PDA

View Full Version : D&D 3.x Class The Devout (3.5 PEACH)



Ralcos
2015-01-15, 06:08 PM
The Devout
Loyalty and devotion lead to bravery. Bravery leads to the spirit of self-sacrifice. The spirit of self-sacrifice creates trust in the power of the Gods.

http://img0.joyreactor.cc/pics/post/art-Warhammer-Fantasy-warpriest-of-Sigmar-%25D0%25BF%25D0%25B5%25D1%2581%25D0%25BE%25D1%2587 %25D0%25BD%25D0%25B8%25D1%2586%25D0%25B0-96281.jpeg

There are Clerics, those that follow the teachings of deities; but even those teachings can be corrupted for one purpose or another, or even seeing two Clerics of the same religion fighting over differing views of the same ideology.
The Devout is different, having a direct line to a deity through a pact of blood; eternally a servant, both in life and in beyond. While Clerics merely follow the gods, the Devout embraces the very breath of that deity’s being; asking the divine beings that serve his deity for advice and guidance to advance that deity’s goal. While many Clerics see the Devout of their religion as edging near obsession of the deity, all of them know that the Devout is a good omen when he comes to solve any problems.


Abilities: Wisdom is a Devout’s top priority, while Charisma is a close second.
Deity: The Devout MUST worship a deity when he chooses to play as this class.
Alignment: The Devout MUST be of the same Alignment as his chosen deity.

Hit Dice: d6 (6 + Constitution Modifier at 1st level)

Class Skills
Skill Points: 4 + Intelligence Modifier; x4 at 1st level
Concentration, Craft, Diplomacy, Decipher Script, Gather Information, Knowledge (Arcana), Knowledge (Nature), Knowledge (The Planes), Perform, Profession, Spellcraft, Use Magic Device.




Level
Base Attack Bonus
Fortitude
Reflex
Will
Special
Faith Points


1
0
0
0
2
Among the Faithful, Divine Power (1st)
2


2
1
0
0
3

2


3
2
1
1
3

3


4
3
1
1
4
Divine Power (2nd)
3


5
3
1
1
4

3


6
4
2
2
5

4


7
5
2
2
5

4


8
6 / 1
2
2
6
Divine Power (3rd)
4


9
6 / 1
3
3
6

5


10
7 / 2
3
3
7

5


11
8 / 3
3
3
7

5


12
9 / 4
4
4
8
Divine Power (4th)
6


13
9 / 4
4
4
8

6


14
10 / 5
4
4
9

6


15
10 / 6 / 1
5
5
9

7


16
12 / 7 / 2
5
5
10
Divine Power (5th)
7


17
12 / 7 / 2
5
5
10

7


18
13 / 8 / 3
6
6
11

8


19
14 / 9 / 4
6
6
11

8


20
15 / 10 / 5
6
6
12
Divine Power (6th), Ascension
8




Class Features
All Devout have the following Class Features

Weapon and Armor Proficiency
Devout are proficient with all Simple Weapons as well as proficient in the Favored Weapon of their Deity (if applicable). In addition, the Devout is proficient in Light Armor, Medium Armor, and all Shields (except for Tower Shields).

Faith Points
All Devout are granted a small pool of divine energy from their deity, as a part of their pact.
The Devout gains a number of Faith Points equal to his Wisdom Modifier plus what he'd gain from his Devout level, but they can only spend up to His Devout level per round.
For example, a 1st level Devout gains 2 + his Wisdom Modifier Faith Points.

Faith Points can be used in the following ways:

Turn/Rebuke Undead as a Cleric of your Devout level (1 FP)
Divine Bolt; Ranged Touch Attack; deals 1d6 damage per FP.
Divine Shield; Self OR one ally within 30 feet; Grants +1 divine bonus to Armor Class per 2 FP spent. Lasts for 1 hour.
Divine Providence; Self OR one ally within 30 feet; Grants +1 to all Saving Throws per FP spent. Lasts for 1 minute.
Grant an Action to Self or one ally within 30 feet.
Move Action (3 FP)
Standard Action (6 FP)
Full-Round Action (12FP)


Among the Faithful
At 1st level, the Devout knows 4 0-level Cleric spells, usable as at-will spell-like abilities.
In addition, he chooses 2 domains that his deity allows, and gains the ability listed for each domain (see Domain Abilities, below).

