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Fax Celestis
2009-09-13, 10:42 PM
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This is part of the d20 Rebirth project, a collection of rewrites and revamps aimed at extending the lifespan of 3.5e D&D and balancing core mechanics to provide a more functional, more fun, and more intuitive game.

Other items in the d20 Rebirth project can be found under the d20r tag (http://www.giantitp.com/forums/tags.php?tag=d20r), or on my wiki (http://wiki.faxcelestis.net/index.php?title=D20_Rebirth).


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Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Domain, Devotions, Orisons 3 — — — — — — — —
2nd +1 +0 +0 +3 Bonus Feat 4 — — — — — — — —
3rd +1 +1 +1 +3 - 4 3 — — — — — — —
4th +2 +1 +1 +4 Domain Power 5 4 — — — — — — —
5th +2 +1 +1 +4 Divine Empowerment 5 4 3 — — — — — —
6th +3 +2 +2 +5 - 5 5 4 — — — — — —
7th +3 +2 +2 +5 Domain Power 6 5 4 3 — — — — —
8th +4 +2 +2 +6 Bonus Feat 6 5 5 4 — — — — —
9th +4 +3 +3 +6 - 6 6 5 4 3 — — — —
10th +5 +3 +3 +7 Domain Power 6 6 5 5 4 — — — —
11th +5 +3 +3 +7 Divine Empowerment 6 6 6 5 4 3 — — —
12th +6/+1 +4 +4 +8 - 6 6 6 5 5 4 — — —
13th +6/+1 +4 +4 +8 Domain Power 6 6 6 6 5 4 3 — —
14th +7/+2 +4 +4 +9 Bonus Feat 6 6 6 6 5 5 4 — —
15th +7/+2 +5 +5 +9 - 6 6 6 6 6 5 4 3 —
16th +8/+3 +5 +5 +10 Domain Power 6 6 6 6 6 5 5 4 —
17th +8/+3 +5 +5 +10 Divine Empowerment 6 6 6 6 6 6 5 4 3
18th +9/+4 +6 +6 +11 - 6 6 6 6 6 6 5 5 4
19th +9/+4 +6 +6 +11 Bonus Feat 6 6 6 6 6 6 6 5 5
20th +10/+5 +6 +6 +12 Domain Mastery 6 6 6 6 6 6 6 6 6

HD: d6

Class skills: A cleric uses the Priest skill set and chooses one other set, as well as an additional skill according to their domain. A cleric gets 4 plus their Intelligence modifier skill points per level.

Prowess: A cleric gains 2 prowess per level.

Proficiencies: Clerics are proficient with all simple weapons. Clerics are also proficient with light armor and with light shields. Certain domains grant additional proficiencies.

Domain: A cleric chooses a domain that belongs to their patron deity. Spells associated with this domain are on the cleric's spell list, and the cleric gains domain powers (at 1st, 4th, 7th, 10th, 13th, 16th, and finally at 20th) from the chosen domain. Domain powers (other than proficiencies and skills gained) are supernatural abilities except where otherwise noted.

Devotions: A cleric chooses two additional domains that belong to their patron deity. While they do not gain the domain powers of those domains, they do gain access to the spells associated with them.

Orisons: A cleric knows a number of 0th level cleric spells (orisons) equal to their Charisma modifier. These spells are usable at-will.

Spellcasting: A cleric casts divine spells, which are drawn from the cleric's domain and devotion spell lists. He can cast any spell he knows without preparing it ahead of time. To cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Charisma score.

The cleric's selection of spells is extremely limited: they only know the spells associated with their domain and with their devotions.

As noted above, a cleric need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.

Bonus Feat: At 2nd level, and again at 8th, 14th, and 19th, the cleric gains a bonus [Ritual] feat. The cleric must still meet all requirements for the feat.

Divine Empowerment: At 5th level, and again at 11th and 17th, you may gain one of the Divine Empowerment abilities associated with your domain or your devotions. These abilities may be selected multiple times, and their effects always stack.

Domains
Air
Intrinsic Power: You gain a bonus on saving throws against gas and fog effects (such as acid fog and cloudkill) equal to one-third your cleric level (round down, minimum +1). If the effect does not normally allow a saving throw, you may still make a Fortitude saving throw at a -5 penalty to ignore its effects.

Domain Skill: Speak Language (Auran)

Divine Empowerment: You gain a fly speed of 20' (poor). If you already have a fly speed, you may instead increase its speed by +10', or improve its maneuverability class by one step.

4th level power: You gain a +1 bonus to your touch Armor Class. This bonus increases by 1 for each three cleric levels you possess.

7th level power: You gain the Scent ability. If you already have Scent, you instead double its effective range.

10th level power: You gain the ability to turn into a Large air elemental as a standard action. While in this form, you lose all your racial features and physical ability scores. Instead, use the physical statistics and racial abilities for the Large air elemental. You retain your feats and Hit Dice. Your equipment melds into your form and becomes useless. While in this form, you may cast spells from this domain and spells with the [Air] or [Electricity] descriptor, but may not cast any other spells. You may assume elemental form once per day, and it lasts for a number of hours equal to your Charisma modifier or until you dismiss it (a standard action), whichever comes first.

13th level power: You no longer need to breathe to survive. This means you are immune to inhaled poisons, gas-based attacks, and cannot drown, among other things. While you do not need to breathe, you may continue to do so to make use of your scent ability.

16th level power: Your allies within 30' gain the benefits of this domain's intrinsic power. You may activate or suppress this ability as a free action.

20th level power: You may activate and deactivate your 10th level power at will. Furthermore your equipment, while melding into your new form, remains functional.

Domain Spells:
1st: entropic shield, feather fall, obscuring mist
2nd: gust of wind, levitate, whispering wind
3rd: fly, gaseous form, wind wall
4th: air walk, solid fog, zone of silence
5th: control winds, overland flight
6th: control vapor, repulsion
7th: reverse gravity, wind walk
8th: control weather, whirlwind
9th: implosion

Animal
Intrinsic Power: You gain the ability to speak with animals, as the spell. This ability is an Extraordinary effect and is always active.

Domain Skill: Knowledge (Nature)

Divine Empowerment: Your natural attacks gain a +1 enhancement bonus. If they already possess an enhancement bonus from this ability, instead improve that bonus by 1.

4th level power: You gain an animal companion, as the ranger class feature. Determine your animal companion's abilities by substituting your cleric level -3 for your ranger level.

7th level power: You gain the ability to turn yourself into any Small or Medium animal and back again a number of times per day equal to half your cleric level, rounded down. Your options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 10 minutes per cleric level or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity.

While in animal form, the cleric cannot cast spells.

Any gear worn or carried by the cleric melds into the new form and becomes nonfunctional. When the cleric reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the cleric's feet.

The form chosen must be that of an animal the cleric is familiar with.

A cleric loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

The new form's Hit Dice can't exceed the character's cleric level.

10th level power: You gain two claw attacks and a bite attack. The claw attacks deal 1d6 damage, and the bite attack deals 1d8. If you already have bite or claw attacks, instead increase their die size by one step. For the purposes of using multiple natural weapons, your claws are your primary natural attack. When you use your ability to assume the shape of an animal, you lose these natural attacks as you would any other natural attacks you possess in your natural form.

13th level power: You may turn into Tiny and Large animals with the change shape feature you gained at 7th level.

16th level power: While in animal shape, you may cast spells from this domain without penalty.

20th level power: You may designate a number of allies within 30' not surpassing your Charisma modifier when activating your animal form. You may bestow upon them each an animal form as well. All animal forms must be the same form at the time of your activation.

Domain Spells:
1st: calm animals, speak to animals, summon nature's ally I
2nd: animal messenger, feral might, summon nature's ally II
3rd: dominate animal, repel vermin, summon nature's ally III
4th: animal growth, giant vermin, summon nature's ally IV
5th: awaken, summon nature's ally V
6th: mass feral might, summon nature's ally VI
7th: creeping doom, summon nature's ally VII
8th: animal shapes, summon nature's ally VIII
9th: summon nature's ally IX

Cold
Intrinsic Power: You gain the ability to shoot a small bolt of ice at your foes. This is a ranged touch attack with a 30' range that deals 1d4 cold damage, plus an additional 1d4 cold damage per three cleric levels.

Domain Skill: Survival

Divine Empowerment: Increase the die size for spells with the [Cold] descriptor by one step (d4 to d6, d6 to d8, etc.) to a maximum of d12. If a spell already deals damage in d12s, increase the damage by 1 point per die.

4th level power: You gain cold resistance equal to your cleric level.

7th level power: Your intrinsic power deals damage in d6s rather than d4s.

10th level power: Your intrinsic power changes shape from a ray to a 30' cone. It offers a Fortitude save (DC 10 + 1/2 your cleric level + your Charisma modifier) for half damage. All other effects remain the same.

13th level power: Your intrinsic power deals damage in d8s rather than d4s.

16th level power: You gain immunity to cold.

20th level power: Once per day, you may turn into a an avatar of elemental cold, a harbinger of frost, as a standard action. You gain a +8 divine bonus to Natural Armor. You also gain an aura of swirling arctic winds, which causes ranged attacks have a 20% chance to miss you. Flying creatures within 20 feet of you must make Reflex saves each round (DC 10 + 1/2 your cleric level + your Charisma modifier) or stall and plummet to the ground. All creatures who enter your aura take 5d6 cold damage each round they remain within its bounds. This ability lasts for an hour or until you dismiss it (a free action).

Domain Spells:
1st: chill touch, create water, endure elements
2nd: chill metal, resist energy, shatter
3rd: fire shield (chill only), quench, sleet storm
4th: ice storm, rusting grasp, wall of ice
5th: blight, waves of fatigue
6th: cone of cold, freezing sphere
7th: control weather, waves of exhaustion
8th: polar ray, flash frost
9th: frost storm

Courage
Intrinsic Power: You gain a morale bonus on saving throws versus fear equal to 1/3 your cleric level (rounded down, minimum +1).

Domain Skill: Sense Motive

Divine Empowerment: When fighting a foe with CR greater than your ECL, you gain a +2 bonus on attack and damage rolls against that opponent, as well as a +1 dodge bonus to AC.

4th level power: You gain the ability to remove some afflictions from your allies with a touch. As a standard action, you may touch an ally and remove one of the following conditions: dazzled, fatigued, shaken, or sickened.

7th level power: You gain the ability to also remove the following conditions with your 4th level power: dazed, frightened, or nauseated.

10th level power: You become immune to fear. Allies within 30' gain a morale bonus on saving throws versus fear equal to 1/3 your cleric level (rounded down, minimum +1).

13th level power: You gain immunity to gaze attacks. Allies within 30' gain a morale bonus on saving throws versus gaze attacks equal to 1/3 your cleric level (rounded down, minimum +1).

16th level power: A number of times per day equal to your Charisma modifier, you may clear all of the following status effects from allies within 30': dazed, dazzled, fatigued, frightened, nauseated, shaken, or sickened.

20th level power: You gain immunity to critical hits, precision damage, and death effects. Allies within 30' gain a morale bonus on saving throws versus death effects equal to 1/3 your cleric level (rounded down, minimum +1).

Domain Spells:
1st: bless, remove fear, divine favor
2nd: heroism, rage, shield other
3rd: false life, good hope, prayer
4th: death ward, paradigm strike, shout
5th: greater heroism, spell resistance
6th: greater shout, heroes' feast
7th: refuge, spell turning
8th: iron body, mind blank
9th: moment of prescience

Creation
Intrinsic Power: When crafting items, you may use scrolls or wands for spells needed, instead of knowing the spell. You also gain Scribe Scroll as a bonus feat.

Domain Skill: Craft

Divine Empowerment: When making Craft checks, roll one additional time and take the better result.

4th level power: You gain Brew Potion as a bonus feat.

7th level power: You gain Craft Wondrous Item as a bonus feat.

10th level power: You gain Craft Magic Arms and Armor as a bonus feat.

13th level power: You gain Craft Rod as a bonus feat.

16th level power: You gain Craft Staff as a bonus feat.

20th level power: You gain Forge Ring as a bonus feat.

Domain Spells:
1st: floating disk, mount, produce flame
2nd: make whole, spellforge, spiritual weapon
3rd: create food and water, greater spellforge, tiny hut
4th: minor creation, phantom steed, secure shelter
5th: fabricate, wall of thorns
6th: major creation, wall of stone
7th: blade barrier, spellwright
8th: maze, wall of iron
9th: true creation

Darkness
Intrinsic Power: You gain darkvision out to 60'. If you already possess darkvision, instead improve its range by 30'.

Domain Skill: Awareness

Divine Empowerment: Increase the DC of your domain powers by 1.

4th level power: You gain the ability to render your foes senseless a number of times per day equal to your Charisma modifier. As a standard action, you may make a ranged touch attack against an opponent within 30'. If you hit him, he must make a Fortitude save (DC 10+ 1/2 your cleric level + your Charisma modifier) or be rendered blind for 1d4 rounds.

7th level power: When you use your 4th level power, your opponent is also rendered deaf for 1d4 rounds.

10th level power: When you use your 4th level power, your opponent also loses any tremorsense, blindsight or blindsense they may possess for 1d4 rounds.

13th level power: The blindness from your 4th level power is permanent.

16th level power: The deafness from your 4th level power is permanent.

20th level power: All of the status effects from your 4th level power are permanent. This removal can be restored with a restoration spell.

Domain Spells:
1st: control light, darkness, erase
2nd: blindness, darkvision, deeper darkness
3rd: blacklight, nondetection, obscure object
4th: armor of darkness, cloud mind, fear
5th: symbol of sleep, true seeing
6th: antilife shell, symbol of fear
7th: antimagic field, mass cloud mind
8th: power word blind, antipathy
9th: mind blank

Death
Intrinsic Power: You gain the Reaper's Touch ability. As a standard action, you may touch a dying creature. They must make a Fortitude save (DC 10 + 1/2 your cleric level + your Charisma modifier) or be slain instantly. Some of your other domain powers are triggered by a successful use of Reaper's Touch: those powers are also triggered if an opponent dies because of a spell you cast with the [Death] descriptor.

Domain Skill: Knowledge (The Planes)

Divine Empowerment: Your caster level for spells with the [Death] descriptor increases by 1.

4th level power: When you successfully activate your Reaper's Touch ability, you gain temporary hit points equal to the slain creature's Constitution score. These temporary hit points last for one minute.

7th level power: When you successfully activate your Reaper's Touch ability, you gain a morale bonus to your Strength score equal to your Charisma modifier. This bonus lasts for one minute.

10th level power: Your Reaper's Touch ability becomes usable at 30' range, requiring a ranged touch attack.

13th level power: When you successfully activate your Reaper's Touch ability, you gain a morale bonus to your Constitution score equal to your Charisma modifier. This bonus lasts for one minute.

16th level power: When you successfully activate your Reaper's Touch ability, you gain a +1 morale bonus to your Caster Level. This bonus lasts for one minute.

20th level power: Your Reaper's Touch ability becomes a 30' aura. Creatures within its effects who are dying must successfully save each round or be slain.

Domain Spells:
1st: bane, deathwatch, doom
2nd: death knell, gentle repose, ghoul touch
3rd: contagion, crushing despair, speak with dead
4th: blight, death ward, phantasmal killer
5th: arise, slay living
6th: circle of death, undeath to death
7th: finger of death, mortify
8th: horrid wilting, trap the soul
9th: power word: kill

Earth
Intrinsic Power: You gain a slam attack, which deals damage and inflicts critical hits as a mace according to your size. This is a natural attack. If it is your only natural attack, it is your primary natural attack; otherwise, it is a secondary natural attack. Your slam attack gains a +1 enhancement bonus at fifth level and increases this bonus to +2 at 10th, +3 at 15th, and +4 at 20th.

Domain Skill: Speak Language (Terran)

Divine Empowerment: Your natural armor bonus increases by 1.

4th level power: You gain damage reduction 2/adamantine. Increase this damage reduction by 1 for each 3 cleric levels you possess.

7th level power: You gain tremorsense. This ability is effective out to 5' per two cleric levels you possess (so that a 10th level cleric would have tremorsense out to 25').

10th level power: You gain the ability to turn into a Large earth elemental as a standard action. While in this form, you lose all your racial features and physical ability scores. Instead, use the physical statistics and racial abilities for the Large earth elemental. You retain your feats and Hit Dice. Your equipment melds into your form and becomes useless. While in this form, you may cast spells from this domain and spells with the [Earth] descriptor, but may not cast any other spells. You may assume elemental form once per day, and it lasts for a number of hours equal to your Charisma modifier or until you dismiss it (a standard action), whichever comes first.

13th level power: Your slam attack deals damage as a mace of one size larger than you. Further, your slam attack also initiates a bull rush. A bull rush initiated in this fashion does not provoke an attack of opportunity, and you do not need to move with your target.

