Author Topic: Cleric rework  (Read 2723 times)

Offline Prime32

  • Over-Underling
  • Retired Admin
  • *****
  • Posts: 2914
    • View Profile
Cleric rework
« on: March 20, 2012, 01:15:58 PM »
Part of a series with my wizard and summoner classes. Work in progress.



Cleric

HD: d6

Class Skills (4+Int): Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (local), Knowledge (nobility and royalty), Knowledge (religion), Knowledge (the planes), Profession, Search, Sense Motive, Spellcraft.

LevelBABFortRefWillSpecial
1st+0+0+0+2Channel energy (1hp/level), Domains, Gift (Personal), Spells
2nd+1+0+0+3AC bonus
3rd+1+1+1+3Gift (Touch)
4th+2+1+1+4Prayer 1/day (1 minute)
5th+2+1+1+4Channel energy (2hp/level)
6th+3+2+2+5Gift (2 targets)
7th+3+2+2+5Divine grace
8th+4+2+2+6Prayer 2/day (1 round)
9th+4+3+3+6Channel energy (3hp/level)
10th+5+3+3+7Gift (3 targets)
11th+5+3+3+7Favored soul
12th+6/+1+4+4+8Prayer 3/day (move action)
13th+6/+1+4+4+8Channel energy (4hp/level)
14th+7/+2+4+4+9Gift (4 targets)
15th+7/+2+5+5+9-
16th+8/+3+5+5+10Prayer 4/day (swift action)
17th+8/+3+5+5+10Channel energy (5hp/level)
18th+9/+4+6+6+11Gift (5 targets)
19th+9/+4+6+6+11Transmigration
20th+10/+5+6+6+12Prayer 5/day (free action)
Weapon and Armor Proficiency: Clerics are proficient with simple weapons, but not with any type of armor or shield.

Spells: A cleric casts spells spontaneously based on Wisdom. He has knowledge of every spell on his spell list (see below), like a warmage, plus the spells on his domain lists. Every two levels a cleric possesses in other classes stack with his cleric level for determining caster level and spells per day (eg. a cleric 10/fighter 10 would cast as a cleric 15).

Channel Energy (Su): A cleric chooses at 1st level to channel either positive or negative energy through his spells.
Positive energy causes living creatures affected by his spells to regain hp equal to his character level plus his Charisma modifier, in additional to the spell's normal effects. At 5th level and every 4th level thereafter, the hp restored increases by an amount equal to his character level (eg. a 6th-level cleric would restore 12hp + his Cha modifier). Undead creatures instead take damage equal to half this amount.
Negative energy functions identically, except that its effects on living creatures and undead are reversed.
The cleric can choose to exclude some targets of his spells from this effect, eg. to avoid healing enemies.

Gift: A cleric may cast Personal range spells as if they had a range of Touch. At 3rd level he may cast Touch range spells as if they had a range of Close. At 5th level and every odd level thereafter, he may choose for targeted spells to affect one additional target.
An unwilling target receives a +4 bonus to AC and saving throws against spells delivered in this manner (if the spell would not normally allow a save, he is entitled to a Will save to negate its effects).

AC Bonus (Ex): When unarmored and unencumbered, a cleric of 2nd level or higher adds his Charisma bonus (if any) to his AC. This bonus to AC applies even against touch attacks or when the cleric is flat-footed. He loses this bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
The effects of this class feature do not stack with other class features of the same name.

Prayer (Ex): At 4th level by praying for 1 minute (provoking attacks of opportunity) a cleric can temporarily add a spell from any list to his spells known. His knowledge of this spell fades after 1 minute or after he successfully casts it, whichever comes first. He may use this ability 1/day per 4 cleric levels he possesses. At 8th level using this ability takes 1 round, which becomes a move action at 12th level, a swift action at 16th level and a free action at 20th level.
A cleric cannot use this ability to gain knowledge of spells which directly oppose his patron, such as holy smite for an evil deity or animate dead for a god of life; he may still learn these spells through other methods.

Divine Grace (Su): At 7th level, a cleric gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Favored Soul (Ex): At 11th level, a cleric can take 10 on Bluff, Diplomacy, Intimidate and Sense Motive checks made against members of his religion or beings associated with his religion (eg. dwarves for a cleric of Moradin, animals and plants for a cleric of nature).

