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Szatany
2007-02-13, 05:18 PM
Tell me if you like it:

Cleric
http://membres.lycos.fr/kingconan/galerie/Keith_Parkinson-Arcane_Summons.jpg
Picture by Keith Parkinson

GAME RULE INFORMATION
Clerics have the following game statistics.

Abilities: Same as in Player's Handbook.

Alignment: A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). Exceptions are the clerics of St. Cuthbert (a lawful neutral deity), who may choose only between lawful good and lawful neutral for their alignment.

Hit Points per Level: 1d6 + Con modifier.
Hit points are maximized at 1st character level.

Skill Points per Level: 4 + Int modifier.
Skill points are multiplied by 4 at 1st character level.

Class Skills: The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).


Base Fort Ref Will
Level Attack Bonus Save Save Save Special .
1st +0 +0 +0 +2 Aura, domain,
faith, spellcasting
2nd +1 +0 +0 +3 Order (1st ability)
3rd +2 +1 +1 +3 -
4th +3 +1 +1 +4 -
5th +3 +1 +1 +4 Order (2nd ability)
6th +4 +2 +2 +5 -
7th +5 +2 +2 +5 -
8th +6/+1 +2 +2 +6 Order (3rd ability)
9th +6/+1 +3 +3 +6 -
10th +7/+2 +3 +3 +7 Domain
11th +8/+3 +3 +3 +7 Order (4th ability)
12th +9/+4 +4 +4 +8 -
13th +9/+4 +4 +4 +8 -
14th +10/+5 +4 +4 +9 Order (5th ability)
15th +11/+6/+1 +5 +5 +9 -
16th +12/+7/+2 +5 +5 +10 -
17th +12/+7/+2 +5 +5 +10 Order (6th ability)
18th +13/+8/+3 +6 +6 +11 -
19th +14/+9/+4 +6 +6 +11 Domain
20th +15/+10/+5 +6 +6 +12 Order (7th ability)
CLASS FEATURES
All of the following are class features of the cleric.

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with light and medium armors, and shields. Every deity has a favored weapon (see Deities, page 106), and his or her clerics consider it a point of pride to wield that weapon. A cleric who chooses the War domain receives the Weapon Focus feat related to that weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category. See Chapter 5: Feats for details.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful alignment has a particularly powerful aura corresponding to the alignment (see the detect evil spell for details).

Domain: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. At 1st level, a cleric chooses domain from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
A domain gives the cleric access to a domain spell at each spell level he can cast, from 1st to 7th, as well as a granted power.
At 10th and 19th levels a cleric gains one extra domain from those granted by his deity.

Faith (Su): Every cleric is a devoted servant of his deity, and draws power from this devotion. All of the abilities below (which are all available to every cleric), as well as a number of other abilities, require faith – this means that activating such ability costs 1st or higher level spell. A cleric cannot use faith only once per round.
Re-roll a failed concentration or heal check.
Stabilize self when on negative hit points (even if unconscious) as a full-round action.
Turn Undead as a standard action that does not provoke attacks of opportunity. An evil cleric (or a neutral cleric who worships an evil deity) can rebuke or command undead. All other clerics rebuke or destroy them instead. Regardless of the effect, the general term for the activity is "turning."
To turn a single undead within 60 ft., a cleric’s class level + his Charisma modifier minus 1d6 roll must meet or exceed undead’s Challenge Rating (+ turn resistance, if any). A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on his level to determine turning’s potency against undead. If the result is a success, a cleric rebukes the undead. It the result exceeds CR by 10 or more, the undead is destroyed (by good and most neutral clerics) or commanded (by evil ones) instead (no save is allowed).
A cleric can also attempt to turn multiple undead at once. By rolling -2d6 instead of -1d6, a cleric can attempt to turn all undead within a cone 30 ft. long.
Rebuked: Turned undead flee from the cleric by the best and fastest means available to them for 1 minute. If they cannot flee, they cower.
Destroyed: Undead turns to dust. Ethereal and incorporeal undead turn to glowing dust. Destroyed vampire turns to mist instead.
Commanded: A commanded undead is under the mental control of the evil cleric for 1 minute. He must take a standard action to give mental orders to a commanded undead.Spellcasting: A cleric casts divine spells, which are drawn from the cleric spell list.
To learn or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + half the cleric's 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 (excluding invocations, see below). The cleric doesn't receive bonus spells per day for having high Wisdom score. Like bard or wizard, a cleric may know any number of spells.
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 spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Cleric does not gain bonus slots for domain spells.

