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Tequila Sunrise
2008-12-24, 02:29 PM
A recent thread made me want to write up a few archetypal priest classes, because seriously, the cleric just doesn't cut it for everyone. Feel free to critique anything you want, but I would specifically like volunteers to write out their spell lists. (Priest spells do not have to come from the cleric or druid spell lists.) Why? Well, because I'm lazy, whaddya want? :smallsigh:

TS

Tequila Sunrise
2008-12-24, 02:30 PM
War Priest
War priests serve deities such as Kord, Heironeous and that nasty guy with the six arms.
Alignment A priest must remain within one alignment step of his deity. Further, each deity should have a general code of conduct which their priests must follow. If either of these conditions are breached, the priest falls, losing access to his spells and class abilities. The priest can rise back into his deity’s favor by performing some divine errand of whatever manner and difficulty the DM deems appropriate. Alternatively, the priest can convert to a different deity by performing a similar errand.
Hit Die: d8
Class Skills: As barbarian, fighter and paladin.
Skill Points at 1st Level: (2 + Int modifier) X 4
Skill Points at Additional Levels: (2 + Int modifier)
Base Attack Bonus: Good
Good Saves: Fortitude, Will
Proficiencies: War priests are proficient with all simple and martial weapons and all armor and shields, except tower shields.
Spells: A war priest casts divine spells, accessed spontaneously from the war priest spell list. Spells per day and spell DCs are Wisdom-based.
War Cry: A war priest is able to inspire his allies to great feats of martial prowess by singing, chanting, reciting war stories, banging drums or being otherwise loud and macho. Activating war cry takes a standard action, but does not require concentration. Its effects last as long as the war priest performs, and 5 rounds thereafter. While performing, the war priest cannot cast spells or activate spell-completion or word-activated items. At 2nd level, this ability grants the war priest and any allies who can hear him a +1 moral bonus on attack rolls, damage rolls and saves against charm and feat effects. At 6 level, and each four levels thereafter (10, 14, 18), this bonus increases by 1. This is a mind-affecting ability. This ability is usable a number of times per day equal to one-quarter the war priest’s class level, rounded up.
Spell List: Should include cures plus about four spells per spell level, including buffs and.
{table]Class Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1 | 3 | 1 | - | - | - | - | - | - | - | -
2 | 4 | 2 | - | - | - | - | - | - | - | -
3 | 4 | 3 | 1 | - | - | - | - | - | - | -
4 | 4 | 4 | 2 | - | - | - | - | - | - | -
5 | 4 | 4 | 3 | 1 | - | - | - | - | - | -
6 | 4 | 4 | 4 | 2 | - | - | - | - | - | -
7 | 4 | 4 | 4 | 3 | 1 | - | - | - | - | -
8 | 4 | 4 | 4 | 4 | 2 | - | - | - | - | -
9 | 4 | 4 | 4 | 4 | 3 | 1 | - | - | - | -
10 | 4 | 4 | 4 | 4 | 4 | 2 | - | - | - | -
11 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | - | - | -
12 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | - | - | -
13 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | - | -
14 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | - | -
15 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | -
16 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | -
17 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1
18 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2
19 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3
20 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4
[/table]

Tequila Sunrise
2008-12-24, 02:31 PM
Rogue Priest
Rogue priests serve deities such as Olidammara and other trickster gods.
Alignment A priest must remain within one alignment step of his deity. Further, each deity should have a general code of conduct which their priests must follow. If either of these conditions are breached, the priest falls, losing access to his spells and class abilities. The priest can rise back into his deity’s favor by performing some divine errand of whatever manner and difficulty the DM deems appropriate. Alternatively, the priest can convert to a different deity by performing a similar errand.
Hit Die: d6
Class Skills: As bard and rogue.
Skill Points at 1st Level: (8 + Int modifier) X 4
Skill Points at Additional Levels: (8 + Int modifier)
Base Attack Bonus: Average
Good Saves: Reflex, Will
Proficiencies: Rogue priests are proficient with all simple, light martial and rapier weapons and light armor.
Spells: A rogue priest casts divine spells, accessed spontaneously from the rogue priest spell list. Spells per day and spell DCs are Wisdom-based.
Trap Finding: Congrats, you’re the official party trap-springer. Now Eddie can finally play a character without a 1-level dip into rogue/scout!
Sneak Attack: A rogue priest is able to sneak attack just as a rogue does. At 2nd level, his sneak attack damage is +1d4. At each even level thereafter (4, 6, etc.) this damage increases by 1d4.
Spell List: Should include cures plus about four spells per spell level, including illusions, enchantments.
{table=head]Class Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1 | 3 | 1 | - | - | - | - | - | - | - | -
2 | 4 | 2 | - | - | - | - | - | - | - | -
3 | 4 | 3 | 1 | - | - | - | - | - | - | -
4 | 4 | 4 | 2 | - | - | - | - | - | - | -
5 | 4 | 4 | 3 | 1 | - | - | - | - | - | -
6 | 4 | 4 | 4 | 2 | - | - | - | - | - | -
7 | 4 | 4 | 4 | 3 | 1 | - | - | - | - | -
8 | 4 | 4 | 4 | 4 | 2 | - | - | - | - | -
9 | 4 | 4 | 4 | 4 | 3 | 1 | - | - | - | -
10 | 4 | 4 | 4 | 4 | 4 | 2 | - | - | - | -
11 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | - | - | -
12 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | - | - | -
13 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | - | -
14 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | - | -
15 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | -
16 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | -
17 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1
18 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2
19 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3
20 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4
[/table]

