New priest class (peach) [Archive] - Wizards Community

Post/Author/DateTimePost
Rhialto

05-31-07, 05:43 AM
The concept for this class is to replace clerics. I always felt that vanilla clerics were much too combat-heavy. For this campaign setting, priests are intended to be far more community and leadership-orientated, and less so on combat.

For context, this campaign setting has no bard class (which is why I feel comfortable taking over their core abilities), and the paladin class has been renamed to templar, and stripped of its spellcasting abilities. SRD-style clerics and paladin would be multi-class combos of priest and templar under this system.

I'm particularly interested in thoughts about how balanced this class is, and any appropriate feats that could be integrated to the class.

In terms of how powerful the spellcasting is, their potential spell choice will be equal to about what 2E clerics had with the priestly domains of magic.

PRIEST

Allegiance: Primary allegiance must be to the character’s deity.

Hit Die: d6.

Class Skills

The priest’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (oratory) (Cha), Profession (priest) (Wis), and Spellcraft (Int).

Priests of specific deities may be granted additional class skills.

Skill Points at 1st Level: (6 + Int modifier) x4.

Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Priest

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Priestly sermon, turn undead, fascinate, inspire courage +1
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3 Inspire competence
4th +3 +4 +1 +4
5th +3 +4 +1 +4
6th +4 +5 +2 +5 Suggestion
7th +5 +5 +2 +5
8th +6/+1 +6 +2 +6 Inspire courage +2
9th +6/+1 +6 +3 +6 Inspire greatness
10th +7/+2 +7 +3 +7
11th +8/+3 +7 +3 +7
12th +9/+4 +8 +4 +8 Song of freedom
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9 Inspire courage +3
15th +11/+6/+1 +9 +5 +9 Inspire heroics
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11 Mass suggestion
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12 Inspire courage +4


Class Features

All of the following are class features of the priest.

Weapon and Armour Proficiency: Priests are proficient with all simple weapons. Priests are proficient with light armour and shields (except tower shields).

Priests of specific deities may have additional weapon or armour proficiencies.

A priest can gain additional armour feats like any other character class; this is quite common for dual-class priest/templars. They suffers the usual increased chance of spell failure when wearing armour.

Aura (Ex): A priest has a particularly powerful aura corresponding to the deity (see the detect aura (new for BattleAxe) spell for details). This can be both helpful to recognize potential allies, and a hindrance because it makes it that much easier to detect you for your enemies.

Bonus languages: Classical. Priests of specific deities or geographical regions may have a different bonus language (eg. Old High Lizard, Hieratic, Dark Tongue, Oracle Bone Script).

Spells: (system very much still under construction).

Priests get 2d6 + Wis bonus mana points per caster level. In addition, priests receive a free feat at 1st level, which allows them to cast spells from a list that is unique to each deity. Specific notes for the non-magical races follow. These three races suffer from the magical sink traitm, which both makes it hard for spells to affect them, and extremely hard for them to cast spells.

Ogre priests: Ogres who worship the god of eating do not suffer their usual magic sink penalty.

Dwarf priests: Dwarf priests can inscribe a spell onto an object as a rune. Exact details are still to be decided, but they will probably get an array of craft item feats. Dwarves who try to cast spells directly will suffer the usual magic sink penalty.

Halfling priests: no special compensation or being a magic sink. You're the comic relief. besides, you get to give a good sermon.

Priestly Sermon: A priest can use his oratory and sermons to produce magical effects on those around him (usually including himself, if desired). These abilities fall under the category of priestly sermon, and they are activated by a spoken performance, despite their similarity to the bardic music ability of d20 SRD bards. These abilities can be used a number of times equal to the character’s priest level plus the character’s Charisma bonus.

Each ability requires both a minimum priest level and a minimum number of ranks in the Perform (oratory) skill to qualify; if a priest does not have the required number of ranks in Perform (oratory) skill, he does not gain that priestly sermon ability until he acquires the needed ranks.

Starting a priestly sermon effect is a standard action. Some priestly sermon abilities require concentration, which means the priest must take a standard action each round to maintain the ability. Even while using priestly sermon that doesn’t require concentration, a priest cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf priest has a 20% chance to fail when attempting to use priestly sermon. If he fails, the attempt still counts against his daily limit.

