Jane_Smith
2009-04-09, 03:30 AM
Finally... the 11th round. The last of the core classes.
This was.. interesting to work with. I tried to make clerics less of the power-houses they use to be by making them a little bit more vulnerable - light armor, no shields, simple weapons. Cloistered style, and only 4 + int skill points instead of the cloistured normal 6 +. I gave them d6 hit dice, and a tighter alignment restriction. Hey, if you channel SPELLS by FAITH from a -god-, you damn well better have the exact same alignment as him, otherwise your not really 100% to that deities ethics, are ya? "50% faithful" just doesnt -cover- it! Priests should emulate their gods considering the mystical properties pasted down to them. Oh, and i really hit their spells per day. >_>
As for other nerfs: My project denies the existance of Divine Metamagic for one and id pretty much outright ban it. Id suggest all other dm's do the same for the love of YOUR god. x.x
As for buffs - i have them bonus item creation/metamagic feats to give them a bit more options with spellcasting, gave them infinite per-day 0-5th level spells that scale with 1/2 their caster level, making them give the minor stuff and small buffs out without worrying about running dry mid-fight and can keep running for a bit. However, i did limit them to their domain. So unless their healing specialized, dont expect infinite heals over time. >_>
http://img10.imageshack.us/img10/2600/524pxspiritualhealing.jpg
~~~~~~~~~~~~~~~~The Priest~~~~~~~~~~~~~~~~
PRIEST
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Aura of Faith, Bonus Feat, Invocation (Cantrip), Spontaneous Casting, Turn or Rebuke Undead|3|1
2nd|
+1|
+0|
+0|
+3|Invocation (1st)|4|2
3rd|
+2|
+1|
+1|
+3||4|2|1
4th|
+3|
+1|
+1|
+4|Invocation (1st)|4|3|2
5th|
+3|
+1|
+1|
+4|Bonus Feat|4|3|2|1
6th|
+4|
+2|
+2|
+5|Invocation (2nd)|4|3|3|2
7th|
+5|
+2|
+2|
+5||4|3|3|2|1
8th|
+6|
+2|
+2|
+6|Invocation (2nd)|4|3|3|3|2
9th|
+6|
+3|
+3|
+6||4|3|3|3|2|1
10th|
+7|
+3|
+3|
+7|Bonus Feat, Invocation (3rd)|4|3|3|3|3|2
11th|
+8|
+3|
+3|
+7||4|3|3|3|3|2|1
12th|
+9|
+4|
+4|
+8|Invcation (3rd)|4|3|3|3|3|3|2
13th|
+9|
+4|
+4|
+8||4|3|3|3|3|3|2|1
14th|
+10|
+4|
+4|
+9|Invocation (4th)|4|3|3|3|3|3|3|2
15th|
+11|
+5|
+5|
+9|Bonus Feat|4|3|3|3|3|3|3|2|1
16th|
+12|
+5|
+5|
+10|Invocation (4th)|4|3|3|3|3|3|3|3|2
17th|
+12|
+5|
+5|
+10||4|3|3|3|3|3|3|3|2|1
18th|
+13|
+6|
+6|
+11|Invocation (5th)|4|3|3|3|3|3|3|3|3|2
19th|
+14|
+6|
+6|
+11||4|3|3|3|3|3|3|3|3|2
20th|
+15|
+6|
+6|
+12|Bonus Feat, Invocation (5th)|4|3|3|3|3|3|3|3|3|3[/table]
Alignment: A priest must have an alignment exactly matching his parton deity.
Hit Dice: d6.
Base Attack: Average.
Saves: Poor Fortitude, Poor Reflex, Good Willpower.
Class Skills
The Priest's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
Weapons and Armor Proficiency: Priest's are proficient with all simple weapons and light armor, but not shields.
Spells: A priest casts divine spells, which are drawn from the priest spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A priest must choose and prepare his spells in advance. To prepare or cast a spell, a priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priest’s spell is 10 + the spell level + the priest’s Wisdom modifier. Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Wisdom score. A priest also gets one domain spell of each spell level he can cast, starting at 1st level. When a priest prepares a spell in a domain spell slot, it must come from one of his two domains. Priest's meditate or pray for their spells. Each priest must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a priest can prepare spells. A priest may prepare and cast any spell on the priest spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Chaotic, Evil, Good, and Lawful Spells: A priest can’t cast spells of an alignment opposed to his own or his deity’s (if he has one).
