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    Aug 2010
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    Default Domain Cleric Revision [3.5e Class] {Please PEACH}

    Cleric

    Hundreds of people look towards the gods for help. This generally takes the form of a simple prayer in the case of most commoners, but some have the favour of the gods. The gods not only answer these peopleís prayers, but they can tap into the deific power granting themselves spells.

    They are wise and generally enter leadership roles. But the clerics are varied in kind, each godís followers acting different and filling alternate niches.

    Role: Which role a Cleric fills is dependent on which deity he worships. One which worships a healing deity might be strengthening and restoring his allies, a priest devoted to the smithing god might enhance his fellows weaponry, a cultist with a lord of destruction as his patron may fight with his companions as a front-line fighter.

    Alignment: A Cleric can be of any alignment of Clergy Alignments mentioned in his deities entry. If a Deity lacks the Clergy Alignments information, then a cleric's alignment must be within one step of his deity's, along either the law/chaos axis or the good/evil axis

    Hit Die: d8.

    Starting Gold: 4d4◊10 gp.

    Class Skills
    The Clericís class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wisdom), Spellcraft (Int).

    Skill Points at First Level: (4 + Int modifier)

    Cleric
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1|2|3|4|5|6|7|8|9

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Aura, Domains, Turn and Rebuke|3|1|-|-|-|-|-|-|-|-

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Master of Scripture|4|2|-|-|-|-|-|-|-|-

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    | |4|2|1|-|-|-|-|-|-|-

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Patronís Vessel|4|3|2|-|-|-|-|-|-|-

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Minor Domain Gift|4|3|2|1|-|-|-|-|-|-

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    | |4|3|3|2|-|-|-|-|-|-

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Patronís Vengence|4|4|3|2|1|-|-|-|-|-

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    |Genius|*|4|3|3|2|-|-|-|-|-

    9th|
    +6/+1
    |
    +6
    |
    +3
    |
    +6
    | |*|4|4|3|2|1|-|-|-|-

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |Domain Gift, Shield of Faith|* |4|4|3|2|2|-|-|-|-

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    |Crusaders Blade|*|4|4|4|3|2|1|-|-|-

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    | |*|4|4|4|3|3|2|-|-|-

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    |Paragon Symbol|*|4|4|4|4|3|2|1|-|-

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    |Children of the Gods|*|4|4|4|4|3|3|2|-|-

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    |Major Domain Gift|*|4|4|4|4|4|3|2|1|-

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Raise Dead|*|*|4|4|4|4|3|3|2|-

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |Tongue of the Sun and the Moon|*|*|4|4|4|4|4|3|2|1

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    | |*|*|4|4|4|4|4|3|3|2

    19th|
    +14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    | |*|*|4|4|4|4|4|4|3|3

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Avatar|*|*|4|4|4|4|4|4|4|4[/table]

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

    Weapon and Armour Proficiencies: Clerics are proficient with all simple weapons, with light armour, and with shields (except tower shields).
    In addition the Cleric is also proficient with his deityís favoured weapon, regardless of it being a simple, martial, or exotic weapon. If the weapon is an unarmed attack, the Cleric gains Improved Unarmed Strike as a bonus feat.

    Aligned Caster: A cleric can't prepare a spell with an alignment descriptor unless he possess that Alignment.

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

    Domains: A clericís deity influences his what magic he can perform, his gifts, and how he can channel energy. A cleric chooses two domains from among those belonging to his deity and any other domain which isn't on your patron's forbidden list. A cleric can only select an alignment domain (Chaos, Evil, Good, or Law) if his alignment matches that domain.

    Spells: A cleric casts divine spells, which are drawn from the cleric spell list and his domains. A cleric must choose and prepare his spells in advance, unlike a sorcerer.

    To prepare or cast a 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 clericís spell is 10 + the spell level + the clericís Wisdom modifier.

    Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. When preparing a non-orison spell from his Cleric Spell List instead of Domain Spell Lists it takes three slots of that level or a spell slot of higher level.

    Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell from his domains, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

    Turn or Rebuke (Su): All clerics of have the power to affect creatures by channelling the power of his faith through his holy symbol (see Turn or Rebuke Undead).

    A cleric can turn, rebuke, command, or destroy creatures. Which creatures are able to be manipulated by each of these is determined by the clericís domains.

