (local) (Int) to the list. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All of the following are class features of the cleric.
Starting Proficiencies: The cleric begins with basic weapon proficiencies and four additional proficiency feats.

(For those who do not use my modified proficiency system, my cleric begins with light armor and simple weapon proficiency.

Spells: A cleric casts divine spells according to the table below. A cleric may prepare and cast any spell on the cleric spell list, provided they can cast spells of that level. (Alignment restrictions mean that casting some spells is impossible as well.) The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell's level + the cleric's Wisdom modifier.

Clerics do not acquire their spells from books or scrolls, nor prepare them through study. Instead, they meditate or pray for their spells, receiving them as gifts from their deity or the spirits which the cleric deals. Each cleric must choose a time at which they must spend an hour each day in quiet conversation with their deity or their spirits to regain their daily allotment of spells (typically, this hour is at dawn or noon for good clerics, dusk or midnight for evil clerics). Time spent resting has no effect on whether a cleric can prepare spells.

A cleric cannot cast spells of an alignment opposed to their own, or a spell of an alignment opposed to their deity's alignment. A good cleric cannot cast evil spells, and vice versa. Spells associated with the alignments of chaos, evil, good, and law are identified as such on the "School, Subschool and Descriptors" line of the spell description.

Domains: All clerics must select two domains; these domain choices represent the nature of the cleric's spiritual focus, or the facet of their deity which they personify. If the cleric follows a particular deity, or a specific religious sect, they must select their domains from the domains offered by their deity or sect. Animist clerics may select any two domains, as long as the alignments do not contradict each other. Each domain grants a special ability to the cleric, and grants an alteration to their spirit companion (see below).

Additionally, clerics may spontaneously convert any of their prepared spells into any spell of equal or lower level that appears on their domain's spell lists. The cleric can "lose" a prepared spell in order to cast any spell on one of their domain lists of the same level or lower. For example, a cleric with the healing domain who has prepared bless (a 1st-level spell) may lose bless in order to cast cure light wounds (also a 1st-level spell).

Spirit Companion: Clerics are gifted with a spirit companion. This spirit is bound to the cleric, and the cleric to the spirit. If the cleric dies, the spirit does as well. If the spirit dies, part of the cleric's power wanes until a new spirit is found for them. The spirit is a Small fey which has the appearance of a fair featured, androgynous, humanoid child. This spirit is the being which grants the cleric much of their power. The cleric's domains alter their spirit companion in several ways, such as type changes, gaining subtypes, or offering new special abilities.

As the cleric gains levels, the companion grows as well. It has its own HD, feats, and skills, but many of its abilities are tied to the cleric's levels. The companion is normally native to the spirit plane, or the plane of the cleric's deity, and is summonable once per day for 2 hours per cleric level. It can be summoned as a standard action and dismissed as a free action. When it is summoned, it is at full health and free from any ability drain, ability damage, level drain, or level damage it may have suffered the previous day. When it is not summoned, the spirit companion exists as part of the cleric's soul.

If the spirit companion dies, the cleric looses access to their domain powers and cannot spontaneously convert their prepared spells into their domain spells until a new spirit is acquired. Acquiring a new spirit requires the cleric to have an atonement spell cast upon them by a cleric who shares at least one domain with the cleric. Summoning a new companion is an eight hour process which requires a sacrifice of sutable materials (relative to the cleric's domains) worth 100 gp per level of the cleric.

Divine Favor: While a cleric's spell power is based on their insight, clerics with powerful personalities and natural magnetism are awarded protection by their spirit. Starting at 2nd level, clerics gain a bonus equal to their charisma modifier (if positive) to all of their saving throws.

Spiritual Sight: Because clerics constantly deal with spiritual forces, they gain the ability to see into the spiritual planes tied to their plane, the place where spirits dwell between this world and the next. At 5th level, clerics gain the ability to see into the ethereal plane while simultaneously seeing the material plane normally, viewing creatures and objects which exist there. Ethereal creatures and objects appear colorless and transparent.