Spells per day Caster Level
Level 0 1 2 3 4 5 6 7 of invocations
1st 2 1 - - - - - - 1
2nd 3 2 - - - - - - 1
3rd 3 2 - - - - - - 2
4th 3 2 1 - - - - - 2
5th 4 3 2 - - - - - 3
6th 4 3 2 - - - - - 3
7th 4 3 3 1 - - - - 4
8th 4 4 3 2 - - - - 4
9th 4 4 3 2 - - - - 5
10th 4 4 4 3 1 - - - 5
11th 4 4 4 3 2 - - - 6
12th 4 4 4 3 2 - - - 6
13th 4 4 4 4 3 1 - - 7
14th 4 4 4 4 3 2 - - 7
15th 4 4 4 4 3 2 - - 8
16th 4 4 4 4 4 3 1 - 8
17th 4 4 4 4 4 3 2 - 9
18th 4 4 4 4 4 3 2 - 9
19th 4 4 4 4 4 4 3 1 10
20th 4 4 4 4 4 4 3 2 10
Invocations: Some spells are identified as invocations. That means they can be cast without using up a spell slot of appropriate level. Any spell cast as invocation uses reduced caster level, as shown on table above. A cleric can cast invocations even if she has no slots left.
List of spells a cleric can cast as invocations:
0 level - Guidance, Read Magic, Resistance, Virtue
1st level - Bane, Cause Fear, Deathwatch, Divine Favor, Doom, Entropic Shield, Magic Weapon, Shield of Faith
2nd level - Align Weapon, Calm Emotions, Death Knell, Gentle Repose, Shatter, Shield Other, Sound Burst, Status
3rd level - Bestow Curse, Contagion, Dispel Magic, Obscure Object, Searing Light
4th level - Control Water, Poison, Repel Vermin
5th level - Dispel Chaos/Evil/Good/Law, Disrupting Weapon, Flame Strike.Learning New Spells: A cleric can learn any spell from his list, but doing so is tasking and requires a sacrifice. To learn a spell, a cleric must pay an amount of gold equal to spell level squared x 50. That money is used as an offering to a deity (it should not be gold at all, but instead items of value to the deity that cost that much). In addition, cleric prays for spells in a place sacred to his deity. Prayer must take 1 hour per spell level and can not be interrupted. If it is, it must be performed again, and the offerings are lost.
A newly created 1st level cleric knows a number of 1st level spells equal to his Wis bonus and the same number of 0 level spells.
Whenever a cleric gains new domain, he automatically learns all spells granted by that domain.
Prayer Book: Spells are granted by the gods on the term that the cleric remains pious and prays. Every day a cleric must read prayers from his book for 1 hour (this must be done at any point of daytime for good clerics, at any point of nighttime for evil clerics, or at any point of dusk or dawn for neutral clerics, but not more than once per day). Praying allows the cleric to please his deity and keep his spellcasting abilities at peek efficiency. For each day the cleric does not study his prayer book, his caster level is reduced by 1 when determining effects of spells, unless he prays with his prayer book for an hour. A cleric can use his prayer book as divine focus.

Order: At 2nd level, a cleric must decide what order he belongs to, or, in other words, what is his position and role within his religion. This choice determines special abilities the cleric gets at 2nd level and at every 3 levels thereafter. The orders are: chaplains, exorcists, friars, healers, and zealots.