Tequila Sunrise
2008-12-24, 02:32 PM
Mystic Priest
Mystic priests serve deities such as Boccob and other I’m-smarter-than-you gods.
Alignment A priest must remain within one alignment step of his deity. Further, each deity should have a general code of conduct which their priests must follow. If either of these conditions are breached, the priest falls, losing access to his spells and class abilities. The priest can rise back into his deity’s favor by performing some divine errand of whatever manner and difficulty the DM deems appropriate. Alternatively, the priest can convert to a different deity by performing a similar errand.
Hit Die: d4
Class Skills: As cleric and wizard.
Skill Points at 1st Level: (2 + Int modifier) X 4
Skill Points at Additional Levels: (2 + Int modifier)
Base Attack Bonus: Poor
Good Saves: Will
Proficiencies: Mystic priests are proficient with all simple weapons.
Spells: A mystic priest casts divine spells, accessed spontaneously from the mystic priest’s individualized spell list. At 1 level, the mystic priest chooses four 0-level spell and two 1-level spells from any spell list to his spell own list. At each level thereafter, he chooses two more spells of any level he can cast, from any 0-9 spell list, to his own spell list. Additionally, a mystic priest has access to all cure spells of appropriate level. Spells per day and spell DCs are Wisdom-based.
{table=head]Class Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1 | 3 | 1 | - | - | - | - | - | - | - | -
2 | 4 | 2 | - | - | - | - | - | - | - | -
3 | 4 | 3 | 1 | - | - | - | - | - | - | -
4 | 4 | 4 | 2 | - | - | - | - | - | - | -
5 | 4 | 4 | 3 | 1 | - | - | - | - | - | -
6 | 4 | 4 | 4 | 2 | - | - | - | - | - | -
7 | 4 | 4 | 4 | 3 | 1 | - | - | - | - | -
8 | 4 | 4 | 4 | 4 | 2 | - | - | - | - | -
9 | 4 | 4 | 4 | 4 | 3 | 1 | - | - | - | -
10 | 4 | 4 | 4 | 4 | 4 | 2 | - | - | - | -
11 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | - | - | -
12 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | - | - | -
13 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | - | -
14 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | - | -
15 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | -
16 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | -
17 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1
18 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2
19 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3
20 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4
[/table]