16th level power: Your damage reduction from your 4th level power no longer is overcome by adamantine.

20th level power: You may activate and deactivate your 10th level power at will. Furthermore your equipment, while melding into your new form, remains functional.

Domain Spells:
1st: detect secret doors, detect snares and pits, magic stone
2nd: acid arrow, explosive runes, soften earth and stone
3rd: meld into stone, stone shape, tiny hut
4th: spike stones, stone curse, stoneskin
5th: transmute mud to rock, transmute rock to mud
6th: move earth, wall of stone
7th: statue, stone tell
8th: earthquake, repel metal or stone
9th: meteor swarm

Fate
Intrinsic Power: A number of times per day equal to your Wisdom modifier, you may add or subtract your Charisma modifier to a d20 roll after the result has been determined but before its effects take place. Redetermine the effects of the roll after using this ability. For example, a cleric with this power fails his saving throw against a fireball, but decides to use this ability. After he does so, he checks the new result against the save DC: if his new score passes, he takes the reduced effect. Otherwise, the ability is wasted.

Domain Skill: Cartomancy

Divine Empowerment: You may use this domain's intrinsic power an additional time per day.

4th level power: You may spend a use of this domain's intrinsic power when 'taking 10' on a skill check to gain a +10 insight bonus on that check.

7th level power: You may spend a use of this domain's intrinsic power to 'take 10' on an attack roll.

10th level power: You may spend a use of this domain's intrinsic power to 'take 10' on a saving throw.

13th level power: You may spend a use of this domain's intrinsic power to 'take 10' on a check to overcome Spell Resistance or a dispel magic check.

16th level power: You may spend a use of this domain's intrinsic power to automatically maximize a weapon or spell damage roll made by you or an ally within 30'.

20th level power: You may spend a use of this domain's intrinsic power to 'take 15' in any instance in which you could 'take 10'.

Domain Spells:
1st: divine favor, doom, true strike
2nd: augury, death knell, false life
3rd: bestow curse, prayer, remove curse
4th: death ward, divination, lesser geas
5th: locate creature, slay living
6th: geas/quest, mark of justice
7th: finger of death, legend lore
8th: antipathy, sympathy
9th: imprisonment

Fear
Intrinsic Power: When fighting an opponent who is shaken, frightened, or panicked, you gain a +2 bonus on attack and damage rolls as well as rolls made to overcome spell resistance.

Domain Skill: Intimidate

Divine Empowerment: Increase the DC of your Fear effects by 1.

4th level power: As a standard action, you may make a melee touch attack against an opponent. If you touch them, they must make a Will save (DC 10 + 1/2 your cleric level + your Charisma modifier) or be struck with one of the following afflictions (your choice): dazzled, shaken, or sickened.

7th level power: You become immune to fear.

10th level power: You radiate an aura of menace. Opponents who come within 30' or start their turns within 30' must make a Will save (DC 10 + 1/2 your cleric level + your Charisma modifier) or become shaken. A creature who makes their saving throw against this effect is immune to your aura for 24 hours.

13th level power: Fear effects generated by your class abilities or your spells still affect creatures who are normally immune to fear, even mindless ones.

16th level power: Opponents within 30' take a -2 penalty to attack rolls, damage rolls, and saving throws. This is a fear effect.

20th level power: Opponents are no longer rendered immune to your aura of menace after a successful save.

Domain Spells:
1st: bane, cause fear, doom
2nd: invisibility, phantom trap, scare
3rd: blindness/deafness, glyph of warding, major image
4th: bestow curse, crushing despair, fear
5th: nightmare, phantasmal killer
6th: feeblemind, symbol of fear
7th: greater shadow conjuration, insanity
8th: antipathy, magic jar
9th: weird

Fire
Intrinsic Power: You gain the ability to shoot a small ball of fire at your foes. This is a ranged touch attack with a 30' range that deals 1d4 fire damage, plus an additional 1d4 fire damage per three cleric levels.

Domain Skill: Speak Language (Ignan)

Divine Empowerment: Increase the die size for spells with the [Fire] descriptor by one step (d4 to d6, d6 to d8, etc.) to a maximum of d12. If a spell already deals damage in d12s, increase the damage by 1 point per die.

4th level power: You gain fire resistance equal to your cleric level.

7th level power: You gain darkvision out to 60'. If you already have darkvision, you instead increase its range by 30'.

10th level power: You gain the ability to turn into a Large fire elemental as a standard action. While in this form, you lose all your racial features and physical ability scores. Instead, use the physical statistics and racial abilities for the Large fire elemental. You retain your feats and Hit Dice. Your equipment melds into your form and becomes useless. While in this form, you may cast spells from this domain and spells with the [Fire] descriptor, but may not cast any other spells. You may assume elemental form once per day, and it lasts for a number of hours equal to your Charisma modifier or until you dismiss it (a standard action), whichever comes first.

13th level power: Your intrinsic power changes shape from a ray to a 10' radius burst. It offers a Reflex save (DC 10 + 1/2 your cleric level + your Charisma modifier) for half damage. All other effects (range, damage, etc.) remain the same.

16th level power: You gain immunity to fire.

20th level power: You may activate and deactivate your 10th level power at will. Furthermore your equipment, while melding into your new form, remains functional.

Domain Spells:
1st: burning hands, faerie fire, produce flame
2nd: flame blade, heat metal, pyrotechnics
3rd: fireball, Rutaus' solitaire, scorching ray
4th: continual flame, fire shield, wall of fire
5th: burnout, flame strike
6th: channeled fireburst, fire seeds
7th: delayed blast fireball, Rutaus' blazing salvo
8th: fire storm, incendiary cloud
9th: elemental swarm

Glory
Intrinsic Power: Instead of gaining 2 prowess per cleric level, you gain 4 prowess per cleric level. Also, you are proficient with one martial weapon of your choice.

Domain Skill: Perform

Divine Empowerment: Increase the radius of this domain's powers (but not spells) by 10'.

4th level power: If a foe dies within 20' of you, you gain temporary Hit Points equal to the fallen creature's Hit Dice for a number of rounds equal to your Charisma modifier. For the same duration, you also gain a +2 morale bonus to your Strength.

7th level power: If a foe dies within 20' of you, you gain a morale bonus to melee attack and damage rolls equal to your Wisdom modifier for a number of rounds equal to your Charisma modifier.

10th level power: If a foe dies within 20' of you, you gain DR/- equal to your Wisdom modifier for a number of rounds equal to your Charisma modifier.

13th level power: If a foe dies within 20' of you, you gain Spell Resistance equal to the fallen creature's Hit Dice for a number of rounds equal to your Charisma modifier.

16th level power: If a foe dies within 20' of you, you gain the benefits of a haste spell for a number of rounds equal to your Charisma modifier.

20th level power: If a foe dies within 20' of you, you gain a +2 morale bonus to your Caster Level for a number of rounds equal to your Charisma modifier.

Domain Spells:
1st: enlarge person, protection from alignment, shield of faith
2nd: align weapon, feral power, flame blade
3rd: aid, heroism, searing light
4th: divine power, flame strike, greater magic weapon
5th: greater heroism, righteous might
6th: blade barrier, mass feral power
7th: banishment, regenerate
8th: iron body, moment of prescience
9th: greater planar ally

Healing
Intrinsic Power: You gain the ability to lay on hands. Each day, you can heal a total number of hit points of damage equal to your cleric level plus your Charisma bonus, multiplied by your Charisma bonus (so that a 10th level cleric with 18 charisma would have (10+4)*4=56 points of healing each day). You may choose to divide your healing among multiple recipients, and you don't have to use it all at once. Using this ability is a standard action. The caster level for this effect and effects powered by it (if required) is equal to your cleric level. If you have paladin levels, you instead stack your paladin and cleric levels to determine the power and abilities of your lay on hands ability.

Domain Skill: Heal

Divine Empowerment: Treat your Charisma score as if it were two points higher when determining the power of your Healing domain abilities.

4th level power: By spending 15 points of healing from your lay on hands ability, you may remove disease, as the spell.

7th level power: Increase the die size for spells with the [Healing] descriptor by one step (d4 to d6, d6 to d8, etc.) to a maximum of d12. If a spell already heals damage in d12s, increase the healing by 1 point per die.

10th level power: The formula to determine your pool of healing for your lay on hands ability changes. You have a total number of points of healing equal to your level plus your Charisma bonus plus your Wisdom bonus, multiplied by your Charisma bonus--so that a 13th level cleric with 24 Wisdom and 20 Charisma would have (13+7+5)*5=125 points of healing.

13th level power: Whenever you heal a creature who is below maximum Hit Points with one of your [Healing] spells, choose one of the following bonuses:
The creature heals extra HP equal to their HD.
The creature gains a +1 divine bonus on saving throws for a number of rounds equal to your Charisma modifier.
The creature gains the benefit of a sanctuary spell for a number of rounds equal to your Charisma modifier as if it were cast at your cleric level.
The creature gains a +10' divine bonus to their land speed for a number of rounds equal to your Charisma modifier.

16th level power: Increase the die size for spells with the [Healing] descriptor by one additional step (d4 to d6, d6 to d8, etc.) to a maximum of d12. If a spell already heals damage in d12s, increase the healing by 1 point per die.

20th level power: By spending 30 points of healing from your lay on hands ability, you may cast greater restoration, as the spell.

Domain Spells:
1st: cure light wounds, delay poison, status
2nd: cure moderate wounds, lesser restoration, remove paralysis
3rd: cure serious wounds, remove blindness/deafness, remove disease
4th: cure critical wounds, neutralize poison, restoration
5th: greater status, mass cure light wounds
6th: heal, mass cure moderate wounds
7th: mass cure serious wounds, regenerate
8th: greater restoration, mass cure critical wounds
9th: mass heal

Hex
Intrinsic Power: A number of times per day equal to your Wisdom modifier, you may force an opponent to reroll a damage roll against you. You may only use this ability after seeing the result of the roll but before discovering its effect, and only on an opponent's roll that damages you. You must take the second result.

Domain Skill: Bluff

Divine Empowerment: You gain two extra rerolls per day.

4th level power: You may also force an opponent to reroll an attack roll with your intrinsic power.

7th level power: Whenever you force an opponent to reroll with your intrinsic power, they suffer a penalty on the roll equal to your Charisma modifier.

10th level power: You may also force an opponent to reroll a saving throw with your intrinsic power.

13th level power: You may also force an opponent to reroll a level check (including caster level checks) with your intrinsic power.

16th level power: You may spend a reroll to automatically minimize a damage roll against you.

20th level power: You may spend a reroll to automatically treat an attack roll against you as a miss.

Domain Spells:
1st: bane, doom, reduce person
2nd: blindness/deafness, hideous laughter, rage
3rd: contagion, crushing despair, slow
4th: bestow curse, break enchantment, confusion
5th: mark of justice, mind fog
6th: baleful polymorph, flesh to stone
7th: geas/quest, irresistible dance
8th: binding, temporal stasis
9th: imprisonment

Knowledge
Intrinsic Power: You gain the Lore ability. You may make a special knowledge check with a bonus equal to your cleric level + your Intelligence modifier to see whether you knows some relevant information about local notable people, legendary items, or noteworthy places.

A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. A cleric may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.

Domain Skill: Knowledge (All skills, taken individually)

Divine Empowerment: Choose a skill you have as a class skill. You gain skill mastery with that skill. See the rogue ability of the same name.

4th level power: You gain an additional skill set. Choose one skill set you do not currently possess: skills it grants are now considered part of your cleric skills.

7th level power: You may spend a move action to make a Lore check. Choose a creature within 60' who you can see clearly. If your Lore check meets or exceeds a DC equal to their Hit Dice, you gain one of the following effects for a number of rounds equal to your Wisdom modifier:
You gain a bonus equal to your Intelligence modifier on checks made to overcome spell resistance for that creature.
You gain a bonus on damage equal to your Intelligence modifier on attacks against that creature.
You gain a bonus on attack rolls equal to your Intelligence modifier on attacks against that creature.
You gain a bonus on saving throws equal to your Intelligence modifier against extraordinary and supernatural abilities made by that creature.
You gain a dodge bonus to your Armor Class equal to your Intelligence modifier against attacks made by that creature.

You may only use this ability on one creature at a time. Activating this ability while it is already effective immediately ends the first duration.

10th level power: When using your 7th level power, you may select two abilities instead of just one.

13th level power: When using your 7th level power, allies adjacent to you also gain the bonuses granted to you as well.

16th level power: When using your 7th level power, you may select three abilities instead of just one.

20th level power: When using your 7th level power, allies within 30' of you gain the bonuses granted to you as well.

Domain Spells:
1st: comprehend languages, identify, speak to animals
2nd: detect thoughts, natural insight, tongues
3rd: clairaudience/clairvoyance, scrying, speak with dead
4th: legend lore, modify memory, zone of truth
5th: sending, telepathic bond
6th: mass natural insight, stone tell
7th: greater scrying, vision
8th: discern location, screen
9th: foresight

Life
Intrinsic Power: A number of times per day equal to your Charisma modifier, you may emit a pulse of positive energy that is harmful to undead. This pulse deals 1d6 points of positive energy damage plus your Charisma modifier, plus an additional 1d6 points of damage per three cleric levels you possess, to all undead creatures within 30'. This ability offers a Fortitude save (DC 10 + 1/2 your cleric level + your Charisma modifier) for half damage.

Domain Skill: Heal

Divine Empowerment: Increase the damage die size for this domain's intrinsic power by one step.

4th level power: Undead who fail their Fortitude save against your intrinsic power are also dazzled for one minute. Even though undead are generally immune to dazzling, they are still affected by this power.

7th level power: You may touch an ally who died due to a [Death] effect and raise them back to their feet. As a standard action, touch an ally who died within a number of rounds equal to your Wisdom modifier who perished due to a [Death] effect: they regain consciousness and are no longer dead. They have a number of Hit Points equal to their previous total or equal to 10% per point of Charisma modifier you have, whichever is less.

10th level power: Undead who fail their Fortitude save against your intrinsic power are also shaken for one minute. Even though undead are generally immune to fear effects, they are still affected by this power.

13th level power: Undead who fail their Fortitude save against your intrinsic power are also blinded for one minute. Even though undead are generally immune to blinding, they are still affected by this power.

16th level power: You may use your 7th level power to raise any ally, not just those slain by a [Death] effect.

20th level power: You gain the ability to reflect spells with the [Death] descriptor back upon their casters. If you are targeted by a spell with the [Death] descriptor, resolve its effects as if you were under the effect of a greater spell turning spell.

Domain Spells:
1st: cure light wounds, deathwatch, detect life
2nd: aid, cure moderate wounds, lesser restoration
3rd: cure serious wounds, remove disease, status
4th: cure critical wounds, death ward, restoration
5th: awaken, mass cure light wounds
6th: regenerate, undeath to death
7th: greater restoration, heal
8th: antilife shell, sympathy
9th: mass heal

Luck
Intrinsic Power: A number of times per day equal to your Wisdom modifier, you may reroll a skill check. You may only use this ability after seeing the result of the roll but before discovering its effect, and only on one of your own rolls. You must take the second result.

Domain Skill: Use Device

Divine Empowerment: You gain two extra rerolls per day.

4th level power: You may also elect to reroll an attack roll with your intrinsic power.

7th level power: You may also elect to reroll a damage roll with your intrinsic power.

10th level power: You may also elect to reroll a saving throw roll with your intrinsic power.

13th level power: You may also elect to reroll a level check (including caster level checks) with your intrinsic power.

16th level power: You may spend a reroll to automatically maximize a damage roll.

20th level power: You may spend a reroll to automatically treat an attack roll as a critical hit.

Domain Spells:
1st: bless, divine favor, entropic shield
2nd: aid, blur, find traps
3rd: displacement, prayer, remove curse
4th: death ward, dimension door, restoration
5th: break enchantment, lesser globe of invulnerability
6th: find the path, word of recall
7th: refuge, regenerate
8th: instant summons, moment of prescience
9th: freedom

Fax Celestis
2009-09-13, 10:43 PM
Madness
Intrinsic Power: You gain a bonus on saves versus mind-affecting effects equal to one-third your cleric level (rounded down, minimum +1).

Domain Skill: Knowledge (The Planes)

Divine Empowerment: This domain's powers last for an additional round.

4th level power: A number of times per day equal to your Charisma modifier, you may attempt to madden your foe with a touch. As a standard action, make a melee touch attack against an opponent. If you touch them, they must make a Will save (DC 10 + 1/2 your cleric level + your Charisma modifier) or be dazed for 1d3 rounds.

7th level power: Your 4th level power also confuses your target (as the spell) for 1d3 rounds on a failed save.

10th level power: You radiate an aura of madness. Opponents who come within 30' of you or start their turns within 30' of you must make a Will save (DC 10 + 1/2 your cleric level + your Charisma modifier) or suffer a -2 penalty to Intelligence checks and Will saves. A creature that successfully saves against your aura's effects is immune to it for 24 hours.