This spiritual sight may extend to different planes when the cleric finds themselves elsewhere. See the planar information on Avalon and Sylphenhest for more information.

CLERIC
Lvl BAB Fort Ref Will Special Spells per Day
0 1 2 3 4 5 6 7 8 9
1st +0 +0 +0 +2 Domains, Spirit 3 1 - - - - - - - -
Companion
2nd +1 +0 +0 +3 Divine Favor 4 2 - - - - - - - -
3rd +2 +1 +1 +3 4 2 1 - - - - - - -
4th +3 +1 +1 +4 5 3 2 - - - - - - -
5th +3 +1 +1 +4 Spiritual Sight 5 3 2 1 - - - - - -
6th +4 +2 +2 +5 5 3 3 2 - - - - - -
7th +5 +2 +2 +5 6 4 3 2 1 - - - - -
8th +6 +2 +2 +6 6 4 3 3 2 - - - - -
9th +6 +3 +3 +6 6 4 4 3 2 1 - - - -
10th +7 +3 +3 +7 6 4 4 3 3 2 - - - -
11th +8 +3 +3 +7 6 5 4 4 3 2 1 - - -
12th +9 +4 +4 +8 6 5 4 4 3 3 2 - - -
13th +9 +4 +4 +8 6 5 5 4 4 3 2 1 - -
14th +10 +4 +4 +9 6 5 5 4 4 3 3 2 - -
15th +11 +5 +5 +9 6 5 5 5 4 4 3 2 1 -
16th +12 +5 +5 +10 6 5 5 5 4 4 3 3 2 -
17th +12 +5 +5 +10 6 5 5 5 5 4 4 3 2 1
18th +13 +6 +6 +11 6 5 5 5 5 4 4 3 3 2
19th +14 +6 +6 +11 6 5 5 5 5 5 4 4 3 3
20th +15 +6 +6 +12 6 5 5 5 5 5 4 4 4 4
Xeviat-DM

12-03-04, 07:36 PM
Domain Spirit
Small Fey (Spirit, Extraplanar*)
Hit Dice: 2d6
Initiative: +3
Speed: 30 ft.
Armor Class: 14 (+1 size, +3 Dex)
Base Attack/Grapple: +1/-5
Attack: Slam +0 melee (1d2-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Domain abilities
Special Qualities: Link; domain abilities; granted abilities
Saves: Fort +0, Ref +6, Will +3
Abilities: Str 6, Dex 17, Con 10, Int 9, Wis 10, Cha 11
Skills: (6 + Int mod) x (HD +3) (Recalculated with each change in intelligence)
Feats: 1 feat
*Plane of origin is dependent upon domains and planar origin of cleric. Default to Spirit Plane.

Every natural location or object has a spirit; these spirits are known as nature spirits. But some ideals have spirits of there own, the ideals of spiritually empowered mortals. Domain spirits are brought into existence when a cleric decides upon their focus, using their influence to bring forth a domain spirit who represents their spiritual focus. Normally, they exist as part of the cleric who created them, but they can manifest at the will of their cleric for a limited duration each day.

Like a nature spirit's tie to a natural object, domain spirits are intimately tied to their cleric. When manifested, they rarely travel far from their cleric, nor would many clerics ask such an action of their spirits. If a spirit's cleric dies, it follows the cleric into the afterlife. When manifested, spirit companions appear to be a small, fair featured, member of the cleric's race, it's features clearly showing its domain ties. In their natural form, they appear to be a humanoid child with fair, androgynous, features, but the spirit's domain nature shows through (fire spirits have red and orange hair that whips about like fire, death spirits are pale and expressionless, ect.).

Domain spirits speak the Spirit Tongue, or an appropriate elemental language.

Combat
A domain spirit attacks as its master directs, though many companions are ill-suited for combat. Because a domain spirit dies when its master dies, they never hesitate to attack in order to defend their master's life, but will not take direct action unless directed. When attacking, a domain spirit will typically resort to less direct attacks, unless suitably enhanced by their cleric's spells, or unless the situation is truly dire. Domain spirits attack with a slam of their fists.