Divine Power
At 1st level, a Devout knows two 1st level Cleric spells, each spell usable twice per day as spell-like abilities

At 4th level, he learns two 2nd level Cleric spells, each spell usable twice per day as spell-like abilities.
In addition, he learns two more 1st level Cleric spells, and his 1st level spells can each be used four times per day as spell-like abilities.
Also, his 0-level spells can now be used as at-will supernatural abilities.

At 8th level, he learns two 3rd level Cleric spells, each spell usable twice per day as spell-like abilities.
In addition, he learns two more 2nd level Cleric spells, each of his 2nd level spells can be used four times per day as spell-like abilities.
Also, his 1st level spells can be used as at-will spell-like abilities.

At 12th level, he learns two 4th level Cleric spells, each spell usable twice per day as spell-like abilities.
In addition, he learns two more 3rd level Cleric spells, each of his 3rd level spells usable four times per day.
Also, his 2nd level spells can be used as at-will spell-like abilities.

At 16th level, he learns two 5th level Cleric spells, each spell usable twice per day as spell-like abilities.
In addition, he learns two more 4th level Cleric spells, each spell usable four times per day.
Also, he can use his 3rd level spells can be used as at-will spell-like abilities, AND his 1st level spells can be used as at-will supernatural abilities.

At 20th level, he learns two 6th level Cleric spells, each usable twice per day as spell-like abilities.
In addition, he learns two 5th level spells, each of these spells usable four times per day.
Also, his 4th level spells are usable as at-will spell-like abilities, AND his 2nd level spells can be used as at-will supernatural abilities.

Spell DCs are calculated as normal, using Wisdom as the Devout’s casting ability score.

Ascension
At 20th level, you have proven yourself to your deity, either by making yourself a martyr for the deity's cause or by rallying those that were deemed faithless under your deity's holy symbol.
You adopt the Ascended Template, gaining the Undead (Augmented, Native) type, and the following template features:


You gain an additional amount of hit points per HD equal to their Charisma bonus, given that this bonus is +0 or higher.
For every 5 Devout Levels that you have, you gain Natural Armor bonus of +1.

You gain Spell Resistance equal to your Devout Class Level + 10. You also gain Damage Reduction of 5/magic. If you already has one or both of these things, you use the better value. Lastly, you are immune to Turn Undead/Rebuke Undead attempts
Immunities (Ex): You are immune to acid, cold, electricity, and petrification attacks.
Tongues (Ex): You can speak with any creature that has a language, as though using a [I]tongues spell cast by a 14th-level cleric. This ability is always active.

Ralcos
2015-01-15, 06:11 PM
______Domain Ability Listings______

Air Domain Ability; Pushing Winds
Instead of dealing damage with a nonmagical attack (such as with a weapon), your target must instead make a Fortitude Saving Throw, being pushed 30 feet.
This is an at-will spell-like ability, DC being based on the highest spell level known.
Can spend 1 FP (up to your Devout level) to increase the Save DC by 1.



Known Spell Level
Fortitude Save DC


1st
12 + Wisdom Modifier


2nd
13 + Wisdom Modifier


3rd
14 + Wisdom Modifier


4th
15 + Wisdom Modifier


5th
16 + Wisdom Modifier


6th
17 + Wisdom Modifier



Animal Domain Ability; Animal Tongues
Speak with Animals is usable as an at-will spell-like ability. In addition, you know the Druidic language.

Celerity Domain Ability; Fast Movement
You are granted faster movement, as if you were a Monk of your Devout level. This bonus to movement is removed when wearing Medium or Heavy Armor, or when holding any weight beyond a Light Load.

Chaos Domain Ability; Axiobane
As part of a nonmagical attack (such as a weapon), you can spend up to 1 FP per Devout level, to deal an extra 1d6 damage against a Lawful-Aligned creature/character.

Cold Domain Ability; Chilling Blow
As part of a nonmagical attack (such as a weapon), you can spend up to 1 FP per Devout level, to deal an extra 1d6 Cold damage.

Community Domain Ability; Urban Unity
Gather Information and Knowledge (Local) are class skills.
In addition, all allies within 15 feet (not including yourself) are granted a bonus to Attack Rolls, Saving Throws, and Skill Checks equal to your Charisma Modifier.
Passive spell-like ability.

Competition Domain Ability; Challenging the Spirit
You have a +1 bonus to all opposed checks that you make. For every 1 FP spent on this ability (up to your Devout level), you gain an additional +1 bonus to all opposed checks you make.

