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Knitifine
2017-08-15, 11:34 AM
Cleric

Clerics have the following game statistics.
Abilities: Clerics rely heavily upon wisdom in order to cast spells, bestow healing and served as an effective judge of character. Constitution is important for clerics, as they are often melee combatants, and Strength and Dexterity can also be useful.
Alignment: Clerics may be of any alignment suitable for the religion they serve. In some campaigns this requirement is very strict while in others it may not have any restriction at all.
Hit Die: d8
Starting Wealth: 4d6 x 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The cleric's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks at Per Level: 4 + Int modifier

Cleric


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
2nd
3rd
4th
5th
6th


1st

+0

+2

+0

+2
Channel energy 1d6, orisons
1
-
-
-
-
-


2nd

+1

+3

+0

+3
Domain
2
-
-
-
-
-


3rd

+2

+3

+1

+3
Channel Energy 2d6
3
-
-
-
-
-


4th

+3

+4

+1

+4
Domain
3
1
-
-
-
-


5th

+3

+4

+1

+4
Bonus Feat, Channel Energy 3d6
4
2
-
-
-
-


6th

+4

+5

+2

+5
Domain
4
3
-
-
-
-


7th

+5

+5

+2

+5
Channel Energy 4d6
4
3
1
-
-
-


8th

+6/+1

+6

+2

+6
Domain
4
4
2
-
-
-


9th

+6/+1

+6

+3

+6
Channel Energy 5d6
4
4
2
-
-
-


10th

+7/+2

+7

+3

+7
Bonus Feat, Divine Redeemer
5
4
4
2
-
-


11th

+8/+3

+7

+3

+7
Channel Energy 6d6
5
5
4
2
-
-


12th

+9/+4

+8

+4

+8
Domain
5
5
4
3
-
-


13th

+9/+4

+8

+4

+8
Channel Energy 7d6
5
5
4
3
1
-


14th

+10/+5

+9

+4

+9
Domain
5
5
4
4
2
-


15th

+11/+6/+1

+9

+5

+9
Bonus Feat, Channel Energy 8d6
5
5
5
4
3
-


16th

+12/+7/+2

+10

+5

+10
Domain
5
5
5
4
3
1


17th

+12/+7/+2

+10

+5

+10
Channel Energy 9d6
5
5
5
4
4
2


18th

+13/+8/+3

+11

+6

+11
Domain
5
5
5
5
4
3


19th

+14/+9/+4

+11

+6

+11
Channel Energy 10d6
5
5
5
5
5
4


20th

+15/+10/+5

+12

+6

+12
Bonus Feat, Divine Exarch
5
5
5
5
5
5



Class Features
All of the following are class features of the Cleric.

Weapon and Armor Proficiencies: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.

Spells: A cleric casts divine spells drawn from the cleric spell list. They can cast any spell they knows without preparing it ahead of time. To learn or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a cleric’s spell is 10 + the spell 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. Their base daily spell allotment is given on Table: Cleric. In addition, they receive bonus spells per day if they have a high Wisdom score.

The cleric’s selection of spells is limited. A cleric begins play knowing four 0-level spells and two 1st-level spells of the cleric’s choice. At each new cleric level, they gains one or more new spells, as indicated on Table: Cleric Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by their Wisdom score (See Table: Ability Modifiers and Bonus Spells). A cleric may also recieve bonus spell from their domains and class features (see channel energy below).

At every cleric level beyond 1st, a cleric can choose to learn a new spell in place of one he already knows. In effect, the cleric “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level cleric spell the cleric can cast. A cleric may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.

A cleric need not prepare his spells in advance. They can cast any spell they knows at any time, assuming they have not yet used up their allotment of spells per day for the spell’s level.

Orisons Cleric may cast any 0 level spells they know without regard to how many spells they have each day.