Domain Abilities: A domain spirit possesses abilities tied to their cleric's domains.

Link: Domain spirits are bound to the cleric who created them. They cannot willingly venture more than 300 yards from their cleric while manifested, no matter what plane they are on. If a domain spirit is forcefully moved beyond this range, it automatically dismisses itself and reabsorbs with its cleric. This range extends beyond the planar boundaries of coexistent planes. For example, a cleric on the material plane's domain spirit could be up to 300 yards away from the cleric on the material plane, ethereal plane, or spirit plane.

Cleric Spirit Companions by Cleric Level
Class Bonus Natural Int, Wis,
Level HD Armor Cha Adj. Special
1st-2nd +0 +0 +0 Empathic Link, Share Spells, Domain
abilities, Spell Resistance
3rd-5th +2 +2 +1 Deliver touch spells, DR 5/cold iron
6th-8th +4 +4 +2
9th-11th +6 +6 +3
12th-14th +8 +8 +4 Medium-size (+4 Str, -2 Dex, +2 Con)
15th-17th +10 +10 +5 DR 10/cold iron
18th-20th +12 +12 +6

Cleric's Spirit Companion Basics: Use the base statistics for a domain spirit, but make changes to take into account the domains selected by the cleric and the attributes and characteristics summarized on the table and described below.

Bonus HD: Extra Hit Dice, each of which grants a Constitution modifier, as normal. Extra Hit Dice improve the spirit's base attack, base save bonuses, and skill points. A spirit companion's base attack bonus and base save bonuses are determined by its creature type (usually fey; see domain abilities) and listed in the Monster Manual. The spirit gains additional feats for bonus HD as normal for advancing a monster's Hit Dice, but it does not gain a bonus ability point every 4 HD.

Natural Armor Adj.: The number on the table is an improvement to the spirit's natural armor bonus. It represents the preternatural toughness of a cleric's spirit companion.

Int, Wis Cha Adj.: The number on the table is an improvement to the spirit's mental ability scores. Spirit companions must be able to give helpful advice to their cleric master.

Empathic Link (Su): The cleric master has an empathic link with their spirit companion out to a distance of 300 yards. The master cannot see through the companion's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content (such as fear, hunger, happiness, curiosity) can be communicated. Note that the Intelligence of a master's companion may limit what the spirit is able to communicate or understand, and even intelligent spirits see the world differently from mortals, so misunderstandings are always possible.

Share Spells: At the master's option, they may have any spell (but not any spell-like ability) they cast upon themselves also affect their companion. The companion must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if it moves farther than 5 feet away and will not affect the companion again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on their companion (as a touch range spell) instead of on themselves. A master and their companion can share spells even if the spells normally do not affect creatures of the companion's type (usually fey).

Domain Abilities: A cleric's domains are tied to their companion, and as such the companion takes on qualities to match the domains of their master. Each domain grants certain abilities to the companion and alters its appearance. Alterations from both domains stack with each other, but if both of a companion's domains grant the same ability, the abilities do not stack. See Cleric Domains for the complete list of spirit companion domain abilities.

Spell Resistance (Ex): Spirit companions are magical creatures, and are resistant to magic. They have spell resistance equal to their cleric master's level +5. To affect the companion with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the companion's spell resistance.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a companion can deliver touch spells for them. If the master and companion are in contact at the time the master casts a touch spell, they can designate their companion as the "toucher." The companion can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Damage Reduction (Ex): As a potent spirit entity, spirit companions are resilient to physical attacks. They are weak to cold iron, which lacks a spirit of its own (forged iron has a spirit birthed through the forging process). Their damage reduction begins at 5/cold iron, and when their master reaches 15th level, their damage reduction increases to 10/cold iron.