Tequila Sunrise
2008-12-24, 02:33 PM
Wild Priest
Wild priests serve deities such as Obad-Hai and other hippie tree-hugger gods.
Alignment A priest must remain within one alignment step of his deity. Further, each deity should have a general code of conduct which their priests must follow. If either of these conditions are breached, the priest falls, losing access to his spells and class abilities. The priest can rise back into his deity’s favor by performing some divine errand of whatever manner and difficulty the DM deems appropriate. Alternatively, the priest can convert to a different deity by performing a similar errand.
Hit Die: d8
Class Skills: As druid and ranger.
Skill Points at 1st Level: (4 + Int modifier) X 4
Skill Points at Additional Levels: (4 + Int modifier)
Base Attack Bonus: Average
Good Saves: Fortitude, Reflex, Will
Proficiencies: Wild priests are proficient with nothing.
Spells: A wild priest casts divine spells, accessed spontaneously from the wild priest spell list. Spells per day and spell DCs are Wisdom-based.
Shape Shift: As described in PHB II.
Spell List: Thanks to Glooble Glistencrist!
Level 0: Create Water, Cure minor wounds, Detect Poison, Know Direction, Purify Food and Drink
Level 1: Calm Animals, Cure Light Wounds, Entangle, Magic Fang, Speak with animals
Level 2: Animal Messenger, Barkskin, Delay Poison, Hold Animal, Tree Shape
Level 3: Cure Moderate Wounds, Dominate Animal, Plant Growth, Poison, Speak with plants
Level 4: Blight, Command Plants, Cure Serious Wounds, Giant Vermin, Repel Vermin
Level 5: Animal Growth, Baleful Polymorph, Commune with nature, Cure Critical Wounds, Tree Stride, Wall of Thorns
Level 6: Antilife Shell, Mass Cure Light Wounds, Ironwood, Liveoak, Transport via Plants.
Level 7: Animate Plants, Changestaff, Creeping Doom, Mass Cure Moderate Wounds, Transmute Metal to Wood.
Level 8: Animal Shapes, Antipathy*, Control Plants, Mass Cure Serious Wounds, Sympathy*
Level 9: Mass Cure Critical Wounds, Shambler, Shapechange*, Summon Nature's Ally IX*
*Effects animal and plant creatures only.
{table=head]Class Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1 | 3 | 1 | - | - | - | - | - | - | - | -
2 | 4 | 2 | - | - | - | - | - | - | - | -
3 | 4 | 3 | 1 | - | - | - | - | - | - | -
4 | 4 | 4 | 2 | - | - | - | - | - | - | -
5 | 4 | 4 | 3 | 1 | - | - | - | - | - | -
6 | 4 | 4 | 4 | 2 | - | - | - | - | - | -
7 | 4 | 4 | 4 | 3 | 1 | - | - | - | - | -
8 | 4 | 4 | 4 | 4 | 2 | - | - | - | - | -
9 | 4 | 4 | 4 | 4 | 3 | 1 | - | - | - | -
10 | 4 | 4 | 4 | 4 | 4 | 2 | - | - | - | -
11 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | - | - | -
12 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | - | - | -
13 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | - | -
14 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | - | -
15 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | -
16 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | -
17 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1
18 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2
19 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3
20 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4
[/table]

Tequila Sunrise
2008-12-24, 02:35 PM
Priest of Divine Passion
Priests of Divine Passion serve deities such as Pelor, Nerull and other philosophically-obsessed gods.
Alignment A priest must remain within one alignment step of his deity. Further, each deity should have a general code of conduct which their priests must follow. If either of these conditions are breached, the priest falls, losing access to his spells and class abilities. The priest can rise back into his deity’s favor by performing some divine errand of whatever manner and difficulty the DM deems appropriate. Alternatively, the priest can convert to a different deity by performing a similar errand.
Hit Die: d6
Class Skills: As cleric and wizard.
Skill Points at 1st Level: (4 + Int modifier) X 4
Skill Points at Additional Levels: (4 + Int modifier)
Base Attack Bonus: Poor
Good Saves: Will
Proficiencies: Priests of Divine Passion are proficient with all simple weapons and light and medium armor.
Spells: A Priest of Divine Passion casts divine spells, accessed spontaneously from the Priest of Divine Passion spell list. Spells per day and spell DCs are Wisdom-based.
Turn Undead: A Priest of Divine Passion can channel positive or negative energy. Positive energy deals 1d6 damage per class level to all undead within 30 ft. of the priest, with a Will save for half (DC = 10 + class level + Cha modifier). Negative energy restores 1d6 hit points per class level to all undead within 30 ft. of the priest. This ability is usable a number of times per day equal to 3 + Charisma modifier.
Spell List: Should include cures plus restorative spells (for Good priests) or undead-related spells (for Evil priests) plus about four spells per spell level, including alignment-oriented and thematically appropriate spells (“thematically appropriate” may vary from god to god). Animate Dead should be a level 1 spell. (I mean in general, but especially for Evil Priests of Divine Passion.)
{table=head]Class Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1 | 3 | 1 | - | - | - | - | - | - | - | -
2 | 4 | 2 | - | - | - | - | - | - | - | -
3 | 4 | 3 | 1 | - | - | - | - | - | - | -
4 | 4 | 4 | 2 | - | - | - | - | - | - | -
5 | 4 | 4 | 3 | 1 | - | - | - | - | - | -
6 | 4 | 4 | 4 | 2 | - | - | - | - | - | -
7 | 4 | 4 | 4 | 3 | 1 | - | - | - | - | -
8 | 4 | 4 | 4 | 4 | 2 | - | - | - | - | -
9 | 4 | 4 | 4 | 4 | 3 | 1 | - | - | - | -
10 | 4 | 4 | 4 | 4 | 4 | 2 | - | - | - | -
11 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | - | - | -
12 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | - | - | -
13 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | - | -
14 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | - | -
15 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | -
16 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | -
17 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1
18 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2
19 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3
20 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4
[/table]

lesser_minion
2008-12-24, 03:33 PM
I've got a working version of your table here - I think you need to make sure the first row is on the same line as the [*table] tag, and the columns have to be the same every row.