Creation Domain Ability; Creationist
Minor Creation as an at-will spell-like ability. Is replaced with Major Creation at 15th level.

Death Domain Ability; Reaper’s Touch
As a melee touch attack, you deal 1 point of Necrotic damage per Devout level to your target. For every 2 FP spent on this ability (up to your Devout level), you deal an additional 1 point of damage per Devout level. This ability does not affect Constructs or Undead.
This is an at-will spell-like ability.

Destruction Domain Ability; Mark of Destruction.
You can place a Mark of Destruction on a person, a creature, or an object; A person/creature takes 1 extra point of damage from nonmagical sources (which include magical weapons); An object takes double damage from nonmagical sources (which include magical weapins).
This is an at-will spell-like ability.

Domination Domain Ability; Command
Command as an at-will spell-like ability. At 10th level, you can spend 6 FP to make it a Greater Command spell.

Dream Domain Ability; Dreamwalker
You are immune to all fear effects and magic sleep effects. In addition, you gain a +2 bonus to all Saving Throws against illusions and charm effects.

Earth Domain Ability; Knowledge of Primordial Stone
This ability grants a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. Devout who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and can use the Search skill to find stonework traps as a rogue can. He can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. This stacks with similar abilities, such as Stonecutting, and is considered as such.

Evil Domain Ability; Holybane
As part of a nonmagical attack (such as a weapon), you can spend up to 1 FP per Devout level, to deal an extra 1d6 damage against a Good-Aligned creature/character.

Fire Domain Ability; Burning Strike
As part of a nonmagical attack (such as a weapon), you can spend up to 1 FP per Devout level, to deal an extra 1d6 Fire damage.

Force Domain Ability; Power of Force
By manipulating cosmic forces of inertia and force, once FP spent, the Devout can reroll any damage roll (for a weapon, a spell, or an ability) and take the better of the two rolls. This granted power is considered a supernatural ability.

Glory Domain Ability; Glory to Victory
Once per FP spent, the Devout can, as a Standard action, grant himself or an ally within 30 feet a +2 morale bonus to Attack Rolls and all Saving Throws for 1 minute. If you or the ally defeats an enemy within the duration, the bonus increases to +4.

Good Domain Ability; Unholybane
As part of a nonmagical attack (such as a weapon), you can spend up to 1 FP per Devout level, to deal an extra 1d6 damage against an Evil-Aligned creature/character.

Healing Domain Ability; Extraordinary Healer
As part of a Cure Wounds spell, you can spend up to 1 FP per Devout level, healing an additional 1d6 Hit Points to the target. In addition, any extra healing that the target gains from the use of this ability turns into Temporary Hit Points.

Inquisition Domain Ability; Seeker of the Harsher Truth
Add Intimidate and Sense Motive to the Devout class list. In addition, You can spend up to 1 FP per level to grant yourself a +1 bonus to all Intimidate and Sense Motive checks for 1 hour.

Knowledge Domain Ability; Lore of the Gods
Add all Knowledge skills to your list of Devout class skills. In addition, you can reroll any one Knowledge skill check once per day. You must accept the rerolled result, even if it is lower.

Law Domain Ability; Anarchbane
As part of a nonmagical attack (such as a weapon), you can spend up to 1 FP per Devout level, to deal an extra 1d6 damage against a Chaos-Aligned creature/character.

Liberation Domain Ability; Free Spirit
If you are affected by a charm, compulsion, or fear effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw for every 1 FP spent on this ability. This granted power is considered a supernatural ability.

Luck Domain Ability; Luck of the Divine
You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the Dungeon Master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

Madness Domain Ability; Clarity of Insanity
Your insanity gives you insight. Your Wisdom score is decreased by 1d3+1. However, once per 1 FP spent on this ability, you can see and act with the clarity of true madness: Add one-half your Devout level to a single Wisdom-based skill check or Will save. You must choose to use this benefit before the check or save is rolled.

Magic Domain Ability; Arcane Devoted
Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your Devout level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

Mind Domain Ability; Mental Prowess
You gain 2 Mental Charges, gaining more based on the table below.


Devout Levels
Mental Charges


1 - 4
2


5 - 8
3


9 - 12
4


13 - 16
5


16 - 20
6


You can do the following tasks with Mental Charges:

Emulate a 1st level Psion/Wilder Power (1 Mental Charge).
Emulate a 2nd level Psion/Wilder Power (2 Mental Charges).
Emulate a 3rd level Psion/Wilder Power (3 Mental Charges).
Emulate a 4th level Psion/Wilder Power (4 Mental Charges).
Emulate a 5th level Psion/Wilder Power (6 Mental Charges).
Treat one Intelligence, Wisdom, or Charisma skill check as a Natural 10 (1 Mental Charge).
Reroll one Saving Throw, keeping the second result (2 Mental Charges).