Medium Size: When the master reaches 12th level or higher, their companion matures and grows to medium size when it is next manifested. This growth removes its +1 size bonus to Armor Class and to hit and imposes a -2 penalty to their Dexterity score, but it grants a +4 Strength bonus and a +2 Constitution bonus. The companion now has the appearance of a fair featured, but still androgynous adult humanoid.
Xeviat-DM

12-03-04, 07:37 PM
CLERIC DOMAINS

AIR DOMAIN
Granted Powers: Turn or destroy earth creatures. Rebuke, command, or bolster air creatures. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Elemental type (Changes HD, BAB, and Saves); Air subtype; Flight 100 ft. (Perfect); Air Mastery; +6 Dex; speaks Auran.

ANIMAL DOMAIN
Granted Powers: Rebuke or command animals. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Add Knowledge (nature) to your list of cleric class skills.
Spirit Companion Abilities: Companion is treated as a druidic animal companion, and can be selected from the druid animal companion lists. The companion progresses as a druidic animal companion, except for the following changes: the companion’s mental ability scores still grow as a cleric spirit companion, the companion is of the fey type with appropriate changes to HD, BAB, Saves, and Skills, and it still gains the benefits of the cleric’s second domain. If the cleric is 4th level or higher, they can choose a different animal from the alternate druid animal companion lists; it gains its abilities as if it were a druid of a lower level (as usual), except its mental ability score gains are determined by the unmodified cleric level). This companion cannot be dismissed, and is native to this plane

ARTIFICE DOMAIN
Granted Power: Gain Cha bonus (if positive) as a bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level.
Spirit Companion Abilities: Construct type (Changes HD, BAB, and Saves); DR is adamantine when gained; no Constitution score; Cold and Fire Resistance 5 (grows to 10 at cleric level 9); +2 natural armor; base Strength 10, and base Dexterity 12; Slam damage changes to 1d4.

CHAOS DOMAIN
Granted Power: Turn or destroy creatures with the lawful subtype. Rebuke, command, or bolster creatures with the chaotic subtype. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Chaos subtype; immune to polymorph and petrification; fast healing (1 at 3rd cleric level, 3 at 9th cleric level, 5 at 15th cleric level); smite law (extra damage equal to HD, once per day)

CHARM DOMAIN
Granted Power: The character can boost his or her Charisma by 4 points once per day, plus an additional time per day at 5th cleric level and every 5 cleric levels there after. Activating this power is a free action. The Charisma increase lasts 1 minute.
Spirit Companion Abilities: Can use charm monster as a spell-like ability 3/day (DC 10 + 1/2 HD + Cha mod); +4 Cha (becomes +6 Cha at 9th cleric level, and becomes +8 Cha at 15th cleric level)

COMMUNITY DOMAIN
Granted Power: Use calm emotions as a spell-like ability once per day, plus an additional time per day at 5th cleric level and every 5 cleric levels there after. Gain a +2 competence bonus on Diplomacy checks.
Add Survival to your list of cleric class skills.
Spirit Companion Abilities: While in its home community, the spirit grants bless and protection from spirits (as protection from evil, but wards against creatures of the spirit type) to up to X residents of the community that are present within the community at the time. While in its home community, the spirit can be summoned for an unlimited duration, and can be summoned at will rather than 1/day. (X should be based on the cleric’s level, but I cannot think of a formula).

DEATH DOMAIN
Granted Power: Rebuke, command, or bolster undead creatures. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Undead type (Changes HD, BAB, and Saves); undead qualities; DR is slashing; +2 Str; +2 turn resistance (increases to +4 at 9th cleric level, and to +6 at 15th cleric level).

