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  1. - Top - End - #1
    Titan in the Playground
    Join Date
    Jun 2006
    Location
    Fairfield, CA
    Gender
    Male

    Default [d20r, Class] Cleric (huge work in progress)

    Warning: this is nowhere near complete. I'm hammering away at it as quickly as I can, but damn is it difficult.

    HD: d6

    {table=head]Level | BAB | Fort | Ref | Will | Special | Orisons | Litanies | Devotions | Supplications | Invocations
    1st | +0 | +0 | +0 | +2 | Domain | 1 | -- | -- | -- | --
    2nd | +1 | +0 | +0 | +3 | Bonus Feat | 2 | -- | -- | -- | --
    3rd | +1 | +1 | +1 | +3 | - | 3 | -- | -- | -- | --
    4th | +2 | +1 | +1 | +4 | Domain Power | 3 | 1 | -- | -- | --
    5th | +2 | +1 | +1 | +4 | Divine Empowerment | 4 | 1 | -- | -- | --
    6th | +3 | +2 | +2 | +5 | - | 5 | 2 | -- | -- | --
    7th | +3 | +2 | +2 | +5 | Domain Power | 5 | 3 | -- | -- | --
    8th | +4 | +2 | +2 | +6 | Bonus Feat | 6 | 3 | 1 | -- | --
    9th | +4 | +3 | +3 | +6 | - | 7 | 4 | 1 | -- | --
    10th | +5 | +3 | +3 | +7 | Domain Power | 7 | 5 | 2 | -- | --
    11th | +5 | +3 | +3 | +7 | Divine Empowerment | 8 | 5 | 3 | -- | --
    12th | +6/+1 | +4 | +4 | +8 | - | 9 | 6 | 3 | 1 | --
    13th | +6/+1 | +4 | +4 | +8 | Domain Power | 9 | 7 | 4 | 1 | --
    14th | +7/+2 | +4 | +4 | +9 | Bonus Feat | 10 | 7 | 5 | 2 | --
    15th | +7/+2 | +5 | +5 | +9 | - | 11 | 8 | 5 | 3 | --
    16th | +8/+3 | +5 | +5 | +10 | Domain Power | 11 | 9 | 6 | 3 | 1
    17th | +8/+3 | +5 | +5 | +10 | Divine Empowerment | 12 | 9 | 7 | 4 | 1
    18th | +9/+4 | +6 | +6 | +11 | - | 13 | 10 | 7 | 5 | 2
    19th | +9/+4 | +6 | +6 | +11 | Bonus Feat | 13 | 11 | 8 | 5 | 3
    20th | +10/+5 | +6 | +6 | +12 | Domain Power | 14 | 11 | 9 | 6 | 3[/table]

    Skills: A cleric possesses the Priest skill sets and chooses one other skill set. 4 + Int skill points per level, x4 at first level. Some domains also grant additional skills or skill points per level to the cleric.

    Prowess: A cleric gains two points of prowess per level. Some domains also grant additional prowess per level.

    Proficiencies: Clerics are proficient with simple weapons and with light armor. They are not proficient with martial weapons, medium or heavy armor, or with shields. Some domains grant additional proficiencies.

    Prayers: at-will spell-like abilities

    Domain: abilities based upon domain choice, allows access to domain-restricted prayers, determines divine empowerment

    Bonus Feat: bonus ritual feat

    Divine Empowerment: incremented ability based upon Aspect choice. Ex: Fire domain divine empowerment inc die size of [Fire] spells (1d8 at 5th, 1d10 at 11th, 1d12 at 17th).
    Last edited by Fax Celestis; 2009-08-03 at 04:55 PM.