Cleric Spells Known


Level
0th
1st
2nd
3rd
4th
5th
6th


1st
4
2
-
-
-
-
-


2nd
5
3
-
-
-
-
-


3rd
6
4
-
-
-
-
-


4th
6
4
2
-
-
-
-


5th
6
4
3
-
-
-
-


6th
6
4
4
-
-
-
-


7th
6
5
4
2
-
-
-


8th
6
5
4
3
-
-
-


9th
6
5
4
4
-
-
-


10th
6
5
5
4
2
-
-


11th
6
6
5
4
4
-
-


12th
6
6
5
4
4
-
-


13th
6
6
5
5
4
2
-


14th
6
6
6
5
4
3
-


15th
6
6
6
5
4
4
-


16th
6
6
6
5
5
4
2


17th
6
6
6
6
5
4
3


18th
6
6
6
6
5
4
4


19th
6
6
6
6
5
5
5


20th
6
6
6
6
6
6
6



Channel Energy (Su): A cleric can release a wave of positive energy by channeling the power of their faith through their holy symbol. This energy heals all living creatures within 30 ft. of the cleric. The amount of damage healed equals 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 healed by channel 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 + their Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include themself in this effect. A cleric must hold their holy symbol to aloft in at least one hand to use this ability.

Additionally, the cleric adds stabilize and cure light wounds to their list of spells known. When cleric becomes capable of casting 2nd level spells they gain cure moderate wounds as a spell known. When they are able to cast 3rd level spells they gain cure serious wounds as a spell known. When they are able to cast 4th level spells they gain cure critical wounds as a spell known. When they are able to cast 5th level spells they gain raise dead as a spell known. Finally, when they are able to cast 6th level spells they gain heal as a spell known.

Bonus Languages: A cleric’s bonus language options include any language associated with their god or religion. These choices are in addition to the bonus languages available to the character because of their race. If the god the cleric is using does not come from a source that has associated languages, use the following table to generate a list.

Cleric Bonus Language


Domain
Associated Language


Air
Auran


Animal
Sylvan


Death
Necril


Earth
Terran


Evil
Abyssal, Infernal


Fire
Ignan


Madness
Aboleth, Aklo


Magic
Draconic


Plant
Sylvan


Void
Aboleth, Aklo


Water
Aquan


Weather
Auran, Aquan



Domains: Starting at 2nd level, a cleric may choose a domain from among those belonging to her deity or religion. A cleric can usually select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity or religion, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

Each domain grants a lesser and greater domain powers as well as bonus spells known. A cleric only gains the additional spells known if they are of a level they may cast, though as they gain additional access to higher level spells they also gain the additional spells known from their domain list. All domain spells count as cleric spells to the cleric who knows them even if they are not on the cleric spell list.

At 2nd level, the cleric gains the lesser domain power of the domain they chose. They gain the greater power of that domain at 12th level. At 4th, 6th, and 8th level the cleric gains access to a new domain, that domains spells and it's lesser power. At 14th, 16th, and 18th level, you gain access to the greater domain power of the domain they select ten levels prior.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a cleric gains a bonus feat. At each such opportunity, they can choose a channel feat or metamagic feat. The cleric must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The cleric is not limited to the categories of Channel Feats, or Metamagic Feats when choosing those feats.

Divine Redeemer (Su): At 10th level, a cleric may cast atonement as a supernatural ability. This still requires the material, focus and divine focus components of the spell and still takes an hour to cast. Additionally, the cleric can cast atonement on themself if they ever lose their other powers (though they may no longer cast atonement on others) petitioning their deity, religion, or other divine force (or appointed messangers of such) directly for redemption. In this case, the power petitioned acts as the caster and the cleric the subject for the purpose of interpreting the spell description.

Divine Exarch (Ex): At 20th level, a cleric's type changes to outsider (native), though they can still be affected by spells that targeted their previous creature type if they so choose. Additionally, whenever the cleric casts a healing spell on a creature, that creature regains a number of additional hit points equal to the cleric's wisdom modifier (even if the spell didn't normally restore hit points, or is countered or negated by some effect). If that spell is a 0 level spell, the hit points are only temporary hit points and expire after 1 hour.