13th level power: Creatures affected by your 10th level power are also rendered shaken.

16th level power: The penalties from your 10th level power increase to a -4 penalty to Intelligence checks and Will saves.

20th level power: Creatures are no longer immune to your 10th level power upon a successful save.

Domain Spells:
1st: disguise self, hypnotism, lesser confusion
2nd: hideous laughter, hypnotic pattern, touch of madness
3rd: confusion, rage, touch of idiocy
4th: bolts of bedevilment, modify memory, phantasmal killer
5th: mind fog, nightmare
6th: feeblemind, insanity
7th: eyebite, symbol of insanity
8th: brain spider, maddening scream
9th: mental pinnacle

Magic
Intrinsic Power: You can use spell completion and spell trigger items as if you were a wizard of equal level to your cleric level.

Domain Skill: Spellcraft

Divine Empowerment: You gain a +2 bonus on caster level checks made to pierce Spell Resistance.

4th level power: You gain Obtain Familiar as a bonus feat. Substitute your cleric caster level for your arcane spellcasting level to determine its effects

7th level power: You may cast magic missile as a spell-like ability at will. Use 2/3 your cleric level, rounded down, as your caster level to determine its effects.

10th level power: You may cast dispel magic as a spell-like ability a number of times per day equal to your Charisma modifier as an immediate action. Use 2/3 your cleric level, rounded down, as your caster level to determine its effects.

13th level power: You may qualify for feats and prestige classes as if you were a wizard of equal level to your cleric level. Prestige classes that advance arcane spellcasting may advance your cleric casting instead, and feats that affect arcane spellcasting may affect your cleric casting instead.

16th level power: Your 10th level power is as greater dispel magic rather than dispel magic.

20th level power: Your spells still function within an antimagic field.

Domain Spells:
1st: comprehend languages, mage armor, magic weapon
2nd: arcane lock, pyrotechnics, see invisibility
3rd: dispel magic, greater magic weapon, magic vestment
4th: imbue with spell ability, shadow conjuration, shadow evocation
5th: break enchantment, spell resistance
6th: analyze dweomer, greater dispel magic
7th: antimagic field, spell turning
8th: greater spell immunity, protection from spells
9th: prismatic sphere

Might
Intrinsic Power: A number of times each day equal to your Charisma modifier, you may spend a move action to gain a +4 divine bonus to your Strength for a number of rounds equal to your Wisdom modifier.

Domain Skill: Athletics

Divine Empowerment: Increase the duration of this domain's intrinsic power by 2 rounds.

4th level power: When using this domain's intrinsic power, you also gain a divine bonus to attack rolls equal to the bonus you receive to Strength.

7th level power: The bonus provided by your intrinsic power increases by 2.

10th level power: When using this domain's intrinsic power, you also gain a divine bonus to Constitution equal to the bonus you receive to Strength.

13th level power: When using this domain's intrinsic power, you also gain temporary hit points equal to twice the bonus you receive to Strength.

16th level power: The bonus provided by your intrinsic power increases by 4.

20th level power: You are constantly considered to be using this domain's intrinsic power.

Domain Spells:
1st: bless, enlarge person, magic weapon
2nd: aid, bull's strength, bear's endurance
3rd: greater magic weapon, heroism, magic vestment
4th: divine power, freedom of movement, stoneskin
5th: greater heroism, righteous might
6th: forceful hand, repulsion
7th: move earth, transformation
8th: clenched fist, iron body
9th: crushing hand

Moon
Intrinsic Power: You may detect shapechangers as an at-will ability. Treat this as a detect evil spell, except that it detects creatures with the (Shapechanger) subtype.

Domain Skill: Awareness

Divine Empowerment: The duration of your shapechange ability increases by one minute.

4th level power: A number of times per day equal to your Charisma modifier, you may assume the form of a hybrid wererat as a standard action. Treat this as an application of the Lycanthrope template, using yourself and a dire rat as the base creatures, with the following modifications: you do not gain extra Hit Dice (and the associated benefits of additional Hit Dice such as improved saving throws, base attack bonus, feats, and hit points). You also do not gain the Curse of Lycanthropy or Alternate Form special qualities.

This ability lasts for a number of minutes equal to your Wisdom modifier.

7th level power: You may use your 4th level power to assume the form of a hybrid werewolf. Treat this as an application of the Lycanthrope template, using yourself and a wolf as the base creatures, with the following modifications: you do not gain extra Hit Dice (and the associated benefits of additional Hit Dice such as improved saving throws, base attack bonus, feats, and hit points). You also do not gain the Curse of Lycanthropy or Alternate Form special qualities.

10th level power: You may use your 4th level power to assume the form of a hybrid wereboar. Treat this as an application of the Lycanthrope template, using yourself and a boar as the base creatures, with the following modifications: you do not gain extra Hit Dice (and the associated benefits of additional Hit Dice such as improved saving throws, base attack bonus, feats, and hit points). You also do not gain the Curse of Lycanthropy or Alternate Form special qualities.

13th level power: You may use your 4th level power to assume the form of a hybrid weretiger. Treat this as an application of the Lycanthrope template, using yourself and a tiger as the base creatures, with the following modifications: you do not gain extra Hit Dice (and the associated benefits of additional Hit Dice such as improved saving throws, base attack bonus, feats, and hit points). You also do not gain the Curse of Lycanthropy or Alternate Form special qualities.

16th level power: You may use your 4th level power to assume the form of a hybrid werebear. Treat this as an application of the Lycanthrope template, using yourself and a bear as the base creatures, with the following modifications: you do not gain extra Hit Dice (and the associated benefits of additional Hit Dice such as improved saving throws, base attack bonus, feats, and hit points). You also do not gain the Curse of Lycanthropy or Alternate Form special qualities.

20th level power: You may use your 4th level power at will. Further, use the dire animals (rather than regular animals) when determining the powers of your 4th level ability.

Domain Spells:
1st: faerie fire, magic aura, sleep
2nd: darkness, darkvision, see invisibility
3rd: continual flame, invisibility purge, silver grasp
4th: confusion, dimensional anchor, silver ray
5th: hold monster, silver burst
6th: baleful polymorph, find the path
7th: insanity, mass suggestion
8th: protection from spells, screen
9th: mass hold monster

Plant
Intrinsic Power: Your flesh becomes wooden. You gain a bonus to your Natural Armor class equal to 1/3 your cleric level (round down, minimum +1).

Domain Skill: Knowledge (Nature)

Divine Empowerment: You gain Damage Reduction 5/Slashing. If you already possess DR/Slashing, you instead improve that value by 5.

4th level power: You gain the ability to shoot needles out to 30' as a standard action. In order to hit with these needles, you must make a successful ranged attack roll. These needles deal 1d12 damage plus half your Strength bonus, rounded down.

7th level power: You gain two natural attacks: each is a tentacle-like ropey vine that extends from your shoulders. They deal 1d6 points of bludgeoning damage (1d4 for Small creatures, 1d8 for Large), and have 10' reach. Unlike most natural weapons, your tentacle attacks do not threaten squares.

10th level power: Your 4th level power also carries a potent poison. It deals 1d3 damage to a random ability score as both its primary and secondary effects, and carries a Fortitude save to negate its effects (DC 10 + 1/2 your cleric level + your Constitution modifier).

13th level power: You gain 25% immunity to the following effects as you gradually shift shape to that of a plant: mind-affecting effects, poison, sleep effects, paralysis, polymorph effects, critical hits and stunning.

16th level power: While in direct sunlight, you gain Fast Healing 3.

20th level power: Your type becomes Plant, and you gain the associated benefits and drawbacks of the Plant type. Unlike most Plants, however, you are not immune to mind-affecting effects (though your 25% resistance still applies).

Domain Spells:
1st: detect animals or plants, entangle, goodberry
2nd: barkskin, snare, speak with plants
3rd: command plants, diminish plants, plant growth
4th: antiplant shell, tree shape, tree stride
5th: transport via plants, wall of thorns
6th: ironwood, liveoak
7th: animate plants, repel wood
8th: control plants, transmute metal to wood
9th: shambler

Protection
Intrinsic Power: You may cast shield as a spell-like ability a number of times per day equal to your Charisma modifier. Use your cleric level as your caster level to determine its effects.

Domain Skill: Sense Motive

Divine Empowerment: Whenever you cast a spell that grants a bonus to Armor Class or saving throws, increase that bonus by 1.

4th level power: As long as you wear light or no armor, you may add your Charisma modifier to your Armor Class as an insight bonus.

7th level power: When a foe misses you in combat, you gain a +1 dodge bonus to your Armor Class until the start of your next turn. Multiple missed attacks provide multiple, stacking bonuses.

10th level power: You gain Spell Resistance equal to 7 plus your cleric level.

13th level power: As long as you wear light or no armor, you may add your Charisma modifier to your saving throws as an insight bonus.

16th level power: When a foe misses an ally within 30' of you, your ally gains a +1 dodge bonus to their Armor Class until the start of their next turn. Multiple missed attacks provide multiple, stacking bonuses.

20th level power: Allies within 30' of you add their Charisma modifiers as an insight bonus to their Armor Class and saving throws.

Domain Spells:
1st: mage armor, protection from alignment, shield of faith
2nd: blur, hold person, shield other
3rd: false life, magic circle against alignment, protection from energy
4th: fire shield, hold monster, lesser globe of invulnerability
5th: death ward, spell resistance
6th: globe of invulnerability, repulsion
7th: mass hold person, spell turning
8th: greater spell immunity, protection from spells
9th: mass hold monster

Star
Intrinsic Power: You gain Low-Light Vision. If you already have Low-Light Vision, instead double its effective range.

Domain Skill: Awareness

Divine Empowerment: You gain a +2 deflection bonus to AC. If you already possess a deflection bonus to AC from a racial or class feature, instead improve its value by 2.

4th level power: You gain the ability to shoot a small bolt of starlight at your foes. This is a ranged touch attack with a 30' range that deals 1d3 force damage, plus an additional 1d3 force damage per three cleric levels. If your foe is susceptible to light in any fashion (such as a vampire's weakness to sunlight or an orc's light blindness), this damage is instead in d6s.

7th level power: You may substitute the force damage from your 4th level power with energy damage from one of the following types: fire, cold, or electricity.

10th level power: Your 4th level power deals damage in d6s rather than d3s. Against susceptible foes, it instead deals d10s.

13th level power: A number of times per day equal to your Charisma modifier, you may spend a full-round action to cast any spell of 1st or 2nd level from the following domains: Air, Cold, Fire, Magic, Moon, Star, or Sun.

16th level power: Your 4th level power deals damage in d10s rather than d3s. Against susceptible foes, it instead deals d12s.

20th level power: You may grow luminous wings as a move action. These wings grant you a 60' fly speed (good maneuverability). While your wings are manifested, spells with the [Darkness] descriptor with a caster level lower than your cleric caster level that are within 60' of you are dispelled. You may dismiss your wings as a swift action.

Domain Spells:
1st: dancing lights, entropic shield, magic aura
2nd: hypnotic pattern, magic missile, see invisibility
3rd: blindness, glitterdust, pyrotechnics
4th: blink, rainbow pattern, starlight
5th: greater invisibility, starbeam
6th: find the path, stardust
7th: spell turning, veil
8th: prismatic spray, scintillating pattern
9th: meteor swarm

Storm
Intrinsic Power: You gain the ability to shoot a small bolt of lightning at your foes. This is a ranged touch attack with a 30' range that deals 1d4 electrical damage, plus an additional 1d4 electrical damage per three cleric levels.

Domain Skill: Survival

Divine Empowerment: Increase the die size for spells with the [Electricity] descriptor by one step (d4 to d6, d6 to d8, etc.) to a maximum of d12. If a spell already deals damage in d12s, increase the damage by 1 point per die.

4th level power: You gain electrical resistance equal to your cleric level.

7th level power: Your intrinsic power deals damage in d6s, rather than d4s.

10th level power: Your intrinsic power changes shape from a ray to a line. It offers a Reflex save (DC 10 + 1/2 your cleric level + your Charisma modifier) for half damage. All other effects (range, damage, etc.) remain the same.

13th level power: Your intrinsic power deals damage in d8s, rather than d4s.

16th level power: You gain immunity to electrical damage.

20th level power: Once per day, you may turn into a an avatar of elemental lightning, a harbinger of storms, as a standard action. You gain a +4 deflection bonus to your Armor Class. You also gain an aura of sparking static electricity and torrential rain, which causes creatures within 30' of you at the start of your turn to take 5d6 points of electrical damage. The rain causes ranged attacks have a 20% chance to miss you. Flying creatures within 20 feet of you must make Reflex saves each round (DC 10 + 1/2 your cleric level + your Charisma modifier) or stall and plummet to the ground. This ability lasts for an hour or until you dismiss it (a free action).

Domain Spells:
1st: endure elements, resist energy, shocking grasp
2nd: fog cloud, gust of wind, sound burst
3rd: call lightning, lightning bolt, protection from energy
4th: control water, ice storm, solid fog
5th: call lightning storm, control winds
6th: chain lightning, cone of cold
7th: control weather, hold vapor
8th: impending thunderburst, whirlwind
9th: storm of vengeance

Sun
Intrinsic Power: You gain the ability to surround yourself with a glowing halo of sunlight. This corona, in addition to giving off light as a torch does, grants a modicum of protection to you. You gains a deflection bonus to your armor class equal to your Charisma modifier. You may activate this ability a number of times per day equal to your Charisma modifier. You can activate his corona as a swift action and deactivate it as a free action. If you do not deactivate it yourself, it remains active for a number of rounds equal to your Wisdom modifier.

Domain Skill: Speak Language (Ignan)

Divine Empowerment: Your corona lasts for one additional round and you gain an additional use of it per day.

4th level power: You gain cold resistance equal to one-half your cleric level while your corona is active.

7th level power: You are immune to fear while your corona is active. In addition, any of your allies within the light radius of your corona receive a +4 bonus against fear.

10th level power: By spending two additional uses when activating your corona, you can cause it to blind opponents within 30'. A successful Fortitude save (DC 10 + 1/2 your cleric level + your Cha modifier) negates this effect. Regardless of whether or not you blind any opponents, the corona also grants you 20% miss chance against attacks.

13th level power: By spending an additional use of your corona when activating it, you gain the ability to ignore miss chance from concealment against targets within the area of your corona while your corona is active.

16th level power: While your corona is active, you can spend two uses of your corona to empower any spell you cast (as the Empower Spell metamagic feat) as it is being cast. The spell to be empowered must take up a spell slot no higher than two levels below the highest spell level you may cast.

20th level power: By spending two additional uses of his corona when activating it, you gain the benefits of greater spell turning, as the spell, except that it has no limitation as to number of spells returned. Instead, it is limited only by the duration of your corona.

Domain Spells:
1st: endure elements, faerie fire, produce flame
2nd: flaming sphere, heat metal, scorching ray
3rd: continual flame, daylight, searing light
4th: blinding energy, fire shield, invisibility purge
5th: flame strike, solar radiance
6th: channeled fireburst, sun shield
7th: sunbeam, true light
8th: prismatic spray, sunburst
9th: prismatic sphere

Time
Intrinsic Power: You gain an insight bonus on Initiative checks equal to 1/3 your cleric level (round down, minimum +1).

Domain Skill: Knowledge (History)

Divine Empowerment: You gain the ability to delay damage until a further time. You gain a delayed damage pool equal to your Charisma modifier (or, if you already have a delayed damage pool, increase its size by your Charisma modifier). All damage you take first goes into this pool, and anything over your delayed damage pool's capacity immediately affects you. Damage in your pool affects you one round after it is put into your pool, after which it is removed from your pool and you may once again delay damage.

4th level power: You no longer takes ability score penalties for aging and cannot be magically aged. Any penalties you may have already incurred, however, remain in place. Bonuses still accrue, and you still die of old age when your time is up.

7th level power: A number of times per day equal to your Charisma modifier, you may force yourself or a creature within 30' to reroll an Initiative check. The creature must take the second result, and you may not use this ability twice on the same creature in the same round. Using this ability is an immediate action, but unlike most immediate actions you may use it when you are flat-footed or before combat has started.

10th level power: When you target a creature with haste, you may also give one enemy within 30' of them a penalty on Reflex saves equal to your Charisma modifier for the duration of the spell.

13th level power: When you target a creature with slow, you may also choose to grant one ally within 30' of them a bonus on Reflex saves equal to your Charisma modifier for the duration of the spell.

16th level power: You no longer age. You cannot die of old age, nor do you take penalties for aging. Bonuses still accrue, but you effectively are immortal.

20th level power: You are constantly considered to be under the effects of a haste spell.

