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| #1misterfido_dupAug 14, 2008 15:42:11 | I hate the current 4E clerics. They just... they aren't priests. They're holy warriors. And holy warriors is the venue of the paladin. I want clerics in my games to wear robes and stand in the BACK of the party, somewhere between the wizard and rogue So I present you the rules any clerics in my own game must use for... being clerics. I skimmed through other people's ideas but didn't really like them that much. So I made my own Show Cleric "Have courage, my friends! The Flame favors us today!" Key Abilities: Wisdom, Strength, Charisma. Armor Proficiencies: Cloth, leather Weapon Proficiencies: Simple melee, simple ranged Implements: Holy symbol Bonus to Defenses: +2 Will Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier Trained Skills: Religion. From the class skills list below, choose four more trained skills at 1st level. Class Skills: Arcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int) Class Features: Channel Divinity, Healer's Lore, healing word, orisons, Spiritual Guidance, Ritual Casting Spiritual Guidance Choose one of the following three benefits: Resilient Guidance: When an ally who can see you uses a second wind, that ally also regains lost hit points equal to one-half your level + your Charisma modifier. Defensive Guidance: When an ally who can see you uses a second wind, all allies who can see you gain a +2 bonus to all defenses until the start of the healing character's next turn. Brutal Guidance: When an ally who can see you uses a second wind, that ally also gains a bonus on their next damage roll equal to your Charisma modifier. Orisons Amanuensis Cleric Orison You point at some writing and move your hand over a blank page, copying the script perfectly. At-Will • Divine Standard Action Ranged 2 Effect: You copy the nonmagical contents of a page of text (maximum 250 words) onto a blank page. Magical writing is not copied, leaving blank spaces where applicable, and you automatically copy the illusory contents of a Secret Page. Magical traps set into the text activate as if you had read them. Sacrament Cleric Orison You perform a minor act of divine magic, preparing yourself for divine rites through cleanliness, preparation of food, and creation of holy marks and icons. At-Will • Divine Standard Action Ranged 2 Effect: Use this orison to accomplish one of the effects given below. • Create 1 cup of water. • Create a harmless sensory effect, such as a puff of smoke, a gentle touch, faint chorus, or a strong odor. • Fix minor tears, cracks, or stains in 1 cubic foot for up to 1 hour. • Instantly light (or snuff out) a candle, a torch, or a small campfire. • Make edible 1 pound of spoiled, rotten, or poisoned food or drink pure and suitable for eating and drinking. • Make a small mark or symbol appear on a surface for up to 1 hour. • Produce out of nothingness a small item or image that exists until the end of your next turn. • Organize 1 cubic foot of assorted materials. Nothing you create with this orison can deal damage, serve as a weapon or a tool, or hinder another creature's actions. This orison cannot duplicate the effects of any other power. Unseen Servant Cleric Orison You create a ghostly servant, visible only to you, who performs small acts of servitude. At-Will • Conjuration, Divine Minor Action Ranged 5 Effect: You conjure a spectral servant in an unoccupied square within range. The servant can pick up, move, or manipulate an adjacent object weighing 20 pounds or less and carries it up to 5 squares. As a move action, you can move the servant up to 5 squares. As a free action, you can cause the servant to drop an object it is holding, and as a minor action, you can cause the servant to pick up or manipulate a different object. As a standard action, you can give the servant a simple activity to perform, such as sweep floors, or organize bookshelves, and it will perform that activity so long as you sustain its existence. It cannot make a skill check DC higher than 10. Sustain Minor: You can sustain the servant indefinitely. Special: You can create only one servant at a time. Virtue Cleric Orison You bless a nearby ally with the strength and dedication to keep going in the face of immediate danger. At-Will • Divine, Healing Move Action Ranged 2 Targets: One creature Effect: The target gains temporary hit points equal to one-half your level (minimum 1) until the end of your next turn. |
| #2lordomegacrovaxAug 14, 2008 15:46:40 | Hmm after a quick look over, I like, sorta falls in line with what Im working on for a Healer (Per Miniture Guide) conversion Im working on....so far all Ive seen clerics do is play the fighter/paladin, only true healer Ive seen is the warlord :P |
| #3Thorvald_GrimbjornAug 14, 2008 17:14:23 | (...)only true healer Ive seen is the warlord :P So the Cleric's Healing Lore ability and his several healing Powers don't count? ![]() I like your proposal, Misterfido, and I was considering changing the Cleric as well for my homebrewed setting. However, since it seems the PHB II will have a new class which represents the type of Cleric we're both thinking of, I thought I'd wait for it to come out and spare me the work of designing it. |
| #4wizardmonAug 14, 2008 17:25:23 | Instead of reforming the entire class, why don't you replace the proficiencies above leather with the "Orison" class feature, but make them completely unique mechanics. For instance, the Orison "Bless Object" (Daily Orison) might make it so that a palm sized item, or a food item, (or items at higher level) becomes blessed so that the possessor or imbiber of the object receives a +1 bonus to saving throws until the end of his or her next extended rest. Creating other Orison's might not be too hard, you just gotta make them worth it, and at the same time balanced. |
| #5ff6shadowAug 14, 2008 17:49:32 | The biggest problem with you cleric. How does he keep his AC up. Every class that wears only light armor wants to raise either Dex or Int, keeping their AC on par. Your cleric has reasong at all to place points in Dex or Int, since they have no bearing on his class. This leaves his AC at around 32 compared the typical wizard at 39 without leather, or a ranger at 42 in hide. I'm all for a more robed priest archetype, but it needs to have defenses at least comparable to the wizard. |
| #6misterfido_dupAug 14, 2008 18:11:56 | Priest's Shield? Spiritual Guidance? Feats? The idea is that, he reduces his armor proficiency and in return gains skills, orisons, and a warlord-like aura that benefits people who second wind--possibly by giving the cleric himself an AC bonus. ASSUMING that these changes balance him so that his role in the party changes and his usefulness doesn't, then I'm not concerned that he has less AC. The POINT is to reduce his AC--just as a wizard has less AC than a warlock, and a warlock has less AC than a warlord. But you do have a point, he has no powers which use Dexterity or Intelligence, and thus will have a lower AC. But... a cleric who isn't a melee combatant... ...here's the trick... ...can select Dexterity or Intelligence instead of Strength as his third primary stat. It's true! |
| #7ff6shadowAug 14, 2008 18:21:09 | Relying on secondary situational abilites such as Spiritual Guidance is not a valid balancing technique. You have a valid point on third stat but see below but it is equally valid that every class with in light armor has to increase Int or Dex for AC purposes, and each and every one gains some benefit outside of just AC. Rogues use Dex for attacks, Wizards use Int for attacks, Warlocks use it for secondary effects on all of their powers. The warlord uses Intelligence for half of his secondary effects and has a heavy armor option since his other half uses Charisma. |
| #8wizardmonAug 14, 2008 18:22:54 | Why not say that effects dependant on Charisma now depend on Intelligence instead? Simple, easy, and suits the flavor of the build. |
| #9ff6shadowAug 14, 2008 18:27:41 | That would fix the problem nicely. |
| #10lordomegacrovaxAug 14, 2008 20:47:27 | So the Cleric's Healing Lore ability and his several healing Powers don't count? Not in my group they dont, cleric in my group is dragonborn and plays tank :P Ive healed 100x more then him in one encounter then he has in several sessions :P |