Deity, Domains, and Domain Spells: Choose a deity for your priest. If the typical worshipers of deity include the members of a race, a priest must be of the indicated race to choose that deity as his own. When you have chosen an alignment and a deity for your priest, you gain 2 domains of your chosen deity. Each domain gives your priest access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. Your priest gets the granted powers of the domains selected of the deity. With access to multiple domain spells at a given spell level, a priest prepares one or the other each day in his domain spell slot. If a domain spell is not on the priest spell list, a priest can prepare it only in his domain spell slot.
Invocations: A Priest can cast some domain spells as invocations. That means that he doesn't need to spend a slot of an appropriate level to cast that spell. Any spell cast as invocation uses half the priests caster level, rounded down to a minimum of 1. A priest can select only up to highest level spells he could cast as half his caster level or lower for invocations when they learned. A priest cannot cast invocations if he has no spells slots left. At 1st level, a priest learns how to cast one 0-level spell as invocation (provided he knows that spell). At 2nd level and every two levels thereafter the priest may select another 1st level spell or higher (if his reduced caster level allows) from either of his domain lists to cast as an invocation. A priest can choose a spell he doesn't know yet, but he is unable to cast it until he learns it. He cannot, however, choose a spell he can't yet cast because his class level is too low to access that level of spells.
Aura of Faith (Ex): A priest of a chaotic, evil, good, or lawful deity as a particularly powerful aura corresponding to the deity's alignment.
Bonus Feats: At 1st level, the priest gains an Item Creation feat or a Metamagic Feat as a bonus feat. He must meet the prerequisites for the feat selected. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the priest gains an additional bonus Item Creation or Metamagic Feat.
Spontaneous Casting (Ex): Priest's can channel stored spell energy into casting spells that are not prepared. The priest can "lose" any prepared spell slot that is not a domain spell in order to cast a domain spell of the same level or lower in its place.
Turn or Rebuke Undead (Su): Any priest, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol. A good priest can turn or destroy undead creatures. An evil priest instead rebukes or commands such creatures. A neutral priest must choose whether his turning ability functions as that of a good priest or an evil priest. Once this choice is made, it cannot be reversed. A priest may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
This was.. interesting to work with. I tried to make clerics less of the power-houses they use to be by making them a little bit more vulnerable - light armor, no shields, simple weapons. Cloistered style, and only 4 + int skill points instead of the cloistured normal 6 +. I gave them d6 hit dice, and a tighter alignment restriction. Hey, if you channel SPELLS by FAITH from a -god-, you damn well better have the exact same alignment as him, otherwise your not really 100% to that deities ethics, are ya? "50% faithful" just doesnt -cover- it! Priests should emulate their gods considering the mystical properties pasted down to them. Oh, and i really hit their spells per day. >_>
As for other nerfs: My project denies the existance of Divine Metamagic for one and id pretty much outright ban it. Id suggest all other dm's do the same for the love of YOUR god. x.x
As for buffs - i have them bonus item creation/metamagic feats to give them a bit more options with spellcasting, gave them infinite per-day 0-5th level spells that scale with 1/2 their caster level, making them give the minor stuff and small buffs out without worrying about running dry mid-fight and can keep running for a bit. However, i did limit them to their domain. So unless their healing specialized, dont expect infinite heals over time. >_>
http://img10.imageshack.us/img10/2600/524pxspiritualhealing.jpg
~~~~~~~~~~~~~~~~The Priest~~~~~~~~~~~~~~~~
PRIEST
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Aura of Faith, Bonus Feat, Invocation (Cantrip), Spontaneous Casting, Turn or Rebuke Undead|3|1
2nd|
+1|
+0|
+0|
+3|Invocation (1st)|4|2
3rd|
+2|
+1|
+1|
+3||4|2|1
4th|
+3|
+1|
+1|
+4|Invocation (1st)|4|3|2
5th|
+3|
+1|
+1|
+4|Bonus Feat|4|3|2|1
6th|
+4|
+2|
+2|
+5|Invocation (2nd)|4|3|3|2
7th|
+5|
+2|
+2|
+5||4|3|3|2|1
8th|
+6|
+2|
+2|
+6|Invocation (2nd)|4|3|3|3|2
9th|
+6|
+3|
+3|
+6||4|3|3|3|2|1
10th|
+7|
+3|
+3|
+7|Bonus Feat, Invocation (3rd)|4|3|3|3|3|2
11th|
+8|
+3|
+3|
+7||4|3|3|3|3|2|1
12th|
+9|
+4|
+4|
+8|Invcation (3rd)|4|3|3|3|3|3|2
13th|
+9|
+4|
+4|
+8||4|3|3|3|3|3|2|1
14th|
+10|
+4|
+4|
+9|Invocation (4th)|4|3|3|3|3|3|3|2
15th|
+11|
+5|
+5|
+9|Bonus Feat|4|3|3|3|3|3|3|2|1
16th|
+12|
+5|
+5|
+10|Invocation (4th)|4|3|3|3|3|3|3|3|2
17th|
+12|
+5|
+5|
+10||4|3|3|3|3|3|3|3|2|1
18th|
+13|
+6|
+6|
+11|Invocation (5th)|4|3|3|3|3|3|3|3|3|2
19th|
+14|
+6|
+6|
+11||4|3|3|3|3|3|3|3|3|2
20th|
+15|
+6|
+6|
+12|Bonus Feat, Invocation (5th)|4|3|3|3|3|3|3|3|3|3[/table]
Alignment: A priest must have an alignment exactly matching his parton deity.