Domain Spells:
1st: expeditious retreat, sanctuary, true strike
2nd: daze monster, deja vu, gentle repose
3rd: blink, displacement, time hop
4th: haste, resilient sphere, slow
5th: permanency, temporal acceleration
6th: lucubration, sequester
7th: greater teleport, project image
8th: destruction, temporal stasis
9th: time regression

Travel
Intrinsic Power: You may make a turn of up to 90° when making a charge.

Domain Skill: Acrobatics

Divine Empowerment: You gain a +5' insight bonus to any mode of movement you possess--even a movement mode you possess temporarily, such as one granted to you by an item or a spell.

4th level power: A number of times per day equal to your Charisma modifier, you may move up to your speed as a swift action.

7th level power: By spending a move action, you may grant an ally within 30' the ability to immediately make a 5' step.

10th level power: You may move through difficult terrain without suffering a movement speed penalty.

13th level power: You gain a second 5' step every combat round.

16th level power: By spending a move action, you may grant an ally within 30 the ability to immediately move up to half their speed.

20th level power: You gain a second move action every combat round which can only be used for movement. For instance, you could move 30', then draw a potion (a move action) and drink it (a standard action).

Domain Spells:
1st: expeditious retreat, longstrider, sanctuary
2nd: levitate, pass without trace, spider climb
3rd: gaseous form, water breathing, water walk
4th: air walk, dimension door, haste
5th: overland flight, passwall
6th: find the path, teleport
7th: shadow walk, word of recall
8th: greater teleport, plane shift
9th: teleportation circle

Trickery
Intrinsic Power: You gain 6+Int skill points each cleric level, rather than 4+Int. You also gain Disable Device as a class skill.

Domain Skill: Legerdemain

Divine Empowerment: You gain +1d6 Sneak Attack.

4th level power: You gain Stealth as a class skill.

7th level power: You gain Bluff as a class skill.

10th level power: A number of times per day equal to your Charisma modifier, you may cast invisibility as a spell-like ability. Use your cleric level to determine your caster level for the effect.

13th level power: You gain the ability to change your appearance at will, as if using the disguise self spell, but only while in your normal form. This affects your body but not your possessions. It is not an illusory effect, but a minor physical alteration of your appearance, within the limits described for the spell.

16th level power: Your 10th level power uses greater invisibility instead of invisibility.

20th level power: Enemies within 30ft of you fear that you have laid cunning and treacherous traps to thwart them. They must succeed on a Will save (DC 10 + 1/2 your cleric level + your Charisma modifier) or take longer time to perform actions as they tread carefully: a full-round action takes 1 round, a standard action becomes a full-round, a move becomes standard, etc. A creature that has successfully saved against this effect is immune for 24 hours.

Domain Spells:
1st: charm person, disguise self, silent image
2nd: hideous laughter, minor image, misdirection
3rd: glibness, knock, major image
4th: charm monster, dominate person, hallucinatory terrain
5th: mislead, persistent image
6th: permanent image, project image
7th: programmed image, repulsion
8th: irresistible dance, mind blank
9th: shades

Undeath
Intrinsic Power: A number of times per day equal to your Charisma modifier, you may emit a pulse of negative energy that is harmful to living creatures. This pulse deals 1d6 points of negative energy damage plus your Charisma modifier, plus an additional 1d6 points of damage per three cleric levels you possess, to all living creatures within 30'. This ability offers a Fortitude save (DC 10 + 1/2 your cleric level + your Charisma modifier) for half damage.

Domain Skill: Heal

Divine Empowerment: Increase the damage die size for this domain's intrinsic power by one step.

4th level power: Living creatures who fail their Fortitude save against your intrinsic power are also dazzled for one minute.

7th level power: Living creatures who fail their Fortitude save against your intrinsic power are also shaken for one minute.

10th level power: Undead creatures you create gain an enhancement bonus to their Strength and Dexterity scores equal to your Charisma modifier.

13th level power: Living creatures who fail their Fortitude save against your intrinsic power are also blinded for one minute.

16th level power: Undead creatures you create gain extra hit points per Hit Die they possess equal to your Charisma modifier.

20th level power: You gain the lich template, but do not suffer the level adjustment nor must you meet its traditional requirements.

Domain Spells:
1st: command undead, inflict light wounds, gentle repose
2nd: false life, ghoul touch, inflict moderate wounds
3rd: animate dead, halt undead, speak with dead
4th: inflict serious wounds, vampiric touch
5th: create undead, inflict critical wounds
6th: control undead, enervation
7th: create greater undead, finger of death
8th: mass inflict serious wounds, trap the soul
9th: create nightshade

War
Intrinsic Power: You gain proficiency with one martial weapon, with medium armor, and with light shields. You also gain Base Attack Bonus as a rogue does (+3 every 4 levels) rather than as listed on the table (+1 every 2 levels).

Domain Skill: Intimidate

Divine Empowerment: You gain a +2 bonus on melee attack and damage rolls.

4th level power: You gain a bonus feat.

7th level power: You gain the use of one warlord aura. It is always active. Use your cleric level instead of your warlord level to determine its effects. If you are a multi-class warlord/cleric, you instead gain a bonus aura and may stack your warlord and cleric levels to determine the effects of your auras.

10th level power: You may move at full speed in medium and heavy armor.

13th level power: You gain a second warlord aura, using the same terms as in your 7th level power. You may switch between your two auras with a swift action. If you are a multi-class warlord/cleric, you instead gain a bonus aura and may stack your warlord and cleric levels to determine the effects of your auras.

16th level power: When making an attack roll, roll 2d20 and take the better result.

20th level power: Your Base Attack Bonus becomes +20.

Domain Spells:
1st: [i]divine favor, magic weapon, shield of faith
2nd: aid, align weapon, spiritual weapon
3rd: greater magic weapon, heroism, magic vestment
4th: divine power, mass enlarge person
5th: greater heroism, righteous might
6th: blade barrier, stoneskin
7th: mass cure serious wounds, mass inflict serious wounds
8th: destruction, mass heroism
9th: mass greater heroism

Water
Intrinsic Power: You may hold your breath for quadruple the normal time. If you already have the ability to breathe water, you instead gain the (Amphibious) subtype.

Domain Skill: Speak Language (Aquan)

Divine Empowerment: You gain a swim speed of 20'. If you already have a swim speed, you may instead increase its speed by +10'.

4th level power: You gain the ability to shoot a small burst of water at your foes. This is a ranged touch attack with a 30' range that deals 1d4 bludgeoning damage, plus an additional 1d4 bludgeoning damage per three cleric levels. This ability also attempts a bull rush on your opponent, using an effective Strength modifier equal to your Charisma modifier.

7th level power: You gain the ability to breathe water, as the water breathing spell, except the effect is continuous. If you already have the ability to breathe water, you instead gain the ability to breathe air.

10th level power: You gain the ability to turn into a Large water elemental as a standard action. While in this form, you lose all your racial features and phsyical ability scores. Instead, use the physical statistics and racial abilities for the Large water elemental. You retain your feats and Hit Dice. Your equipment melds into your form and becomes useless. While in this form, you may cast spells from this domain and spells with the [Cold] or [Water] descriptor, but may not cast any other spells. You may assume elemental form once per day, and it lasts for a number of hours equal to your Charisma modifier or until you dismiss it (a standard action), whichever comes first.

13th level power: Your 4th level power becomes a 30' cone. Bull-rushed foes are moved to the nearest edge of the cone.

16th level power: Your 4th level power deals damage in d8s instead of d4s.

20th level power: You may activate and deactivate your 10th level power at will. Furthermore your equipment, while melding into your new form, remains functional.

Domain Spells:
1st: bless/curse water, goodberry, obscuring mist
2nd: fog cloud, quench, soften earth and stone
3rd: sleet storm, water breathing, water walk
4th: control water, neutralize poison, plant growth
5th: ice storm, transmute rock to mud
6th: acid fog, antilife shell
7th: freezing sphere, control weather
8th: horrid wilting, waves of exhaustion
9th: elemental swarm (water only)

Wealth
Intrinsic Power: You gain the ability to sense deposits of valuable material. Treat this as a detect magic spell, except that in the first round you detect the presence or absence of vaulables; in the second round you detect the number of different groups of wealth and the largest one; and in the third the material (gold, silver, platinum, gems, stone, etc.) and the form (bars, cut gems, raw gems, mineral veins, coins, art, etc.) the wealth takes. You may activate this ability for a number of times per day equal to your Charisma modifier, and use your cleric level as your caster level for the effect.

Domain Skill: Appraise

Divine Empowerment: When detecting (such as via this domains intrinsic power, the detect magic spell, or similar, increase the range of your detection by 25%.

4th level power: You gain a bonus on Appraise checks equal to 1/2 your cleric level (rounded down).

7th level power: You are constantly considered to be using a detect magic spell.

10th level power: A number of times per day equal to your Charisma modifier, you may cast identify as a standard action and as a spell-like ability.

13th level power: You are constantly considered to be using this domain's intrinsic power, and have no limits on its use.

16th level power: You may ignore material components for spells that are valued at less than 100 gp.

20th level power: You may automatically identify magic items (as the spell, and excluding artifacts) within 30'.

Domain Spells:
1st: alarm, identify, magic weapon
2nd: knock, locate object, obscure object
3rd: arcane sight, magic vestment, shrink item
4th: fire trap, greater magic weapon, legend lore
5th: private sanctum, secret chest
6th: analyze dweomer, guards and wards
7th: greater arcane sight, instant summons
8th: discern location, spellsword
9th: antipathy

Weather
Intrinsic Power: You are constantly under the effects of an endure elements spell.

Domain Skill: Survival

Divine Empowerment: You gain resistance 5 to fire, cold, and electricity damage. If you already have resistance to one or more of these damage types, instead improve that resistance by 5.

4th level power: As a standard action, you may breathe out a cone of wind. This is a 15' cone. It deals no damage, but creatures your size or smaller caught in its area must resist a bull-rush (with a Strength bonus equal to your Charisma modifier) or be pushed back.

7th level power: You gain a bonus equal to your Charisma modifier when resisting a spell that is on this domain's available spells.

10th level power: Your 4th level power is instead a 30' cone and affects creatures up to one size larger than you.

13th level power: Enemies within 30' of you reduce resistances to fire, cold, and electricity damage by an amount equal to your Charisma modifier.

16th level power: Your 4th level power is instead a 45' cone and affects creatures up to two sizes larger than you.

20th level power: Enemies within 30' of you with immunity to fire, cold, or electricity damage instead only have resistance 30 for the appropriate energy type against spells you cast.

Domain Spells:
1st: endure elements, obscuring mist, shocking grasp
2nd: fog cloud, gust of wind, soften earth and stone
3rd: call lightning, daylight, sleet storm
4th: ice storm, solid fog, wind wall
5th: call lightning storm, control winds
6th: transmute rock to mud, wind walk
7th: acid fog, control weather
8th: impending thunderburst, whirlwind
9th: meteor swarm

d20r Pantheon
{table=head]God | Title | Domains
Agni | God of Fire | Fire, Glory, Might, Sun, Wealth
Alejia | Goddess of Passion and Fury | Courage, Glory, Life, Madness, Weather
Anandja | Goddess of Bliss and Happiness | Healing, Luck, Star, Travel, Water
Eris | Goddess of Discord | Fear, Hex, Luck, Madness, Trickery
Gaelen | God of Technology | Creation, Knowledge, Protection, War, Wealth
Hasan | God of Wisdom | Animal, Earth, Knowledge, Travel, Wealth
Horjin | Tiger-God of the Hunt | Animal, Courage, Glory, Might, Trickery
Los | God of Justice | Cold, Courage, Fate, Healing, Protection
Malarbor | Tree-God of Nature's Wrath | Air, Earth, Fire, Plant, Water
Lumina | Goddess of Light | Air, Darkness, Moon, Star, Sun
Meskan | God of Magic | Creation, Knowledge, Magic, Star, Undeath
M'oll | God of Weather and Agriculture | Air, Plant, Sun, Time, Weather
Nelig | Wolf-Goddess of Beasts | Animal, Fear, Healing, Moon, Storm
Raghnialt | Fae Goddess of Winter | Cold, Hex, Storm, Trickery, Weather
Sakat | God of Time | Death, Fate, Life, Madness, Time
Semisa | Goddess of Life and Reincarnation | Death, Fate, Healing, Life, Protection[/table]

Flickerdart
2009-09-13, 11:02 PM
Gods need a little bit more than what you've given them eventually. It's hardly a priority, but would be pretty awesome in the future.

Fax Celestis
2009-09-13, 11:03 PM
Gods need a little bit more than what you've given them eventually. It's hardly a priority, but would be pretty awesome in the future.

It's comin'. I just tossed down my notes so that the cleric would be usable out the gate rather than having to come up with a god to worship.

ShneekeyTheLost
2009-09-13, 11:12 PM
So basically, we've come full circle back to the 1e Clerics who only cast from the Spheres of their dieties?

Awesome!

Makes them able to fill any roll at character creation without making them flexible enough during the game to make the other classes seem like weak tea.

I like this. I like this alot. After all, why would a god of the Sun grant the divine ability to cast thing like Freedom of Movement, anyways? Makes more sense.

afroakuma
2009-09-13, 11:15 PM
I like this. I like this alot. After all, why would a god of the Sun grant the divine ability to cast thing like Freedom of Movement, anyways? Makes more sense.

Well, you might be able to anyway; depends on what Devotions you have available.

ShneekeyTheLost
2009-09-13, 11:19 PM
Well, you might be able to anyway; depends on what Devotions you have available.

But only if the appropriate domain is in the Diety's domain list. In other words, if that particular diety places some kind of an emphasis on moving freely, then you would be able to. But if your diety doesn't, then why should he grant an ability outside his purvue? It would be like asking Apollo to create tidal waves or
Athena to cause blind rage. Doesn't fit the theme of the diety.

Zaggab
2009-09-14, 04:27 AM
This is almost exactly like a redo of the cleric I was trying to put together, only better and, you know, more finished than my project will ever be.

I like it.

Milskidasith
2009-09-14, 04:40 AM
Shouldn't Life's 9th level ability be True Ressurection?

Zovc
2009-09-14, 07:35 AM
Cold's 13th level power, "Your intrinsic power deals damage in d8s rather than d4s" might should say (yes, I just wrote that) that d6s instead of d4s. By that time, your cleric should be using d6s.

Courage's Intrinsic power seems a bit uncool (not only passive, but only useful against a specific type of save), it might be okay as a morale bonus to saves in general. Sure, Air's is just as exclusive, but it at least gives you a save where you normally wouldn't get one (or perhaps you can give Air clerics the ability to disperse fog effects instead of their current power).

Creation is super-cool, just thought I'd say.

Can a Monk/"Earth Cleric" use their slam attack for their unarmed extravaganza? The slam attack isn't explicitly stated to be a natural attack. (is it?)

More to come later, perhaps...

KaganMonk
2009-09-14, 09:01 AM
From the looks of it, I'd guess the entire ressurection line will be some sort of rituals? But the Life domain is pretty awesome anyways. By high level, you're bringing back any dead ally within you wisdom modifier of turns, which should be good to really high. And then you can pump some healing into them and they're back in the fight.

Morty
2009-09-14, 09:08 AM
Looks like the cleric isn't an armored melee powerhouse unless devoted to War, which is good. I also like the limited spell selection. Are you accepting homebrewed domains?

Violet Octopus
2009-09-14, 09:31 AM
Wow. I've been following your progress reports, anticipating the completed product. And it's amazing. It's fantastic how there's actual variety between clerics, even down to things like amount of prowess, BAB, extra skill sets... I have no experience with 1st edition, so spell spheres are new to me, yet so completely logical. A few questions and comments though:

It seems a cleric's entire spell-list is determined at 1st level. While this is also true for clerics in 3.5, perhaps some class ability (like the ardent's) to gain extra devotions, change devotions, or switch a domain and devotion could be useful. Then again a cleric could always convert to a new god.

I like how at-will healing is still straightforward with at-will cure minor wounds, while DMs who don't want that in a campaign can just remove that spell, like Pathfinder.

It also seems that you've removed the requirement to choose a deity within one step of your alignment, as well as made the deities' alignment ambiguous. I like this, it makes for more flexible character concepts and religious institutions.

Outside of the Life domain powers, there doesn't seem to be a raise dead or resurrection spell. Is this becoming a ritual feat?

Domains:
Air
4th level: Does the bonus to AC only apply to touch, or to other types of AC? It's an unusual mechanic, so I just want to check.
10th level: A large air elemental in 3.5 only has the Wis to cast 1st level spells. Are you changing this when you update the monsters? Likewise for the other elemental domains.

Cold
10th level: can you still choose to use the ranged touch attack form of your intrinsic power, or is it permanently changed? Likewise with Fire.

Creation
Many of the bonus feats are at later levels than when one could otherwise take them. I've gathered elsewhere that this is bad. Would it be broken to allow clerics to gain different feats if they already have the feat for a particular level?

I'm up to L and haven't noticed anything more, but then it's late.

