LazarusDarkeyes
2015-04-27, 03:32 AM
I'm looking to change up the clerics in a game I am going to run. I wanted opinions from a game balance perspective on if you think I made them too strong or too weak...
Background: setting where Alignment is non-existent
Goal: Make the Cleric class more 'I'm a priest of <insert a god they want to worship>'
Approach:
-make cleric's spontaneous casters
-give them an additional domain and strengthen one of those a little
-limit their spell list to their domain spells (so, only 3 spell options/level...)
-give *option* to start w/ extra channeling feat, but less armor
-give them additional spell/day to make up for inferior spell list (they get base + 1 + ability bonus PLUS 1 that must be from their Primary Domain)
-all spells cast from their Primary Domain are treated as 1 caster level higher
MUCH MORE VERBOSE OF ABOVE
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, and with the favored weapon of their deity.
Bonus: Clerics can choose to gain *either* any feat that has Channel Energy as a prerequisite *or* both medium armor proficiency and shield proficiency.
Aura (Ex): A cleric has a particularly powerful aura corresponding to the deity’s Primary Domain.
Spells: A cleric casts divine spells which are drawn from her deity's 3 Domain spell lists. A cleric can cast any spell she knows without preparing it ahead of time. To cast any 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 + the spell level + the cleric’s Wisdom modifier.
For all purposes, any spell cast from the deity's Primary Domain is treated as though it were cast by a cleric of one level higher.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily
spell allotment is given on Table 3–5; *ADD +1 TO EACH SPELL LEVEL THE CLERIC HAS ACCESS TO*. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily
allotment of spells. A cleric may cast any spell that is on oneof the spell lists of a domain of their deity provided that she can cast spells
of that level.
Channel Energy (Su): Any cleric can release a wave of energy by channeling the power of her faith through her holy symbol. This energy can be used to cause or heal damage. A cleric must choose whether she channels healing or damage. Once this choice is made, it cannot be reversed. Channeling energy causes a burst that affects all creatures in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains: A cleric’s deity influences what magic she can perform, her values, and how others see her. A cleric chooses three domains from among those belonging to her deity; one of them must be selected as the deity's Primary Domain. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a the spells available to call upon. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can cast the spell from her Primary Domain in that slot.
In addition, a cleric gains the listed powers from all three of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table 3–5 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Ex-Clerics
A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).
Domains
Clerics may select any three of the domains granted by their deity and must select one of those 3 as their deity's Primary Domain.
Background: setting where Alignment is non-existent
Goal: Make the Cleric class more 'I'm a priest of <insert a god they want to worship>'
Approach:
-make cleric's spontaneous casters
-give them an additional domain and strengthen one of those a little
-limit their spell list to their domain spells (so, only 3 spell options/level...)
-give *option* to start w/ extra channeling feat, but less armor
-give them additional spell/day to make up for inferior spell list (they get base + 1 + ability bonus PLUS 1 that must be from their Primary Domain)
-all spells cast from their Primary Domain are treated as 1 caster level higher
MUCH MORE VERBOSE OF ABOVE
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, and with the favored weapon of their deity.
Bonus: Clerics can choose to gain *either* any feat that has Channel Energy as a prerequisite *or* both medium armor proficiency and shield proficiency.
Aura (Ex): A cleric has a particularly powerful aura corresponding to the deity’s Primary Domain.
Spells: A cleric casts divine spells which are drawn from her deity's 3 Domain spell lists. A cleric can cast any spell she knows without preparing it ahead of time. To cast any 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 + the spell level + the cleric’s Wisdom modifier.
For all purposes, any spell cast from the deity's Primary Domain is treated as though it were cast by a cleric of one level higher.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily
spell allotment is given on Table 3–5; *ADD +1 TO EACH SPELL LEVEL THE CLERIC HAS ACCESS TO*. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily
allotment of spells. A cleric may cast any spell that is on oneof the spell lists of a domain of their deity provided that she can cast spells
of that level.
Channel Energy (Su): Any cleric can release a wave of energy by channeling the power of her faith through her holy symbol. This energy can be used to cause or heal damage. A cleric must choose whether she channels healing or damage. Once this choice is made, it cannot be reversed. Channeling energy causes a burst that affects all creatures in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains: A cleric’s deity influences what magic she can perform, her values, and how others see her. A cleric chooses three domains from among those belonging to her deity; one of them must be selected as the deity's Primary Domain. Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a the spells available to call upon. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can cast the spell from her Primary Domain in that slot.
In addition, a cleric gains the listed powers from all three of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table 3–5 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Ex-Clerics
A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).
Domains
Clerics may select any three of the domains granted by their deity and must select one of those 3 as their deity's Primary Domain.