Mysticism Domain Ability; Power of the Mystic
You can use FP to do the following tasks:

Emulate a 1st-level Wizard/Sorcerer spell (1 Faith Point)
Emulate a 2nd-level Wizard/Sorcerer spell (2 Faith Points; must be 4th level)
Emulate a 3rd-level Wizard/Sorcerer spell (4 Faith Points; must be 8th level)
Emulate a 4th-level Wizard/Sorcerer spell (8 Faith Points; must be 12th level)
Emulate a 5th-level Wizard/Sorcerer spell (12 Faith Points; must be 16th level)
Emulate a 6th-level Wizard/Sorcerer spell (16 Faith Points; must be 20th level)

Also, the Devout with this domain is included to be an Arcane spellcaster for the purposes of determining caster level and to meet any requirements.

Oracle Domain Ability; Sight Beyond Sight
You can use the following spell-like abilities as a Full-Round Action:

Identify (1 Faith Point)
Augury (2 Faith Points; must be 4th level)
Divination (4 Faith Points; must be 8th level)
Scrying (8 Faith Points; must be 12th level)
Commune (12 Faith Points; must be 16th level)
Legend Lore (16 Faith Points; must be 20th level)


Pact Domain Ability; One with the Group
Add Appraise, Intimidate, and Sense Motive to your list of Devout class skills. In addition, you can use the Command spell and the Deathwatch spell as at-will spell-like abilities.

Pestilence Domain Ability; Diseased Soul
Can use Knowledge (religion) to identify diseases. Also, you are immune to the effects of all diseases,though Devouts with this ability can still carry infectious diseases.

Plant Domain Ability; Plant Medium
Add Knowledge (nature) to your list of Devout class skills. In addition, you can use Speak with Plants as an at-will spell-like ability.

Protection Domain Ability; Shield of the Gods
As a Move Action, you can spend up to 1 FP per Devout level to add +1 to either Armor Class OR all Saving Throws for 1 hour/Devout level. You may add this to either yourself or one ally within 30 feet, but only one Shield can apply at a time.

Purification Domain Ability; Purified Devotion
Can use the Purify Food/Water spell and the Protection from Evil/Good/Law/Chaos spell as an at-will spell-like ability. When cast, you must choose an alignment that the spell protects against.

Strength Domain Ability; Divine Strength
You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your Devout level. Activating the power is a free action, the power lasts 1 round, and it is usable once per 1 FP spent.

Summoner Domain Ability; Divine Gatekeeper
You can use FP to complete the following tasks:

Cast Summon Monster I (1 Faith Point)
Cast Summon Monster II (2 Faith Points; must be 4th level)
Cast Summon Monster III (4 Faith Points; must be 8th level)
Cast Summon Monster IV (8 Faith Points; must be 12th level)
Cast Summon Monster V (12 Faith Points; must be 16th level)
Cast Summon Monster VI (16 Faith Points; must be 20th level)


Sun Domain Ability; Apostle of the Sun
You can use the Daylight spell as an at-will spell-like ability.

Travel Domain Ability; The Path Most Travelled
Add Survival to your list of Devout class skills. In addition, you ignore any and all difficult terrain during movement.

Trickery Domain Ability; Shadows of Intrigue
Add Bluff, Disguise, and Hide to your list of Devout class skills. In addition, gain Trapfinding as the Rogue class feature.

War Domain Ability; Warrior's Training
Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon. In addition, you are considered to be a Fighter of your Devout level -2 (minimum 1) for the purposes of meeting requirements.


Water Domain Ability; Gift of the Waters
You can breathe underwater just as well as you breathe air (and vice versa). In addition, you take no penalties when underwater.

Weather Domain Ability; Meteorological Knowledge
Inclement weather has less of an effect on you. Rain and snow don’t penalize your Spot and Search checks. You can move through snow-covered and icy terrain at your normal movement. Wind effects, whether natural or magical, affect you as if you were one size
category larger. Also, you can Detect Weather as a spell-like ability.

Ralcos
2015-01-15, 06:27 PM
So, what do you guys think?

