Author Topic: Base Class: Cleric  (Read 4116 times)

Offline sirpercival

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Base Class: Cleric
« on: August 17, 2013, 10:13:15 PM »
CLERIC


Picture credit: yefumm

"Quote!"
- Some cleric

A Cleric wields divine magic, inspired by the gods.

MAKING A CLERIC
TBA...
Abilities: Wisdom determines a cleric's spellcasting, and Constitution determines his hit points.
Races: TBA...
Alignment: Any, as determined by your choice of deity.
Starting Gold: As cleric.
Starting Age: As cleric.

Class Skills (2+Int): The cleric's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).

Hit Dice: d8

BaseFortRefWillDomains
----Spells----
LevelAttack BonusSaveSaveSaveSpecialGranted0123456789
1st+0+2+0+2Archetype power, domains (2), inspiration 1/day243
2nd+1+3+0+3Domain254
3rd+2+3+1+3Archetype power2652
4th+3+4+1+4Paragon I2663
5th+3+4+1+4Domain26642
6th+4+5+2+5Archetype power26653
7th+5+5+2+5Inspiration 2/day366642
8th+6/+1+6+2+6Paragon II366653
9th+6/+1+6+3+6Archetype power3666642
10th+7/+2+7+3+7Domain3666653
11th+8/+3+7+3+736666642
12th+9/+4+8+4+8Archetype power, Paragon III36666653
13th+9/+4+8+4+8Inspiration 3/day466666642
14th+10/+5+9+4+9466666653
15th+11/+6/+1+9+5+9Archetype power, Domain4666666642
16th+12/+7/+2+10+5+10Paragon IV4666666653
17th+12/+7/+2+10+5+1046666666642
18th+13/+8/+3+11+6+11Archetype power46666666653
19th+14/+9/+4+11+6+11Inspiration 4/day46666666664
20th+15/+10/+5+12+6+12Ascendance, Domain, Paragon V56666666666

Weapon and Armor Proficiencies: Clerics are proficient with simple weapons, all non-exotic armor, and shields.  Clerics are also proficient with their deity's favored weapon.

Spells: A cleric casts divine spells which are drawn from her Domains (see below).  You know every spell that is on one of your Domain lists. You need not prepare your spells ahead of time, but instead, pray for some of the Domains that you know at the beginning of each day to be granted by your deity, as shown above.  You can only cast spells you know from your granted Domains; if you do not know all of the spells from one of your Domains, you can still be granted that Domain, but you can cast only the spells that you know.

To learn or cast a cleric spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric spell you cast is 10 + the spell level + your Wisdom modifier.  Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given in the table above. In addition, you receive bonus spells for a high Wisdom score. You regains your spells by getting a good night’s sleep and spending 1 hour communing with your deity.

Orisons are not associated with any particular Domain. You can cast all of your known orisons regardless of what Domains you are granted. Orisons are simple enough that a cleric can cast them even if they aren't granted to her, and you begin play knowing all Cleric orisons.

Archetype (Su): Clerics, on the whole, are not a homogeneous group. Some are warrior-priests who smite their foes with impunity, while others contemplate magic and the divine ideal from sparse stone cells. At 1st level, and every 3 levels after, you learn one of the archetype powers below of your choice, for which you meet the prerequisites.

Archetype Powers:
(click to show/hide)

Domains: A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. Upon entering this class, choose two domains from among those belonging to your deity. You can select an alignment domain (Chaos, Evil, Good, or Law) only if one aspect of your alignment matches that domain.  If you are not devoted to a particular deity, you still select two domains to represent your spiritual inclinations and abilities, and the restriction on alignment domains still applies.  Each domain you acquire adds its associated spells to your spell list, as well as a granted power.  You acquire the granted powers of all domains selected.  You gain access to an additional domain at 2nd, 5th, 10th, 15th, and 20th levels.

Inspiration (Su): There are times when your deity speaks directly to a cleric's soul, bypassing the usual methods of prayer and communion. Once per day, when you cast a spell, you may have it take the form of a supernatural ability instead of a normal spell. This does not alter the casting time, and if the spell requires an xp cost or an expensive material component or focus (other than a divine focus), you must still supply them; however, any other components are ignored, the spell is not subject to spell resistance, dispelling, or countering, and casting it does not provoke attacks of opportunity. The save DC for an inspired spell is either the normal DC or 10 + 1/2 your caster level + your Wisdom modifier, whichever is higher. You may use this ability one additional time per day at 7th level, and every 6 levels after.

Paragon (Ex): Your body gains a measure of your deity's perfection. You gain the following abilities at the appropriate level:
  • At 4th level, you gain your Charisma modifier as a sacred bonus to saves vs mind-affecting spells and effects, as well as spells and effects which would change your form.
  • At 8th level, reduce any ability damage or ability drain you suffer by an amount equal to your Charisma modifier, and any negative levels you receive by an amount equal to half your Charisma modifier.
  • At 12th level, you can cast a spell from a Domain which has not been granted to you, but you must spend an additional spell slot of the same level. You can do this once per day per spell level available to you.
  • At 16th level, you gain Spell Resistance 11 + your Cleric level.
  • At 20th level, you gain DR /epic equal to your Charisma modifier.
Ascendance (Ex): When you reach 20th level, you are the ultimate tool of your deity's will, and they want to keep you around as long as possible. At any time, you count as having the Outsider type or your own type, whichever is beneficial. You can no longer die from old age or massive damage, and you take no penalties for aging, though you still accrue bonuses. You become immune to disease, paralysis, petrification, and poison, and gain energy resistance 20 against all energy types.



CLERICS IN THE WORLD
Quoteness
-quoterie
A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Notables
 Organizations: Organizations

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« Last Edit: August 20, 2013, 11:22:34 PM by sirpercival »
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