ProudGrognard
2012-11-19, 08:39 AM
Dear co-forumites,
I have been wondering for some time now about how clerics in PF, and generally in d20, can be reimagined. I am not talking here about their power level, the CODzilla thing or anything like that. I am talking about how their iconic role (and thus, the powers they wield) can be reexamined.
The clerics, back in the Basic DnD times, was the armored warrior of the faith (a la Knight Templars), and this is why they were armed and armored. To that, the various reiterations of DnD have attached a kind of Soul Magic: Healing, Revival, Buffs etc etc. Today, however, the holy warrior archetype has been taken quite thoroughly by the paladin. Thus, the game now has two armored holy warriors. I think that is a bit crowded, and that the priest can, and should, be tweaked a bit towards another direction.
Because I am not a fan of major revisions, I aim to go for small changes, as much as I can. Clergy, in history and myth, where learned men toiling away at monasteries or teaching at medieval universities. They were also political animals and strived to be at the center of the communities they served. I think that the class can accommodate such characteristics, by emphasizing their spellcasting, de-emphasizing their martial capabilities and adding a set of abilities that would deal with interaction, knowledge or what have you. And it is at that point that I would like to ask for help.
I propose the following changes:
EDIT: Below is a complete proposal
-WP: Only simple and the deity's holy weapon
-Armor: Light
-HD: d6
-Skill points: 4
-Class skills: The same plus Intimidate, Bluff (the political animal thingy) and two skills relevant to the deity's ethos. For example, a God of Travel could give Knowledge: Geography and Ride.
- Some abilities having to do with interaction, influence or bolstering. Bardic abilities come to mind, but I would like something more unique. Or it could be something like an aura, since clerics have a God watching them rather closely. Auras could be again relevant to the Deity. Help anybody?
Cleric
Hit Die: d8
Starting Wealth:3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less. (Note here the slightly less starting money. No expensive armor, so...)
Class Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis),
Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility)
(Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int) plus Intimidate (Cha), Knowledge (Local) (the last two are due to the political nature of the class)
Skill Ranks Per Level: 4 + Int modifier.
BAB: As mage (But see Weapons of the Faith below)
Saves: Will Good, Ref and Fort Bad
Weapon and Armor Proficiency: Clerics are proficient with all simple
weapons, light armor and shields (except tower shields). Clerics are also
proficient with the favored weapon of their deities.
1st level) Weapons of the faith (Ex): A cleric has received additional training with the favored weapon of his deity. With that weapon, his BAB progresses as a Rogue.
Aura (Ex):A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
The cleric 's aura is also marked by the domains of the deity he/she follows. Depending on the deity 's domains of influence, the cleric 's aura gives bonuses to certain actions. Unless otherwise noted, the cleric can, as a swift action, let his companions and himself receive these bonuses for a number of rounds equal to his Wis modifier + 1 for every for 4 levels he has. He can initiate this aura a number of times per day equal to his Cha bonus+ 1 for every five levels he has. Once initiated, the auras persist until their duration.
A cleric starts by knowing one aura, which must be associated with one of the domains he has chosen. He learns one additional aura at level 8. At level 15, he can have both auras active at the same time. The aura extends to a 30ft circle, plus 5ft for every five levels the cleric has. Clerics can identify another cleric 's ethos if they experience his aura and make a DC 15 Knowledge (Religion) check.
Artifice: This aura is always active. It gives a 10% reduction to all costs associated with construction of magic items. It also gives a 10% reduction to the time needed to construct it. Associated domains: Artifice, Magic, Rune
Aggression: The aura gives a +1 to weapon damage. This becomes +2 at 5th, +3 at 10th etc. Associated domains: Destruction, Good, Evil, War, Strength
Allure: This aura gives a +2 to all saving throws against spells of the
charm subschool. This becomes +3 at 5th, +4 at 10th etc. Associated domains: Charm, Glory
Protection: This aura gives DR1/magic from all weapon damage. This becomes +2 at 5th, +3 at 10th etc. Associated domains: Charm, Community
Confusion: This aura gives a -2 to all Will saving throws to the cleric's opponents. This becomes -3 at 5th, -4 at 10th etc. Associated domains: Madness, Void
Darkness: Contrary to other auras, this is active for 10 minutes per Wis modifier + + 10 minutes for every level the cleric has. This aura lessens
the range of any source of illumination within its radius per 5 feet per 5
levels of the cleric (minimum 5). Also, all penalties to rolls due to lack
of illumination are greater by 1.This becomes 2 at 8th and 3 at 16th level.