Ex-Clerics
A cleric who grossly violates the code of conduct required by their deity or religion loses all spells and class features, except for bonus languages and armor, shield and weapon proficiencies. They cannot thereafter gain levels as a cleric of that god until they atones for their deeds (see the atonement spell description).

Knitifine
2017-08-15, 11:35 AM
Space Saved for Revised Domains
Until such a time
First power = lesser power
Second power = greater power

automatically gained healing spells on the domain list will be replaced.

Animal Domain
You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Lesser Power (Wild Empathy): The cleric can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds their cleric level and their Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use this power, the cleric and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A magical beast with an intelligence score below 3 (before applying ability damage or similiar effects) is treated as an animal for the purpose of this ability.

Greater Power (Animal Companion): The cleric gains the service of an animal companion. Their effective druid level for this animal companion is equal to 3/4th their Cleric level (typically equal to their BAB from Cleric levels for easy reference).

Domain Spells: 0 - detect animals or plants (animals only), 1st — commune with birds, 2nd — animal messenger, 3rd— beast shape I, 4th - beast shape II, 5th — beast shape III, 6th — beast shape IV

Air Domain
You can manipulate wind and force creatures and projectiles away from you and your companions.
Lesser Power (Wind Blast): As a standard action, the cleric can unleash a blast of air in a 30-foot line. They must make a combat maneuver check against each creature in the line, using their caster level as their base attack bonus and their Wisdom modifier in place of their Strength modifier. Treat the results as a bull rush attempt. The cleric can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Greater Power (Flight): The cleric gains a fly speed of 60 feet (or 40 feet if they wears medium or heavy armor, or carry a medium or heavy load) with good manuevability.

Domain Spells: 0 - breeze, 1st — alter winds, 2nd — wind wall, 3rd — fly, 4th — river of wind, 5th — control winds, 6th — sirocco

Artifice Domain
You can repair damage to objects, animate objects with life, and create objects from nothing.
Lesser Power (Artificer's Touch): You can treat constructs and objects as living creature or undead for the purpose of affecting them with cure and inflict spells, as well as other abilities that channel positive and negative energy (such as channel energy).
Greater Power (Animated Weapon): You can touch a melee weapon which you are proficient with and animate it, the weapon hovers a foot away from you and attacks at your command. The weapon may attack up to one creature each round of your choice (the creature must be within the weapon's range) using your caster level as it's BAB and your Wisdom modifier as it's Strength modifier. You may only have one weapon animated at a time and can dismiss this effect as a free action.
Domain Spells: 0 - mending, 1st — animate rope, 2nd — wood shape, 3rd — stone shape, 4th — minor creation, 5th — fabricate, 6th — major creation

Chaos Domain
Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Lesser Power (Chaos Strike): You may made a melee attack and confuses and disorients your enemy. If the attack is successful, anytime the target rolls a d20, they must roll twice and take the less favorable result in addition to taking damage from your attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Greater Power (Smite Law): Once per day, the cleric can call out to the powers of chaos to aid her in her struggle against law. As a swift action, the cleric chooses one target within sight to smite. If this target is lawful, the cleric adds her Wis bonus (if any) to her attack rolls and adds their cleric level to all damage rolls made against the target of her smite.
Domain Spells: 0 - detect law, 1st — protection from law, 2nd — protection from chaos, communal, 3rd — magic circle against law, 4th — chaos hammer, 5th — dispel law, 6th — word of chaos

Charm Domain
You can baffle and befuddle foes with a touch or a smile. In addition, you treat Diplomacy as a class skill.
Lesser Power (Dazing Touch): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Greater Power (Charming Smile): You can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Domain Spells: 0 - detect charm, 1st — charm person, 2nd — calm emotions, 3rd — suggestion, 4th — heroism, 5th — charm monster, 6th — symbol of persuasion