Once again, wow. I've been planning to start a RL 3.5 campaign (mostly with people who haven't RPed much), and this has made me decide to try running d20r instead.

Ashtagon
2009-09-14, 10:06 AM
I'm actually a little disappointed in this class.

Don't get me wrong; it's well-written, appears balanced, and seems interesting to play.

The problem is that I'm not sure how differently a cleric will play from a wizard who has specialised in similar schools of magic. Essentially, my main issue is, what is the difference between this cleric class and a wizard?

Zeta Kai
2009-09-14, 10:58 AM
Wow, you re-did the D20 pantheon. You're a braver man than I, Fax. I'm glad to know that you plan on adding fluff to that list of dieties, because the portfolios are intriguing enough to warrant further study.

Working on the VUACS project gives me great appreciation for the work that goes into making so many new domains. Kudos for the effort.

I've been waiting for your Cleric-as-it-should-be for months, & this is worth the wait. It's much closer to a Cloistered Cleric but with many more options & all your usual D20r fixes. Zeta happy now.

Doc Roc
2009-09-14, 11:14 AM
I cannot recommend giving out temporal acceleration. It's a power that's rapidly moving toward the banlist of the ToS. I note a lack of turn undead. Is d20r compatible with WotC products and if so how does this interact with the sacred exorcist? Is there a domain I missed that offers turning? If so, how do you keep other classes from acquiring the domain granted power?

Fax Celestis
2009-09-14, 11:37 AM
So basically, we've come full circle back to the 1e Clerics who only cast from the Spheres of their dieties?

Awesome!

Essentially, yes.

Shouldn't Life's 9th level ability be True Ressurection?

No. Raise dead and similar magics (as well as stuff like contact other plane, undead animation spells, etc) are going to be rituals.


Cold's 13th level power, "Your intrinsic power deals damage in d8s rather than d4s" might should say (yes, I just wrote that) that d6s instead of d4s. By that time, your cleric should be using d6s.You get upgraded to d6s at 7th.


Courage's Intrinsic power seems a bit uncool (not only passive, but only useful against a specific type of save), it might be okay as a morale bonus to saves in general. Sure, Air's is just as exclusive, but it at least gives you a save where you normally wouldn't get one (or perhaps you can give Air clerics the ability to disperse fog effects instead of their current power).True. I may change that one yet.


Can a Monk/"Earth Cleric" use their slam attack for their unarmed extravaganza? The slam attack isn't explicitly stated to be a natural attack. (is it?)A 'slam' is a kind of natural attack. I should probably demarcate that, but it's really not necessary.


Looks like the cleric isn't an armored melee powerhouse unless devoted to War, which is good. I also like the limited spell selection. Are you accepting homebrewed domains?I think for now, no. Maybe later, though.


It seems a cleric's entire spell-list is determined at 1st level. While this is also true for clerics in 3.5, perhaps some class ability (like the ardent's) to gain extra devotions, change devotions, or switch a domain and devotion could be useful. Then again a cleric could always convert to a new god.I'm considering a feat chain that gives you the intrinsic power of one of your devotions, followed by the domain powers of one of your devotions but at 1/2 cleric level, but I'm concerned with balancing it.


It also seems that you've removed the requirement to choose a deity within one step of your alignment, as well as made the deities' alignment ambiguous. I like this, it makes for more flexible character concepts and religious institutions.That was my thinking too.


4th level: Does the bonus to AC only apply to touch, or to other types of AC? It's an unusual mechanic, so I just want to check.
10th level: A large air elemental in 3.5 only has the Wis to cast 1st level spells. Are you changing this when you update the monsters? Likewise for the other elemental domains. Touch only. That's a good point: I may make it so you keep your own mental ability scores.


10th level: can you still choose to use the ranged touch attack form of your intrinsic power, or is it permanently changed? Likewise with Fire.Ooh, good point. I'll edit that in.


Many of the bonus feats are at later levels than when one could otherwise take them. I've gathered elsewhere that this is bad. Would it be broken to allow clerics to gain different feats if they already have the feat for a particular level?Depending on the feat, yes.


Essentially, my main issue is, what is the difference between this cleric class and a wizard?Wizards get access to entirely different spells. Also, they won't get powers from their academies like the cleric does from their domains--instead, I'm thinking they'll get metamagic.


I cannot recommend giving out temporal acceleration. It's a power that's rapidly moving toward the banlist of the ToS.Care to enlighten me as to why?


I note a lack of turn undead. Is d20r compatible with WotC products and if so how does this interact with the sacred exorcist? Is there a domain I missed that offers turning? If so, how do you keep other classes from acquiring the domain granted power?"Turning" as a mechanic is gone. I've always hated it, and it's not very interesting. [Divine] feats will work by allowing you to turn off your domain's intrinsic power for the duration the feat is active.

d20r is technically compatible with 3.5, but it runs into a slowdown with a lot of the modifications. It's convertible, but it's really intended to stand alone.

The closest thing there is to 'turn undead' at this time are the Life and Undeath domain powers.

Doc Roc
2009-09-14, 11:53 AM
How does turning it off for the duration of activation interact with instantaneous effects like Divine Metamagic or some of the burn-turns-for-heals effects?

Temporal Acceleration is very very powerful, particularly if you allow it augmented. I'm not sure I'm clear, precisely, on how you're handling power costs and the mechanics behind them transparently. Forgive me for prying. A link would do just fine.

Fax Celestis
2009-09-14, 11:54 AM
How does turning it off for the duration of activation interact with instantaneous effects like Divine Metamagic or some of the burn-turns-for-heals effects?

Not being designed to interact with that material, I'd be forced to say that in those instances, they shouldn't be used.

Zovc
2009-09-14, 01:47 PM
You get upgraded to d6s at 7th.

I know that, but the 13th level power says "instead of d4s," when you should be using d6s. To be honest, I know it's obvious, but the small room there is for confusion is there whether you choose to say instead of d4s or instead of d6s. Probably, the best way to do this is to increase the size of dice like you're doing for spells with the [Cold] descriptor.


Edit: Similarly, Might's intrinsic ability gets two bonuses, one 2, then 4. Does the total end up at 8 or 10? It might just be me, but I am only "pretty sure" that you want me to get a +10.


A 'slam' is a kind of natural attack. I should probably demarcate that, but it's really not necessary.

Not really trying to be "peevey" here, it should just be clearly stated whether or not you intend for this to be a natural attack so that there is no confusion.

Is a "Magic Cleric" able to qualify for Mystic Theurge by himself? It might be more elegant to word his stuff as "You may treat your cleric spellcasting as arcane for the purposes of meeting the requirements of feats and prestige classes. You cannot use this to qualify for the same thing twice. If you enter a prestige class or take a feat with this ability, any benefits that would apply to the arcane casting you qualified with instead improves your cleric casting." I'm sure you could pretty that wording up, but I'm trying to convey the logic of "Cleric = Arcane." (Looking back at your wording, I don't see what I was trying to point out here, if you don't take anything from this, sorry, we'll see if I catch back up to this train of thought later.)

Magic's 20 ability is significant, sure, but it's not... big enough, I feel. Maybe just make sure that the cleric can use their spell like abilities in an antimagic field in addition to their spells.

Out of curiosity, will Cure spells still have a range of touch? Clerics have become a lot more fragile in this revision, so you may want to consider giving clerics the ability to heal from a distance (especially at lower levels). I mean, not only do "we" have a smaller hit dice (d8->d6), we don't get our heavy or even medium armor... what's more, we're weaker attackers by default. (and I'm not trying to complain. Your cleric is probably just as squishy as a 3.5 rogue is expected to be.)

I'll address more domains tonight.

the_archduke
2009-09-14, 02:07 PM
The Tree-God of Nature's Wrath offers 5 domains and every other god offers only 4. Maybe you should take Fire off of his list. Water, Air, Plant and Earth fit together to me, but Fire seems out of place. Or you could add a 5th domain to each god, but that seems like a lot more work to balance.

edit: I didn't mean to make that sound so critical. I am a big fan of your work, and the cleric looks great.

Fax Celestis
2009-09-14, 02:10 PM
The Tree-God of Nature's Wrath offers 5 domains and every other god offers only 4. Maybe you should take Fire off of his list. Water, Air, Plant and Earth fit together to me, but Fire seems out of place. Or you could add a 5th domain to each god, but that seems like a lot more work to balance.

Actually, he's got 5 because he stole one from someone else. Mechanically, he has five because I wanted to put all the elementals together, and it was silly to have a tree god who didn't have access to the Plant domain.

Oslecamo
2009-09-14, 02:16 PM
Like this much more than the other one! The "only domain" spells is genius! I can't believe nobody had remembered that before.

afroakuma
2009-09-14, 02:16 PM
Actually, he's got 5 because he stole one from someone else. Mechanically, he has five because I wanted to put all the elementals together, and it was silly to have a tree god who didn't have access to the Plant domain.

Yes, that's the reason. Not because he's an evil tree with access to elemental powers for some reason (http://finalfantasy.wikia.com/wiki/Exdeath).

the_archduke
2009-09-14, 02:56 PM
So are you going to make any more gods or accept submissions from others?

Creation, War, Trickery, Travel and Undeath were only available from one god in each case. There may have been other domains like that that I missed. Or did you plan that there would be domains only available from one god?

Who did Malarbor steal fire from out of curiosity?

Fax Celestis
2009-09-14, 03:01 PM
Who did Malarbor steal fire from out of curiosity?

He didn't steal fire.

He wasn't always a tree.

the_archduke
2009-09-14, 03:03 PM
Actually, he's got 5 because he stole one from someone else.

I guess I didn't understand what you meant here then.

ShneekeyTheLost
2009-09-14, 03:05 PM
Why does Semisa, Goddess of Life and Reincarnation, have Undeath on her list? Undead is, by definition, stepping outside the bounds of Reincarnation. I'd have figured they would be highest on her Hit Parade of Bad Things, much like Kelumvor.

Zovc
2009-09-14, 03:33 PM
I guess I didn't understand what you meant here then.

He stole "Plant" from somebody else, in other words.

the_archduke
2009-09-14, 03:42 PM
That makes more sense. I'm not sure why I read that wrong multiple times. Ah... I feel stupid :smallredface:

Morty
2009-09-14, 03:46 PM
After a bit of reading, there are two domains I'm not sure about, Time and Travel. Intrinsic Power of Travel domain doesn't seem very useful unless combined with some combat-enchancing domains and immortality on 16th level seems excessive.

Zovc
2009-09-14, 03:53 PM
That makes more sense. I'm not sure why I read that wrong multiple times. Ah... I feel stupid :smallredface:

Don't sweat it, this allows me to iterate how sufficient but vague Fax's wordings are. XP

Flickerdart
2009-09-14, 03:54 PM
After a bit of reading, there are two domains I'm not sure about, Time and Travel. Intrinsic Power of Travel domain doesn't seem very useful unless combined with some combat-enchancing domains and immortality on 16th level seems excessive.
Warforged and Elan get immortality at 0th. Neither has any LA. It's not all that unbalancing, especially considering that very few adventurers die of old age before they retire or at all.

Morty
2009-09-14, 03:56 PM
Warforged and Elan get immortality at 0th. Neither has any LA. It's not all that unbalancing, especially considering that very few adventurers die of old age before they retire or at all.

It's not about balance. I just feel that immortality for mortal humanoids rather than robots or psionic things should be an Epic thing rather than a pre-epic class feature.

Lappy9000
2009-09-14, 08:48 PM
How do you do it?

You continually rise above all of my doubts and expectations to make something fantastic.

Great work. As always :smallcool:

Fax Celestis
2009-09-14, 08:54 PM
How do you do it?

I'm a cleric with the Homebrew domain. 7th level domain power is "Impress Lappy9000".

Lappy9000
2009-09-14, 09:02 PM
I'm a cleric with the Homebrew domain. 7th level domain power is "Impress Lappy9000".Apparently, it also doesn't give me a save *impressed*

Zeta Kai
2009-09-14, 10:05 PM
I'm a cleric with the Homebrew domain. 7th level domain power is "Impress Lappy9000".

I was impressed at 5th level. :smalltongue:

Ashtagon
2009-09-15, 02:56 AM
Wizards get access to entirely different spells. Also, they won't get powers from their academies like the cleric does from their domains--instead, I'm thinking they'll get metamagic.

Ok, I accept and expect that wizards will get different spells. But right now, I get a sense of, if I want to play a spellcasty character with this specialisation, I choose cleric, and if I want to play a spellcasty character with that specialisation, I choose wizard. But ultimately, both as spellcasty types, with the primary difference being spell selection.

Right now, the primary difference between the two seems to be "clerics get domain powers, wizards get metamagic". Without having seen your finished wizard, I'm not sure I can fairly criticise any perceived similarity yet, but it is something to be concerned about.

fwiw, the homebrew cleric class I am working on has as its core concept the cleric being a leader of the people, contrasted with the wizard being a knower of arcane secrets. My cleric will be a good choice for a "face". I also plan on toning down the generic spell-casting of clerics, something which you have done too.

Morty
2009-09-15, 09:27 AM
Ok, I accept and expect that wizards will get different spells. But right now, I get a sense of, if I want to lay a spellcasty character with this specialisation, I choose cleric, and if I want to play a spellcasty character with that specialisation, I choose wizard. But ultimately, both as spellcasty types, with the primary difference being spell selection.


It's not that different from the core 3.5 D&D, really, with the exception of clerics being able to smash stuff.
Also, I notice that the d20r pantheon has no listed alignments. Is that intentional? I guess it is, as the alignment-based domains are gone as well.
And if I'm to convince my group to play it instead of normal D&D, I'll have to convert the FR pantheon to those new domains. Hoo boy.

Zovc
2009-09-15, 10:13 AM
And if I'm to convince my group to play it instead of normal D&D, I'll have to convert the FR pantheon to those new domains. Hoo boy.

The only "serious" problem you'll probably run into is the lack of alignment domains. Of course, you can always just homebrew "Good," then invert it and have Evil. Then replace Good for Law and Evil for Chaos in both of your current ones and you have stereotypical D&D Alignment domains. Sure, you'll have to add a few cool spells to each domain individually, but the powers don't have to be that different.

Doc Roc
2009-09-15, 10:19 AM
Given the wide variance in the usefulness of the domains, I'd be pretty cautious during your conversion. Domains are always non-trivial to work with.

ShneekeyTheLost
2009-09-15, 01:14 PM
My question as to why the goddess of Reincarnation also has the domain Undeath when undead are, pretty much by definition, escaping the Reincarnation cycle, has yet to be answered.

Life, Healing, and Death I can easily see (although both life and healing have so much overlap with spells that it is effectively one and a half domains rather than two), but Undeath just deals with making undead, or making them better.

Fax Celestis
2009-09-15, 01:33 PM
My question as to why the goddess of Reincarnation also has the domain Undeath when undead are, pretty much by definition, escaping the Reincarnation cycle, has yet to be answered.

That's a good point. I may swap Fate off Meskan with Semisa's Undeath.

ShneekeyTheLost
2009-09-15, 02:38 PM
That's a good point. I may swap Fate off Meskan with Semisa's Undeath.

Fate sounds like a good domain for the goddess of reincarnation. Give her clerics something to do besides Healbot/Mr. Fix-it with a few death-based SoD's thrown in.

Fax Celestis
2009-09-15, 02:54 PM
Fate sounds like a good domain for the goddess of reincarnation. Give her clerics something to do besides Healbot/Mr. Fix-it with a few death-based SoD's thrown in.

Done and done.

the_archduke
2009-09-15, 03:09 PM
I like taking Undeath away from Semisa, but now Semisa and Sakat have 3 of the same domains. Would that make them (or their clerics) too similar?

Fax Celestis
2009-09-15, 03:09 PM
I like taking Undeath away from Semisa, but now Semisa and Sakat have 3 of the same domains. Would that make them (or their clerics) too similar?

No, they're related.

Al-Ashrad
2009-09-20, 09:30 AM
There have only been very few times when looking at an aspect of the d20r creations that I would have liked to see some "designer notes" immediately after the initial post(s) about the creation. This is most definitely one of them.

I guess I would like to know the rationale behind why the Cleric got so castrated from 3.x? The BAB got lowered, the Fort save went down, the Hit die went down, the armour choices got slashed, the spell selections went down, and what they get in return are a few abilities? I don't think these make up for what was taken away. Were Clerics really seen as being that powerful to warrant such a radical overhaul?

It looks like you've pretty much forced most players to end up taking the War domain just so they can get back to a slight semblance of what a Cleric originally had.

I really do like the spells based on domain/devotions, although I think the same few domains/devotions are going to be taken over and over.

I don't know how much work I would put into making a d20r pantheon. After all, most of us have already made our own pantheons and will just use them anyway. After all, what if someone has a Norse-style campaign... what need to they have of the Hindu God of Fire?

afroakuma
2009-09-20, 09:45 AM
I guess I would like to know the rationale behind why the Cleric got so castrated from 3.x?