You should be able to grab this code by clicking 'Quote' by this post.

Spells per Day: I can't get the dam code to work, so screw it! Just look at the wizard's spell chart.
{table=head]Class Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1 | 3 | 1 | - | - | - | - | - | - | - | -
2 | 4 | 2 | - | - | - | - | - | - | - | -
3 | 4 | 3 | 1 | - | - | - | - | - | - | -
4 | 4 | 4 | 2 | - | - | - | - | - | - | -
5 | 4 | 4 | 3 | 1 | - | - | - | - | - | -
6 | 4 | 4 | 4 | 2 | - | - | - | - | - | -
7 | 4 | 4 | 4 | 3 | 1 | - | - | - | - | -
8 | 4 | 4 | 4 | 4 | 2 | - | - | - | - | -
9 | 4 | 4 | 4 | 4 | 3 | 1 | - | - | - | -
10 | 4 | 4 | 4 | 4 | 4 | 2 | - | - | - | -
11 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | - | - | -
12 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | - | - | -
13 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | - | -
14 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | - | -
15 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1 | -
16 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | -
17 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 1
18 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2
19 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3
20 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4
[/table]

Epinephrine
2008-12-24, 03:53 PM
Well, to help you set up cleric spell lists I created an excel file of cleric spells.
You can simply insert a column, title it "Boccob" or whatever deity you wish, and put a 1 beside the appropriate spells. Then you can easily sort by god to see the various god's lists.

http://www.2shared.com/file/4515527/2f4d66cf/clcspells.html

I could easily add the druid spells if you'd like (some of which might be more appropriate for followers of Obad Hai, Ehlonna, etc).

Tequila Sunrise
2008-12-24, 03:59 PM
Thanks, LM!



http://www.2shared.com/file/4515527/2f4d66cf/clcspells.html
Awesome! This'll be a great help to whoever I can sucker...I mean, talk into doing the spell lists.

TS

Glooble Glistencrist
2008-12-24, 04:00 PM
If we only get four per level... (five for levels without a cure spell, I think.) All from the PHB.

Wild Priest Spell list:

Level 0: Create Water, Cure minor wounds, Detect Poison, Know Direction, Purify Food and Drink

Level 1: Calm Animals, Cure Light Wounds, Entangle, Magic Fang, Speak with animals

Level 2: Animal Messenger, Barkskin, Delay Poison, Hold Animal, Tree Shape

Level 3: Cure Moderate Wounds, Dominate Animal, Plant Growth, Poison, Speak with plants

Level 4: Blight, Command Plants, Cure Serious Wounds, Giant Vermin, Repel Vermin

Level 5: Animal Growth, Baleful Polymorph, Commune with nature, Cure Critical Wounds, Tree Stride, Wall of Thorns

Level 6: Antilife Shell, Mass Cure Light Wounds, Ironwood, Liveoak, Transport via Plants.

Level 7: Animate Plants, Changestaff, Creeping Doom, Mass Cure Moderate Wounds, Transmute Metal to Wood.

Level 8: Animal Shapes, Antipathy*, Control Plants, Mass Cure Serious Wounds, Sympathy*

Level 9: Mass Cure Critical Wounds, Shambler, Shapechange*, Summon Nature's Ally IX*

*Effects animal and plant creatures only.

Ninja'd, but this is the best one I could have chosen to do since it's all Druid spells.

Epinephrine
2008-12-24, 04:30 PM
Spell List: Should include cures plus about four spells per spell level, including plant and animal oriented spells. The list should not include fire spells; why druids have fire spells is beyond me…though I guess without fire spells there wouldn’t be much temptation to become a Blighter.

Fire is a natural force - forest fires and brush fires are part of the renewal of lands. Besides, some druid spells specifically don't harm the land - you can use a Firestorm in a dry forest without problems.


When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).

Tequila Sunrise
2008-12-24, 05:14 PM
If we only get four per level... (five for levels without a cure spell, I think.) All from the PHB.

