| Post/Author/DateTime | Post |
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| testament08-04-05, 10:45 AM | Hey guy's, I need some help with something. In my new campaign that I am gonna be running pretty soon, I am going to have lots of rule variants and extra core class's. My main concern, is that I am going to bring in the Favored Soul core class to replace Clerics, and I want to convert the existing Cleric class to be more like a Priest from World of Warcraft. I am going to reduce the clerics HD to a d4, and his base attack to a wizards. The Priest will have no armor profieciency and will only be able to use simple weapons. My main problem is, what to give the new Priest class, to help balance out all the loss's it just took. I was thinking about at first level giving it the Master Healer ability. This allows the Priest to add his Wisdom Bonus to any healing spells he does. I was also considering giving him the Brew Potion feat at first level also. Do you guy's have any other suggestions, or are there any other class's out there that might fill the role I am wanting. Thanks. |
| Torack08-04-05, 11:10 AM | There's the Healer class from both the Warcraft RPG or the Miniatures Handbook... |
| CzarGarrett08-04-05, 12:43 PM | You could look in Unearthed Arcana for their variants. Might not be quite what you want, but can give inspiration. |
| testament08-04-05, 01:09 PM | Okay, well I found the Healer class, and I liked a lot of the things it did. However, I made some changes to it. So here is the basic Priest class. Just as a side note, I am also going to be using Spell Points. Any suggestions would be appreciated. Priest HD: 1d4 Skill Points: 2+Int Alignment: Any Good or Evil. There are no neutrally aligned Priests. Saves: Bad Fort, Bad Ref, Good Will Base Attack: Bad Ability Scores: Wisdom determines how many spells per day a Priest can cast, as well as how hard they are to resist and how powerful they are. Charisma also helps with turning and rebuking checks made by Priests. Spells: The Priest has access to the same spells list as Clerics do. However, they no longer gain domain spells. In order to cast a spell, the Priest must have a Wisdom score equal to 10 + the spell level. The saving throw against any of the Priests spells is 10+spell level + Wisdom Bonus. Also, a Priest cannot cast any spells that are opposed to his alignment. So a good aligned Priest cannot cast spells with the Evil Description, and vice versa. Weapon and Armor Proficiency: The Priest is unable to wear armor of any type, but is able to use simple weapons. This is due to lack or training, and there holy tradition. Any Priest who wears prohibited armor is unable to cast any spells, or use any special abilities gained by Priest levels. Healing/Blighting Hands: At 1st level, a good aligned priest may add his Wisdom modifier (if any) to his Cure Spells. An Evil Aligned Pries may add his Wisdom Modifier to any Inflict spells he casts. Turn/Rebuke Undead: At 1st level, a good aligned Priest has the ability to Turn or Destroy undead. A evil aligned Priest has the ability to Rebuke or Command undead. A Priest may attempt to turn undead a number of times equal to 3 + Charisma Modifier. A Priest with 5 or more ranks in Knowledge (religion) gains a +2 bonus on turning checks. Brew Potion: At 2nd level, the Priest gains the Item Creation feat of Brew Potion. Divine Reach: At 3rd Level, the Priest is able to cast any Cure or Inflict spell at a range of 25+5/level. Bonus Feat: At 5th level, and every 5 levels therafter, the Priest receives a bonus feat. These must be spent on Meta-magic, Item Creation creations feats. Another list of feats may be added, just needed to get something here. Divine Companion: At 8th level, the Priest gains a divine companion from the gods in appreciation of there faithful service. A good aligned Priest gains a Unicorn companion, and a Evil aligned priest gains a Nightmare companion. All of the rules for the Healer class companion apply here. Divine Sight: At 13th Level, a Priest of any alignment is blessed with divine sight. This gives the Priest the effects of the True Seeing spell. Divine Justice: Upon reaching 20th level, A Priest may, once per week call upon the gods to aid you: Good aligned priests who call upon the gods instantly heal there party 1d6/hit die of the Priest. Any players that were knocked out are now awake. Evil aligned Priests who call upon the gods instantly deal 1d6/hit die of the Priest to all enemies within 50ft with no save. |
