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View Full Version : More faith, less fire-- attempts at flavorful tier 2 replacements for divine casters



Grod_The_Giant
2011-12-07, 12:02 AM
Who here is tired of divine casters that all look the same? How about clerics who multiclass out as soon as they can due to lack of class features? Divine metamagic cheese?

Well, don't worry. I've got you covered.

The two classes presented here are meant to replace the favored soul and cleric, respectively. I folded both classes together and split them up based on primacy of role. The godspeaker takes on the heavy caster archetype, with access to the full set of cleric spells, but a much weaker chassis. The miracle worker assumes the warrior archetype, with the classic cleric chassis but a spell list limited to a few domains. Both gain a set of class features that (hopefully) provides some incentive to stick with the class and ties in with their general flavor and role.


The Godspeaker

http://www.godsgrazingfield.net/web_images/elijah_translation.jpg
“The words of my god are on my tongue, and his power sits in my soul. You will fall before his might.” -Arnel Suntongue, Voice of Pelor

Adventures: Godspeakers adventure for all the usual reasons a servant of the gods does— to support his god’s cause, to spread his word, and so on.

Characteristics: Godspeakers are masters of divine magic. Though their raw casting power is less than that of a miracle worker, they are much more versatile. In addition, they may channel the power of their god through their words to heal their allies, smite their foes, and enhance their magic. However, they have none of the cleric’s combat prowess.

Religion: Godspeakers are, by necessity, extremely religious. They tend to be even more fanatically devoted to their chosen deity than other divine casters, often speaking— or at least claiming to speak— directly to the gods they follow.

Background: Godspeakers are not trained— they are called. Much like sorcerers, only a chosen few are blessed with the power of a godspeaker. Sometimes they are assisted by a church, but often they are left to find their own way to control their power and serve their god.

Races: Godspeakers are found among all races without distinction.

Other Classes: Godspeakers vary widely in temperament. Some gratefully accept the aid of other divine casters of their deity, while others assert their superiority over the “lesser” divine casters. They have a special respect for Truenamers, and others who respect the true power of words.

Role: A godspeaker’s versatility and spellcasting power make him a flexible member of any party. He serves exceptionally well as a healer and defensive specialist, but he’s more than capable of going on the offensive.

Adaptation: Godspeakers should fit neatly into any setting. They’re easily represented as mad prophets, with strange abilities beyond those of normal divine casters.

GAME RULE INFORMATION
Godspeakers have the following game statistics.

Abilities: Wisdom and Charisma are by far the most important attributes for Godspeakers, controlling as they do their spellcasting and class features. Constitution is also highly useful to make up for their low hit die, and Dexterity can boost a low armor class.
Alignment: Any, but must be within one step of their god’s.
Hit Die: d6
Starting Age: As sorcerer
Starting Gold: As sorcerer

Class Skills: The godspeaker’s class skills are (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), Speak Language, Spellcraft (Int), Truespeak (Cha*).
*See Godspeaking class ability
Skill Points at 1st level: (4+Int modifier) x4
Skill Points at each additional level: 4+Int modifier



Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+0
+0
+2
Domain, Holy Tongue
3
1
—
—
—
—
—
—
—
—


2nd
+1
+0
+0
+3
Godspeech (Word of Channeling)
4
2
—
—
—
—
—
—
—
—


3rd
+1
+1
+1
+3

4
2
1
—
—
—
—
—
—
—


4th
+2
+1
+1
+4
Godspeech (Word of Healing)
4
3
2
—
—
—
—
—
—
—


5th
+2
+1
+1
+4
Domain
4
3
2
1
—
—
—
—
—
—


6th
+3
+2
+2
+5
Godspeech (Word of Inspiration)
4
3
3
2
—
—
—
—
—
—


7th
+3
+2
+2
+5

4
4
3
2
1
—
—
—
—
—


8th
+4
+2
+2
+6
Godspeech (Words of the Mind )
4
4
3
3
2
—
—
—
—
—


9th
+4
+3
+3
+6

4
4
4
3
2
1
—
—
—
—


10th
+5
+3
+3
+7
Godspeech (Word of Magic), Domain
4
4
4
3
3
2
—
—
—
—


11th
+5
+3
+3
+7

4
4
4
4
3
2
1
—
—
—


12th
+6/+1
+4
+4
+8
Godspeech (Word of Words)
4
4
4
4
3
3
2
—
—
—


13th
+6/+1
+4
+4
+8

4
4
4
4
4
3
2
1
—
—


14th
+7/+2
+4
+4
+9
Godspeech (Word of Life)
4
4
4
4
4
3
3
2
—
—


15th
+7/+2
+5
+5
+9
Domain
4
4
4
4
4
4
3
2
1
—


16th
+8/+3
+5
+5
+10
Godspeech (Word of Might)
4
4
4
4
4
4
3
3
2
—


17th
+8/+3
+5
+5
+10

4
4
4
4
4
4
4
3
2
1


18th
+9/+4
+6
+6
+11
Godspeech (Word of Gold)
4
4
4
4
4
4
4
3
3
2


19th
+9/+4
+6
+6
+11
Tongue of the Gods
4
4
4
4
4
4
4
4
3
3


20th
+10/+5
+6
+6
+12
Godspeech (Word of Creation), Domain
4
4
4
4
4
4
4
4
4
4




Class Features

Weapon and Armor Proficiency- Godspeakers are proficient with simple weapons, as well as with the favored weapon of their deity. They are proficient with light armor, but not with shields.

