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Mr.Moron
2007-11-03, 07:20 PM
EDIT: I dislike the name "Priest", it'll likely change. I'm only calling it that for now to differentiate it from the cleric or other simliar classes. As for fluff, there isn't that much needed. They're the spiritual/religious leaders just as clerics are. Only their stats are all that different.

I'm currently fiddling with creating a setting, just for the fun of it. Not nearly far along to show as a whole. However, it is far enough along to know the scale of magic would demand some changes to caster mechanics. I decided to tackle clerics first, because I've always kind of liked the themes they represent.


This is a class that would be a setting-specific replacement for the cleric. In this setting magic is everywhere, anyone with an INT score of 10 or higher probably knows at least 1 cantrip as a wizard. While it's extremely prolific, the ultimate r]|[cescope of magic is somewhat more limited than in standard settings.

Casters of all kinds get new levels of spells slower, and have lower maximum spell levels. However they get more spells per day, and spells per day advance more quickly. Casters also tend to have a wider array of class features than standard, as magic is a bit more flexible despite it's lack of (relative) raw power.


This class represents what would be the replacement for the cleric in the setting. Keep in mind that all casters in this setting would be adjusted similarly. No mortal has ever cast a spell of level 8 or higher, few beings but gods have ever cast level 9 spells. The sole exception to this is the most powerful priests who can call for a miracle with an extended period of prayer. Even then they don't actually cast the spell, it's a mundane prayer that a deity may or may not answer. It just works as the miracle spell for ease of mechanics.

The demands of gaining even progress to the level of spells the "Priest" has in this setting demands almost no focus on martial abilties. They have access to more special abilties than clerics do, though the class is probably still weaker than a standard cleric.

This isn't any attempt to "Balance" casters/clerics, it's simply meant to represent the way divine magic works in a specific setting. Since I know that's a popular point of debate, I just wanted to get it out of the way!. Again, this class nothing to do with anything except setting-specific magic conventions

However any comments on power level and adjustments are still welcome.

For reference:
This is a full replacement for the cleric. Clerics do not exist in the setting this class is designed for.

Other full casters are adjusted similarly to the priest in terms of maximum spell level and spells/day.

Bards and anything with simliar spell progression likely gets up to level 5 spells(2-3/day), with 1 level 6 spell at the 20th level. Their spells/day are also adjusted.

Paladins, Rangers and the like keep something simliar to their current spell progression and only have slightly increased spells/day (if increased at all).

The Chart:

Alignment: Any: Within 1 step of deities alignment.
Hit Die: d6
Class Skills
The priest's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive(Wis), and Spellcraft (Int).

Skill Points at 1st Level
(4 + Int modifier) ×4.
Skill Points at Each Additional Level
4 + Int modifier.

The Priest
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|6th

1st|
+0|
+0|
+0|
+2|Turn or Rebuke Undead, Domains, Aura|4|2

2nd|
+1|
+0|
+0|
+3|Sacred/Profane Bolt 1d4|5|3|

3rd|
+1|
+1|
+1|
+3|Healing Touch|6|4|1|

4th|
+2|
+1|
+1|
+4||7|5|2|

5th|
+2|
+1|
+1|
+4|Bonus Feat|8|6|3|

6th|
+3|
+2|
+2|
+5|Sacred/Profane Bolt 2d4|9|7|4|1|

7th|
+3|
+2|
+2|
+5||10|8|5|2|

8th|
+4|
+2|
+2|
+6||*|9|6|3|

9th|
+4|
+2|
+2|
+6|Bonus Feat|*|10|7|4|1

10th|
+5|
+3|
+3|
+7|Sacred/Profane Bolt 3d4|*|10|8|5|2|

11th|
+5|
+3|
+3|
+7||*|10|9|6|3|

12th|
+6/+1|
+4|
+4|
+8||*|10|9|7|4|1|

13th|
+6/+1|
+4|
+4|
+8|Bonus Feat|*|10|9|8|5|2|

14th|
+7/+2|
+4|
+4|
+9|Sacred/Profane Bolt 4d4|*|10|9|8|6|3|

15th|
+7/+2|
+5|
+5|
+9||*|10|9|8|6|4|1

16th|
+8/+3|
+5|
+5|
+10||*|10|9|8|7|5|2

17th|
+8/+3|
+5|
+5|
+10|Bonus Feat|*|10|9|8|6|5|3

18th|
+9/+4|
+6|
+6|
+11|Sacred/Profane Bolt 5d4|*|10|9|8|7|6|4|1

19th|
+9/+4|
+6|
+6|
+11||*|10|9|8|7|6|5|2

20th|
+10/+5|
+6|
+6|
+12|Divine Power|*|10|9|8|7|6|5|3[/table]


Class Features.

Weapon and Armor Proficiency

Priests are proficient with all simple weapons. Medium Armor and Shields (except tower shields).

Aura (Ex)
A priest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).

Domains
At the 1st level a priest selects 2 domains, in the same manner as a cleric selects his domains. A priest may spontaneously cast spells from his domain list just as a cleric would cure or inflict spells.

Turn or Rebuke Undead(Su)
As the cleric ability.


Healing Touch(Su)
All priests have a healing a touch, with a full-round action that provokes an attack of opportunity they can cure a friendly target of 5 points of damage. This is usable a number a number of times a day equal to twice the priest's class level.

Bonus Feat

At the 5th, 9th, 13th and 17th levels a priest may select Extra Turning, Improved Turning or any [Divine] feat as a bonus feat, he must still meet the prerequisites of the feat.


Spellcasting
The priest prepares his spells just as cleric does, though they do not spontaneously cast cure or inflict spells. A priest uses the cleric's spell list with the following changes:

ADD:
0: Divine Mark*, Discern Direction, Mage Hand
1: Divine Lock**
2: Levitate, Fox's Cunning
3: Haste, Return Life***
5: Hold Monster
7: Instant Summons