Transmigration:

New Feats

Lay Priest [General]
Prerequisites: Must not have any levels of cleric
Benefit: You can cast orisons (0-level spells) as a 1st-level cleric.
Special: If you ever gain a level of cleric, replace this feat with another feat for which you meet the prerequisites.
« Last Edit: May 22, 2012, 11:19:15 AM by Prime32 »

Offline Prime32

  • Over-Underling
  • Retired Admin
  • *****
  • Posts: 2914
    • View Profile
Re: Cleric rework
« Reply #1 on: March 20, 2012, 01:16:11 PM »
Spell List

Where multiple spells are separated by a slash, the cleric knows only the spell(s) corresponding to his patron's alignment (or his own alignment, if his patron is neutral; if both are neutral then he chooses an alignment one step away from neutral for the purposes of his cleric spells).

Lv0
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.

Lv1
Bane: Enemies take -1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water/Curse WaterM: Makes holy/unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.

Lv2
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
AuguryM F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Consecrate/DesecrateM: Fills area with positive/negative energy, making undead weaker/stronger.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Hold Person: Paralyzes one humanoid for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Status: Monitors condition, position of allies.

Lv3
Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Create Food and Water: Feeds three humans (or one horse)/level.
Dispel Magic: Cancels spells and magical effects.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Obscure Object: Masks object against scrying.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.

Lv4
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extradimensional movement.
Dismissal: Forces a creature to return to native plane.
DivinationM: Provides useful advice for specific proposed actions.
Imbue with Spell Ability: Transfer spells to subject.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
RestorationM: Restores level and ability score drains.
Spell Immunity: Subject is immune to one spell per four levels.

Lv5
AtonementF X: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Commune X: Deity answers one yes-or-no question/level.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Hallow/UnhallowM: Designates location as holy/unholy.
Raise DeadM: Restores life to subject who died as long as one day/level ago.
Spell Resistance: Subject gains SR 12 + level.
True SeeingM: Lets you see all things as they really are.

Lv6
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/ level.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Forbiddance M: Blocks planar travel, damages creatures of different alignment.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.

Lv7
Blasphemy/Holy Word/Dictum/Word of Chaos: Kills or hinders non-evil/good/lawful/chaotic subjects.
RefugeM: Alters item to transport its possessor to you.
Restoration, Greater X: As restoration, plus restores all levels and ability scores.
Resurrection M: Fully restore dead subject.

Lv8
Holy Aura/Unholy Aura/Shield of Law/Cloak of ChaosF: +4 to AC, +4 resistance, and SR 25 against good/evil/lawful/chaotic spells.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.

Lv9
MiracleX: Requests a deity’s intercession.
True ResurrectionM: As resurrection, plus remains aren’t needed.
« Last Edit: March 20, 2012, 02:30:38 PM by Prime32 »

Offline dman11235

  • DnD Handbook Writer
  • ****
  • Posts: 2571
  • Disclaimer: not at full capacity yet
    • View Profile
Re: Cleric rework
« Reply #2 on: March 20, 2012, 02:25:55 PM »
I like this, althuogh I think it needs a capstone.  An additional prayer/day is nice and all, it's just not a capstone.

Problems: For Gift, it currently allows for any touch spell to be cast at close range, including harmful ones....and it lets you get free Split Ray on it......multiple stacking times.....

Charisma isn't necessary for this class.  Some things benefit from a high charisma, but, for instance, the armor thing does'nt protect you as much as armor would.  And Channel Energy doesn't benefit from a high charisma much past level 8, and barely does past level 4.  A +3 char vs a +16 from class levels?  Insignificant.  A +8 cha vs +100 from class levels at 20?  Even more insiginificant.

On that note, am I reading that right, with Channel Energy at level 1 it'll add 1 to it, at 5 it'll add 10, at 9 it'll add 27, at 13 it'll add 52, and at 17 it'll add 85?  That might end up making spells too powerful.  Harmful clerics anyways.  For healing it'll be alright, but for damage it might end up being too much (at 20 it's normall spell effect+100+cha damage, the damage alone isn't bad, but combined with spells that actually do things?).  That's pretty much an auto-maximized and empower added to typical 1d6/level damage spells, not to mention adding that effect to other spells.  Finally, I would clear things up by making it just "negative or positive energy" period, so if you choose positive you deal positive energy damage, which heals living things, or negative energy damage, which hurts living things.  Either that, or drop the energy channel fluff and make it just "heal or harm", and definitely make it clear what the damage type is.  It is currently untyped, afterall, although you imply that it's supposed to be the two energies.
My Sig's Handy Haversack  Need help?  Want to see what I've done?  Want to see what others have done well?  Check it out.

Avatar d20