Spells- A godspeaker casts divine spells from the cleric spell list. He can cast any spell he has retrieved, much like a bard or sorcerer can cast any spell he knows without preparing it ahead of time.

To retrieve or cast a spell, a godspeaker must have a Wisdom score of at least 10 + the spell level (Wisdom 10 for 0-level spells, Wisdom 11 for 1st-level spells, and so on). The Difficulty Class for a saving throw against a godspeaker’s spell is 10 + the spell level + the godspeaker’s Wisdom modifier. Like other spellcasters, a godspeaker can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high Wisdom score.

Like a sorcerer, a godspeaker knows only a small number of spells. However, each day a godspeaker may change the spells he knows. When a godspeaker meditates to regain his daily allotment of spells (see below), he requests that his god grant him knowledge of the specific cleric spells he will be able to use that day. He can cast any spell he has retrieved at any time, assuming he has not yet used up his spells per day for that spell level. If a godspeaker knows any metamagic feats, he applies them to his spells when he retrieves his spells for the day. For example, a godspeaker might choose to retrieve an empowered flame strike by using a 6th-level spell retrieved slot. Any time he uses flame strike during the ensuing day, he must use a 6th-level spell slot to cast it, and it is always empowered. A godspeaker could use a 4th-level spell slot and a 6th-level spell slot to retrieve flame strike and empowered flame strike if he wanted to have both spells available to his in a day. A godspeaker cannot choose to alter his spells with metamagic feats on the fly, as other spontaneous casters do. Godspeakers using metamagic feats do not have an increased casting time as sorcerers do.

Each godspeaker must choose a time at which he must spend 1 hour in quiet meditation to regain his daily allotment of spells.

Unlike most divine spellcasters, a Godspeaker does not use holy symbol. Instead, he must speak while spellcasting. All spells he casts gain a verbal component, and they may never be affected by the Silent Spell feat.

Godspeaker Spells Retrieved/Day*


Level
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
3
1+1
—
—
—
—
—
—
—
—


2nd
3
2+1
—
—
—
—
—
—
—
—


3rd
3
2+1
1+1
—
—
—
—
—
—
—


4th
3
3+1
1+1
—
—
—
—
—
—
—


5th
3
3+1
1+1
1+1
—
—
—
—
—
—


6th
3
3+1
2+1
1+1
—
—
—
—
—
—


7th
3
3+1
2+1
1+1
1+1
—
—
—
—
—


8th
3
3+1
2+1
2+1
1+1
—
—
—
—
—


9th
3
3+1
3+1
2+1
1+1
1+1
—
—
—
—


10th
3
3+1
3+1
2+1
2+1
1+1
—
—
—
—


11th
3
3+1
3+1
3+1
2+1
1+1
1+1
—
—
—


12th
3
3+1
3+1
3+1
2+1
2+1
1+1
—
—
—


13th
3
3+1
3+1
3+1
3+1
2+1
1+1
1+1
—
—


14th
3
3+1
3+1
3+1
3+1
2+1
2+1
1+1
—
—


15th
3
3+1
3+1
3+1
3+1
3+1
2+1
1+1
1+1
—


16th
3
3+1
3+1
3+1
3+1
3+1
2+1
2+1
1+1
—


17th
3
3+1
3+1
3+1
3+1
3+1
3+1
2+1
1+1
1+1


18th
3
3+1
3+1
3+1
3+1
3+1
3+1
2+1
2+1
1+1


19th
3
3+1
3+1
3+1
3+1
3+1
3+1
3+1
2+1
2+1


20th
3
3+1
3+1
3+1
3+1
3+1
3+1
3+1
3+1
2+1


*In addition to the stated number of retrieved spells for 1st-9th level, a godspeaker gets a domain spell for each spell level, starting at 1.

Domain- At 1nd level, a godspeaker gains accesses to one domain normally granted by his god. When he prepares his spells in the morning, he automatically retrieves all spells from this domain at all levels that he could normally cast. These spells don’t count towards his normal total. For example, a 3rd level godspeaker who selects the Sun domain would automatically retrieve endure elements and heat metal, in addition to his normal two 1st level spells and single 2nd level spell. He does not gain access to the domain abilities.

At level 5, and each additional 5th level (10, 15, and 20), a godspeaker gains access to another domain. When he retrieves spells, he must select one domain, from which he retrieves spells for all levels he can cast. He cannot mix-and-match spells from different domains.

Holy Tongue(Ex)- A godspeaker draws his knowledge of Truenaming directly from his deity, rather than his own intensive study. He may use his Charisma modifier in place of his Intelligence modifier when making Truespeak checks.

Godspeech (Su)- A godspeaker’s connection with his god is far stronger than an ordinary cleric. Beginning at 2nd level, he may channel the his deity’s power directly. He may do so a number of times per day equal to one-fourth his godspeaker level plus his Charisma modifier. All Godspeech abilities draw from this pool, costing one use of Godspeech per activation. If he fails the Truespeak check, the Godspeech usage is not expended.

Word of Channeling- Beginning at second level, a godspeaker can channel pure positive energy (if good-aligned) or negative energy (if evil-aligned). As a standard action, he may make a Truespeak check; all undead within 30 ft take 1d6 damage/5 points of the check (so if a godspeaker rolls a 20 on his Truespeak check, the ability deals 4d6 damage). Undead are entitled to a Will save (DC 10 + 1/2 level + Charisma modifier) for half damage. Channeling negative energy heals them for an equivalent amount. This ability counts as Turn/Rebuke undead for the purposes of qualifying for prestige classes, and any class which advances Turn/Rebuke undead stacks with godspeaker levels to determine save DC.