DESTRUCTION DOMAIN
Granted Power: You gain the deadly touch ability, allowing you to cause wounds with a successful touch attack that does not provoke an attack of opportunity. Each day you can deal a total number of hit points of damage equal to your cleric level x your Charisma bonus. You decide how much damage to deal after scoring a successful touch attack. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 cleric level + your Cha modifier) to half the damage dealt. This damage can be used to heal undead just like an inflict wounds spell does.
Spirit Companion Abilities: Elemental type (Changes HD, BAB, and Saves); healed by negative energy/harmed by positive energy; slam deals 1d4 negative energy damage at 3rd cleric level (increases to 1d6 at cleric level 9, and 1d8 at cleric level 15); (Need something else too)

EARTH DOMAIN
Granted Power: Turn or destroy air creatures. Rebuke, command, or bolster earth creatures. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Elemental type (Changes HD, BAB, and Saves); Earth subtype; elemental abilities; burrow speed 20 ft.; earth mastery; tremorsense 60 ft.; natural armor improves by +3.

EVIL DOMAIN
Granted Power: Turn or destroy creatures with the good subtype. Rebuke, command, or bolster creatures with the evil subtype. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Evil subtype; cold and fire resistance 5 (increases to 10 at cleric level 9); smite good (extra damage equal to HD, once per day); damage reduction is silver.

FEAR DOMAIN
Granted Power: You gain an aura of frightful presence. When you use this ability, all opponents within 10 feet who have fewer levels than you must make a Will save (DC 10 + 1/2 cleric level + Cha mod). An opponent who fails their save is shaken for 1d6 + cha mod rounds. You may activate this feat once per round as a free action.
A successful save indicates that the opponent is immune to your use of this feat for 24 hours. It does not work on creatures with a 2 intelligence or lower.
Spirit Companion Abilities: Incorporeal subtype; Flight 40 ft. (Perfect)
Fear Domain Spells
1. Cause Fear
2. Scare
3. Fear
4. Phantasmal Killer
5. Nightmare
6. Symbol of Fear
7. Repulsion
8. Antipathy
9. Weird

FIRE DOMAIN
Granted Power: Turn or destroy water creatures. Rebuke, command, or bolster fire creatures. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Elemental type (Changes HD, BAB, and Saves); Fire subtype; heat (deals 1d4 fire damage at cleric level 3, 1d6 fire damage at 9th cleric level, and to 1d8 at 15th cleric level); burn (those who strike them unarmed or with a natural weapon, or are hit by their natural weapon, must succeed a reflex save DC equal to 10 + 1/2 HD + con mod).

GOOD DOMAIN
Granted Power: Turn or destroy creatures with the evil subtype. Rebuke, command, or bolster creatures with the good subtype. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Good subtype; smite evil (extra damage equal to HD, once per day); acid, cold and electricity resistance 5 (increases to 10 at cleric level 9).

HEALING DOMAIN
Granted Power: You gain the lay on hands ability, allowing you to heal wounds with your touch. Each day you can heal a total number of hit points of damage equal to your cleric level x your Charisma bonus. This damage can be used to damage undead just like a cure wounds spell does. You decide how much damage to deal after scoring a successful touch attack. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 cleric level + your Cha modifier) to half the damage dealt.
Spirit Companion Abilities: Elemental type (Changes HD, BAB, and Saves); fast healing (1 at 3rd cleric level, 3 at 9th cleric level, 5 at 15th cleric level); (Need something else too).

KNOWLEDGE DOMAIN
Granted Power: You gain the lore ability. You can make a special knowledge check with a bonus equal to your cleric level + your Intelligence modifier to see whether you know some relevant information about local notable people, legendary items, or noteworthy places. A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. You may not take 10 or take 20 on this check; this sort of knowledge is essentially random. The DC is 10 for common knowledge, 20 for uncommon knowledge, 25 for obscure knowledge, and 30 for extremely obscure.
Add all Knowledge skills to your list of cleric class skills.
Spirit Companion Abilities: Gains +4 bonus to Intelligence, increases to +6 at 9th cleric level, and to +8 at 15th cleric level; tongues (can speak and understand any language).