  2. - Top - End - #2
    Titan in the Playground
    Join Date
    Jun 2006
    Location
    Fairfield, CA
    Gender
    Male

    Default Re: [d20r, Class] Cleric (huge work in progress)

    Prayers
    Orisons
    Equiv spell level: 0-2
    Spoiler
    Show
    Aid
    Enchantment (Compulsion) [Mind-Affecting]
    Type: Orison
    Sphere: Any
    Equivalent Spell Level: 2
    Casting Time: 1 standard action
    Range: Touch
    Target: Living creature touched
    Duration: 1 min/level
    Saving Throw: None
    Spell Resistance: Yes (Harmless)

    Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus 1d8 + caster level temporary hit points (to a maximum of 1d8+10 temporary hit points at caster level 10th).

    Bane
    Enchantment (Compulsion) [Mind-Affecting]
    Type: Orison
    Sphere: Any
    Equivalent Spell Level: 1
    Casting Time: 1 standard action
    Range: 50' radius
    Target: Enemies within 50' radius centered on caster
    Duration: 1 min/level
    Saving Throw: None
    Spell Resistance: No (harmless)

    Bane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects.

    Bane counters and dispels bless.

    Bless
    Enchantment (Compulsion) [Mind-Affecting]
    Type: Orison
    Sphere: Any
    Equivalent Spell Level: 1
    Casting Time: 1 standard action
    Range: 50' radius
    Target: The caster and allies within 50' radius centered on caster
    Duration: 1 min/level
    Saving Throw: None
    Spell Resistance: No (harmless)

    Bless fills your allies with courage. Affected targets gain a +1 morale bonus on attack rolls and on saving throws against fear effects.

    Bless counters and dispels bane.
    Cause Fear
    Enchantment [Fear, Mind-Affecting]
    Type: Orison
    Sphere: Fear, Madness
    Equivalent Spell Level: 1
    Casting Time: 1 standard action
    Range: Close (25' + 5'/2 levels)
    Target: One living creature with 5 or less HD
    Duration: 1d4 rounds or 1 round; see text
    Saving Throw: Will partial
    Spell Resistance: Yes

    The affected creature becomes frightened for 1d4 rounds. If the subject succeeds on a Will save, it is instead shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.

    Cure Light Wounds
    Evocation (Healing) [Positive]
    Type: Orison
    Sphere: Healing
    Equivalent Spell Level: 1
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will half (harmless)
    Spell Resistance: Yes (harmless)

    When laying your hand upon a living creature, you channel positive energy that cures 1d6 points of damage, +1 point per caster level (maximum +5).

    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

    Divine Favor
    Evocation
    Type: Orison
    Sphere: War
    Equivalent Spell Level: 1
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 minute
    Saving Throw: None
    Spell Resistance: No

    Calling upon the strength and wisdom of a deity, you grant the target a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3).

    Feral Power
    Transmutation
    Type Orison
    Sphere Animal, Might, War
    Equivalent Level 2
    Range Touch
    Target Creature Touched
    Duration 1 min/lev
    Save None (H)
    SR No (H)
    Touched creature gains a +2 enh bonus to Str, Dex, Con

    Natural Insight
    Transmutation
    Type Orison
    Sphere Animal, Knowledge, Madness
    Equivalent Level 2
    Range Touch
    Target Creature Touched
    Duration 1 min/lev
    Save None (H)
    SR No (H)
    Touched creature gains a +2 enh bonus to Int, Wis, Cha

    Obscuring Mist
    Conjuration (Creation)
    Type Orison
    Sphere Air, Weather
    Equivalent Level 1
    Range 20'
    Target 20' radius sphere centered on you
    Duration 1 min/lev
    Save None
    SR No
    Stationary vapor obscures sight past 5'. Creatures 5' have 20% concealment; further have 50% concealment.
    Wind (11+ mph) clears in 4 rounds. 21+ mph clears in 1 round. [Fire] spells burn away fog in spell area.

    Align Weapon
    Transmutation [See Text]
    Type Orison
    Sphere Glory, Might, War
    Equivalent Level 1
    Range Touch
    Target Weapon or 50 alike projectiles touched
    Duration 1 min/lev
    Save Will neg (HO)
    SR Yes (HO)
    Weapon touched becomes good, evil, chaos, or law aligned. Alignment must match or partially match caster.
    Only may imbue one alignment.