Because these abilities rely on a common knowledge of religious parables and lore, beneficial effects of priestly sermons will only function for characters of the same cultural background who are familiar with the priest character’s religion. Effects that harm or restrict the subject (turn undead, fascination, suggestion, and mass suggestion) will work normally, as long as the priest can be heard and understood.

Turn Undead (Su): Not all priests can turn undead, and some priests have a turning power that works against creatures other than the undead. The specific type of creatures affected by this power (if available) will vary depending on the deity concerned. Each turning attempt counts as one use of the priestly sermon ability.

Countersong (Su): This is not part of the priestly sermon ability. This entry is here to confirm that nothing is missing.

Fascinate (Sp): A priest with 3 or more ranks in Perform (oratory) skill can use his sermons to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the priest, and able to pay attention to him. The priest must also be able to see the creature. The distraction of nearby combat or other dangers prevents the ability from working. For every three levels a priest attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a priest makes a Perform check. His check result is the DC for each affected creature’s Willpower save against the effect. If a creature’s saving throw succeeds, the priest cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the sermon, taking no other actions, for as long as the priest continues to speak and concentrate (up to a maximum of 1 round per priest level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the priest to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): A priest with 3 or more ranks in Perform (oratory) skill can use a sermon to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the priest speak. The effect lasts for as long as the ally hears the priest speak and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six priest levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.

Inspire Competence (Su): A priest of 3rd level or higher with 6 or more ranks in Perform (oratory) skill can use his sermon to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the priest. The priest must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill. Certain uses of this ability are infeasible. The effect lasts for as long as the ally hears the priest concentrate on speaking, and for 5 rounds thereafter. A priest can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Suggestion (Sp): A priest of 6th level or higher with 9 or more ranks in Perform (oratory) skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the priest’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.

Making a suggestion doesn’t count against a priest’s daily limit on priestly sermons. A Willpower saving throw (DC 10 + 1/2 priest’s level + priest’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

Inspire Greatness (Su): A priest of 9th level or higher with 12 or more ranks in Perform (oratory) skill can use a sermon to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a priest attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, and four at 18th). To inspire greatness, a priest must speak and an ally must hear him speak. The effect lasts for as long as the ally hears the priest speak and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.

Song of Freedom (Sp): is not part of the priestly sermon ability. This entry is here to confirm that nothing is missing.

Inspire Heroics (Su): A priest of 15th level or higher with 18 or more ranks in Perform (oratory) skill can use a sermon to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three priest levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a priest must speak and an ally must hear the priest speak for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the priest speak and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.

Mass Suggestion (Sp): This ability functions like suggestion, above, except that a priest of 18th level or higher with 21 or more ranks in Perform (oratory) skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Ex-Priests

A priest character knowingly loses faith with his deity cannot progress in levels as a priest, and loses all priestly sermon and spellcasting ability granted from his priest character class levels.
RobbyPants

05-31-07, 12:11 PM
So, basically, it's like a weaker cleric/bard? Not a bad idea... A lot of your campaign specific stuff was confusing, but I don't think it's important to the over-all idea. I'd give them the equivalent of full casting (basically, I wouldn't change their casting from the standard cleric). You may want to pick some spells out of the Cleric list, as some of the powerful self-buffs serve to keep the clerics combat-oriented (such as Divine Power and Reigteous Might).

You could also drop them down to a poor BAB advancement (1/2, like a wizard) and drop their Fort saves to poor. This would make them even less-combat oriented, and force them to rely on their spells. You would have to come up with some boost to make them viable.

Also, a tip for the table formatting: write it out in notepad (or some text editor) in a Courier font, to insure the spacing is correct. Then paste it into the thread editor. The CODE box doesn't do much good if your columns don't line up :P
Rhialto

05-31-07, 12:51 PM
Casting power: Compared to vanilla d20, all casters are weaker. The design goal is that they should be able to cast up to their character level in spell levels in a typical encounter, but be able to do so every encounter. Also, all spells are essentially cast spontaneously. This makes them noticeably weaker in casting, but they are still definitely a first rank caster.

Atack and saves: good idea on reducing their attack bonus and fortitude save.

Talents: Rather than bolster their spellcasting back to the d20 norms of power, I'd rather give them a variety of feats that are oriented towards helping allies, or leading large crowds. I'm kind of stuck here however, thanks to the individualistic nature of the feats published in almost every sourcebook to date.