Firstly, because all casting classes did, to bring the balance more in line.


The BAB got lowered, the Fort save went down, the Hit die went down, the armour choices got slashed

Because Clericzilla was too strong. Also because the Cleric was a better "paladin" than the paladin was.

The new Cleric is based on the Cloistered Cleric (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#clericVariantCloistere dCleric)variant.


the spell selections went down, and what they get in return are a few abilities?

The model is intended to siumlate the specialist cleric concept from 2E, which was expressed with the Druid previously.


I don't think these make up for what was taken away. Were Clerics really seen as being that powerful to warrant such a radical overhaul?

...did you look at the d20r sorcerer?

The changes should not "even out" from a power perspective, because the top-tier classes are being brought down. The new clerics are definitely weaker than 3.X clerics, but make up for it by being more interesting to create and play, with more flavor, individuality and character.


It looks like you've pretty much forced most players to end up taking the War domain just so they can get back to a slight semblance of what a Cleric originally had.

Only if they want to play a martially-focused Cleric. The old cleric standby of stacking personal buffs and then wading into combat is gone, since most personal buffs aren't going to be personal anymore.

Al-Ashrad
2009-09-20, 04:46 PM
...The new clerics are definitely weaker than 3.X clerics, but make up for it by being more interesting to create and play, with more flavor, individuality and character...

A character with issues regarding its usefulness does not equal "more interesting to play" in anyone's book.

Now, considering how much the old Sorceror was an annoyance, there's no way I'm going to complain about the new one when compared to the old one. In fact, I applaud the new Sorceror. However, the new Sorceror seems to borrow from the Warlock quite a bit, which is more than fine. Sorcerors needed their own meme, and not be a version of Wizard for power gamers who are only going to take a small amount of spells anyway.

I guess my ultimate question is did all of this pairing down need to be done to the Cleric? I haven't seen any changes that are done or are being proposed to be done to the Druid and the Wizard, so I really can't compare this to them. However, I can see that this Cleric is only going to have a very small set of spells to choose from (including only three 9th level spells), can't fight very well, has fewer HP now, has worse Fort saves now and only gets a few special abilities in return. Could they at least have kept the old Hit Die and Fort saves? Or keep the old Hit die and BAB and give the War Domain the full BAB?

At the moment, I don't see folks really wanting to play this Cleric. And that may be more so depending on the changes made to the Druid and the Wizard.

Morty
2009-09-20, 04:54 PM
Fax has said thaat Wizards will undergo radical changes, including, if memory serves, narrowing down the range of spells a single wizard can know. Aside from an off-hand comment about "binds", I don't remember anything about Druids, but it stands to reason that they won't be quite the powerhouses they were in 3.5.
And no, I don't think this Cleric class is too weak. It can still cast useful spells and devotions provide at-will magic abilities.

FMArthur
2009-09-20, 09:01 PM
A character with issues regarding its usefulness does not equal "more interesting to play" in anyone's book.

Now, considering how much the old Sorceror was an annoyance, there's no way I'm going to complain about the new one when compared to the old one. In fact, I applaud the new Sorceror. However, the new Sorceror seems to borrow from the Warlock quite a bit, which is more than fine. Sorcerors needed their own meme, and not be a version of Wizard for power gamers who are only going to take a small amount of spells anyway.

I guess my ultimate question is did all of this pairing down need to be done to the Cleric? I haven't seen any changes that are done or are being proposed to be done to the Druid and the Wizard, so I really can't compare this to them. However, I can see that this Cleric is only going to have a very small set of spells to choose from (including only three 9th level spells), can't fight very well, has fewer HP now, has worse Fort saves now and only gets a few special abilities in return. Could they at least have kept the old Hit Die and Fort saves? Or keep the old Hit die and BAB and give the War Domain the full BAB?

At the moment, I don't see folks really wanting to play this Cleric. And that may be more so depending on the changes made to the Druid and the Wizard.

Maybe it would seem better if considered in its own light instead of thinking about what it loses compared to the old cleric. It gains quite a few things, you know - it isn't just a spellcaster with nothing else to do. You can still make it into a powerful front-liner, skillmonkey, healbot, etc; and every domain gives you some things (besides spellcasting) to do. You can still fulfill multiple roles at once as a cleric and do well with them. Yes, even stacked up against normal 3.5 classes.

And remember that 9th-level spells are still powerful enough that 'only' having three is still a big deal, and spells of other levels will be significantly more plentiful here.

ShneekeyTheLost
2009-09-20, 11:56 PM
A character with issues regarding its usefulness does not equal "more interesting to play" in anyone's book. I fail to see how this class has issues with usefulness


Now, considering how much the old Sorceror was an annoyance, there's no way I'm going to complain about the new one when compared to the old one. In fact, I applaud the new Sorceror. However, the new Sorceror seems to borrow from the Warlock quite a bit, which is more than fine. Sorcerors needed their own meme, and not be a version of Wizard for power gamers who are only going to take a small amount of spells anyway. I happen to agree


I guess my ultimate question is did all of this pairing down need to be done to the Cleric? I haven't seen any changes that are done or are being proposed to be done to the Druid and the Wizard, so I really can't compare this to them. However, I can see that this Cleric is only going to have a very small set of spells to choose from (including only three 9th level spells), can't fight very well, has fewer HP now, has worse Fort saves now and only gets a few special abilities in return. Could they at least have kept the old Hit Die and Fort saves? Or keep the old Hit die and BAB and give the War Domain the full BAB? Because the role of the Cleric is not on the front line.

Seriously, the Cleric is another type of 'caster'. He's not a 'gish', nor is he a 'front-line combatant'. He doesn't need a lot of hit points. And BAB is pointless anyways as long as Divine Power exists.

I strongly approve of limiting the spells to the domains. This doesn't bog the party down for six hours every game day. It also makes diety choice actually important. You know, that thing that your character sees as the center of his very existence? Yea, who would have figured, clerics get spells from their deities. Crazy, eh? And it stands to reason that a deity who, for example, was a 'hippy' deity of love, peace, green, and non-violence would not be granting spells like Divine Power, Righteous Might (unless it applied exclusively to music), or Flame Strike. It would be counter to the very nature of the deity.

Also, small spell set does not equal not useful spell set. Look at the spells before boo-hooing them. They get some good ones.


At the moment, I don't see folks really wanting to play this Cleric. And that may be more so depending on the changes made to the Druid and the Wizard.

Druid and Wizard are next on the Nerf-Bat-Brigade. I can't wait, personally.

Darkkwalker
2009-09-21, 12:08 AM
Not to mention that it gets spontaneous spell casting.

Starsinger
2009-09-21, 12:35 AM
I guess my ultimate question is did all of this pairing down need to be done to the Cleric? I haven't seen any changes that are done or are being proposed to be done to the Druid and the Wizard, so I really can't compare this to them. However, I can see that this Cleric is only going to have a very small set of spells to choose from (including only three 9th level spells), can't fight very well, has fewer HP now, has worse Fort saves now and only gets a few special abilities in return. Could they at least have kept the old Hit Die and Fort saves? Or keep the old Hit die and BAB and give the War Domain the full BAB?

RE: Druids and Wizards. Be patient, Wizard hasn't even started to become a mechanical entity in d20r yet.

As for clerics, this class is less the Beefy guy in plate armor with a mace and shield cleric, and more of a casty spells priesty type cleric. Think Goldmoon or Jessica de Alkirk instead of :durkon:. If you wanted your cleric to be all warpriesty and :durkon:esque, then give there is an appropriate Domain for such. Fax intended for the cleric to be more of a caster than a holy warrior, since there's already a base class for holy warriors, y'know, Paladins.

FMArthur
2009-09-21, 12:52 AM
My one complaint is that choosing your deity is virtually the same as choosing your domain/devotions, because of how few domains each deity has to choose from. I don't think it's unreasonable to give all deities five domains. My first reaction to this class was adoration for how customizable it was without being overly complex (an ideal to strive for with all classes, IMO). Looking at the deity domain chart, it's actually significantly less customizable than I thought it was. :smallfrown:

Draco Dracul
2009-09-21, 01:48 AM
Could a sufficiently crazy cleric make up there own deity to grant them spells, or would that only work on some form of DiscWorld campaign setting?

Vadin
2009-09-21, 09:51 AM
My one complaint is that choosing your deity is virtually the same as choosing your domain/devotions, because of how few domains each deity has to choose from. I don't think it's unreasonable to give all deities five domains. My first reaction to this class was adoration for how customizable it was without being overly complex (an ideal to strive for with all classes, IMO). Looking at the deity domain chart, it's actually significantly less customizable than I thought it was. :smallfrown:

Maybe there should be a few 'primal' or 'nontraditional' deities for clerics who are in backwoods areas, are shamans, or are part of mystery cults that worship strange and powerful outsiders.

SlyGuyMcFly
2009-09-21, 10:14 AM
My one complaint is that choosing your deity is virtually the same as choosing your domain/devotions, because of how few domains each deity has to choose from. I don't think it's unreasonable to give all deities five domains. My first reaction to this class was adoration for how customizable it was without being overly complex (an ideal to strive for with all classes, IMO). Looking at the deity domain chart, it's actually significantly less customizable than I thought it was. :smallfrown:


I'm seeing the deity list is less a "you have these deities to play with" thing and more a "here a few sample deities you can use as a base for your own" thing. Dunno if that's how it's intended.

As is, it seems that making a new deity is a simple matter making fluff and picking four relevant domains. I like this.

Five domains per deity might be a nice idea, as it allows clerics of the same deity to have a little more distinctiveness. On the other hand, I'm not sure if it would blur the lines between deities too much, or if all deities can reasonably be assigned five domains. Hmm...

Fax Celestis
2009-09-21, 10:18 AM
My one complaint is that choosing your deity is virtually the same as choosing your domain/devotions, because of how few domains each deity has to choose from. I don't think it's unreasonable to give all deities five domains. My first reaction to this class was adoration for how customizable it was without being overly complex (an ideal to strive for with all classes, IMO). Looking at the deity domain chart, it's actually significantly less customizable than I thought it was. :smallfrown:

That's a good point. I'll look into that.


Could a sufficiently crazy cleric make up there own deity to grant them spells, or would that only work on some form of DiscWorld campaign setting?

Nah, you need an actual god to get spells from, in my opinion. But...
Maybe there should be a few 'primal' or 'nontraditional' deities for clerics who are in backwoods areas, are shamans, or are part of mystery cults that worship strange and powerful outsiders.

I could totally see this.


I'm seeing the deity list is less a "you have these deities to play with" thing and more a "here a few sample deities you can use as a base for your own" thing. Dunno if that's how it's intended.They're intended to fill much the same role as the gods in the PHB.

Vadin
2009-09-21, 11:41 AM
I could totally see this.


d20r Pantheon
{table=head]God | Title | Domains
Agni | God of Fire | Fire, Glory, Might, Wealth
Alejia | Goddess of Passion and Fury | Courage, Glory, Life, Madness
Anandja | Goddess of Bliss and Happiness | Healing, Luck, Star, Water
Eris | Goddess of Discord | Hex, Luck, Madness, Trickery
Gaelen | God of Technology | Creation, Protection, War, Wealth
Hasan | God of Wisdom | Earth, Knowledge, Travel, Wealth
Horjin | Tiger-God of the Hunt | Animal, Courage, Glory, Might
Los | God of Justice | Courage, Fate, Healing, Protection
Malarbor | Tree-God of Nature's Wrath | Air, Earth, Fire, Plant, Water
Lumina | Goddess of Light | Darkness, Moon, Star, Sun
Meskan | God of Magic | Knowledge, Magic, Star, Undeath
M'oll | God of Weather and Agriculture | Air, Plant, Sun, Weather
Nelig | Wolf-Goddess of Beasts | Animal, Fear, Healing, Moon
Raghnialt | Fae Goddess of Winter | Cold, Hex, Storm, Weather
Sakat | God of Time | Death, Fate, Life, Time
Semisa | Goddess of Life and Reincarnation | Death, Fate, Healing, Life[/table]

If these are to be all the gods in the setting, mystery cults and bestial aspects and mistaken worship could still be present as alternate aspects of the same gods (like Greek/Roman interpretations of the deities and the slight differences in some of their details and origins). To differentiate them from the normal gods that most people in the setting would recognize and that players can take without a valid reason and some interesting backstory, the primal/mystery/outsider gods will have titles instead of "God/Goddess of".

Alejia | Goddess of Passion and Fury | Courage, Glory, Life, Madness

A primal and bestial deity built from a feral barbarian's view on Alejia:
Ga'sharak | The Predator Who Roars Boldly | Courage, Glory, Fear, Might

Ga'sharak is the lion that stands over the challenger and lets the savannah know of his victory and invites any and all challengers. Ga'sharak is the bear that lies in the cave sleeping yet dangerous. Ga'sharak is the shark the leaps to the sky to bring down the birds that dare fly above and mock him. Ga'sharak is the primal essence of unfettered rage and power, known best by the most feral of peoples who have little to no kowledge of the ways of outsiders. He differs from Horjin in that where the Tiger-God hunts, Ga'sharak kills with joy. A disciple of Alejia who spoke with a shaman of Ga'sharak would immediately sense the similarities in the exultation and ecstasy of this wild god and the infinite passion of Alejia.


Semisa | Goddess of Life and Reincarnation | Death, Fate, Healing, Life

A mystery cult of Semisa: The common people hear of her as the goddess of growth and regression, the cycles of life and nature, and that all that comes must go. Those in the Cult of The Preserver know that this is all just the beginning. In giving and taking and giving once more, Semisa keeps in flow all that is. And with her blessing and their enlightened teachings, the cycle can be circumvented and Semisa's eternal providence can be granted without completing the cycle- the Cult of the Preserver holds that Semisa's true goal is eternal balance, and that they must act as her unseen agents in the material world, bringing the eternal balance to any and all who seek out its secrets. This mystery cult believes that they have transcended Semisa's message to the masses and believes that her true goal is for all people to be preserved eternally in undeath.

Semisa | She Who Maintains The Balance | Death, Knowledge, Time, Undeath


Meskan | God of Magic | Knowledge, Magic, Star, Undeath

Outsiders from the Far Realms who come to the material world have learned of the deities that control it, and some of the more powerful ones have even gone so far as to bargain with them. For a chance at a premanent prescence beyond the Far Realms, a powerful aberration known as Sensashara traded his mighty armies of slime-dripping servitors to Meskan. In return for the legions of outsiders, Meskan granted Sensashara access to his power. Secret cults of Sensashara now channel a warped measure of Meskan's power, offering praise to the serpent without scales who promises power untold for his most faithful devotees and offers a chance at knowledge about the nature of reality that can't be found anywhere else in the material plance.

Sensashara | Serpent From Beyond The Veil | Knowledge, Madness, Moon*, Travel

*When shapeshifted, your skin is smooth, hairless, and moist (like an amphibian) instead of what would be typical for your form


Hopefully I haven't taken too many liberties or made too many assumptions about the assumed default setting (deities are just sort of my favorite part of a setting).

Siegel
2009-09-21, 12:03 PM
The new clerics are definitely weaker than 3.X clerics, but make up for it by being more interesting to create and play, with more flavor, individuality and character.


Like the lighning warrior ?

Sorry sorry, this is really really great work.

And now i want a Creation, Undead, Wealth, Fate god.....
Go work my undead minions, fuel my industry...

Draz74
2009-09-21, 12:12 PM
My one complaint is that choosing your deity is virtually the same as choosing your domain/devotions, because of how few domains each deity has to choose from. I don't think it's unreasonable to give all deities five domains. My first reaction to this class was adoration for how customizable it was without being overly complex (an ideal to strive for with all classes, IMO). Looking at the deity domain chart, it's actually significantly less customizable than I thought it was. :smallfrown:

If a deity offers 4 domains, then there are 12 different kinds of Clerics possible per deity. Is that really limiting?

Edit: This is definitely a big step in the right direction for Clerics. My biggest problem with it (... besides Vancian-system casting in general :smallwink:) is not getting any spells that aren't from your Devotions. So a Cleric without a Healing domain can never heal his party, at all? Is healing really reduced importance enough in d20r that this won't be a problem? Maybe some similar feat to Expanded Knowledge could help patch this up, or something?

the_archduke
2009-09-21, 12:24 PM
Any cleric can take Cure Minor Wounds as an orison. Since orisons are at will abilities, any cleric can heal, but only Healing domain clerics can heal in battle.

edit: any cleric with a 12+ charisma that is

And the Life Domain gives quite a few healing spells

the_archduke
2009-09-21, 03:36 PM
Did I read the Might Domain correctly? At 20th level you get a permanent divine bonus +10 strength, +10 constitution, +10 attack rolls, and 40 bonus hitpoints? And you get Divine Power and Righteous might... Say hello to Clericzilla, D20r style.