Associated domains: Darkness, Death
Elemental dominance: The aura gives a DR2/ to all elemental damage
associated with the god's element, as well as the element which is opposite
to it (Fire and Water, Earth and Air). This becomes DR4 at 5th level, DR6 at
10th etc. Associated domains: Air, Fire, Water, Earth
Endurance: This aura is always active. The cleric's companions experience all non magical temperatures beneath -5 Celsius as -5 Celcius and all temperatures beyond 40 Celcius as 40 Celcius. They gain a +4 to all checks to avoid, dehydration, altitude sickness etc etc. Associated domains: Travel, Weather
Expression: This aura is always active. It gives a +1 bonus to all Perform skill checks and a +1 bonus to all sonic based attacks. The bonus becomes +2 at 5th, +3 at 10th etc. Associated domains: Charm, Community, Glory
Freedom: This aura gives a +2 bonus to saving throws against spells that hinder mobility. If the spell does not allow a saving throw, the aura
enables one, but without the bonus, and the recipient of the benefit does
not feel the aura 's effect for the duration of the day. The bonus becomes
+2 at 5th, +3 at 10th etc. Associated domains:Freedom, Chaos, Liberation
Guile: Contrary to other auras, this is active for 10 minutes per Wis
modifier + + 10 minutes for every level the cleric has. This aura gives a +1
to Perception, Disable device, Stealth and Escape artist. These becomes +2
at 5th, +3 at 10th etc. Associated domains:Trickery, Liberation
Healing: This aura gives Fast Healing 1. This becomes +2 at 5th, +3 at 10th etc. The HPs gained cannot put the recipient at more than 75% of his total. Associated domains: Healing, Sun
Ill-chance: Once per activation of the aura, the cleric 's enemies subtract 1 to a roll they make. This is added after the roll is done.This bonus
becomes +2 at 5th, +3 at 10th etc. Associated domains:Madness, Chaos
Knowledge: This aura is always active. It gives +1 to all knowledge checks. This becomes +2 at 5th, +3 at 10th etc. Associated domains: Knowledge, Rune
Light: Contrary to other auras, this is active for 10 minutes per Wis modifier + + 10 minutes for every level the cleric has. This aura extends the range of any source of illumination within its radius per 5 feet per 5 levels of the cleric. Also, all penalties due to lack of illumination are lessened by 1.This becomes 2 at 8th and 3 at 16th level. Associated domains: Sun, Glory
Luck: Once per activation of the aura, the cleric 's companions can add +1 to a roll they made. This is added after the roll is done.This bonus becomes +2 at 5th, +3 at 10th etc. Associated domains:Luck, Chaos
Magic: This aura gives DR1/ to all damage from spells. This becomes +2 at 5th, +3 at 10th etc. Associated domains: Magic, Protection
Might:The aura gives a +1 to attack rolls. This becomes +2 at 5th, +3 at 10th etc. Associated domains: Strength, War, Good, Evil
Misdirection: Contrary to other auras, this is active for 1 minutes per Wis modifier of the cleric + 1 minute for every level the cleric has.This aura gives a -1 to initiative and Perception checks to all the cleric 's enemies.This becomes -2 at 5th, -3 at 10th etc. Associated domains: Madness, Void
Resilience: This aura gives DR1/magic from all weapon damage. This becomes +2 at 5th, +3 at 10th etc. Associated domains: Protection, Plant
Resistance: This aura gives a +1 to all saving throws.This becomes +2 at 5th, +3 at 10th etc. Associated domains: Protection, Nobility
Negotiation: Contrary to other auras, this is active for 10 minutes per Wis modifier + + 10 minutes for every level the cleric has. This aura gives a +1 to Diplomacy, Intimidate, Bluff and Sense Motive checks. These becomes +2 at 5th, +3 at 10th etc. Associated domains: Community, Nobility, Glory
Perception: Contrary to other auras, this is active for 1 minutes per Wis modifier of the cleric + 1 minute for every level the cleric has.This aura
gives a +1 to initiative and Perception checks.This becomes +2 at 5th, +3 at 10th etc. Associated domains: Trickery, War