I made this idea as a unique version of a "Divine-Pact Warlock", a Warlock with different abilities and progression.

Ralcos
2015-01-19, 11:44 AM
Necromancy powers commence!

There's no comments? The class isn't THAT good, that's for sure.

ezkajii
2015-02-09, 03:13 PM
I like it. I like the flavor, and the mechanics are nice and simple, while still seeming quite practical for gameplay. I found it interesting how the spells/SLAs/Su abilities progress, it reminds me of shadowcasting, but cleric casting is a much better flavor, and you avoid all the complexities of the paths and ways and whatever. I would definitely play the Devout.
A few little concerns:
* The divine bolt lists its damage as both 1d6/FP and 1d8/FP. Which is correct?
*I think I might give the devout medium armor proficiency.
*You mention serving the deity both in life and after - the class currently lacks a capstone, what about adding some kind of ability where, on death, a 20th level devout gets some sort of benefit? Revived as deathless, or something, it would be very flavorful and, I think, round out a fairly simplistic class.
But yeah, it looks pretty good. Probably like Tier 2? I mean it's still cleric casting, but much more limited. I can foresee some abuse of the at-will spells, but then again that's just what the playground's gonna do :smalltongue:

Zaydos
2015-02-09, 03:47 PM
It might be a little too easy to get infinite Out of Combat healing. At 1st level if you select Cure Minor Wounds as a spell-like ability you can fully heal out of combat; most free out of combat healing abilities cap at half health, come into play at much higher levels (binder gets it at 6th, shadowsun ninja gets it at 6th), cost more (only aura for 1st level Dragon Totem Shaman, a feat, only vestige and a feat at 6th level one of two vestiges at 8th, entry into a PrC). That said amount of out of combat healing is something that is really campaign/DM dependent; some DMs like to make it easier for PCs to get, some like to stay at 1/2 max hp level, some hate all the easy means of out of combat healing.

And I'd count at will 4th level spells as a capstone; Divine Power comes to mind.

Ralcos
2015-02-09, 06:14 PM
I like it. I like the flavor, and the mechanics are nice and simple, while still seeming quite practical for gameplay. I found it interesting how the spells/SLAs/Su abilities progress, it reminds me of shadowcasting, but cleric casting is a much better flavor, and you avoid all the complexities of the paths and ways and whatever. I would definitely play the Devout.
A few little concerns:
* The divine bolt lists its damage as both 1d6/FP and 1d8/FP. Which is correct?
*I think I might give the devout medium armor proficiency.
*You mention serving the deity both in life and after - the class currently lacks a capstone, what about adding some kind of ability where, on death, a 20th level devout gets some sort of benefit? Revived as deathless, or something, it would be very flavorful and, I think, round out a fairly simplistic class.
But yeah, it looks pretty good. Probably like Tier 2? I mean it's still cleric casting, but much more limited. I can foresee some abuse of the at-will spells, but then again that's just what the playground's gonna do :smalltongue:


The Divine Bolt is supposed to deal 1d6 damage on a hit.
The War Domain grants Medium Armor Proficiency, but I think I should change it as well.
I just looked up the Deathless template (it was a **** to find!), and I think that it'd be cool as well.





It might be a little too easy to get infinite Out of Combat healing. At 1st level if you select Cure Minor Wounds as a spell-like ability you can fully heal out of combat; most free out of combat healing abilities cap at half health, come into play at much higher levels (binder gets it at 6th, shadowsun ninja gets it at 6th), cost more (only aura for 1st level Dragon Totem Shaman, a feat, only vestige and a feat at 6th level one of two vestiges at 8th, entry into a PrC). That said amount of out of combat healing is something that is really campaign/DM dependent; some DMs like to make it easier for PCs to get, some like to stay at 1/2 max hp level, some hate all the easy means of out of combat healing.

And I'd count at will 4th level spells as a capstone; Divine Power comes to mind.


I looked at it and understand your concerns, but I think I need to clarify.
I was using the cleric's rules on scaling for those spells, meaning that the healing spells would get pretty poor in quality very quick.

e.g.
A 1st level Devout has chosen Cure Minor Wounds as one of his 0-level spells. BUT, unlike the 1st level cleric, he wouldn't be able to cast Cure Light Wounds as often until 4th and 8th level.
By those levels, the Devout's chosen Cure Minor Wounds is way too weak to keep up with the Cleric (which would be at Cure Moderate at that point). Healing Domain is awesome for this, but requires VERY VERY good management of your FP.