    A cleric may attempt to use this ability a number of times per day equal to 3 + his Wisdom modifier. A cleric with 5 or more ranks in a Knowledge skill gets a +2 insight bonus on turning checks against creatures which can be identified with that skill.

    Master of Scripture (Sp): Upon attaining 2nd level, a Cleric can cast Amanuensis and Read Magic as a Spell-Like Ability 1/day. The caster level for this ability is equal to your cleric level. In addition he gains Scribe Scroll as a bonus feat.

    Patronís Vessel (Su): At the cost of 25 gp a 4th level Cleric can spend a standard action to infuse water with a divine presence. This requires adding a small amount of materials to be added to the water, which materials can be used are determined by Cleric's domains.

    The material to be affected must be a singular a liquid which takes the same amount of volume as a normal flask of water. Regardless of the material, this functions as either Holy Water or Unholy Water (choosen at the time of creation).

    Minor Domain Gift: At 5th level, a Cleric gains access to the Minor Gift of one Domain of his choice.

    Patronís Vengeance (Ex): As you grow in power, your patron grants you skill with his favoured weapon. At 7th level, you gain Weapon Focus (Deities Favoured Weapon) as a bonus feat.

    Genius (Su): Tiny remnants of divine energy are trapped in your body, granting you a divine spark. Upon reaching 8th level, a Cleric may cast level zero cleric spells without having to prepare them. Spells cast in this way do not expend spell slots.

    At 16th level, the Cleric may cast level one cleric spells without having to prepare them. Spells cast in this way do not expend spell slots.

    Domain Gift: At 10th level a Cleric gains access to the Domain Gift of the Domain you selected for Minor Domain Gift. In addition he gains the Minor Domain Gifts of each of his domains.

    Shield of Faith (Su): Upon attaining 10th level, a Cleric gains a +4 sacred bonus on saves against death spells, magical death effects, energy drain, and negative levels. In addition to the cleric gaining this protection, all adjacent allies gain the effects as well.

    At 13th level, the benefits of this ability are granted to all allies within 30 feet.

    Crusaders Blade (Sp): A Cleric of 11th level can undergo an hour long ritual which converts a weapon into a force of spirituality. After completing this ritual the weapon deals divine damage rather than bludgeon, piercing, or slashing (Other forms of damage remain unchanged). This can only work on the favoured weapon of your patron. The effects of this ritual stop, if it hasnít been in contact with a cleric who enacted the ritual for 1 day.

    Paragon Symbol (Su): Upon attaining 13th level, any Holy Symbol in a Clericís Possession gains additional Hit Points and Hardness equal to double the Clericís class level.

    In addition, as long as he is in contact with a Holy Symbol of his patron deity, he can use the Patron's Vessel ability at no cost.

    Children of the Gods (Sp): At 14th level, a Cleric can call creatures from his masterís domain to serve him. This functions as the Lesser Planar Ally Spell. This ability has a caster level equal to cleric level and can be used once per month.

    Despite being a Spell-Like Ability, this ability has an Experience Point Cost of 500.

    Major Domain Gift: At 10th level a Cleric gains access to the Major Gift of the Domain you selected for Minor Domain Gift. In addition he gains the Domain Gift of each of his domains.

    Raise Dead (Sp): At 16th level, a Cleric can call the dead back from the afterlife. This functions as the Raise Dead Spell. This ability has a caster level equal to cleric level and can be used once per month.

    Despite being a Spell-Like Ability, this ability has a Material Component of Diamonds worth a total of least 6,000 gp.

    Tongue of the Sun and Moon (Ex): A Cleric of 17th level or higher can speak with and understand any creature, regardless of if it would normally possess a language.

    Avatar (Su): Upon reaching the pinnacle of his power, the Cleric becomes part of his patron. A Cleric of 20th level gains several benefits:
    • Counts as an Outsider, instead of the Clericís normal type if it would be beneficial.
    • +30 ft. Bonus to Base Land Speed
    • Immunity to Mind-Affect Effects and Petrification.
    • +5 Bonus on saves against Poison.
    • Spell Resistance 20
    • Acid, Cold, Electricity, and Fire Resistance 10.
    Last edited by Milo v3; 2013-01-20 at 07:01 AM.
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