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View Full Version : D&D 3.x Class Priest class (Wololo)



JPlayah
2016-02-19, 11:14 PM
Priest

This class combines concepts from the Age of Empires priest and the Age of Mythology priest. Obviously, the class is quite devoid of features and could use some more. This is meant to work as a variant/substitute for the cleric which replaces the undead stuff with what is below. If possible, I would like to find a way to make this class function effectively without being a full-progression caster. Rather, it's meant to have some powerful and fairly spammable class features which are focused on supporting the party in specific ways (again, as outlined below).

Alignment: Any.
Hit Die: d8.
Starting Gold: 150 gp.
Starting Age: Simple.



Table: The Priest
Hit die: d8



Level

Base
Attack Bonus

Saving Throws

Special



Fort

Ref

Will



1st

+0

+0

+0

+2

Divine Recovery, Wololo



2nd

+1

+0

+0

+3

Divine Blessing +2



3rd

+2

+1

+1

+3

Smite the Monstrous



4th

+3

+1

+1

+4





5th

+3

+1

+1

+4

Divine Assistance



6th

+4

+2

+2

+5





7th

+5

+2

+2

+5





8th

+6/+1

+2

+2

+6

Divine Blessing +4



9th

+6/+1

+3

+3

+6





10th

+7/+2

+3

+3

+7





11th

+8/+3

+3

+3

+7





12th

+9/+4

+4

+4

+8





13th

+9/+4

+4

+4

+8





14th

+10/+5

+4

+4

+9

Divine Blessing +6



15th

+11/+6/+1

+5

+5

+9

Divine Storm



16th

+12/+7/+2

+5

+5

+10





17th

+12/+7/+2

+5

+5

+10





18th

+13/+8/+3

+6

+6

+11





19th

+14/+9/+4

+6

+6

+11





20th

+15/+10/+5

+6

+6

+12

Divine Blessing +8



Class Skills (4 + Int modifier per level, ×4 at 1st level): Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha).





Class FeaturesAll the following are class features of the priest.

Weapon and Armor Proficiency: Priests are proficient with all simple weapons, with special priest weapons, with light armor, and with shields (except tower shields).

Special Priest Weapons: Priests carry a number of traditional weapons. Statistics are given below.



Weapon Name

Cost

Damage (Medium)

Critical

Range Increment

Ammo

Weight



Priest’s Staff

20 gp

1d6 bludgeoning

20/x2





4 lbs.



Staff Sling

10 gp

1d4 bludgeoning

20/x2

60 feet

Stone or Sling bullet

¼ lb.




Priest’s Staff: Traditionally carried by priests, this staff has a metal loop attached to one end. This item serves as a walking stick, melee weapon, and tool for carrying small objects. Priests typically attach their holy symbols to this staff. The staff can be used to carry up to 5 lbs. worth of attached items.

Staff Sling: This leather pouch can be attached to a priest’s staff, enabling it to launch sling bullets. Because of its construction, this weapon can launch round stones just as well as sling bullets.

Divine Recovery (Su): A priest can call upon his faith to slowly heal another creature. By concentrating on an adjacent living creature as a full-round action, a priest can cause that creature to regain a number of hit points equal to his class level. This ability cannot cause creatures to gain temporary hit points. It is usable 10 times per day.

Wololo (Su): Through intense concentration and the use of an ancient chant, a priest can convert an intelligent being to his faith. To convert a creature, the priest must concentrate on another creature with an Intelligence score of 3 or greater that is within 25 feet + 5 feet per 2 class levels of the priest. This is a full-round action. If the priest’s concentration remains unbroken until the beginning of his next turn, his target must succeed on a Will save (DC 10 + ½ the priest’s class level + the priest’s Wisdom modifier) or be affected as if by a Dominate Monster spell which lasts for a number of rounds equal to the priest’s class level. If the creature succeeds on its Will save, the priest can make another conversion attempt. For each consecutive round in which the priest attempts to convert the same creature without losing concentration, the save DC increases by 1, to a maximum of 15 + ½ the priest’s class level + the priest’s Wisdom modifier. After a successful conversion, the priest must wait 3 rounds before he can attempt to convert another creature. This ability is usable at will.

Divine Blessing (Su): A priest of 2nd level or higher can channel holy magic to bolster his allies. By concentrating as a full-round action, a priest can create an aura around himself which grants a +2 bonus on all saving throws to himself and any allies within 15 feet of him. Allies must remain within 15 feet of the priest to receive the bonus. Whenever a creature enters the aura, the priest decides as a free action whether or not that creature will receive the bonus. The aura lasts for 1 hour. This ability is usable a number of times per day equal to the priest’s Wisdom modifier (minimum 1).

The bonus provided by this aura increases to +4 at 8th level, +6 at 14th level, and +8 at 20th level.

Smite the Monstrous (Su): Using divine magic, a priest of 3rd level or higher can make devastating attacks against magical foes, defined here as any creature with at least one supernatural or spell-like ability gained from racial traits. As long as a priest’s holy symbol is attached to his staff, attacks that the priest makes against these opponents using his staff are melee touch attacks which deal untyped damage equal to 2d6 + 1 per 2 class levels, and attacks made using his staff sling are ranged touch attacks which deal untyped damage equal to 1d6 + 1 per 4 class levels.

Divine Assistance (Su): Beginning at 5th level, a priest can summon an outsider to assist him as a standard action. This effect is identical to a Summon Monster spell, except that the priest can only use it to summon an outsider that has an alignment within one step of his own. The priest can summon a creature with a challenge rating up to ½ his class level, and the creature remains summoned for a number of rounds equal to the priest’s class level. This ability is usable three times per day.

Divine Storm (Sp): Beginning at 15th level, a priest can mimic the effects of Cold Snap, Cometfall, Earthquake, Fire Storm, or Tidal Surge with a caster level equal to his class level. This ability is usable once per day.