PDA

View Full Version : Pathfinder Alternate Cleric -- seeking feedback



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.

Demonic Kitten
2015-04-27, 04:08 AM
Hmm. That spell list nerf is gonna hurt at higher levels. I'd give them a few extra Channel's per day by default, since as written, it's now possible to make a Cleric with zero cure spells and zero resurrection spells. Perhaps change it to "3 + 1/2 Cleric level + Charisma modifier times per day"?

Additionally, why not give them more domains as they level? If you don't like giving them additional domain powers as they level, giving them the spell lists of another domain every 10th level is by no means broken, but honestly, with a spell list that small giving them the powers as well is probably just as well. Sorcerers get slightly less spells known at higher levels, but get more and more powerful bloodline powers.

Also, every Cleric ever is now going to default to a domain that gives Miracle as a 9th level spell, just to get the expanded spell list options it offers.

I would definitely look over domains and make sure that if a player chooses two domains with the same spell at the same level, they actually get two different spells, otherwise their spell list is taking an even larger hit. Also, as worded, every deity has three domains only, but this isn't always the case, so you should probably set that straight. Feel free to ignore this if you have a custom pantheon where all deities actually only have 3 domains.

LazarusDarkeyes
2015-04-27, 11:43 AM
In this homebrew world, I was going to let players make up their own gods...and all gods would have 3 domains (1 of those being 'Primary').

Players are starting at level 3...don't actually think any of them will think 9th level spells far in the future (but good point / point taken).

In trying to keep w/ the theme where of deities having a sphere of influence assigned to them (3 domains), I do not want to give the players new domains as they level...

I don't really have a problem giving them a few extra channels a day


New Thought on Defining Deity
-pick a Primary Domain
-pick 2 secondary Domain
-pick 2 tertiary Domains

Spontaneous casters still
Still get spell list determined by selected Domains alone
Still get that +1 spell/level (any spell)
Still get that +1 spell/level (PRIMARY DOMAIN spell only)

Primary Domain = get domain power, get spells on spell list, these spells cast at +1 effective caster level
Secondary Domain = get domain power, get spells on spell list
Tertiary Domains = ONLY get spells on spell list

So...you get 5 spells on spell list/level


If you think that is still not enough to give to balance, do you think giving 1 free bonus feat* every X (4th? 5th? 6th?) level would balance?
*bonus feat must have Channel Energy as a prerequisite

EXTRA OPTION:
-The Cleric is considered to have ALL metamagic feats solely for the purpose of casting Primary Domain spells (they still alter the spell slot's level accordingly)

Demonic Kitten
2015-04-27, 10:54 PM
Giving them all metamagics for their primary domain is VERY powerful, although an interesting idea. I'd say if you go that route, only give them three domains, but if you don't, give them those two tertiary domains. Alternatively, you could let your players choose whether they want tertiary domains OR all metamagics for the primary domain. Players like to have options, after all. Last suggestion is to give them access to any spell with either Cure or Inflict in the title for free; even Oracles get that. Healing is by no means broken, and will help in the case where no one has the Healing domain; this should probably be an option takeable in place of one of your tertiary domains, if you use it. Even people who take the Healing domain can benefit, as they can choose to take the Inflict line instead.

As for bonus feats...how combat focused do you want Clerics to be in this game? If you want heavily combat focused Clerics, give them feats every, oh, 4th or 5th level, but let them count as a Fighter of their level when taking these bonus feats. If that sounds too powerful, let them count as their level in Fighter when using their deity's favored weapon. This will get them access to fun things like Weapon Specialization in their deity's favored weapon, which gives them a nice bonus, but also focuses them on their deity more.

If you aren't going for heavy combat focus, I see no reason to keep them from using those bonus feats for item creation or metamagic. Item creation gets fun things like potions at low levels, and things like staves later on. Channeling-based feats could be an option here as well.

For extra feat picking fun, you could let them choose which type of Cleric to play: combat or caster focus. Combat focus gets medium and heavy armors, and gets Fighter bonus feats. Spellcasting focus gets only light armor, and item creation or metamagic type feats.

Alternatively, you could have some fun and give them bonus teamwork feats to let them play together as a group more. This would work especially well if you have multiple Clerics of the same deity.