Ninja'd, but this is the best one I could have chosen to do since it's all Druid spells.
Thanks, GG! Wild priest spells do not have to come from the druid spell list, nor do other priest spells have to come from the cleric spell list. Four spells per level was a first instinct, and could easily change especially if we involve splat books.


Besides, some druid spells specifically don't harm the land - you can use a Firestorm in a dry forest without problems.
Good point. I guess I just find it a bit weird how many fire spells are on the druid spell list, and some of them making a dedicated evoker's mouth water.

TS

Athaniar
2008-12-25, 03:46 PM
Hmm, this sounds good, especially for a divine-focused campaign.

hiryuu
2008-12-25, 04:59 PM
Good point. I guess I just find it a bit weird how many fire spells are on the druid spell list, and some of them making a dedicated evoker's mouth water.

TS

Here in Florida, they do controlled burns of the local sandhill and scrublands - those biomes require it or they die out. Yes, that is correct: Florida has so many lightning strikes the wilderness needs it to set fire to large sections of the state or the environment dies.

thevorpalbunny
2008-12-25, 10:11 PM
That's not a Florida thing; every forest needs burns at least once a decade to stay healthy. It's how the cycle of terrain goes; plains to savanna, savanna to open forest, then to thick forest. The burns weed out the undergrowth, heavy burns create more open environments.

Devils_Advocate
2008-12-25, 11:41 PM
If you want to have classes like this, wouldn't it just be easier to say that all spellcasters get their magic from the gods? That way, instead of having priestified versions of the Beguiler, Wizard, Druid, Paladin, Healer, Dread Necromancer, etc.... you can just use those classes.

I'm just sayin', if you want a class that works basically like Wizard, that already exists in the form of the Wizard class, which works exactly like Wizard. And if you think that Wizard, like Cleric, does too much... Well, you're still really talking about creating an alternate Wizard class. But calling it a type of Priest and powering it with Wis instead of Int, neither of which makes sense.

Heck, you don't have to limit this to magic. You could just say that all abilities come from the gods, who control and sustain reality and stuff. So, like, even a Barbarian's rage and strength in combat come from the god of wrath. A rogue is good at sneaking around thanks to the goddess of stealth, and gives thanks for that. And so on.

That way the game is more in tune with more of a natural polytheistic worldview. The gods don't just grant a special type of magic, or even just magic. They grant everything. The god of fire doesn't grant you spells, he makes the fire you lit burn faster and stuff. Because he controls how fire works, whether or not it's produced by a spell.

If you want devout characters to be able to get a deity's special blessing, you can just whip up some codes of behavior and corresponding benefits in the form of special abilities or bonuses or whatever. Like, if you don't let the man push you around, the god of Chaos let you smite Law once per day, or something.

hiryuu
2008-12-26, 01:30 AM
That's not a Florida thing; every forest needs burns at least once a decade to stay healthy. It's how the cycle of terrain goes; plains to savanna, savanna to open forest, then to thick forest. The burns weed out the undergrowth, heavy burns create more open environments.

Ah, but scrub and sandhill needs it at least every six to seven months, and those biomes stay those biomes.

Tequila Sunrise
2008-12-26, 01:55 PM
If you want to have classes like this, wouldn't it just be easier to say that all spellcasters get their magic from the gods? That way, instead of having priestified versions of the Beguiler, Wizard, Druid, Paladin, Healer, Dread Necromancer, etc.... you can just use those classes.
Yeah, I could do that but it wouldn't be much help to gamers who don't have access to those classes. I could do a lot of things with the rules and classes that already exist, but I did this because splitting the cleric into less obscenely generalized divine classes is something that I've heard a lot of gamers wistfully talk about, but never act on. Basically it's a design exercise and a public service.

TS

Zeful
2008-12-26, 02:02 PM
It would be easier to bring back the Divine Spheres. Each deity would have a Sphere for everything he had power over (Pelor had things like Sun, Protection). Clerics of deity X could only cast spells of the Deity's Spheres. You could then assign a couple of domains that provide aditional class features and such, and then have one class with differing spell lists and abilities based on Deity choice.

Tequila Sunrise
2008-12-26, 04:20 PM
It would be easier to bring back the Divine Spheres. Each deity would have a Sphere for everything he had power over (Pelor had things like Sun, Protection). Clerics of deity X could only cast spells of the Deity's Spheres. You could then assign a couple of domains that provide aditional class features and such, and then have one class with differing spell lists and abilities based on Deity choice.
Yeah I could do that, if differnt BABs, save progressions and skill points per level were included in the lists of additional class abilities. But then the difference between your way and my way would just be formatting.

TS