1. Chaplain: Chaplains are the clerics who serve armed forces of their church. They perform a vital role in battles and holy wars, bolstering troops and protecting them from harm. Chaplain’s place in on the battlefield, and he has many ways to make otherwise feeble combatants strong and turn the tide of the battle.
Battle Bless (Su): At 2nd level, all creatures affected by cleric’s bless spell also gain +2 morale bonus on Fortitude saves. When casting bless, a cleric can use Faith to grant fear immunity to bless’ subjects.
A cleric adds bless to his spells known for free.
Blessing of Protection (Su): At 5th level, all creatures affected by cleric’s bless or aid spells also gain +1 morale bonus on all saving throws. When casting bless or aid, a cleric can use Faith to improve that bonus to +2 for the spell’s duration.
A cleric adds aid to his spells known for free.
Live and Let Die (Su): At 8th level, a cleric rewarded by his divine patron for helping his allies in battle. For each 10 points of damage a cleric deals to any opponent in a round, a cleric heals all allies within 10 feet of 1 point of damage. If a cleric damages more than one opponent, only the one that took most damage counts for the purpose of this healing.
Deliver from Harm (Su): At 11th level, all creatures affected by cleric’s bless or aid spells also gain 5 temporary Hit Points. When casting bless or aid, a cleric can use Faith to improve that value to 15 Hit Points.
Ever-Prepared (Ex): At 14th level, a cleric can use Faith as a swift action to gain ability to cast bless as invocation for 10 minutes.
Ever-Vigilant (Ex): At 17th level, a cleric can use Faith as a swift action to gain ability to cast aid as invocation for 10 minutes.
Blessing of Immortality (Su): At 20th level, all creatures affected by cleric’s bless or aid spells also gain Damage Reduction 5/-. When casting bless or aid, a cleric can use Faith to improved DR to 15/- for the first round of the spell’s duration.2. Exorcist: Exorcists turn and banish outsiders, employ protections and wards against otherworldly threats, and free people from mind-controlling magic or monsters.
Free Will (Ex): At 2nd level, a cleric gains +4 bonus against mind-affecting effects and spells. If under any such effect, a cleric can use Faith to make a new Will save in place of the old failed one. He can attempt this activity even if unconscious or under total control (treat it as sort of divine intervention).
Banish the Otherworldly (Ex): At 5th level, a cleric gains +4 competence bonus on Spellcraft checks to correctly identity a Conjuration (calling) or Conjuration (summoning) spell cast by an opponent. In addition, a cleric can use any spell to counterspell a spell from Conjuration (calling) or Conjuration (summoning) subschools (but the spell used by cleric must be of the same or higher level).
Exorcism (Su): At 8th level, by touching a creature under effects of a mind-affecting spell or effect, or under a possession (see Book of Vile Darkness), a cleric can use Faith to allow the creature another Will save. If the effect doesn’t allow a Will save the ability has no effect. Using this ability is a full-round action.
Expose Lurkers (Su): At 11th level, a cleric can make ethereal and incorporeal creatures within 60 ft. vulnerable to material world threats. If he uses Faith as a free action, all such creatures can be affected by spells and attacks until the end of round as if they didn’t have their respective qualities.
Sphere of Preservation (Ex): At 14th level, whenever a cleric casts protection from chaos/evil/good/law or magic circle against chaos/evil/good/law, he can use Faith to double duration and all bonuses granted by the spell.
Sterilize Planar Boundary (Su): At 17th level, a cleric makes it hard for other creatures to arrive on his plane. While the cleric is on his native plane, all creatures attempting to enter that plane within 100 feet from the cleric must make level check (character level + d20) against DC equal to cleric’s level +10). If they fail the check, their attempt is unsuccessful (any spells or charges used to do so are expended), and they are forbidden to try again for 1 minute.