LAW DOMAIN
Granted Power: Turn or destroy creatures with the chaotic subtype. Rebuke, command, or bolster creatures with the lawful subtype. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Law subtype; smite chaos (bonus damage equal to HD once per day); fire, electricity, sonic, and cold resistance 5 (increases to 10 at 3rd cleric level, to 15 at 9th cleric level, and 20 at 15th cleric level); linked mind with master and any other Law domain spirits (if one is not flat-footed, neither are; if one is not flanked, neither are).

LUCK DOMAIN
Granted Power: You gain the power of good fortune, which is usable once per day, plus an additional time per day at 5th cleric level and every 5 cleric levels there after. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Spirit Companion Abilities: Can take a re-roll on any failed roll or check, but must take the results of the new roll; (Need something else too).

MADNESS DOMAIN
Granted Power: The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.
For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.
Once per day, the character can see and act with the clarity of true madness. Use the character’s Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.
Spirit Companion Abilities: True strike 1/day; electricity and acid resistance 5 (increases to 10 at 3rd cleric level, to 15 at 9th cleric level, and 20 at 15th cleric level); alternate form (standard action to activate; other creatures receive a -1 morale penalty on their attack rolls against it while in its alternate form).

MAGIC DOMAIN
Granted Power: You may use any scroll, wand, and other devices with spell completion or spell trigger activation, even if the spell it contains is not on your list, except your caster level is considered one-half your cleric level (at least 1st level). If you possess caster levels in a class other than cleric, you may add half your cleric caster level to the appropriate caster level to determine what level you activate magic items at.
For example, an 8th level cleric can use a scroll containing a druid, psion, sorcerer, or wizard spell as if they were 4th level in those classes. If the 8th level cleric was also a 6th level wizard, they would activate wizard scrolls as if they were 10th level.
Spirit Companion Abilities: Spell resistance increases by +5; detect magic at will as a spell-like ability.

NOBILITY DOMAIN
Granted Power: The cleric gains the ability to inspire courage, as a bard ability, once per day, plus an additional time per day at 3rd cleric level and every odd level there after.
Spirit Companion Abilities: (Cannot decide).

PLANT DOMAIN
Granted Powers: Rebuke or command plant creatures. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Add Knowledge (nature) to your list of cleric class skills.
Spirit Companion Abilities: Plant type (Changes HD, BAB, and Saves); plant qualities; elemental qualities; natural armor increases by +2; land speed reduced to 15; spikes (can fire spikes as a standard action, up to four spikes per round, can fire a number of spikes equal to HD in a single day, deal 1d6 + str damage); woodsense 60 ft. (can sense creatures touching any plant).

PROTECTION DOMAIN
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day, plus an additional time per day at 5th cleric level and every 5 cleric levels there after.
Spirit Companion Abilities: Can cast shield other on its cleric master at will; gains +4 bonus to Constitution, increases to +6 at 9th cleric level, and to +8 at 15th cleric level.

STRENGTH DOMAIN
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day, plus an additional time per day at 5th cleric level and every 5 cleric levels there after.
Spirit Companion Abilities: Gains +4 bonus to Strength, increases to +6 at 9th cleric level, and to +8 at 15th cleric level.

SUN DOMAIN
Granted Power: Turn or destroy undead creatures. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Can cast light at will as a spell-like ability; can cast daylight at will as a spell-like ability at cleric level 12th; fast healing (1 at 3rd cleric level, 3 at 9th cleric level, 5 at 15th cleric level). If the cleric also possesses the Chaos or Healing domain, the companion gains +2 to its fast healing.

TRAVEL DOMAIN
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.
Spirit Companion Abilities: Spirit is a mount one size category larger than its cleric master (ability scores are altered for size change as Monster Manual states); gains +20 speed. The companion appears to be a horse, and if its other domain grants an ability that damages or harms creatures that touch it, its cleric is immune to that effect while riding it (such as the fire domain’s burn ability).

TRICKERY DOMAIN
Granted Power: Can cast suggestion as a spell-like ability once per day, plus an additional time per day at 5th cleric level and every 5 cleric levels there after.
Add Bluff, Disguise, and Hide to your list of cleric class skills.
Spirit Companion Abilities: Gains alter self at will as a spell-like ability (only animals and vermin); (Need something else too).