Special: if the godspeaker incorporates the personal truename of an undead within the area, that creature takes 1d10 damage/5 points of the check. The godspeaker may speak any number of truenames when using this ability, but he takes the usual -2 penalty for speaking each personal truename (so if he names 3 undead within the area, he takes a -6 penalty to his Truespeak check).
Word of Healing- At 4th level, a godspeaker may heal with a single word. As a move action, he may make a Truespeak check. One ally within 30ft regains hit points equal to the one-half the result of the check.

Special: if the godspeaker incorporates the personal truename of the target of this ability, this ability instead heals twice times the result of the truespeak check. The godspeaker takes the usual -2 penalty for speaking a personal truename.
Word of Inspiration- At 6th level, a godspeaker may speak a creature’s name in such a manner as to inspire them to greater effort. As a standard action, he may make a Truespeak check to name a creature. For every 5 points he achieves on the check, he grants the subject a +1 morale bonus on attack rolls and skill checks for 1 minute. For example, if a godspeaker rolls a 25 on his Truespeak check, the subject gains a +5 bonus for five minutes. Once affected by this ability, a creature may not be targeted by another Godspeech ability for 1d4 minutes.

Special: if the godspeaker incorporates the personal truename of the target of this ability, the morale bonus applies to attack rolls, damage rolls, saving throws, and ability checks, and skill checks. The godspeaker takes the usual -2 penalty for speaking a personal truename.
Word of The Mind- At 8th level, a godspeaker learns to speak in the universal tongue. While using this ability, all creatures, regardless of race, language, or intelligence, understand his words, although he cannot necessarily understand their replies. He may expend a use of his Godspeech ability to gain this ability for one hour.
Word of Magic- At 10th level, a godspeaker’s tongue is all he needs to invoke his deity’s power. Whenever he casts a spell, he may make a Truespeak check (DC 15+ the spell level x2) to have it be affected as though by the Still Spell feat. This does not increase the casting time, spell level, or save DC.
Word of the Voice- At 12th level, a godspeaker’s connection to his deity is such that nothing can silence his voice. As a standard action, he may attempt to dispel a magical silence effect, as though using dispel magic, except that his caster level is not capped.
Word of Life- At 14th level, a godspeaker learns the secret word of life. Whenever casting a resurrection spell, such as raise dead or resurrection, he may negate the level/Constitution loss with a successful Truespeak check (DC = 30+ the spell target’s HD).

Special: if the godspeaker incorporates the personal truename of the target of this ability, he gains a +5 bonus on this check. He does NOT take the usual -2 penalty for speaking a personal truename.
Word of Might- At 16th level, At 10th level, a godspeaker can channel the power of their god even more directly into their magic. When casting a spell, they may make a Truespeak check (DC = 25 + spell level x2). If they succeed on the check, they may increase either their caster level or the spell save DC by 1, +1 for every 5 points by which he exceeds the Truespeak DC. Using this ability increases the casting time of the spell by one step, so a spell that normally takes a swift action to cast takes a move action, one that normally takes a standard action takes a full-round action, and so on.
Word of Gold- At 18th level, a godspeaker’s connection to his deity is such that he only needs his voice to cast spells, and nothing else. When attempting to cast a spell with a costly material component, he may instead attempt a Truespeak check, with a DC of 2/100gp of the material component. If he succeeds, the spell is cast as normal; if he fails, he doesn’t cast the spell, but the slot is not considered used. He cannot ignore only part of a material component; it must be all or nothing.
Word of Creation- At 20th level, a godspeaker’s power is beginning to rival that of the god you worship. He gains the ability to use the utterance Word of Creation* as a spell-like ability, with a utterer-level equal to his Godspeaker level. He must still make the appropriate Truespeak check (DC 45) to use the ability, and each use of the utterance costs one use from his Godspeech pool.


Tongue of the Gods (Ex)- By 19th level, a godspeaker has transcended the normal limits of language. He may speak and understand the language of any intelligent creature, as though he was under the effects of a tongues spell. In addition, he gains a +5 perfection bonus to any skill check involving speech (Bluff, Diplomacy, Gather Information, Intimidate, some forms of Perform, and Truespeak).

*Word of Creation shamelessly lifted from Kyeudo’s brilliant Truenamer fix (http://www.giantitp.com/forums/showthread.php?p=11971747#post11971747). I encourage you all to take a look; for those too lazy to download the PDF, I’ll repeat the utterance here.
Words of Creation
Level: 4
Duration: Instantaneous
Area: Up to four 5-ft cubes.