Community Domain
Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Lesser Power (Calming Touch): You can touch a creature as a standard action to heal it of 1d6 points of nonlethal damage + 1 point per cleric level. This touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Greater Power (Unity): Whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability twice per day at 12th level, and one additional time per day for every four cleric levels beyond 12th.
Domain Spells: 0 - guidance, 1st — bless, 2nd — shield other, 3rd — prayer, 4th — secure shelter, 5th — telepathic bond, 6th — heroes’ feast

Darkness Domain
You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Lesser Power (see in Shadows): You gain darkvision out to 60 ft. if you did not already have it. Additionally, you can touch an ally as a standard action and grant them darkvision to a range of 60 ft. if they did not already have it. This lasts for a number of rounds equal to 1/2 your Cleric level. You may use this ability a number of times per day equal to 3 + your Wisdom modifier.
Greater Power (See in Darkness): Your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. Additionally, you may use see in shadow's touch ability to grant this type of vision to an ally.
Domain Spells: 0 - penumbra, 1st — shadow weapon, 2nd - darkness, 3rd— shadow enchantment, 4th—shadow conjuration, 5th— shadow evocation, 6th—shadow walk

Death Domain
You can cause drain life from living creatures and bolster undead creature. Additionally, you may heal undead creature with your channel energy class feature.
Lesser Power (Drain Life): As a melee touch attack, you can drain life from a creature, infliciting negative energy damage equal to your channel energy class feature and healing for that much damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Greater Power (Death's Embrace): You gain a +4 sacred bonus saving throws against death effects, diseases, poisons and effects that inflict ability damage or drain, energy drain, fatigue, exhaustion, stunning, or paralysis.
Domain Spells: 0 - detect undead, 1st - grasping corpse, 2nd — animate dead, lesser, 3rd — animate dead, 4th - umbral infusion, 5th — unhallow, 6th — create undead

Destruction Domain
You revel in ruin and devastation, and can deliver particularly destructive attacks. Additionally, you may use your channel energy class feature to harm living creatures. Any living creature caught the area can make a Will Save (DC 10 + 1/2 your cleric level + your Wisdom modifier) to take only half damage.
Lesser Power (Destructive Touch): Whenever you use a cure or inflict spell to harm a creature you may add your Wisdom modifier to the damage dealt.
Greater Power (Destructive Aura): You can emit a 30-foot aura of destruction. All attacks made against targets in this aura (including you) gain a sacred bonus on damage equal to 1/2 your cleric level and all critical threats are automatically confirmed. You may dismiss this aura as a free action.
Domain Spells: 0 - bleed, 1st — inflict light wounds, 2nd — inflict moderate, 3rd - inflict serious wounds, 4th — inflict critical wounds, 5th — slay living, 6th — harm

Earth Domain
You have mastery over earth, metal, and stone.
Lesser Power (Earth Slam): As a standard action, the cleric can shake and break the ground around then in a 15 ft. burst. They must make a combat maneuver check against each creature in the area (except themselves), using their caster level as their base attack bonus and their Wisdom modifier in place of their Strength modifier. Treat the results as a trip attempt. The cleric can use this ability a number of times per day equal to 3 + their Wisdom modifier.
Greater Power (Earthglide): The cleric gains a burrow speed of 30 ft. A burrowing cleric can pass through stone, dirt or almost any other sort of earth (including solid metal, but not wood) as easily as a fish swims through water. If protected against fire damage, they can even glide through lava. Their burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of their presence. A move earth spell cast on an area containing a burrowing cleric flings them back 30 feet, stunning them for 1 round unless they succeed on a DC 15 Fortitude save.
Domain Spells: 0 - root, 1st—magic stone, 2nd—soften earth and stone, 3rd—stone shape, 4th—stoneskin, 5th—wall of stone, 6th—move earth