| Nephlite08-04-05, 01:20 PM | Priest HD: 1d4 Skill Points: 2+Int Alignment: Any Good or Evil. There are no neutrally aligned Priests. Saves: Bad Fort, Bad Ref, Good Will Base Attack: Bad So his health sucks for a divine caster. His skill points suck sompared to Healer. Only will is good. Bab now sucks. Weapon and Armor Proficiency: The Priest is unable to wear armor of any type, but is able to use simple weapons. This is due to lack or training, and there holy tradition. Any Priest who wears prohibited armor is unable to cast any spells, or use any special abilities gained by Priest levels. Healing/Blighting Hands: At 1st level, a good aligned priest may add his Wisdom modifier (if any) to his Cure Spells. An Evil Aligned Pries may add his Wisdom Modifier to any Inflict spells he casts. That is useful, Healer just got Healing domain's ability which stacks if he got Preist Prc and got domain. He has no armor and can't use it and cast but only simple weapons. Turn/Rebuke Undead: At 1st level, a good aligned Priest has the ability to Turn or Destroy undead. A evil aligned Priest has the ability to Rebuke or Command undead. A Priest may attempt to turn undead a number of times equal to 3 + Charisma Modifier. A Priest with 5 or more ranks in Knowledge (religion) gains a +2 bonus on turning checks. Brew Potion: At 2nd level, the Priest gains the Item Creation feat of Brew Potion. Turn/rebuke undead, decent and same as Cleric. But Brew Potion is gained 1 level after a Healer. Divine Companion: At 8th level, the Priest gains a divine companion from the gods in appreciation of there faithful service. A good aligned Priest gains a Unicorn companion, and a Evil aligned priest gains a Nightmare companion. All of the rules for the Healer class companion apply here. I guess it is like the Mini Healer. Personally, I thought the Bonus feats of the Healer were better. |
| testament08-04-05, 01:31 PM | Okay, so what could be changed to make the Priest stronger. I am fashioning him after the World of Warcraft Priest. Very soft when it comes to combat, but has powerful casting abilities. Also, in World of Warcraft, you had the Holy, and Shadow Priests. Which, I tried to implament here. What about adding this ability.... Divine Reach At 3rd Level, the Priest is able to Cast any Cure or Inflict spell from a rang of 25+5 ft per level. The cure wounds and inflict wounds spells were touch, and now that the Priest has crap for defense, would this help at all. Anything else that would bring the power back to it. |
| Epic Commoner08-04-05, 01:31 PM | I would make them better at summoning the servants of their Gods (Celestials, Feinds). After all, that's what real world preists are doing when they pray to various saints and angels. |
| testament08-04-05, 02:13 PM | Okay guy's, I added a few things here, what do you think. Divine Reach: At 3rd Level, the Priest is able to cast any Cure or Inflict spell at a range of 25+5/level. Bonus Feat: At 5th level, and every 5 levels therafter, the Priest receives a bonus feat. These must be spent on Meta-magic, Item Creation creations feats. Divine Sight: At 13th Level, a Priest of any alignment is blessed with divine sight. This gives the Priest the effects of the True Seeing spell. |
| testament08-04-05, 02:22 PM | Okay guy's, here is the Priests 20th level ability. I hope it is balanced. Divine Justice: Upon reaching 20th level, A Priest may, once per week call upon the gods to aid you. Good aligned Priests who call upon the gods are instantly reduced to 0 hit points, but heal all allies within 50 feet of him 1d6/hit die the Priest has. Any allies that were unconscious at the time instantly wake up. Evil aligned Priests who call upon the gods are instantly reduced to 0 hit points, but deals 1d6/hit die of the Priest to all enemies within 50ft with no save. |
| Epic Commoner08-04-05, 02:31 PM | Divine Justice is usable only once per week, is only usable after 20 levels, and takes away your HP? Harsh. Remove the penalty to your HP and it's solid. |