Your words cause an entire new plane of existence to spring into being, to be shaped as you will. This utterance can only be used on the Astral Plane or inside of a demiplane. When spoken on the Astral Plane, you cause a new demiplane to come into being, with a permanent two-way gateway connecting to it opening at your current location. The demiplane is a functionally infinite, lightless, gravityless expanse initially empty of anything except breathable air, but it does possess whatever elemental, energy, or alignment traits you wish. The demiplane always has the normal time trait, meaning that time passes in the demiplane at the same rate as time passes on the Material Plane. The demiplane is always alterable-morphic and has the normal magic trait. When used inside a demiplane you own, it instead creates, destroys, or alters some aspect of your demiplane. A demiplane's owner is the one who created it in most cases. This utterance can do one of the following each time it is spoken:

Create or destroy earth, stone, or water in its area. This cannot create valuable or rare materials, such as gold, rubies, uranium, holy water, or adamantine, although you could add those yourself later.
Set the direction and strength of gravity in its area. The gravity can be no gravity, light gravity, normal gravity, or heavy gravity. You choose which direction is considered "down" in any particular square.
Set the level of light in its area. This can be bright illumination, shadowy illumination, or darkness. Areas of bright illumination shed shadowy illumination into adjacent squares.
Suppress or reinstate a planar trait in its area. For example, if you created a demiplane that was fire dominant and strongly good-aligned, you could suppress the fire dominant trait in a particular place, preventing creatures there from taking fire damage, or you could suppress the strongly good-aligned trait, preventing evil and neutral creatures from taking Charisma penalties while in that part of the plane. This is only an "on" or "off" decision. You cannot instate a new planar trait, nor can you merely lessen a planar trait (such as majorly positive dominant to only minorly positive dominant).
Create vegetation in its area. This can be any sort of tree, shrub, flower, or other plants you may wish. You cannot create rare or valuable varieties of vegetation with this, such as darkwood or black lotuses.

Personal Truename: If you speak the personal truename of a demiplane when you use this utterance, you can take ownership of the demiplane from its current owner. If the previous owner is deceased, gaining ownership is automatic, otherwise you and the current owner make opposed character level checks. Whoever wins becomes the owner of the demiplane. The loser cannot attempt to retake control of the demiplane for 24 hours.

If you are speaking this utterance on the Astral Plane, you can give the newborn demiplane a personal truename of your choosing. Doing so increases the Truespeak DC of this utterance by 10, and otherwise functions as normal (although knowing the demiplane's truename can be used to enhance any other utterances you know from the Lexicon of the Perfected Map used inside).


Other Material

New Feats

Extra Godspeaking
Prerequisite: Godspeek class ability
Benefit: You may use your Godspeek ability two more times per day.
Special: This feat can be taken multiple times. Its effects stack; each time you take the feat you gain another two uses of your ability.

Godpower
Prerequisite: Godspeach (Word of Magic)
Benefit: As a swift action, you may expend a spell slot to gain a bonus to the next Truespeak check you make equal to the level of the expended spell.

Domain Power
Prerequisite: Access to at least one domain, Godspeak class ability
Benefit: You may add the domain granted power from one domain you have access to to your list of Godspeak abilities. Activating a domain power requires you to spend Godspeak uses, even if the ability would normally be passive. You cannot add new skills with this ability, even if a domain would normally grant them (such as the Knowledge domain).
Specials:

If a domain grants the power to turn/rebuke new types of creatures, such as the Fire domain, you instead affect them with Word of Channeling. You don't gain new uses of the ability, but you don't have to expend an extra Godspeak use.
Activating a domain that gives you +1 caster level for spells with a specific description takes a swift action, and the bonus lasts for a number of rounds equal to your Charisma modifier.
A power normally usable once/day is usable any number of times per day, as long as you can expend a Godspeak use each time.
This feat can be taken more than once. Each time you take it, you may gain the domain ability from a new domain you have access to.



Alternate Class Features

Mouth of the Gods
Level: 1st
Replaces: If you select this class feature, you do not gain any domains, nor do you gain the special domain slot for spells prepared. You also lose one spell/day slot from each level of spells you can cast.
Benefit: At first level, and every subsequent odd level (3rd, 5th, and so on), you learn a single utterance from the Lexicon of the Evolving Mind. This must be of a level that you can speak (see table below). However, your knowledge of Truespeaking is much more limited than a dedicated Truespeaker. When you learn an utterance, you must chose either the normal or the reversed form. This becomes the 'normal' form for you. When attempting to reverse the utterance, you take a penalty to the Truespeak check equal to twice the level of the utterance.



Class Level
1
3
5
7
9
11
13
15
17
19


Maximum Utterance level
1
2
2
3
3
4
4
5
5
6



Spontaneous Speaker
Level: 1st
Changes: You are a spontaneous caster. You gain spells known as a sorcerer one level higher (so a 3rd level godspeaker would know as many spells as a 4th level sorcerer). You automatically know all spells from your selected domains. In addition, you may cast two extra spells per day of each level.

Progressions:

Spells Known:


Level
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
5
2
—
—
—
—
—
—
—
—


2nd
5
3
—
—
—
—
—
—
—
—


3rd
6
3
1
—
—
—
—
—
—
—


4th
6
4
2
—
—
—
—
—
—
—


5th
7
4
2
1
—
—
—
—
—
—


6th
7
5
3
2
—
—
—
—
—
—


7th
8
5
3
2
1
—
—
—
—
—


8th
8
5
4
3
2
—
—
—
—
—


9th
9
5
4
3
2
1
—
—
—
—


10th
9
5
5
4
3
2
—
—
—
—


11th
9
5
5
4
3
2
1
—
—
—


12th
9
5
5
4
4
3
2
—
—
—


13th
9
5
5
4
4
3
2
1
—
—


14th
9
5
5
4
4
4
3
2
—
—


15th
9
5
5
4
4
4
3
2
1
—


16th
9
5
5
4
4
4
3
3
2
—


17th
9
5
5
4
4
4
3
3
2
1


18th
9
5
5
4
4
4
3
3
3
2


19th
9
5
5
4
4
4
3
3
3
3


20th
9
5
5
4
4
4
3
3
3
3



Spells/day


Level
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
5
2
—
—
—
—
—
—
—
—


2nd
5
3
—
—
—
—
—
—
—
—


3rd
6
3
1
—
—
—
—
—
—
—


4th
6
4
2
—
—
—
—
—
—
—


5th
7
4
2
1
—
—
—
—
—
—


6th
7
5
3
2
—
—
—
—
—
—


7th
8
5
3
2
1
—
—
—
—
—


8th
8
5
4
3
2
—
—
—
—
—


9th
9
5
4
3
2
1
—
—
—
—


10th
9
5
5
4
3
2
—
—
—
—


11th
9
5
5
4
3
2
1
—
—
—


12th
9
5
5
4
4
3
2
—
—
—


13th
9
5
5
4
4
3
2
1
—
—


14th
9
5
5
4
4
4
3
2
—
—


15th
9
5
5
4
4
4
3
2
1
—


16th
9
5
5
4
4
4
3
3
2
—


17th
9
5
5
4
4
4
3
3
2
1


18th
9
5
5
4
4
4
3
3
3
2


19th
9
5
5
4
4
4
3
3
3
3


20th
9
5
5
4
4
4
3
3
3
3



--------------------------------------------------------------

Design Notes
This one came about in a fairly interesting way. I wanted a cleric-type class with the Spirit Shaman casting mechanism. I came up with the name "Godspeaker" as something generically cool-sounding. It was only when I sat down to make class features that I started coming up with Truespeak-type effects. My original goal was to emulate Turn Undead while shutting off Divine Metamagic cheese. It... kind of spiraled out from there.

The class has a fair number of levels where it doesn't gain any new abilities, but all coincided with a new spell level.

My goal power-wise is a Tier 2. It has fewer spells than a wizard (no specialist!), a worse chassis than a cleric, and its class abilities (including domain powers) all draw from a fairly limited pool. The Godspeak abilities are good, but they have to be compared against spells... my goal was to have them be more flavorful than anything.

Grod_The_Giant
2011-12-09, 10:54 AM
Miracle Worker

http://sl1nky.files.wordpress.com/2011/01/human-cleric.jpg
And you will know that my name is the Lord when I lay my vengeance upon you!
Viewers from the future should know that I have a more up-to-date version of the class here (http://www.giantitp.com/forums/showthread.php?319556-The-Cleric-%28Fixed-List-Caster-Project%29-3-5-PEACH). By which I mean "mostly the same, but with better spells known mechanics."

Adventures: Miracle workers adventure for all the usual divine caster reasons— to support their god’s cause, to spread their word, and so on.

Characteristics: Miracle workers are the hands with which their gods affect the material world. They possess both ample magical power and high-level martial skill, and they use both to advance their god’s will.

Religion: Miracle workers are, unsurprisingly, extremely religious and dedicated to their god.

Background: Most miracle workers join a church at a young age, although it’s not unheard of for older individuals to feel the call. The exact nature of their training varies from church to church.

Races: Miracle workers are found among all races without distinction.

Other Classes: Miracle workers tend to work very well with other classes, provided that they respect the worker’s deity.

Role: A miracle worker is almost always a front-line melee combatant, with good armor and weapon skills. His precise role varies, based on what deity he follows and what domains he choses.

Adaptation: Miracle Workers should replace the standard cleric.

Alignment- Must be within one step of their deity’s.
Hit Die- d8
Class Skills- Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Knowledge (The Plains) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at 1st Level- (2 + Int modifier) Χ 4
Skill Points at Each Additional Level- 2 + Int modifier



Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+2
+0
+2
Weapon Focus
5
3
—
—
—
—
—
—
—
—


2nd
+1
+3
+0
+3
Domain Power
6
4
—
—
—
—
—
—
—
—


3rd
+2
+3
+1
+3
Divine Gift
6
5
—
—
—
—
—
—
—
—


4th
+3
+4
+1
+4

6
6
3
—
—
—
—
—
—
—


5th
+3
+4
+1
+4
Divine Channeling
6
6
4
—
—
—
—
—
—
—


6th
+4
+5
+2
+5
Divine Gift
6
6
5
3
—
—
—
—
—
—


7th
+5
+5
+2
+5
Weapon Specialization
6
6
6
4
—
—
—
—
—
—


8th
+6/+1
+6
+2
+6

6
6
6
5
3
—
—
—
—
—


9th
+6/+1
+6
+3
+6
Divine Gift
6
6
6
6
4
—
—
—
—
—


10th
+7/+2
+7
+3
+7

6
6
6
6
5
3
—
—
—
—


11th
+8/+3
+7
+3
+7
Wings
6
6
6
6
6
4
—
—
—
—


12th
+9/+4
+8
+4
+8
Divine Gift
6
6
6
6
6
5
3
—
—
—


13th
+9/+4
+8
+4
+8
Spell Armor
6
6
6
6
6
6
4
—
—
—


14th
+10/+5
+9
+4
+9

6
6
6
6
6
6
5
3
—
—


15th
+11/+6/+1
+9
+5
+9
Divine Gift
6
6
6
6
6
6
6
4
—
—


16th
+12/+7/+2
+10
+5
+10

6
6
6
6
6
6
6
5
3
—


17th
+12/+7/+2
+10
+5
+10
Improved Channeling
6
6
6
6
6
6
6
6
4
—


18th
+13/+8/+3
+11
+6
+11
Divine Gift
6
6
6
6
6
6
6
6
5
3


19th
+14/+9/+4
+11
+6
+11
Weapon Artistry
6
6
6
6
6
6
6
6
6
4


20th
+15/+10/+5
+12
+6
+12
Divine Apotheosis
6
6
6
6
6
6
6
6
6
6




Class Features
All of the following are class features of the miracle worker

Weapon and Armor Proficiency- A miracle worker is proficient with all simple weapons, and his deity’s favored weapon, and with light and medium armor and shields (except for tower shields)

Spells- A miracle worker casts divine spells, which are drawn from the domains of his deity. To cast a spell, a miracle worker must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a miracle worker’s spell is 10 + the spell level + the miracle worker’s Wisdom modifier.