Purity: This aura gives a +2 to all saving throws against spells that target specific alignments. This becomes +4 at 5th, +6 at 10th etc. Associated domains: Good, Evil, Chaos, Law
Skill: This aura is always active. It gives a 10% reduction to all costs associated with construction of mundane it ems. It also gives a 10% reduction to the time needed to construct it. Associated domains: Community, Artifice
Travel: This aura is always active. The priest's companions travel 10% more each day. They also gain a +1 to all checks related to their travel (weather etc). This becomes +2 at 5th, +3 at 10th etc. Associated domains: Weather, Travel
True Death: This aura is always active. All companions of the cleric that are below 0 hp are automatically stabilized. Also, 1 is added to any damage dealt to undead. This becomes +2 at 5th, +3 at 10th etc. Associated domains: Death, Repose
Spells, Orisons and Channel Energy: Unchanged
There is also a spell that I would like to submit, for the cleric to become more of a warrior, of he so chooses.
Warrior of faith
School transmutation; Level cleric 1
Casting Time 1 standard action
Components V, S, M/DF
Range self
Target self
Duration 1 min
Saving Throw Will negates (harmless); Spell Resistance yes
As long as he wields his deity 's favorite weapon, the cleric imbues himseld with divine power, making him a powerful warrior. When attacking with his deity 's favorite weapon, he substitutes his Wisdom modifier for his Strength in melee attacks or for his Dexterity in ranged. He also substitutes his Charisma modifier for his Strength when calculating damage.
I have been wondering for some time now about how clerics in PF, and generally in d20, can be reimagined. I am not talking here about their power level, the CODzilla thing or anything like that. I am talking about how their iconic role (and thus, the powers they wield) can be reexamined.
The clerics, back in the Basic DnD times, was the armored warrior of the faith (a la Knight Templars), and this is why they were armed and armored. To that, the various reiterations of DnD have attached a kind of Soul Magic: Healing, Revival, Buffs etc etc. Today, however, the holy warrior archetype has been taken quite thoroughly by the paladin. Thus, the game now has two armored holy warriors. I think that is a bit crowded, and that the priest can, and should, be tweaked a bit towards another direction.
Because I am not a fan of major revisions, I aim to go for small changes, as much as I can. Clergy, in history and myth, where learned men toiling away at monasteries or teaching at medieval universities. They were also political animals and strived to be at the center of the communities they served. I think that the class can accommodate such characteristics, by emphasizing their spellcasting, de-emphasizing their martial capabilities and adding a set of abilities that would deal with interaction, knowledge or what have you. And it is at that point that I would like to ask for help.
I propose the following changes:
EDIT: Below is a complete proposal
-WP: Only simple and the deity's holy weapon
-Armor: Light
-HD: d6
-Skill points: 4
-Class skills: The same plus Intimidate, Bluff (the political animal thingy) and two skills relevant to the deity's ethos. For example, a God of Travel could give Knowledge: Geography and Ride.
- Some abilities having to do with interaction, influence or bolstering. Bardic abilities come to mind, but I would like something more unique. Or it could be something like an aura, since clerics have a God watching them rather closely. Auras could be again relevant to the Deity. Help anybody?
Cleric
Hit Die: d8
Starting Wealth:3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less. (Note here the slightly less starting money. No expensive armor, so...)
Class Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis),
Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility)
(Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int) plus Intimidate (Cha), Knowledge (Local) (the last two are due to the political nature of the class)
Skill Ranks Per Level: 4 + Int modifier.