| testament08-04-05, 02:39 PM | Okay, I went ahead and made those changes. I guess the hit point thing was a little rough. There is now no hit point damage, but everything else is still the same. So, does this class seem under-powered, over-powered, or balanced. I think that it has enough abilities now to help counter the loss's it took, but maybe some more needs to be added/subtracted. |
| armnaxis08-04-05, 03:03 PM | Honestly, at first I thought where will this go? HD4 is, well, few. But then, I got the concept, and now I like it. It's very, very useful for a party to have a good healer who can heal with reach. Combine that with sanctuary, a potion of invisibility, and status... nice. What I still don't understand are the extra feats. Meta-magic sounds fine, but why item creation? Maybe divine Meta-Magic is what you are looking for. So... I'd say it's nice, and I would simply try it out (at different levels). |
| Luminosity08-04-05, 03:23 PM | Suggested ability: Fast summoning: At X level, when a Priest casts a Summon: Holy/Unholy Ally spell, the casting time is reduced to 1 standard action and the Ally arrives and attacks in the same round as the spell is cast. Normal: Summon Holy/Unholy Ally takes a full round to cast, and the creature attacks on the caster's next turn. And add a specialized list of relatively good Holy/Unholy Allies. |
| testament08-04-05, 03:34 PM | Honestly, at first I thought where will this go? HD4 is, well, few. But then, I got the concept, and now I like it. It's very, very useful for a party to have a good healer who can heal with reach. Combine that with sanctuary, a potion of invisibility, and status... nice. What I still don't understand are the extra feats. Meta-magic sounds fine, but why item creation? Maybe divine Meta-Magic is what you are looking for. So... I'd say it's nice, and I would simply try it out (at different levels). yes, I definitley agree about the feats. I think that I am going to have meta-magic feats, and then a small list of divine feats. I just haven't populated the feat list yet. And, for some reason I a unable to find the Summon Holy/Unholy Ally spell. Maybe I am just blind, or it is called by a different name. What book is it in? I like the idea though, of the Priest being able to summon allies to fight for him. If I can find the spell, then I will put it in there. |
| Luminosity08-04-05, 03:59 PM | It would be a new spell, like Summon Monster, but it would have a more thematic and more powerful list. |
| testament08-04-05, 04:06 PM | Ah, I get ya. Actually, I think I have just the use for that spell. Thanks for the advice, that will make the Priest even more useful. |
| testament08-04-05, 04:13 PM | I am editing my original spell entry to the Priest from this: Spells: The Priest has access to the same spells list as Clerics do. However, they no longer gain domain spells. In order to cast a spell, the Priest must have a Wisdom score equal to 10 + the spell level. The saving throw against any of the Priests spells is 10+spell level + Wisdom Bonus. Also, a Priest cannot cast any spells that are opposed to his alignment. So a good aligned Priest cannot cast spells with the Evil Description, and vice versa. To this: Spells: The Priest has access to the same spells list as Clerics do, with two changes. They no longer gain domain spells, but instead each alignment gains a small list of spells that the other alignment does not have access to. The other change to the spell list is that the Summon Monster spells have been replaced by Summon Holy/Unholy Ally. In order to cast a spell, the Priest must have a Wisdom score equal to 10 + the spell level. The saving throw against any of the Priests spells is 10+spell level + Wisdom Bonus. Also, a Priest cannot cast any spells that are opposed to his alignment. So a good aligned Priest cannot cast spells with the Evil Description, and vice versa. I will have a list of the specific Holy/Unholy allies soon. And the quickend summoning ability will be added also, just not sure which level yet. Thanks to Luminosity for the cool idea. And everyone else that have been helping me. |