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

A miracle worker selects five domains— those normally granted by his deity, and enough extra to bring the total number of to five. If his deity would normally grant more than five domains, he must pick five. The extra domains he picks must be “approved” by his deity, and thus cannot go against the deity’s tenets. For example, a miracle worker of Pelor couldn’t pick the Death domain. He does not gain any of the granted powers from these domains.

Unlike a wizard or a cleric, a miracle worker 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 spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Weapon Focus- At 1st level, a miracle worker gains Weapon Focus with his deity’s favored weapon as a bonus feat, even if he normally would not meet the prerequisites.

Domain Power- At 2nd level, a miracle worker may pick one domain he already has access to. He may now use the domain's granted power.

Divine Gift- At level 3, and every subsequent 3rd level, a miracle worker may chose one cleric spell of a level no higher than he could normally cast and add it to his spell list.

Spell Channeling- At 5th level, a miracle worker can use a standard action to cast any touch spell he knows and deliver it through his deity’s favored weapon with a attack. Casting a spell in this manner doesn’t provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the attack is successful, it deals damage normally; then the effect of the spell is resolved.

Weapon Specialization- At 7th level, a miracle worker gains Weapon Specialization with his deity’s favored weapon as a bonus feat, even if he normally would not meet the prerequisites.

Wings- At 11th level, a miracle worker grows wings, gaining a fly speed of 60ft (good).

Spell Armor- At 13th level, a miracle worker gains Spell Resistance equal to 15 + his miracle worker level against divine spells cast by those more than two steps removed on the alignment scale. If alignments aren’t used, then the SR granted by this ability extends to divine spells cast by foes of his deity (as determined by the DM).

Improved Channeling- At 17th level, a miracle worker’s ability to channel spells through his weapon improves. He may cast any touch spell he knows as part of a full-attack action, and the spell affects each target he hits in melee combat that round. Doing so discharges the spell at the end of that round, in the case of a touch spell that would normally last more than one round.

Weapon Artistry- At 19th level, a miracle worker gains the benefits of the Crushing Strike, Driving Attack, or Slashing Flurry feat (whichever is appropriate) while wielding his deity's favored weapon.

Divine Apotheosis- At 20th level, a miracle worker is ready to sit at his god’s right-hand side. His type changes to Outsider (native), he gains 60ft darkvision, immunity to sleep, poison, and paralysis, and DR/(opposite alignment) 10. In addition, he gains benefits depending on his alignment:

A good aligned miracle worker gains the Angel subtype, granting him:
Immunity to acid, cold, and petrifaction
Resistance to electricity and fire 10
+4 racial bonus on saves against poison
Protective Aura (Su)- Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the miracle worker. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals miracle worker level). This aura can be dispelled, but the miracle worker can create it again as a free action on its next turn.
Tongues (Su)- The miracle worker may speak with any creature that has a language, as though using a tongues spell (caster level equals miracle worker level). This ability is always active.

An evil aligned miracle worker gains:
Immunity to fire, poison, and electricity
Resistance 10 to acid and cold
Protective Aura (Su)- Against attacks made or effects created by good creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the miracle worker. Otherwise, it functions as a magic circle against good effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals miracle worker level). This aura can be dispelled, but the miracle worker can create it again as a free action on its next turn.
Telepathy

Neutral miracle workers may chose between the two sets of benefits.
Design Notes
And here's my attempt at a more classic cleric. This is designed to go along with the Godspeaker as a more martial counterpart.


Universal Domains

Universal domains may be picked by followers of any god, in the place of a domain the god normally grants.

Party Savior Domain
Granted Power: +1 caster level with all spells from this domain.
1. Cure Light Wounds
2. Restoration, Lesser
3. Vigor (CDiv/SC)
4. Cure Critical Wounds
5. Raise Dead
6. Heal
7. Vigorous Circle (CDiv/SC)
8. Death Ward, Mass
9. True Resurrection

Offense Domain
Granted Power: +1 caster level with all spells from this domain.
1. Inflict Light Wounds
2. Hold Person
3. Searing Light
4. Inflict Critical Wounds
5. Flame Strike
6. Harm
7. Destruction
8. Inflict Critical Wounds, Mass
9. Implosion

LordErebus12
2011-12-10, 01:32 AM
Comments? Anyone?
Yeah, can you fully describe what the capstone ability does, in more detail?

Grod_The_Giant
2011-12-10, 01:42 AM
Follow the footnote- I copied the full text of the utterance in question. (I also just moved it to a more obvious place). Basically, it allows you to create and customize your own demiplane. Full credit goes to Kyeudo.

Grod_The_Giant
2011-12-16, 04:11 PM
Updated/finished the Miracle Worker. Now it doesn't have dead levels, and I swapped the static spells known list for a set of "universal" domains, to let it fill "standard" cleric roles even if its deity doesn't grant, say, healing spells.