BAB: As mage (But see Weapons of the Faith below)
Saves: Will Good, Ref and Fort Bad
Weapon and Armor Proficiency: Clerics are proficient with all simple
weapons, light armor and shields (except tower shields). Clerics are also
proficient with the favored weapon of their deities.
1st level) Weapons of the faith (Ex): A cleric has received additional training with the favored weapon of his deity. With that weapon, his BAB progresses as a Rogue.
Aura (Ex):A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
The cleric 's aura is also marked by the domains of the deity he/she follows. Depending on the deity 's domains of influence, the cleric 's aura gives bonuses to certain actions. Unless otherwise noted, the cleric can, as a swift action, let his companions and himself receive these bonuses for a number of rounds equal to his Wis modifier + 1 for every for 4 levels he has. He can initiate this aura a number of times per day equal to his Cha bonus+ 1 for every five levels he has. Once initiated, the auras persist until their duration.
A cleric starts by knowing one aura, which must be associated with one of the domains he has chosen. He learns one additional aura at level 8. At level 15, he can have both auras active at the same time. The aura extends to a 30ft circle, plus 5ft for every five levels the cleric has. Clerics can identify another cleric 's ethos if they experience his aura and make a DC 15 Knowledge (Religion) check.
Artifice: This aura is always active. It gives a 10% reduction to all costs associated with construction of magic items. It also gives a 10% reduction to the time needed to construct it. Associated domains: Artifice, Magic, Rune
Aggression: The aura gives a +1 to weapon damage. This becomes +2 at 5th, +3 at 10th etc. Associated domains: Destruction, Good, Evil, War, Strength
Allure: This aura gives a +2 to all saving throws against spells of the
charm subschool. This becomes +3 at 5th, +4 at 10th etc. Associated domains: Charm, Glory
Protection: This aura gives DR1/magic from all weapon damage. This becomes +2 at 5th, +3 at 10th etc. Associated domains: Charm, Community
Confusion: This aura gives a -2 to all Will saving throws to the cleric's opponents. This becomes -3 at 5th, -4 at 10th etc. Associated domains: Madness, Void
Darkness: Contrary to other auras, this is active for 10 minutes per Wis modifier + + 10 minutes for every level the cleric has. This aura lessens
the range of any source of illumination within its radius per 5 feet per 5
levels of the cleric (minimum 5). Also, all penalties to rolls due to lack
of illumination are greater by 1.This becomes 2 at 8th and 3 at 16th level.
Associated domains: Darkness, Death
Elemental dominance: The aura gives a DR2/ to all elemental damage
associated with the god's element, as well as the element which is opposite
to it (Fire and Water, Earth and Air). This becomes DR4 at 5th level, DR6 at
10th etc. Associated domains: Air, Fire, Water, Earth
Endurance: This aura is always active. The cleric's companions experience all non magical temperatures beneath -5 Celsius as -5 Celcius and all temperatures beyond 40 Celcius as 40 Celcius. They gain a +4 to all checks to avoid, dehydration, altitude sickness etc etc. Associated domains: Travel, Weather
Expression: This aura is always active. It gives a +1 bonus to all Perform skill checks and a +1 bonus to all sonic based attacks. The bonus becomes +2 at 5th, +3 at 10th etc. Associated domains: Charm, Community, Glory
Freedom: This aura gives a +2 bonus to saving throws against spells that hinder mobility. If the spell does not allow a saving throw, the aura
enables one, but without the bonus, and the recipient of the benefit does
not feel the aura 's effect for the duration of the day. The bonus becomes
+2 at 5th, +3 at 10th etc. Associated domains:Freedom, Chaos, Liberation
Guile: Contrary to other auras, this is active for 10 minutes per Wis
modifier + + 10 minutes for every level the cleric has. This aura gives a +1
to Perception, Disable device, Stealth and Escape artist. These becomes +2
at 5th, +3 at 10th etc. Associated domains:Trickery, Liberation