Daracaex
2009-09-22, 12:08 AM
If a deity offers 4 domains, then there are 12 different kinds of Clerics possible per deity. Is that really limiting?

Theoretically, you are right. But really, any cleric under one god will have at least two thirds of his spells overlapping with another cleric for that god. The only things that are really all that different are the domain powers. With five domains per deity, not only can two clerics of the same deity be reasonably different in spell selection without becoming totally unrelated to each other (they share 1/3 of the same spells now), but you're not made to choose a single deity if you want a certain set of domains/devotions quite as much, since there is a bit more overlap in the domain lists..

ShneekeyTheLost
2009-09-22, 12:15 AM
My one complaint is that choosing your deity is virtually the same as choosing your domain/devotions, because of how few domains each deity has to choose from. I don't think it's unreasonable to give all deities five domains. My first reaction to this class was adoration for how customizable it was without being overly complex (an ideal to strive for with all classes, IMO). Looking at the deity domain chart, it's actually significantly less customizable than I thought it was. :smallfrown:

So you are wanting a Schrodinger's Cleric who can do everything whenever he wants to?

Okay, cheap shot, but re-read your post, please.

First off, choosing your deity should be choosing your domains/devotions. You want to build a CoDZilla? Fine, worship a god of war who loves to romp n stomp. Want to build a Bandaid Box? Pick the hippy diety. But to allow a character to do both? Too powerful.

Besides, it fits the flavor entirely. Going up against the clergy of the god of undeath? Expect to deal with lots of undead minions, and expect a lot of 'you can't turn my stuff on MY turf' interference with attempting to turn undead. A sufficient Knowledge (Religion) check can let the party know what the general capabilities of an opponent Cleric might be reasonably expected to possess.

It makes sense, doesn't it? Fighting a devoted follower of Kord? You're probably going to get a Mace to the Face. Fighting a Cleric of Vecna? Make damn sure you have a Death Ward up.

Having said that, there is WAY too much overlap with certain domains. Healing and Life, for example, have almost identical spell lists. Same with Fate and Death. I would suggest that there be greater variance in the domain spell lists so a Cleric isn't pigeonholed TOO much.


Did I read the Might Domain correctly? At 20th level you get a permanent divine bonus +10 strength, +10 constitution, +10 attack rolls, and 40 bonus hitpoints? And you get Divine Power and Righteous might... Say hello to Clericzilla, D20r style.

Sure, but that's about all he'll be able to do. If you want to build a 'paladin', as in a divine warrior whose greatest power comes from the Divine, that's the perfect way to do it.

But I don't think anyone who has the Might domain also has the Healing or Life domains, which means he can't be the fix-it as well. Trade one type of power for another? I like this.

afroakuma
2009-09-22, 12:24 AM
Having said that, there is WAY too much overlap with certain domains. Healing and Life, for example, have almost identical spell lists.

Sorta my fault... :smallfrown:

However, the difficulties here were very simple: firstly, that the two concepts do correlate rather strongly; secondly, that Fax is moving "raising" spells to ritual form, which forced their removal from the exact domain that would have been centered on them.

Given another go-around, I'd probably increase the Life domain's repertoire as regards plants and animals; goodberry instead of cure light wounds, for instance. Interaction with and transformation of life, and not merely vitality.


Same with Fate and Death.

Now this one I would contest; there is only a five-spell overlap. Moreover, Fate was to have "life-or-death" powers, but again, the removal of raise dead and resurrection as spells forced in two divination spells as substitutes at 5th and 7th while retaining the death effects.

Zovc
2009-09-25, 04:28 PM
Can you be a cleric without a deity in d20r? I like picking my own Domains. X3

afroakuma
2009-09-25, 04:38 PM
Can you be a cleric without a deity in d20r? I like picking my own Domains. X3

That's one of those "DM's call" sort of things, isn't it?

Fax Celestis
2009-09-25, 05:06 PM
That's one of those "DM's call" sort of things, isn't it?

Technically, the way this is written, you can't. It says "choose domains and devotions according to your deity". A cleric without a deity has no domains to choose.

It'd make an okay houserule, but I'd worry about balance. Picking and choosing domains seems like it'd allow one to just grab the spells you want without any sort of choice involved.

afroakuma
2009-09-25, 05:12 PM
Technically, the way this is written, you can't. It says "choose domains and devotions according to your deity". A cleric without a deity has no domains to choose.

It'd make an okay houserule, but I'd worry about balance. Picking and choosing domains seems like it'd allow one to just grab the spells you want without any sort of choice involved.

That's my point; there's no need to institutionalize it in the rules, because it's up to the DM. Should the DM choose to allow it, then it's a house rule and the DM will have to deal with balance fallout that may result.

Armond
2009-09-25, 08:57 PM
bunch of stuff

Wait, 3.5e clerics got a major nerf and you're complaining?

The cleric, thematically, is supposed to be a holy man - a caster of the same sort as the Wizard or Sorcerer, but with a different focus with regards to spells (defensive, healing, and defensive utility spells as opposed to offensive and offensive utility spells). You can see this in practically every game except d&d (just a few off the top of my head: Final Fantasy, World of Warcraft, Fire Emblem [to a point], Guild Wars [disregarding the balance failure that is smiting prayers]). 3.0 and 3.5 turned that idea into "let's make the cleric a super powerful offensive unit that can stand on the frontline and do better there than other melee-centric classes while still providing awesome buffs and healing". The result was a unit that often ignored its supposed role of healing (as described in more than a few places) in favor of "kill or incapacitate the other guy because our offensive spells are better at preventing damage than our defensive spells".

I saw a party once consisting of four clerics - one of the god of magic, one of the god of rogues and trickery, one of the god of healing, and one of the god of war. They each focused on a single role within the party, much as a rogue-fighter-(normal) cleric-wizard group would. It was pretty damn scary - nothing could kill them thanks to huge AC and HP, and any damage taken was mopped up by spontaneous healing spells. Puzzles weren't actually a problem thanks to the roguelike cleric's insane skill set, aoe damage wasn't a problem thanks to the magelike cleric taking, among other things, alignment-oriented area effects (remember, they had a bunch of guys capable of casting powerful divinations, so they could actually find these alignments beforehand at least some of the time, and when they couldn't he just prepared what seemed appropriate) and utility spells from the magic domain, and the healbot/defensive cleric and war/melee cleric just did their "I have overpowered self buffs" things.

Very happy with this rewrite, but the lack of strong at-will healing out of combat makes me sad. I didn't get a chance to thoroughly read the 1.0 cleric, but I liked that bit (and now all he gets is spammable cure minor wounds :/).

Al-Ashrad
2009-10-01, 08:43 AM
Bunch of other stuff.

I guess some folks don't remember 1e Clerics at all then.

The 1e Cleric was the best fighter in the party, only behind the Fighter and Fighter subclasses. The 1e Cleric had a better chance to hit opponents than any other 1e PHB class (other than the Fighter and Fighter subclasses), could wear any armour and had d8 hit die. It seems the idea/meme for the 1e Cleric was more for Bishop Odo of Bayeux (who fought alongside his half-brother William the Conqueror at the Battle of Hastings) or for Sitting Bull than for a semi-cloistered scholar.

No one is going to argue that 3.x is perfectly fine in terms of its casters. And I tend to pinpoint the main problem 3.x had was in the free availability of magic items that supplement casters, and in particular wands/rods of "Cure _____ Wounds". Back in 1e, healing spell wands didn't really exist, so folks either had to stock up on every healing potion they could ever manage to find/loot/steal/buy, and the Cleric had to manage their spell lists in order to make sure folks get healed. Now, a Cleric can just buy a few healing wands and then load up on offensive spells. And then there's the whole "exchange a spell for a healing spell" bit, and yeah, 3.x Clerics are primed for abuse.

Simply take those away and houserule that casters can only get new spells at a particular time in a 24-hour period (say at every new dawn), and watch the power level for the Cleric, and your casters in general, drop.

At any rate, it is not totally easy to look at this Cleric without the other casters being available to compare. However, one can see this Cleric is a fundamental shift away from what the Cleric has always been in D&D: the linebacker. As the second best fighter who could wear any armour, the Cleric helped with the front-line fighters while the Thief would work towards a flank and the Magic-user stayed behind the line casting spells or throwing darts. Now, the Cleric has to sit well behind the line along with the Wizard, but may not have as many good spells at their disposal as the Wizard (don't know that yet). But as I've mentioned before, I like the idea behind Clerics getting their spells from their Domains, although there seem to be issues about diversity of spells available, especially at the higher spell levels.

Of course, not knowing what the Ritual feats are isn't helping either, but I'm not sure those will make up for what has been taken away.

Once again, I don't see folks wanting to play this Cleric. Maybe with the old hit die, BAB and armor availability back, but I would still like to see the other casters first before finally deciding.

Daracaex
2009-10-02, 12:01 AM
Oh, and was Malarbor supposed to get five domains?

Fax said earlier in the thread that he wanted the four classical Greek elements (excluding æther) together and that it made sense for Malarbor to also have Plants. I don't see why the rest can't all have five since it would eliminate the advantage he has over the rest, but oh well.

EDIT: And to counter Al-Ashrad: Several people here (including me) have said they want to play this cleric. You're definitely seeing people want to play it. Not sure why you insist that you aren't.

Fax Celestis
2009-10-02, 12:29 AM
Fax said earlier in the thread that he wanted the four classical Greek elements (excluding æther) together and that it made sense for Malarbor to also have Plants. I don't see why the rest can't all have five since it would eliminate the advantage he has over the rest, but oh well.

Alright, alright, fine. Who gets what?

Vadin
2009-10-02, 11:45 AM
d20r Pantheon
{table=head]God | Title | Domains
Agni | God of Fire | Fire, Glory, Might, Wealth
Alejia | Goddess of Passion and Fury | Courage, Glory, Life, Madness
Anandja | Goddess of Bliss and Happiness | Healing, Luck, Star, Water
Eris | Goddess of Discord | Hex, Luck, Madness, Trickery
Gaelen | God of Technology | Creation, Protection, War, Wealth
Hasan | God of Wisdom | Earth, Knowledge, Travel, Wealth
Horjin | Tiger-God of the Hunt | Animal, Courage, Glory, Might
Los | God of Justice | Courage, Fate, Healing, Protection
Malarbor | Tree-God of Nature's Wrath | Air, Earth, Fire, Plant, Water
Lumina | Goddess of Light | Darkness, Moon, Star, Sun
Meskan | God of Magic | Knowledge, Magic, Star, Undeath
M'oll | God of Weather and Agriculture | Air, Plant, Sun, Weather
Nelig | Wolf-Goddess of Beasts | Animal, Fear, Healing, Moon
Raghnialt | Fae Goddess of Winter | Cold, Hex, Storm, Weather
Sakat | God of Time | Death, Fate, Life, Time
Semisa | Goddess of Life and Reincarnation | Death, Fate, Healing, Life[/table]

Agni: Sun (Fire, Glory, Wealth, but not the Sun?)
Alejia: Weather (Tempermental and extreme? Weather.)
Anandja: Travel (A god for seafarers that is always nice)
Eris: Fear (There was always a 'get them before they get me' scared little kid element to her)
Gaelen: Knowledge (A god of technology without the Knowledge domain?)
Hasan: Animal (Wise old earth god should be able to give followers a wise owl or stoic bear so the only divine animals aren't from the hunting god and the beast god)
Horjin: Trickery (Traps and stealth and general feline hunting styles)
Los: Cold (An ice god for societies in cold areas that isn't a dangerous fae)
Malarbor: He's already got five domains.
Lumina: Air (Air being the one constant between people on the ground and everything else she represents- she's a goddess of the sky as a whole, both light and dark)
Meskan: Creation (This sets up a nice parallel with the god of technology and reflects conjuration, summoning, and other magical fabrications)
M'oll: Time (The passing of seasons, investing time in planting and reaping and waiting on growth, time fits an agricultural god pretty well)
Nelig: Storm (It adds a primal rage aspect to the lycanthrope goddess, which is nice)
Raghnialt: Trickery (Fae without trickery? They steal your babies and cause mischief and mayhem! Trickery is their thing!)
Sakat: Madness (Revealing the fullness of time to your opponent in a cursed flash of divine insight? Madness!)
Semisa: Protection (Preserving life until its rightful time to be over seems like something Semisa would advocate)

Fax Celestis
2009-10-02, 12:46 PM
Agni: Sun (Fire, Glory, Wealth, but not the Sun?)
Alejia: Weather (Tempermental and extreme? Weather.)
Anandja: Travel (A god for seafarers that is always nice)
Eris: Fear (There was always a 'get them before they get me' scared little kid element to her)
Gaelen: Knowledge (A god of technology without the Knowledge domain?)
Hasan: Animal (Wise old earth god should be able to give followers a wise owl or stoic bear so the only divine animals aren't from the hunting god and the beast god)
Horjin: Trickery (Traps and stealth and general feline hunting styles)
Los: Cold (An ice god for societies in cold areas that isn't a dangerous fae)
Malarbor: He's already got five domains.
Lumina: Air (Air being the one constant between people on the ground and everything else she represents- she's a goddess of the sky as a whole, both light and dark)
Meskan: Creation (This sets up a nice parallel with the god of technology and reflects conjuration, summoning, and other magical fabrications)
M'oll: Time (The passing of seasons, investing time in planting and reaping and waiting on growth, time fits an agricultural god pretty well)
Nelig: Storm (It adds a primal rage aspect to the lycanthrope goddess, which is nice)
Raghnialt: Trickery (Fae without trickery? They steal your babies and cause mischief and mayhem! Trickery is their thing!)
Sakat: Madness (Revealing the fullness of time to your opponent in a cursed flash of divine insight? Madness!)
Semisa: Protection (Preserving life until its rightful time to be over seems like something Semisa would advocate)

Done and done.

Vadin
2009-10-02, 01:56 PM
Success! And now all them clerics can be much more diverse.

Fax Celestis
2009-10-02, 03:34 PM
Just haaad to make my own pantheon more difficult by raising the standard, didn't you? Jerks :smalltongue:

<_<
>_>

^_^

Draz74
2009-10-03, 01:45 AM
Agni: Sun (Fire, Glory, Wealth, but not the Sun?)
Alejia: Weather (Tempermental and extreme? Weather.)
Anandja: Travel (A god for seafarers that is always nice)
Eris: Fear (There was always a 'get them before they get me' scared little kid element to her)
Gaelen: Knowledge (A god of technology without the Knowledge domain?)
Hasan: Animal (Wise old earth god should be able to give followers a wise owl or stoic bear so the only divine animals aren't from the hunting god and the beast god)
Horjin: Trickery (Traps and stealth and general feline hunting styles)
Los: Cold (An ice god for societies in cold areas that isn't a dangerous fae)
Malarbor: He's already got five domains.
Lumina: Air (Air being the one constant between people on the ground and everything else she represents- she's a goddess of the sky as a whole, both light and dark)
Meskan: Creation (This sets up a nice parallel with the god of technology and reflects conjuration, summoning, and other magical fabrications)
M'oll: Time (The passing of seasons, investing time in planting and reaping and waiting on growth, time fits an agricultural god pretty well)
Nelig: Storm (It adds a primal rage aspect to the lycanthrope goddess, which is nice)
Raghnialt: Trickery (Fae without trickery? They steal your babies and cause mischief and mayhem! Trickery is their thing!)
Sakat: Madness (Revealing the fullness of time to your opponent in a cursed flash of divine insight? Madness!)
Semisa: Protection (Preserving life until its rightful time to be over seems like something Semisa would advocate)

... I gotta say, these are well-presented. I'm sold on the change.

Armond
2009-10-03, 02:22 PM
Forgot about this thread for a bit. I'd reply to Al-Ashrad, but as everyone and their dog already has, I'd just feel like I was beating a dead horse.

Eagerly awaiting a completed spell list. Really eagerly. Anyone want to hold a d20r campaign once that's done? I'm interested in testing out the Bladeweaver.

Oh yeah, and Vadin owns a face with that list.

Vadin
2009-10-03, 03:10 PM
Oh yeah, and Vadin owns a face with that list.

Constructing deities is my favorite part of any setting, and adding the slightest bit of depth to such an already impressive project is both an honor and a privelege. I eagerly await the whole and complete finished product (just like we've all been waiting on VuaCS :smalltongue:).

ShneekeyTheLost
2009-10-03, 08:57 PM
I guess some folks don't remember 1e Clerics at all then.

The 1e Cleric was the best fighter in the party, only behind the Fighter and Fighter subclasses. The 1e Cleric had a better chance to hit opponents than any other 1e PHB class (other than the Fighter and Fighter subclasses), could wear any armour and had d8 hit die. It seems the idea/meme for the 1e Cleric was more for Bishop Odo of Bayeux (who fought alongside his half-brother William the Conqueror at the Battle of Hastings) or for Sitting Bull than for a semi-cloistered scholar. But you are forgetting some balancing factors from the 1e cleric:

1) Only Fighters (and fighter subclasses) could get Percentile Strength, so that even if one DID manage to roll an 18, then put it into Strength, you still would have a lower bonus from that than a Fighter would if he did the same.