Working on a revision of the druid, too.

Please comment!

Just to Browse
2011-12-17, 06:49 AM
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score.

The miracle worker's copypasta appears to be undercooked.

Howler Dagger
2011-12-17, 10:31 AM
I love how you say "Casters out melee'ing fighters is bad", but still give your cleric fix divine might. And medium and light armor proficiency.

Grod_The_Giant
2011-12-17, 11:15 AM
I love how you say "Casters out melee'ing fighters is bad", but still give your cleric fix divine might. And medium and light armor proficiency.

The miracle worker doesn't get the divine metamagic cheese to really abuse the spell, though, or full access to the second best spell list in the game. No-one could do a cleric fix that prevents them from getting divine power without a separate spell nerf. And... I suppose the introduction might have been slightly disingenuous, in that the miracle worker is supposed to be somewhat martial. But like I said... tier 2. He's supposed to be in a party with martial adepts and melee classes like my hero-paladin, who can do more than just hit things with a sword (metaphorically speaking).

Howler Dagger
2011-12-17, 12:44 PM
No-one could do a cleric fix that prevents them from getting divine power without a separate spell nerf.
You could have them draw spells only from your domains. This would prevent everybody except someone with the war domain (where it would be fitting) from accesing it assuming no multi-classing. Anyway, you wouldn't actually need it persisted forever, just for however long you needed it.

Also, in all honesty the Mircale Worker isn't any more flavorful than the cleric.

Grod_The_Giant
2011-12-17, 01:01 PM
You could have them draw spells only from your domains. This would prevent everybody except someone with the war domain (where it would be fitting) from accesing it assuming no multi-classing. Anyway, you wouldn't actually need it persisted forever, just for however long you needed it.

Also, in all honesty the Mircale Worker isn't any more flavorful than the cleric.

The flavor there comes from fact that 90% of his spells come from domains, which are based on the god he worships. A miracle worker of Pelor will have a very different spell set than a miracle worker of Gruumsh. Sounds like flavor to me.

I do see what you're saying about limiting access to "fitting" spells, though. Perhaps dropping Divine Gift? I'd have to find an acceptable substitute, though...

Howler Dagger
2011-12-17, 01:25 PM
The flavor there comes from fact that 90% of his spells come from domains, which are based on the god he worships. A miracle worker of Pelor will have a very different spell set than a miracle worker of Gruumsh. Sounds like flavor to me.

I do see what you're saying about limiting access to "fitting" spells, though. Perhaps dropping Divine Gift? I'd have to find an acceptable substitute, though...

I meant more the fluff behind the class as a whole, which is more "guy who casts divine spells", like the cleric. Dropping adivine gift would be a good idea IMO, as it makes you stick more to the domains of your deity. You could add it as a feat avaible only to miracle workers.

Othesemo
2011-12-17, 01:55 PM
I really like these, particularly the Godspeaker. Good abilities, and none of that 15+2*CR business. I love the flavor and effect of godspeech, though unless I missed something it scales only to your charisma modifier, which would probably decrease its usefulness at higher levels. I'd suggest making it Cha mod+1/2 character level or something, especially since it requires a successful skill check just to use. None of them are particularly powerful, and they're the only ability that godspeakers get after first level. I think that it would be a good idea to Either improve the power of the Words or increase how often they can be used per day.

One other thing- under word of might, you say "At sixteenth level, at tenth level, a godspeaker..."

Also, I might as well mention this. I'm starting a new campaign in two days, and I've settled on using this class. So kudos to you.

Grod_The_Giant
2011-12-17, 02:28 PM
I really like these, particularly the Godspeaker. Good abilities, and none of that 15+2*CR business. I love the flavor and effect of godspeech, though unless I missed something it scales only to your charisma modifier, which would probably decrease its usefulness at higher levels. I'd suggest making it Cha mod+1/2 character level or something, especially since it requires a successful skill check just to use. None of them are particularly powerful, and they're the only ability that godspeakers get after first level. I think that it would be a good idea to Either improve the power of the Words or increase how often they can be used per day.

One other thing- under word of might, you say "At sixteenth level, at tenth level, a godspeaker..."

Also, I might as well mention this. I'm starting a new campaign in two days, and I've settled on using this class. So kudos to you.

Thanks. Let me know how it goes!

As for Godspeak, I went back and forth for a long time about how many uses to give. On the one hand, the abilities aren't THAT strong, but on the other... full casting and nigh-unlimited spells known. The number had been 1/4 level + Charisma, but... hmm.

Othesemo
2011-12-17, 07:26 PM
Yes, but with admittedly low spells per day. Besides, one of your stated objectives is to not encourage clerics to multiclass out as soon as possible. Unless you make godspeak either more powerful or make it usable more often, that seems like exactly what most people would do. The benefits aren't particularly tangible as is. Honestly, after word of inspiration I don't see too much goin' for this class that can't be gotten from a PrC.

Grod_The_Giant
2011-12-17, 07:49 PM
Yes, but with admittedly low spells per day. Besides, one of your stated objectives is to not encourage clerics to multiclass out as soon as possible. Unless you make godspeak either more powerful or make it usable more often, that seems like exactly what most people would do. The benefits aren't particularly tangible as is. Honestly, after word of inspiration I don't see too much goin' for this class that can't be gotten from a PrC.

Fair enough. Change away!

