Clerical monk of the elements [Archive] - Wizards Community

Post/Author/DateTimePost
NiQil

10-06-05, 07:57 PM
So the character I am building is a variant of a variant. I am using the UA variant that builds a druid with monk abilities but dropping wild shape and the animal companion, and then taking that variant to make a cleric with monk abilities that cannot turn undead and does not get domain powers (still gets domain spells, just no powers). I picture him as sort of an elemental cleric...worshipping the elements (earth, air, fire and water). My DM is even giving me an at will spell like illusion ability to make things look like they are affected by an element (such as flipping a coin ringed in fire into the air, or doing the Rayden "lightning between the eyes" look or making a fist look like a rock before it hits). It has no mechanical function other than to be a roleplay gimmick, but I am still sorta struggling on filling out the background in greater detail. Any ideas?
Bard-of-all-trades

10-07-05, 02:53 AM
Let me get this straight, (and I hope I don't sound like I should be on the Char.Op. board) this is a cleric that swaps turning undead, use of weapons and armor, and domain powers, not domain spells, for the abilities of faster speed, bonus to AC including Wis bonus, tracking feat, fast tracking, and favored enemies as a monk or ranger of the same level? Personally, I'd drop the ranger abilities (Track, fast tracking, and favored enemies) and allow you to keep the domain powers. Furthermore, I'd make someone who wanted to take this variant, take an the elemental domain as one of their domains. Cool concept. Getting to your question though, how does this sound ...

On a wild and seemingly uninhabited patch of coastline, is an active volcano. On the rocky shore, very near the volcano, in a secluded cove lies a simple temple. The grounds are neatly kept and the small buildings look pristine and new, belying their ancient construction. Earth, water, and even fire border the grounds yet it stands in defiance of the elements. Here four small sects pass down timeless insights to initiates as they learn to become one with their chosen element.

Not much, but it should get the point across. Most importantly, it keeps things general enough to be used in "western" D&D as opposed to being lumped in with the wu-jen of "oriental" settings.