Evil Domain
You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Lesser Power (Sinister Strike): You may made a melee attack that sickens your enemy. If the attack is successful, the creature becomes sickened and is counted as good for the purpose of spells with the evil descriptor for a number of rounds equal to 1/2 your cleric modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Greater Power (Smite Good): Once per day, the cleric can call out to the powers of evil to aid her in her struggle against good. As a swift action, the cleric chooses one target within sight to smite. If this target is good, the cleric adds her Wis bonus (if any) to her attack rolls and adds their cleric level to all damage rolls made against the target of her smite.
Domain Spells: 0 - detect good, 1st—protection from good, 2nd—protection from good, communal, 3rd—magic circle against good, 4th—unholy blight, 5th—dispel good, 6th—blasphemy

Fire Domain
Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Lesser Power (Fire Bolt): As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage for every two cleric levels you possess. Half of the damage from this ability is sacred and thus not subject to fire resistance or immunity (though still benefits from vulnerability). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Greater Power (Flame Tolerance): You gain resist fire 10, plus 5 more for every two cleric level you have beyond 12th. Additionally, you gain a bonus to all rolls against dehydration, sunstroke or other heat related hazards equal to the fire resistance granted by this ability divided by 5.
Domain Spells: 0 - spark, 1st — produce flame, 2nd— flame blade, 3rd—wall of fire, 4th— firefall, 5th— flame strike, 6th— chains of fire

Glory Domain
You are infused with the glory of life, and are a true foe of the undead. In addition, you can use channel energy to harm undead creatures. Creatures affected are allowed a Will Save (10 + 1/2 your cleric level + your Wisdom modifier) to take half damage.
Lesser Power (Glorious Light): Whenever you channel energy you may choose to heal living creatures and harm undead simulatenously. You may not mix this with alternative channeling abilities to allow you to use a different combination of healing or harming equivalent effects.
Greater Power (Smite Undead): Once per day, the cleric can call out to the glory of life to aid her in her struggle against the undead. As a swift action, the cleric chooses one target within sight to smite. If this target is undead, the cleric adds her Wis bonus (if any) to her attack rolls and adds their cleric level to all damage rolls made against the target of her smite.
Domain Spells: 0 - detect undead, 1st — hide from undead, 2nd - consecrate, 3rd — searing light, 4th - burst with light, 5th— disrupting weapon, 6th—undeath to death

Good Domain
Granted Powers: You have pledged your life and soul to goodness and purity.
Lesser Power (Helping Hand): You may cast guidance, resistance, stabilize or virtue as a swift action instead of their normal casting time. You may use this ability a number of times per day equal to 3 + your Cleric level.
Greater Power (Smite Evil): Once per day, the cleric can call out to the powers of good to aid her in her struggle against evil. As a swift action, the cleric chooses one target within sight to smite. If this target is evil, the cleric adds her Wis bonus (if any) to her attack rolls and adds their cleric level to all damage rolls made against the target of her smite.
Domain Spells: 0 - detect evil, 1st — protection from evil, 2nd — protection from evil, communal, 3rd — magic circle against evil, 4th — holy smite, 5th — dispel evil, 6th — holy word.

Healing Domain
Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Lesser Power (Rebuke Death): You can touch a living creature as a standard action, healing it for 1d4 points of damage for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Greater Power (Healer’s Blessing): All of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Domain Spells: 0 - virtue, 1st— remove sickness, 2nd - restoration, lesser, 3rd — remove disease, 4th — restoration, 5th — cure light wounds, mass, 6th— cure moderate wounds, mass.

Knowledge Domain
You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lesser Power (Worldly Wisdom): You gain a bonus on all Knowledge checks equal to your Wisdom modifier.
Greater Power (Forewarned): You gain a supernatural sixth sense about the world that you can call upon in times of need. You may grant yourself the benefits of the foresight spell as a standard action. You can maintain the benefits of this spell for a number of rounds equal to 3 + your Wisdom modifier. You split up the duration of this ability over multiple castings but it always requires a standard action to activate.
Domain Spells: 0 - grave words, 1st— Mind Thrust I (comprehend languages when replaced), 2nd — Mind Thrust II (detect thoughts when replaced), 3rd — Mind Thrust III (speak with dead when replaced), 4th — Mind Thrust IV (divination when replaced), 5th — Mind Thrust V (true seeing when replaced), 6th— Mind Thrust VI