Othesemo
2011-12-25, 03:22 PM
Oh, one other thing. The fourth level ability, Word of Healing, is listed as Word of Life in the chart, which is a bit confusing since that's the name of the fourteenth level ability as well.

Also, here are my first observations on the class. I like the low hit die, and it doesn't come up much since I'm hanging back and buffing (as I assume this class is meant to do). My only issue thus far is the lack of armor proficiency of any kind, simply because it makes the class too vulnerable to attacks whenever they appear. Because I have limited spells per day, I can't waste a turn of combat casting shield of faith. I can't really play with 12 AC and 15 hp at 3rd level, so I'm using scale mail and a steel shield and I'm just having to deal with the non-proficiency. I'd suggest adding proficiency with medium armor and shields (not tower shields), simply because an orc can take me out with a lucky roll. Before getting the armor, I was knocked out in 3 of 5 encounters (all level appropriate).

Yitzi
2011-12-25, 06:24 PM
Two spelling points:
For the godspeaker, I think you mean "godspeech", not "godspeach". Peaches may be popular here, but they have no reason to be linked to a divine class.
For the miracle worker, I think you mean that the domains cannot go against the god's tenets. Tenets are the principles of a religion; tenants are people who rent a house.

Grod_The_Giant
2012-01-01, 10:18 AM
Also, here are my first observations on the class. I like the low hit die, and it doesn't come up much since I'm hanging back and buffing (as I assume this class is meant to do). My only issue thus far is the lack of armor proficiency of any kind, simply because it makes the class too vulnerable to attacks whenever they appear. Because I have limited spells per day, I can't waste a turn of combat casting shield of faith. I can't really play with 12 AC and 15 hp at 3rd level, so I'm using scale mail and a steel shield and I'm just having to deal with the non-proficiency. I'd suggest adding proficiency with medium armor and shields (not tower shields), simply because an orc can take me out with a lucky roll. Before getting the armor, I was knocked out in 3 of 5 encounters (all level appropriate).

I see what you're saying, but you're playing a primary spellcaster at a very low level. If I give it the armor proficiency, it's suddenly as good as a cleric at melee (mithril plate + Divine Power). Maybe light armor, though, wouldn't go amiss.

Thanks for the typo spots, guys.

eftexar
2012-01-01, 10:11 PM
I definitely like how you handled the casting for these clerics. It brings them down in power, and rightfully so. I definitely like the flavor of the miracle worker and its balance is great. I never thought I would see a melee oriented spell caster with full spell casting progression that didn't bother me on me some level.
I'm not too sure on the godspeaker class though. I like how the spell casting is handled, but I am not really sure how much I like the god speech abilities (don't why they irk me, maybe because they feel like another classes feature has been inserted into another class), even as a balanced as it is.
As a side note, I would grant a small boost to AC (like from wisdom) when he isn't wearing armor, instead of granting armor proficiency, if you are worried about AC (but personally I think casters should generally be squishy anyways). I think it would fit the class better than wearing armor.

Othesemo
2012-01-02, 05:09 PM
Yeah, a popular route is to purchase a monk's belt and bracers of armor. It actually gets a lot better than full-plate by the late game when you have enough money/stat increasing items. The only problem is that you can't add any armor enhancements, and you have to be in the mid level range to get it.- in terms of AC, it's much better than actual armor.

Grod_The_Giant
2012-01-02, 07:33 PM
in terms of AC, it's much better than actual armor.

Hence why I don't really want to add monk-style AC bonuses. Light armor should help the low-level defense problems to a degree.

Othesemo
2012-01-05, 12:31 AM
Reasonable. But I do agree that some armor proficiency should be in order. Light is fine- even a chain shirt would of made the difference between contributing and dying in most of those encounters.

Out of curiosity, did you intend to make word of healing a move action? It's definitely a very, very effective ability and I use it often. However, it is significantly better than any other healing resource in the game untill 11th level. Cure serious wounds heals 3d8+5 (average 18.5) and takes a standard action+touch. Word of healing heals 1d20+13 (average 23.5) and takes a move action and requires you to be thirty feet away. Although I hesitate to suggest removing or completely nerfing the ability, perhaps the healing should be a tad weaker? Maybe truespeak check/2, or d8/5 points of the check? As is, healing is rendered largely superfluous.

Of course, if you intended that, than I see little reason to change. It just seems a tad powerful in comparison to most 4th level abilities.

Grod_The_Giant
2012-01-05, 12:42 AM
Out of curiosity, did you intend to make word of healing a move action? It's definitely a very, very effective ability and I use it often. However, it is significantly better than any other healing resource in the game untill 11th level. Cure serious wounds heals 3d8+5 (average 18.5) and takes a standard action+touch. Word of healing heals 1d20+13 (average 23.5) and takes a move action and requires you to be thirty feet away. Although I hesitate to suggest removing or completely nerfing the ability, perhaps the healing should be a tad weaker? Maybe truespeak check/2, or d8/5 points of the check? As is, healing is rendered largely superfluous.

Of course, if you intended that, than I see little reason to change. It just seems a tad powerful in comparison to most 4th level abilities.

I did intend to make it a move action, yeah, but I also did not do the math. I'll go ahead and drop it to check/2, which is still pretty decent for a move action.

SpaceBadger
2012-01-05, 02:00 PM
I like both of these, especially the Godspeaker as a spontaneous divine caster who is not a melee guy. I agree with your weapon and armor proficiencies as currently amended.