Free Will of the People (Su): At 20th level, a cleric’s bonus from free will ability expands to all allies within 10 feet. A cleric can use Faith as a immediate action to give all allies within 10 feet immunity to mind-affecting spells and effects for the beginning of his next turn.3. Friar: Friars are the thinkers and philosophers of divine teachings. By studying deific teachings and dogmas, they unlock wonders of powerful divine magic. Friars spend much time praying, meditating, or otherwise trying to reach their gods.
Piety (Su): At 2nd level, a cleric gains +2 insight bonus on saves against divine spells and against spell-like abilities of outsiders. He can also use Faith as a move action to extend this bonus to all allies within 30 feet for 10 minutes.
Fasting (Su): At 5th level, a cleric can deprive himself of food to forge his body and mind into a unfailing tool to his deity’s cause. He gains +4 bonus on saves against poison, fatigue, exhaustion, and fear. He can also use Faith as a move action to extend this bonus to all allies within 30 feet for 10 minutes.
Aura of Tranquility (Su): At 8th level, a cleric can stop the strife for a short period of time. By using Faith as a full-round action, he can force all creatures within 60 feet (including any creature that enters the area) to cease all hostile actions until the beginning of cleric’s next round. Only creatures with divine ranks are immune to this effect.
True Piety (Su): At 11th level, a cleric gains Spell Resistance of 10 + his cleric level against divine spells and against spell-like abilities of outsiders.
Share Burden (Ex): At 14th level, whenever a cleric casts a spell with xp cost on a willing subject, he may pay only half the cost and make the subject pay the other half. If the subject doesn’t decide to pay her share, a cleric takes full cost.
Deific Agent (Su): At 17th level, a cleric enjoys a great favor his deity expands upon him. When wearing a habit and no armor, a cleric gains deflection bonus to AC equal to half his cleric level + his Charisma modifier (if positive).
Revelation (Su): At 20th level, a cleric receives a sudden revelation about his deity’s true nature and goals. By using Faith as a free action, he can cast any domain spell he knows at +2 caster level and +2 DC.4. Healer: Healer’s goal in service to his deity is to provide protection and healing. Healers are present in all religions, but more common in those of good alignment, since the compassion is large part of those faiths.
Healing Trance (Su): At 2nd level, a cleric is rewarded by his deity when helping others. Whenever he successfully casts a spell (or activates a spell-completion item) that heals at least 1 point of damage per cleric level to another character, the cleric gains +1 morale bonus on all checks, rolls, and saves until the end of next round.
Remedy (Su): At 5th level, a cleric can heal wounds (her own or those of others) by touch. By using Faith and touching a willing subject as a standard action, he heals a number of hit points equal to his ranks in Heal skill. Remedy can trigger healing trance ability.
Burst of Vitality (Su): At 8th level, whenever a cleric successfully casts a spell (or activates a spell-completion item) that heals at least 1 point of damage, the cleric instantly recovers a number of hit points equal to his ranks in Heal skill.
A cleric can use Faith to cast a spell from Healing subschool he doesn’t know. He can not cast this spell as an invocation.
Invigorate (Su): At 11th level, a cleric is rewarded by his deity when helping others. Whenever he successfully casts a spell (or activates a spell-completion item) that heals at least 1 point of damage per cleric level to another character, the cleric gains +2 bonus on DC of all spells he casts until the end of next round.
Timed Heal (Su): At 14th level, a cleric is rewarded by his deity for the time sacrificed to heal others. Whenever he successfully casts a spell (or activates a spell-completion item) that heals at least 1 point of damage to another character, the cleric can use Faith to gain an extra move or swift action in the same round.