Law Domain
You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Lesser Power (Touch of Law): You can touch a willing creature as a swift action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Greater Power (Smite Chaos): Once per day, the cleric can call out to the powers of law to aid her in her struggle against chaos. As a swift action, the cleric chooses one target within sight to smite. If this target is chaotic, the cleric adds her Wis bonus (if any) to her attack rolls and adds their cleric level to all damage rolls made against the target of her smite.
Domain Spells: 0 - detect chaos, 1st—protection from chaos, 2nd—protection from chaos, communal, 3rd—magic circle against chaos, 4th—order’s wrath, 5th—dispel chaos, 6th — dictum

Liberation Domain
You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Lesser Power (Liberation): You have the ability to ignore impediments to your mobility. For a number of rounds per day equal to 3 + your cleric level, you can move normally regardless of magical effects that impede movement, as if you were affected by freedom of movement. This effect occurs automatically as soon as it applies. These rounds do not need to be consecutive.
Greater Power (Freedom’s Call): You can emit a 30-foot aura of freedom for a number of rounds per day equal to 3 + your cleric level. Allies within this aura are not affected by the confused, grappled, frightened, panicked, paralyzed, pinned, or shaken conditions. This aura only suppresses these effects, and they return once a creature leaves the aura or when the aura ends, if applicable. These rounds do not need to be consecutive.

Domain Spells: 0 - Open/close, 1st — liberating command, 2nd—remove paralysis, 3rd—remove curse, 4th—freedom of movement, 5th—break enchantment, 6th—getaway


Luck Domain

Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Lesser Power (Bit of Luck): You can touch a willing creature as a swift action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Greater Power (Good Fortune): As an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You can use this ability a number of times per day equal to your Wisdom modifier.
Domain Spells: 0 - guidance, 1st - anticipate peril, 2nd—twisted space, 3rd— borrow fortune, 4th— foretell failure, 5th— reincarnate, 6th—mislead

Knitifine
2017-08-15, 11:37 AM
Design Goals: Make a cleric with 6th level casting who would not be considered a tier 1 or 2 Class, was easy to read, and would not require drastic change from the assumptions of players, DMs, or source books. It is meant to be a divine servant and healer primarily, with archetypes and domains serving as the main component for deviation from this standard.


Answered Question

Why doesn't this cleric harm undead, or channel negative energy if evil? (http://www.giantitp.com/forums/showsinglepost.php?p=22295110&postcount=5)
The cleric should function as a healer across all alignments, as well as to open up interesting character options for followers of evil gods/religions.
Evil characters under this system do not get negative energy or inflict spells without a special archetype or domain. Likewise, the ability to harm undead with positive energy is not part of the base class.

Westhart
2017-08-15, 12:10 PM
I usually stick to 3.5 so I only have a basic suggestion as I have no PF experience.
Channel Energy: Shouldn't evil get negative energy and inflict spells instead?
Also noticed no turn/rebuke undead but that could be a PF thing....

Knitifine
2017-08-15, 12:57 PM
I usually stick to 3.5 so I only have a basic suggestion as I have no PF experience.
Channel Energy: Shouldn't evil get negative energy and inflict spells instead?
Also noticed no turn/rebuke undead but that could be a PF thing....
No turn and rebuke is a Pathfinder thing indead. Such abilities are limited to channeling feats.

Evil characters under this system do not get negative energy or inflict spells without a special archetype or domain. The reason for this is so that the cleric functions as a healer across all alignments, as well as to open up interesting character options for followers of evil gods/religions.

Thank you for your questions and suggestions, they'll be added to the list.

ElFi
2017-08-15, 01:36 PM
Upgrading to 4+Int skillpoints is a much appreciated change.

