Shpadoinkle
2010-08-31, 02:39 AM
Domains kind of start along the path of differentiating clerics from each other, but despite that clerics all still very same-ey to me, which I've never liked much. Why does a cleric of Olidamarra, god of thieves and trickery, know how to wear platemail and cave in skulls with a mace, but can't even sneak around decently without using magic or cross-classing?
The first idea I had was to make cleric a template, but it would be difficult to balance and would require a lot of work- you'd have to make a new template for every god.
Then it occurred to me to take the "domains grant powers" idea further and instead have them grant class abilities instead
These are the domains from the PHB and my ideas for them. These are based around a modified cleric class (let's call them Priests) that has a d6 HD, no turning/rebuking, and is only proficient with simple weapons and the deity's favored weapon, light armor, bucklers, and small shields. Class skills and spells per day are the same.
Basically what I'm trying for is a way to make priests of different gods notably different from each other. Also note that I'm shooting for a tier 3-ish class, not a tier 1 like the cleric is. Even so, I feel some of the stuff I've come up with is a bit iffy.
If a domain grants conuses to a skill that isn't normally on the priest's list, then it becomes a class skill.
(For the record, I use a variant where all skills except trained-only sklls are considered class skills for every class- in my case this would become a +1 bonus to skills that a domain normally would grant as class skills every 3 levels.)
PHB domains:
Air: Fast movement as a monk one level lower, Feather Fall 1/day
Animal: Wildshape as a druid of a level equal to your priest level (minus plant and elemental forms)
Chaos: (Not sure. Force DM to reroll any die once per session?)
Death: ? (Maybe something like like a paladin's Lay Hands, but does damage instead of healing it)
Destruction: ? (Ignore hardness of objects and/or DR for 1 minute/day per level? Maybe applicable to other party members at double cost)
Earth: 1/- DR, DR increases by 1 for every three levels of priest.
Evil: ? (Aura of Fear like a Blackguard? Not until level 5 or so, to discourage dips)
Fire: Cast Scorching Ray as a wizard equal to your priest level 1/day per three levels of priest
Good: ? (Aura of courage like a paladin? Again, not until level 5-ish)
Healing: Lay hands and cure disease as a paladin of equal level
Knowledge: All knowledge skills become class skills, Obscure Knowledge (same as badic knowledge)
Law: Any one d20 roll you or another PC makes is treated as rolling an 11, usable 1/day per three levels of priest
Luck: You or another PC can reroll one die before the DM determines the result, usable 1/day per three levels of priest
Magic: Cast 1 extra spell per spell level per day
Plant: ?
Protection: ? (Something like boosting AC and/or DR for self or allies for a limited time per day?)
Strength: +1 to all jump, climb, swim, and grapple checks per two levels, add twice your strength modifier to those checks.
Sun: ?
Travel: ?
Trickery: Disguise, hide, move silently, spot, listen, and use magic device all become class skills, able to disable devices as a rogue.
War: BAB becomes good (equal to fighter,) gain proficiency with medium armor, large and tower shields, and martial weapons
Water: Permanent Water Breathing effect at level 5, +1 to swim checks per level
I intend to add domains from other books as well,but right now I'd just like to get the abilities for the domains in the PHB hammered out before tackling that.
The first idea I had was to make cleric a template, but it would be difficult to balance and would require a lot of work- you'd have to make a new template for every god.
Then it occurred to me to take the "domains grant powers" idea further and instead have them grant class abilities instead
These are the domains from the PHB and my ideas for them. These are based around a modified cleric class (let's call them Priests) that has a d6 HD, no turning/rebuking, and is only proficient with simple weapons and the deity's favored weapon, light armor, bucklers, and small shields. Class skills and spells per day are the same.
Basically what I'm trying for is a way to make priests of different gods notably different from each other. Also note that I'm shooting for a tier 3-ish class, not a tier 1 like the cleric is. Even so, I feel some of the stuff I've come up with is a bit iffy.
If a domain grants conuses to a skill that isn't normally on the priest's list, then it becomes a class skill.
(For the record, I use a variant where all skills except trained-only sklls are considered class skills for every class- in my case this would become a +1 bonus to skills that a domain normally would grant as class skills every 3 levels.)
PHB domains:
Air: Fast movement as a monk one level lower, Feather Fall 1/day
Animal: Wildshape as a druid of a level equal to your priest level (minus plant and elemental forms)
Chaos: (Not sure. Force DM to reroll any die once per session?)
Death: ? (Maybe something like like a paladin's Lay Hands, but does damage instead of healing it)
Destruction: ? (Ignore hardness of objects and/or DR for 1 minute/day per level? Maybe applicable to other party members at double cost)
Earth: 1/- DR, DR increases by 1 for every three levels of priest.
Evil: ? (Aura of Fear like a Blackguard? Not until level 5 or so, to discourage dips)
Fire: Cast Scorching Ray as a wizard equal to your priest level 1/day per three levels of priest
Good: ? (Aura of courage like a paladin? Again, not until level 5-ish)
Healing: Lay hands and cure disease as a paladin of equal level
Knowledge: All knowledge skills become class skills, Obscure Knowledge (same as badic knowledge)
Law: Any one d20 roll you or another PC makes is treated as rolling an 11, usable 1/day per three levels of priest
Luck: You or another PC can reroll one die before the DM determines the result, usable 1/day per three levels of priest
Magic: Cast 1 extra spell per spell level per day
Plant: ?
Protection: ? (Something like boosting AC and/or DR for self or allies for a limited time per day?)
Strength: +1 to all jump, climb, swim, and grapple checks per two levels, add twice your strength modifier to those checks.
Sun: ?
Travel: ?
Trickery: Disguise, hide, move silently, spot, listen, and use magic device all become class skills, able to disable devices as a rogue.
War: BAB becomes good (equal to fighter,) gain proficiency with medium armor, large and tower shields, and martial weapons
Water: Permanent Water Breathing effect at level 5, +1 to swim checks per level
I intend to add domains from other books as well,but right now I'd just like to get the abilities for the domains in the PHB hammered out before tackling that.