Greater Healing Trance (Su): At 17th level, a cleric is greatly rewarded by his deity when helping others. Whenever he successfully casts a spell (or activates a spell-completion item) that heals at least 1 point of damage per cleric level to another character, the cleric gains +2 morale bonus on all checks, rolls, and saves for the current and the next 2 rounds.
Fountain of Life (Su): At 20th level, a cleric’s body becomes so infused with healing energies that they heal him constantly. A cleric gains fast healing 2. He can use Faith as a free action to increase this ability to 4 for 1 minute.5. Zealot: Zealots are fanatical followers of their faith. They drive themselves to the state of a frenzy to destroy anyone who doesn’t agree with their outlook. Zealots are stubborn, ardent, and hardly open-minded. To become a zealot, the cleric must be of chaotic, evil, good, or lawful alignment.
Zeal (Ex)(Su): At 2nd level, a cleric can enter a fanatical state of mind whenever confronted with a character who disagrees with zealot’s agenda or interferes with his activities. Even if he doesn’t want to enter zeal, a cleric participating in combat must make a Wisdom check (DC 15) each round or activate this ability. While in zeal, a cleric gains +2 morale bonus to Strength, +5 bonus on saves against mind-affecting effects, damage reduction 3/magic, and spell resistance of 5 + cleric level. Those bonuses are the supernatural part of this ability. Every round in this state, a cleric must attempt to attack (in melee) any creature within charge range he perceives as a foe. A zealot who has less than 50% of his Hit Points may exit the state of zeal as a free action once per round by spending one faith point, but if does so, he loses the ability to enter zeal for the next 24 hours.
God guides my Hand (Ex): At 5th level, a cleric in zeal gains +1 bonus on all attack rolls. He can use Faith as a free action to improve that bonus to +3 until end of round.
Tantrum (Ex): At 8th level, a cleric doesn’t notice his wounds when in religious fervor. When in zeal, he can act normally when on zero or negative hit points and he ignores effects of Strength and Dexterity score damage and drain (those abilities are still reduced, but the zealot ignores those reductions as long as he is in zeal). A cleric still dies at -10 hit points and still becomes disabled when Strength or Dexterity reaches 0, as normal.
God be my Judge (Ex): At 11th level, a cleric in zeal is immune to all spells and effects that have increased or specific effect against creatures with specific alignment.
God give me Strength (Ex): At 14th level, a cleric in zeal adds +1 to DC of all his spells. He can use Faith as a free action to improve that bonus to +2 until end of round.
Madman’s Determination (Su): At 17th level, whenever a cleric in zeal kills an opponent with no less than 2 Hit Dice than him, he restores one 1st level cleric spell slot.
Channel Deific Wrath (Su): At 20th level, a cleric can channel his deity’s anger through a melee attack or a spell to make a devastating strike at a foe. By using Faith as a swift action, a cleric chooses a creature within 100 feet and his deity determines if that creature is in conflict with the deity’s religion enough to strike it down (DM’s call). If it is, a cleric adds his class level to attack and damage rolls with next melee attack against that creature or he adds 1/3 his class level to DC and level-dependant effects of next spell he casts that affects that creature (if the spell affects more creatures, this ability makes the spell more potent only against the intended target). If either a melee attack or a spell isn’t performed within 2 rounds, the ability ends.EPIC CLERIC
In a typical world, the epic cleric stands as one of his deity’s most elite servants. In an adventure party, he must also stand as the solid center of the group, providing power and assistance to his companions.