Hit Dice: d6.
Base Attack: Average.
Saves: Poor Fortitude, Poor Reflex, Good Willpower.
Class Skills
The Priest's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (All skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
Weapons and Armor Proficiency: Priest's are proficient with all simple weapons and light armor, but not shields.
Spells: A priest casts divine spells, which are drawn from the priest spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A priest must choose and prepare his spells in advance. To prepare or cast a spell, a priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priest’s spell is 10 + the spell level + the priest’s Wisdom modifier. Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Wisdom score. A priest also gets one domain spell of each spell level he can cast, starting at 1st level. When a priest prepares a spell in a domain spell slot, it must come from one of his two domains. Priest's meditate or pray for their spells. Each priest must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a priest can prepare spells. A priest may prepare and cast any spell on the priest spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Chaotic, Evil, Good, and Lawful Spells: A priest can’t cast spells of an alignment opposed to his own or his deity’s (if he has one).
Deity, Domains, and Domain Spells: Choose a deity for your priest. If the typical worshipers of deity include the members of a race, a priest must be of the indicated race to choose that deity as his own. When you have chosen an alignment and a deity for your priest, you gain 2 domains of your chosen deity. Each domain gives your priest access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. Your priest gets the granted powers of the domains selected of the deity. With access to multiple domain spells at a given spell level, a priest prepares one or the other each day in his domain spell slot. If a domain spell is not on the priest spell list, a priest can prepare it only in his domain spell slot.
Invocations: A Priest can cast some domain spells as invocations. That means that he doesn't need to spend a slot of an appropriate level to cast that spell. Any spell cast as invocation uses half the priests caster level, rounded down to a minimum of 1. A priest can select only up to highest level spells he could cast as half his caster level or lower for invocations when they learned. A priest cannot cast invocations if he has no spells slots left. At 1st level, a priest learns how to cast one 0-level spell as invocation (provided he knows that spell). At 2nd level and every two levels thereafter the priest may select another 1st level spell or higher (if his reduced caster level allows) from either of his domain lists to cast as an invocation. A priest can choose a spell he doesn't know yet, but he is unable to cast it until he learns it. He cannot, however, choose a spell he can't yet cast because his class level is too low to access that level of spells.
Aura of Faith (Ex): A priest of a chaotic, evil, good, or lawful deity as a particularly powerful aura corresponding to the deity's alignment.
Bonus Feats: At 1st level, the priest gains an Item Creation feat or a Metamagic Feat as a bonus feat. He must meet the prerequisites for the feat selected. At 5th level and every 5 levels thereafter (10th, 15th, and 20th level), the priest gains an additional bonus Item Creation or Metamagic Feat.
Spontaneous Casting (Ex): Priest's can channel stored spell energy into casting spells that are not prepared. The priest can "lose" any prepared spell slot that is not a domain spell in order to cast a domain spell of the same level or lower in its place.
Turn or Rebuke Undead (Su): Any priest, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol. A good priest can turn or destroy undead creatures. An evil priest instead rebukes or commands such creatures. A neutral priest must choose whether his turning ability functions as that of a good priest or an evil priest. Once this choice is made, it cannot be reversed. A priest may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.