Healing: This aura gives Fast Healing 1. This becomes +2 at 5th, +3 at 10th etc. The HPs gained cannot put the recipient at more than 75% of his total. Associated domains: Healing, Sun
Ill-chance: Once per activation of the aura, the cleric 's enemies subtract 1 to a roll they make. This is added after the roll is done.This bonus
becomes +2 at 5th, +3 at 10th etc. Associated domains:Madness, Chaos
Knowledge: This aura is always active. It gives +1 to all knowledge checks. This becomes +2 at 5th, +3 at 10th etc. Associated domains: Knowledge, Rune
Light: Contrary to other auras, this is active for 10 minutes per Wis modifier + + 10 minutes for every level the cleric has. This aura extends the range of any source of illumination within its radius per 5 feet per 5 levels of the cleric. Also, all penalties due to lack of illumination are lessened by 1.This becomes 2 at 8th and 3 at 16th level. Associated domains: Sun, Glory
Luck: Once per activation of the aura, the cleric 's companions can add +1 to a roll they made. This is added after the roll is done.This bonus becomes +2 at 5th, +3 at 10th etc. Associated domains:Luck, Chaos
Magic: This aura gives DR1/ to all damage from spells. This becomes +2 at 5th, +3 at 10th etc. Associated domains: Magic, Protection
Might:The aura gives a +1 to attack rolls. This becomes +2 at 5th, +3 at 10th etc. Associated domains: Strength, War, Good, Evil
Misdirection: Contrary to other auras, this is active for 1 minutes per Wis modifier of the cleric + 1 minute for every level the cleric has.This aura gives a -1 to initiative and Perception checks to all the cleric 's enemies.This becomes -2 at 5th, -3 at 10th etc. Associated domains: Madness, Void
Resilience: This aura gives DR1/magic from all weapon damage. This becomes +2 at 5th, +3 at 10th etc. Associated domains: Protection, Plant
Resistance: This aura gives a +1 to all saving throws.This becomes +2 at 5th, +3 at 10th etc. Associated domains: Protection, Nobility
Negotiation: Contrary to other auras, this is active for 10 minutes per Wis modifier + + 10 minutes for every level the cleric has. This aura gives a +1 to Diplomacy, Intimidate, Bluff and Sense Motive checks. These becomes +2 at 5th, +3 at 10th etc. Associated domains: Community, Nobility, Glory
Perception: Contrary to other auras, this is active for 1 minutes per Wis modifier of the cleric + 1 minute for every level the cleric has.This aura
gives a +1 to initiative and Perception checks.This becomes +2 at 5th, +3 at 10th etc. Associated domains: Trickery, War
Purity: This aura gives a +2 to all saving throws against spells that target specific alignments. This becomes +4 at 5th, +6 at 10th etc. Associated domains: Good, Evil, Chaos, Law
Skill: This aura is always active. It gives a 10% reduction to all costs associated with construction of mundane it ems. It also gives a 10% reduction to the time needed to construct it. Associated domains: Community, Artifice
Travel: This aura is always active. The priest's companions travel 10% more each day. They also gain a +1 to all checks related to their travel (weather etc). This becomes +2 at 5th, +3 at 10th etc. Associated domains: Weather, Travel
True Death: This aura is always active. All companions of the cleric that are below 0 hp are automatically stabilized. Also, 1 is added to any damage dealt to undead. This becomes +2 at 5th, +3 at 10th etc. Associated domains: Death, Repose
Spells, Orisons and Channel Energy: Unchanged
There is also a spell that I would like to submit, for the cleric to become more of a warrior, of he so chooses.
Warrior of faith
School transmutation; Level cleric 1
Casting Time 1 standard action
Components V, S, M/DF
Range self
Target self
Duration 1 min
Saving Throw Will negates (harmless); Spell Resistance yes
As long as he wields his deity 's favorite weapon, the cleric imbues himseld with divine power, making him a powerful warrior. When attacking with his deity 's favorite weapon, he substitutes his Wisdom modifier for his Strength in melee attacks or for his Dexterity in ranged. He also substitutes his Charisma modifier for his Strength when calculating damage.