Cleric
Level Special .
21st -
22nd -
23rd Bonus feat
24th -
25th -
26th Bonus feat
27th -
28th -
29th Bonus feat
30th -
Bonus Feat: An epic cleric gains bonus feat at 23rd level and every 3 levels thereafter (26th, 29th, 32nd, and so on). Whenever he gains a bonus feat from this ability, he may either take an epic feat, or two non-epic feats. The list of available epic feats is same as in Epic Level Handbook.

Glittersamas
2007-02-13, 05:52 PM
Szatany. It's good to see you here. How is this cleric dif from the one on the wiz boards (if at all- It's been a while since i saw it) This is crashy75 btw.

Caduceus
2007-02-13, 09:20 PM
I've read all of your variant classes so far, and I love them. I'm planning to implement them in my future campaigns.

I can't wait to see your take on the Sorcerer and Bard. And will you be releasing variants for the other classes?

Glittersamas
2007-02-13, 10:04 PM
I've read all of your variant classes so far, and I love them. I'm planning to implement them in my future campaigns.

I can't wait to see your take on the Sorcerer and Bard. And will you be releasing variants for the other classes?

He's got so many variants. You should check the wiz class boards. Fun fun.

Druid
2007-02-13, 10:43 PM
Where do you get these pictures?

Chavik
2007-02-13, 11:49 PM
Hey... im realy liking your variant classes so far and i want to subscribe to your newsletter

I was wondering if you could make a variant Ninja (Complete Adventurer) for a Uber-Mega-Tropolis campaign setting im working on. Maybe without all the ghost step munchkin-isms. maybe make it more rougish and a bit more urban

PM if your interested.

ciao

Szatany
2007-02-14, 02:26 AM
Szatany. It's good to see you here. How is this cleric dif from the one on the wiz boards (if at all- It's been a while since i saw it) This is crashy75 btw.
First of all, it uses new casting system we devised on wotc boards (invocations and stuff). Second, it utilizes Faith mechanic, which allows a cleric to activate variety of effects by spending spell slots.
And that's pretty much it. There are many little changes in orders, but they stem from those 2 main alterations.


I've read all of your variant classes so far, and I love them. I'm planning to implement them in my future campaigns.

I can't wait to see your take on the Sorcerer and Bard. And will you be releasing variants for the other classes?
Bard is done, but that new spellcasting system is not yet added. Sorcerer is also done but will be completly rewritten because, when you look cleric for example, spontaneous spellcasting is nothing special anymore.
I have variants for about 23 classes (11 core, 4 psionic, others are my doing). Some of them require extensive retooling or are in the middle of it (paladin and monk currently). Finished classes I'm pleased with include:
- Adventurer
- Barbarian
- Cleric
- Druid
- Fighter
- Knight
- Mentalist
- Ranger
- Rogue
- Skirmisher
- Wizard


Where do you get these pictures?Nowhere in particular. Just creative use of google ;)


Hey... im realy liking your variant classes so far and i want to subscribe to your newsletter
I was wondering if you could make a variant Ninja (Complete Adventurer) for a Uber-Mega-Tropolis campaign setting im working on. Maybe without all the ghost step munchkin-isms. maybe make it more rougish and a bit more urban
PM if your interested.
ciaoI will not be creating ninja, samurai, or hexblade. Ninjas can be quite well portrayed by rogue, samurai by knight, and hexblade by scourge (just in case someone asks about it in the future).

Holocron Coder
2007-02-14, 09:22 AM
Dang. I'm agreeing with others. I like these variants of the classes... you mentioned a good number of them in a post; where can I find all of those? I have seen a few on this forum, but not all (perhaps I just missed them). Could I burden you with asking for links for them? -puppy dog eyes- Please? :D

Szatany
2007-02-14, 10:00 AM
Not a problem:

Barbarian, Fighter, Knight, Ranger, Skirmisher, Vessel http://boards1.wizards.com/showthread.php?t=690116

Conjurer, Deceiver, Magus, Necromancer, Sorcerer, Wizard http://boards1.wizards.com/showthread.php?t=690264

Mentalist, Myconite, Psion, Psycker, Wilder http://boards1.wizards.com/showthread.php?t=690469

Cleric, Druid, Incarnate, Paladin, Scourge http://boards1.wizards.com/showthread.php?t=690858

Adventurer, Bard, Monk, Nexus, Rogue http://boards1.wizards.com/showthread.php?t=691317 (http://boards1.wizards.com/showthread.php?t=690858)

Matthew
2007-02-14, 07:38 PM
Why no Cleric Templar variant, though? Seems like that would be a good fit for the Cleric overall.

Szatany
2007-02-15, 03:10 AM
Why no Cleric Templar variant, though? Seems like that would be a good fit for the Cleric overall.
There was one once upon a time but all it did was bonus feats and that wasn't good enough for me. If you have ideas, we can probably work them out.