2) Fighters got more hit points from Con score than any other class. So, despite the Cleric having a d8 HD vs the Fighter's d10, a Fighter still had a significant HP advantage, because his con bonus wasn't capped.

3) Fighters leveled MUCH quicker than Clerics, who were second slowest behind Mages. Fighters, on the other hand, were the fastest. So the Level 8 Cleric would be running around with a Level 10 Fighter, if they both got the same xp.

4) Divine Power didn't exist. Neither did Righteous Might.


No one is going to argue that 3.x is perfectly fine in terms of its casters. And I tend to pinpoint the main problem 3.x had was in the free availability of magic items that supplement casters, and in particular wands/rods of "Cure _____ Wounds". Back in 1e, healing spell wands didn't really exist, so folks either had to stock up on every healing potion they could ever manage to find/loot/steal/buy, and the Cleric had to manage their spell lists in order to make sure folks get healed. Now, a Cleric can just buy a few healing wands and then load up on offensive spells. And then there's the whole "exchange a spell for a healing spell" bit, and yeah, 3.x Clerics are primed for abuse. It's been 20+ years, but wasn't 1e the one with Spheres where you could only take certain spells based on your diety? Yanno, like this is doing?

However, you have a point in that the mudflation of healing items is making it easier for a Cleric to be more offensive in combat, as he doesn't have to devote every last healing spell in his repertoire to trying to keep the tank topped off.


Simply take those away and houserule that casters can only get new spells at a particular time in a 24-hour period (say at every new dawn), and watch the power level for the Cleric, and your casters in general, drop. Not really. I run with that houserule already, doesn't gimp casters much. Taking away healing items seems arbitrary and designed to force the Cleric back into the Healbot and Support role, while at the same time making it an absolute prerequisite you have one in the group if you wish to survive the day. This is unfair to the sorry sap who gets stuck playing one.


At any rate, it is not totally easy to look at this Cleric without the other casters being available to compare. However, one can see this Cleric is a fundamental shift away from what the Cleric has always been in D&D: the linebacker. As the second best fighter who could wear any armour, the Cleric helped with the front-line fighters while the Thief would work towards a flank and the Magic-user stayed behind the line casting spells or throwing darts. Now, the Cleric has to sit well behind the line along with the Wizard, but may not have as many good spells at their disposal as the Wizard (don't know that yet). But as I've mentioned before, I like the idea behind Clerics getting their spells from their Domains, although there seem to be issues about diversity of spells available, especially at the higher spell levels. I dunno. The right Domains can turn the Cleric into a melee powerhouse as well. Remember, Domains are granting more than just spells, they are passing out some really nice stuff in some of the domains. Read them over again. Not just the spell list, but some of their other goodies.

What *I* like is that while you *CAN* turn a Cleric into a melee powerhouse, the only diety who lets you achieve that doesn't have domains that let you do a whole lot else. In other words, you become something very akin to a Paladin. So while flexible during character creation, it cannot literally do everything at once, like the current 3.5 cleric can.


Of course, not knowing what the Ritual feats are isn't helping either, but I'm not sure those will make up for what has been taken away. I'm very interested in Ritual Feats and abilities as well...


Once again, I don't see folks wanting to play this Cleric. Maybe with the old hit die, BAB and armor availability back, but I would still like to see the other casters first before finally deciding.

I certainly do! I love how you can choose a diety, and that choice actually affects your character's abilities! A Cleric is a servant of a Deity, and finally this is expressed mechanically. It seems very balanced to me as well. If you want him to be a melee powerhouse, you can do that, but you won't have a very good spell list outside of doing that. If you want him to be a support healbot, you can do that too, but you won't be as effective in combat. If you want him to be a skillmonkey, you make certain sacrifices as well. Nothing is free, and no Cleric can do everything.

Fax Celestis
2009-10-03, 10:03 PM
Two Ritual Feats:

Divine Oracle [Ritual]
Requirements: Knowledge (Religion) 6 ranks, ability to cast Orisons

Benefits: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Knowledge (Religion) and takes 10 minutes to perform. The effects of a Divine Oracle ritual last for as long as each ritual states.

Augury (Knowledge (Religion) 6 ranks): By performing this ritual, you may attempt to discern the outcome of a future event. An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.

The base chance for receiving a meaningful reply is 70% + 1% per rank in Knowledge (Religion), to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:

Weal (if the action will probably bring good results).
Woe (for bad results).
Weal and woe (for both).
Nothing (for actions that don't have especially good or bad results).

If the ritual fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.

The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.

Divination (Knowledge (Religion) 10 ranks): Similar to augury but more powerful, a divination ritualcan provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per rank you possess in Knowledge (Religion), to a maximum of 90%. If the dice roll fails, you know the ritual failed, unless specific magic yielding false information is at work.

As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.

Commune (Knowledge (Religion) 12 ranks): You contact your deity—or agents thereof—and ask questions that can be answered by a simple yes or no. You are allowed one such question per two ranks you possess in Knowledge (Religion). The answers given are correct within the limits of the entity's knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead.

The ritual, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the ritual ends.

This ritual requires the expenditure of 100 XP.

Last Rites [Ritual]
Requirements: Knowledge (Religion) 5 ranks, ability to cast Orisons

Benefits: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Knowledge (Religion) and takes 10 minutes to perform. The effects of a Last Rites ritual last for as long as each ritual states.


Gentle Repose (Knowledge (Religion) 5 ranks): By performing this ritual and touching a dead creature, you preserve the remains of the creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see the Raise Dead ritual below). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.

Raise Dead (Knowledge (Religion) 12 ranks): By performing this ritual and touching a dead creature, you restore life to the creature. You can raise a creature that has been dead for no longer than one day per rank you possess in Knowledge (Religion). In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the ritual does not work.

Coming back from the dead is an ordeal. The subject of the ritual loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.

A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this ritual.

A creature who has been turned into an undead creature or killed by a death effect can't be raised by this ritual. Constructs, elementals, outsiders, and undead creatures can't be raised. This ritual cannot bring back a creature that has died of old age.

This ritual requires diamonds worth a total of least 5,000 gp.

Resurrection (Knowledge (Religion) 17 ranks): This ritual functions like the Raise Dead ritual above, except that you are able to restore life and complete strength to any deceased creature.

The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a disintegrated creature count as a small portion of its body.) The creature can have been dead no longer than 10 days per rank you possess in Knowledge (Religion).

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level, or 2 points of Constitution if the subject was 1st level. (If this reduction would bring its Con to 0 or lower, it can't be resurrected). This level loss or Constitution loss cannot be repaired by any means.

You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, incarnates, outsiders, and undead creatures can't be resurrected.

This ritual requires a sprinkle of holy water and diamonds worth a total of at least 10,000 gp.

ShneekeyTheLost
2009-10-03, 10:14 PM
Two Ritual Feats:

Divine Oracle [Ritual]
Requirements: Knowledge (Religion) 6 ranks, ability to cast Orisons

Benefits: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Knowledge (Religion) and takes 10 minutes to perform. The effects of a Divine Oracle ritual last for as long as each ritual states.

Augury (Knowledge (Religion) 6 ranks): By performing this ritual, you may attempt to discern the outcome of a future event. An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.

The base chance for receiving a meaningful reply is 70% + 1% per rank in Knowledge (Religion), to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:

Weal (if the action will probably bring good results).
Woe (for bad results).
Weal and woe (for both).
Nothing (for actions that don't have especially good or bad results).

If the ritual fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.

The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.

Divination (Knowledge (Religion) 10 ranks): Similar to augury but more powerful, a divination ritualcan provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per rank you possess in Knowledge (Religion), to a maximum of 90%. If the dice roll fails, you know the ritual failed, unless specific magic yielding false information is at work.

As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.

Commune (Knowledge (Religion) 12 ranks): You contact your deity—or agents thereof—and ask questions that can be answered by a simple yes or no. You are allowed one such question per two ranks you possess in Knowledge (Religion). The answers given are correct within the limits of the entity's knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead.

The ritual, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the ritual ends.

This ritual requires the expenditure of 100 XP. So basically, this lets you do all the Divination stuff, at the cost of a Feat, rather than making them spells? I very much approve of this!


Last Rites [Ritual]
Requirements: Knowledge (Religion) 5 ranks, ability to cast Orisons

Benefits: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Knowledge (Religion) and takes 10 minutes to perform. The effects of a Last Rites ritual last for as long as each ritual states.


Gentle Repose (Knowledge (Religion) 5 ranks): By performing this ritual and touching a dead creature, you preserve the remains of the creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see the Raise Dead ritual below). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.

Raise Dead (Knowledge (Religion) 12 ranks): By performing this ritual and touching a dead creature, you restore life to the creature. You can raise a creature that has been dead for no longer than one day per rank you possess in Knowledge (Religion). In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the ritual does not work.

Coming back from the dead is an ordeal. The subject of the ritual loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.

A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this ritual.

A creature who has been turned into an undead creature or killed by a death effect can't be raised by this ritual. Constructs, elementals, outsiders, and undead creatures can't be raised. This ritual cannot bring back a creature that has died of old age.

This ritual requires diamonds worth a total of least 5,000 gp.

Resurrection (Knowledge (Religion) 17 ranks): This ritual functions like the Raise Dead ritual above, except that you are able to restore life and complete strength to any deceased creature.

The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a disintegrated creature count as a small portion of its body.) The creature can have been dead no longer than 10 days per rank you possess in Knowledge (Religion).

Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level, or 2 points of Constitution if the subject was 1st level. (If this reduction would bring its Con to 0 or lower, it can't be resurrected). This level loss or Constitution loss cannot be repaired by any means.

You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, incarnates, outsiders, and undead creatures can't be resurrected.

This ritual requires a sprinkle of holy water and diamonds worth a total of at least 10,000 gp.

I love this! This lets ANY cleric, regardless of Deity, perform Resurrections, and keeps it from cluttering up your spell list.

I see this is a feat which every cleric ever made is going to *HAVE* to get. Period. Because if someone doesn't have this feat, and a party member dies... yea, not pretty. So basically, this is every Cleric's 3rd, or at the very latest 9th level feat. Not having this feat after 9th level is going to be very drama-inducing if a PC dies. "What, you mean you didn't pick up the ability to Rez? WTF, you mean because of your bad choice, I'm going to have to write up a whole new character? Jerk."

Fax Celestis
2009-10-03, 10:32 PM
I see this is a feat which every cleric ever made is going to *HAVE* to get. Period. Because if someone doesn't have this feat, and a party member dies... yea, not pretty. So basically, this is every Cleric's 3rd, or at the very latest 9th level feat. Not having this feat after 9th level is going to be very drama-inducing if a PC dies. "What, you mean you didn't pick up the ability to Rez? WTF, you mean because of your bad choice, I'm going to have to write up a whole new character? Jerk."

That's why they get bonus [Ritual] feats: so they can take them without having to worry about gimping themselves.

Armond
2009-10-03, 11:25 PM
I'm not sure I like the idea of the "death penalty", especially at higher levels. I think your penalty for dying should be the fact that you effing died, not a hit die. But that's a per-case opinion thing, and is easily houseruled out.

Just as a simplicity thing, why does Raise Dead say "A character who died with spells prepared has a 50% chance of losing any given spell upon being raised", etc? I think that should be either simplified or removed. As it is, it implies a decent chunk of work figuring out what spells you have available if you're planning on doing anything that day. It also punishes casters but not melee.

Maybe I'm blowing it out of proportion, but wouldn't it be simpler to make it something like "A character raised from the dead suffers a penalty to attack rolls equal to 1/2 his character level and has a 50% chance to fail to cast any spell. These penalties disappear after that character has rested for 8 hours."?

Or something like that. Again, maybe I'm blowing it out of proportion.

Also, @1e talk: I don't believe I was born back then. That's my excuse for not participating.

afroakuma
2009-10-03, 11:30 PM
I'm not sure I like the idea of the "death penalty", especially at higher levels. I think your penalty for dying should be the fact that you effing died, not a hit die. But that's a per-case opinion thing, and is easily houseruled out.

Why bother surviving, then?

D&D has always held consequences for dying; your lifeline is usually involved.

If death and resurrection are cheap, then they are meaningless to the game. D&D is not Final Fantasy.

Armond
2009-10-04, 12:26 AM
Why bother surviving, then?

D&D has always held consequences for dying; your lifeline is usually involved.

If death and resurrection are cheap, then they are meaningless to the game. D&D is not Final Fantasy.

Which is why I say it can be handled by houserules. Maybe I'm used to games where people die a lot more than normal.

Knaight
2009-10-04, 12:40 AM
If death and resurrection are cheap, then they are meaningless to the game. D&D is not Final Fantasy.

If resurrection is anywhere near as available as it is in D&D, then death is cheap, past level 5 or so in any case. You die, you come back weaker. I would actually encourage permanent ability damage in this case, in addition to the level loss. The resurrected person would decide where it went, but after a while it would get diverted to important stats, up to and including constitution.

tgva8889
2010-01-03, 10:09 PM
Yeah, I'm a huge fan of this class. Originally, I saw 34 domains and was like "This is crazy, why are there so many?" But considering the number of spells each domain appears to get, by choosing 3 you get the right number of spells (as long as you don't overlap, anyways) for your effects. You can play lots of different characters depending on which domain you focus on and which you simply choose for spells. And the Divine Empowerment gives you even more focus on which type of character you can play. I could totally imagine a party with 3 clerics who are completely different, and that makes me excited.

Also, Rituals in this case make so much more sense than spells. I like these rituals because it should require some amount of religious knowledge to properly, say, bring someone back from the dead. Just being able to cast spells of the proper level shouldn't be enough.

Latronis
2010-01-06, 11:24 PM
I just noticed there is no Destruction domain. Is there a reason for that?!

SouthpawHare
2010-01-21, 01:56 AM
So one thing I noticed that was briefly discussed was the consequences of being able to choose Cure Minor Wounds as one of your Orisons and then being able to use it at-will without limit. As it is, I can see this being somewhat unbalancing, since someone could use it infinitely after every battle, essentially healing everyone to full after every encounter, one hit point at a time over the course of a few minutes. The obvious solution is to simply remove the spell, but I don't think that's necessary or as interesting as it could be. I think placing a time-limit on it would be perfectly effective. For example, adding "A target can not be effected by this spell for 10 minutes after receiving its benefit" to the spell. Usually, time isn't that major of a factor when you're talking about after-battle downtime, but make it long enough and it starts to not be worth it. Got that beefy dreadnaught with 76 hp to heal? That'll be 12 2/3s hours, a single hp at a time. At this point, resting would be faster. However, the spell still retains one of its primary functions: it can stabilize someone, and do so instantly, since the 10 minute duration is after-the-fact rather than a casting time.

If you want things to be more standardized, a rule could be added to the orisons instead of individual spells that might pose a problem. "After casting an orison, a cleric may not cast another orison again for 10 minutes." I mean, who really needs to use uber-weak mini-spells in rapid succession anyways? (or from a different point of view, should they be able to?)

Lappy9000
2010-01-21, 01:13 PM
So one thing I noticed that was briefly discussed was the consequences of being able to choose Cure Minor Wounds as one of your Orisons and then being able to use it at-will without limit. As it is, I can see this being somewhat unbalancing, since someone could use it infinitely after every battle, essentially healing everyone to full after every encounter, one hit point at a time over the course of a few minutes. The obvious solution is to simply remove the spell, but I don't think that's necessary or as interesting as it could be. I think placing a time-limit on it would be perfectly effective. For example, adding "A target can not be effected by this spell for 10 minutes after receiving its benefit" to the spell. Usually, time isn't that major of a factor when you're talking about after-battle downtime, but make it long enough and it starts to not be worth it. Got that beefy dreadnaught with 76 hp to heal? That'll be 12 2/3s hours, a single hp at a time. At this point, resting would be faster. However, the spell still retains one of its primary functions: it can stabilize someone, and do so instantly, since the 10 minute duration is after-the-fact rather than a casting time.

If you want things to be more standardized, a rule could be added to the orisons instead of individual spells that might pose a problem. "After casting an orison, a cleric may not cast another orison again for 10 minutes." I mean, who really needs to use uber-weak mini-spells in rapid succession anyways? (or from a different point of view, should they be able to?)Fax already fixed that (http://www.giantitp.com/forums/showpost.php?p=7371807&postcount=37) :smallwink:

Well, technically, he just took it out. Having participated in a rather loathsome argument on the topic, I can say I'm quite happy with his choices for the class. And will anyone really miss a spell that heals a single hit point? Besides, I know I certainly love at-will spells and your mechanic, while unique, seems a little unnecessary.