Being able to access more than two domains is also nice, but most (if not necessarily all) domain powers are far too weak to justify not getting them until the mid-teen levels, where most campaigns are unlikely to even reach if they're not long-running or high-level to start with. The redesign also fails to account for cleric domains that grant their greater powers at earlier levels, like Animal at 4th. I suppose it gives the Cleric a somewhat steadier power curve, something they lack compared to fellow divine casters like druids and shamans. Meh.

Forcing all clerics to channel positive energy and cast CW spells feels like bad form to me. Being evil does not lock a cleric out of healing powers, but by forcing them down the healing route, even if being able to channel negative energy is now attached to a feat as I presume the change implies, you've made it a lot harder to execute some of the more interesting evil-cleric builds (lords of undeath, channel-blasters, bad touch clerics, etc.). All clerics channeling positive energy certainly opens up new character concepts, but it locks down some other ones, too.

As for the spontaneous casting... it certainly brings Clerics down to the tier 3 area, which as stated was your intention. But it also makes it inferior in pretty much all ways to an Oracle, which I assume was an unfortunate mistake. And it feels incorrect to me, thematically, to make the cleric a spontaneous caster. Unlike the Oracle, which instinctively channels divine power, the cleric is a direct servant of a deity (usually), and directly requests divine aid every day. A literal miracle-worker doesn't exactly have the same dramatic nuance when they're restricted to the same selection of miracles at all times.

TL;DR: Your goal was downsizing the cleric to a tier 3 class, and you've accomplished that goal. But this new Cleric has a new bag of issues, both thematic and mechanical, that the original cleric didn't have, and as mentioned it is now generally inferior to the Oracle. Mind you, this is my opinion. Others might feel differently.

Knitifine
2017-08-15, 02:12 PM
Being able to access more than two domains is also nice, but most (if not necessarily all) domain powers are far too weak to justify not getting them until the mid-teen levels, where most campaigns are unlikely to even reach if they're not long-running or high-level to start with. The redesign also fails to account for cleric domains that grant their greater powers at earlier levels, like Animal at 4th. I suppose it gives the Cleric a somewhat steadier power curve, something they lack compared to fellow divine casters like druids and shamans. Meh.I agree. I'm currently converting the domains over to fit better with this system, and I would certainly appreciate feedback when I'm finished with them.


Forcing all clerics to channel positive energy and cast CW spells feels like bad form to me. Being evil does not lock a cleric out of healing powers, but by forcing them down the healing route, even if being able to channel negative energy is now attached to a feat as I presume the change implies, you've made it a lot harder to execute some of the more interesting evil-cleric builds (lords of undeath, channel-blasters, bad touch clerics, etc.). All clerics channeling positive energy certainly opens up new character concepts, but it locks down some other ones, too.I understand this concern, but it was made for larger meta reasons as well. When a person chooses a cleric there is an unconscious agreement that the required role of healer will be filled by them. I'm trying negative energy channeling to the death domain. Hopefully this will reopen those closed possibilities.


As for the spontaneous casting... it certainly brings Clerics down to the tier 3 area, which as stated was your intention. But it also makes it inferior in pretty much all ways to an Oracle, which I assume was an unfortunate mistake. And it feels incorrect to me, thematically, to make the cleric a spontaneous caster. Unlike the Oracle, which instinctively channels divine power, the cleric is a direct servant of a deity (usually), and directly requests divine aid every day. A literal miracle-worker doesn't exactly have the same dramatic nuance when they're restricted to the same selection of miracles at all times. I understand why it might not feel right. The design is meant for a system that does not have any perepared spellcasters, and it is meant to be included in a collection of similar updates for all 9 level casters.


Your goal was downsizing the cleric to a tier 3 class, and you've accomplished that goal. But this new Cleric has a new bag of issues, both thematic and mechanical, that the original cleric didn't have, and as mentioned it is now generally inferior to the Oracle. Mind you, this is my opinion. Others might feel differently.I appreciate the feedback and generally agree. I hope you will find time to return and give your thoughts once again when all the domains roll out (or sooner, of course).