VENOM DOMAIN
Granted Power: Rebuke or command venomous creatures (creatures with a poison special attack). Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Cleric gains immunity to poison.
Spirit Companion Abilities: Poisonous Sting instead of slam (1d2 con damage, DC 10 + 1/2 HD + con mod).
Venom Domain Spells
1 Summon Nature’s Ally I: Calls creature to fight (Medium monstrous centipede, Small monstrous scorpion, and Small viper snake only).
2. Summon Swarm: Summons swarm of bats, rats, or spiders (can only be used only to summon a swarm of spiders).
3. Poison: Touch deals 1d10 Con damage, repeats in 1 min.
4. Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
5. Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take con damage.
6. Summon Nature’s Ally VI: Calls creature to fight (Gargantuan monstrous centipede, and Huge monstrous spider only; list II contains Large monstrous centipede, Medium monstrous scorpion, Medium monstrous spider, and Medium viper snake; list III contains Huge monstrous centipede, and Large viper snake; list IV contains giant wasp, Large monstrous spider, and Huge viper snake; list V contains Large monstrous scorpion)
7. Creeping Doom: Swarms of centipedes attack at your command.
8. Animal Shapes: One ally/level polymorphs into chosen animal (Can be used to polymorph one ally/level into an animal or vermin with the poison special attack).
9. Summon Nature’s Ally IX: Calls creature to fight (Gargantuan monstrous scorpion, and Colossal monstrous spider only; list VII contains Huge monstrous scorpion; list VIII contains Colossal monstrous centipede, and Gargantuan monstrous spider).

WATER DOMAIN
Granted Power: Turn or destroy fire creatures. Rebuke, command, or bolster water creatures. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Spirit Companion Abilities: Elemental type (Changes HD, BAB, and Saves); Water subtype; water mastery; drench (as water elemental); swim speed 90 ft.
Xeviat-DM

12-06-04, 11:45 PM
:bump:
Kruulus

12-06-04, 11:59 PM
wait a minute... what did you take away form the original cleric?
Xeviat-DM

12-07-04, 04:23 PM
wait a minute... what did you take away form the original cleric?

Abilities Lost
HD d8 -> d6
Removed Medium Armor, Heavy Armor, and Shield proficiency.
Removed Turn/Rebuke Undead
Removed Spontanious Conversion of Cure/Inflict Spells.
Removed Domain Spell Slots

Abilities Added
Skill points increased from 2 to 4 (I believe balanced by the reduction of HD)
Spirit Companion (I believe balanced by the removal of turn/rebuke undead)
Spontanious Conversion of Domain Spells (I believe balanced by the removal of spontanious conversion of cure/inflict spells, and the removal of the domain spell slot)
Added Divine Grace and Spirit Sight (I believe balanced by the loss of armor proficiencies)

Additionally, since I've dropped the War Domain (War Domain is the domain of the Templar, who are an advanced class that can be entered at level 6 as a Knight2/Cleric3) and I intend on dropping a few of the uber cleric combat spells, the Cleric has taken on the role of the "White Mage", as I feel they should be.
Crashy75

12-18-04, 04:08 AM
btw i noticed a typo in your good domain discription... unless clerics with the good domain can rebuke, command or bolster Chaotic creatures... :D
Xeviat-DM

12-20-04, 02:15 AM
woops, thanks.
spoon242

12-20-04, 10:07 PM
i assume the domain spell lists remain standard unless otherwise noted?
Xeviat-DM

12-23-04, 08:48 AM
i assume the domain spell lists remain standard unless otherwise noted?

For the most part. When I eventually convert my preparation based spell casters to an MP/Augment mechanic (like XPH psions), many domain spells will be pulled together (cure is a single first level spell which can be augmented to cure more, ect.). For now, though, they're the same (except for Evil, I'm removing the Create Undead spell from the Evil domain and replacing it with something else. Unsure as to what).