    Barkskin
    Transmutation
    Type Orison
    Sphere Plant
    Equivalent Level 2
    Range Touch
    Target Living creature touched
    Duration 1 min/lev
    Save None
    SR Yes (H)
    Touched creature gains a +2 enh bonus to natural AC, +1/3 CL (max +5).

    Burning Hands
    Evocation [Fire]
    Type Orison
    Sphere Fire, Sun
    Equivalent Level 1
    Range 15'
    Target Cone-shaped burst
    Duration Instantaneous
    Save Ref half
    SR Yes
    Creatures in area take 1d4 fire/CL, max 5d4. Flammable items ignite.


    Litanies
    Equiv spell level: 3-4
    Spoiler
    Show
    Cure Light Wounds
    Evocation (Healing) [Positive]
    Type: Litany
    Sphere: Any
    Equivalent Spell Level: 1
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: Instantaneous
    Saving Throw: Will half (harmless)
    Spell Resistance: Yes (harmless)

    When laying your hand upon a living creature, you channel positive energy that cures 1d6 points of damage, +1 point per caster level (maximum +5).

    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

    Cure Moderate Wounds
    Evocation (Healing) [Positive]
    Type: Litany
    Sphere: Healing
    Equivalent Spell Level: 3
    Casting Time: 1 standard action
    Range: Touch
    Target: Touched creature
    Duration: Instantaneous
    Saving Throw: Will half (harmless)
    Spell Resistance: Yes (harmless)

    When laying your hand upon a living creature, you channel positive energy that cures 3d6 points of damage +1 point per caster level (maximum +5).

    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

    Divine Power
    Evocation
    Type: Litany
    Sphere: War
    Equivalent Spell Level: 4
    Casting Time: 1 standard action
    Range: Touch
    Target: Creature touched
    Duration: 1 round/level
    Saving Throw: None
    Spell Resistance: No

    Calling upon the divine power of your patron, you imbue you or your target with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.

    Blindness/Deafness
    Transmutation (Curse)
    Type Litany
    Sphere Darkness, Hex
    Equivalent Level 3
    Range Medium (100' +10'/lev)
    Target One living creature
    Duration Curse
    Save Fortitude negates
    SR Yes
    Target is either blinded or deafened. Cannot blind a target already deafened, and vice versa.


    Devotions
    Equiv spell level: 5-6
    Spoiler
    Show
    Cure Moderate Wounds
    Evocation (Healing) [Positive]
    Type: Devotion
    Sphere: Any
    Equivalent Spell Level: 3
    Casting Time: 1 standard action
    Range: Touch
    Target: Touched creature
    Duration: Instantaneous
    Saving Throw: Will half (harmless)
    Spell Resistance: Yes (harmless)

    When laying your hand upon a living creature, you channel positive energy that cures 3d6 points of damage +1 point per caster level (maximum +5).

    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

    Cure Serious Wounds
    Evocation (Healing) [Positive]
    Type: Devotion
    Sphere: Healing
    Equivalent Spell Level: 5
    Casting Time: 1 standard action
    Range: Touch
    Target: Touched creature
    Duration: Instantaneous
    Saving Throw: Will half (harmless)
    Spell Resistance: Yes (harmless)

    When laying your hand upon a living creature, you channel positive energy that cures 5d6 points of damage +1 point per caster level (maximum +10).

    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.


    Supplications
    Equiv spell level: 7-8
    Spoiler
    Show
    Cure Serious Wounds
    Evocation (Healing) [Positive]
    Type: Supplication
    Sphere: Any
    Equivalent Spell Level: 5
    Casting Time: 1 standard action
    Range: Touch
    Target: Touched creature
    Duration: Instantaneous
    Saving Throw: Will half (harmless)
    Spell Resistance: Yes (harmless)

    When laying your hand upon a living creature, you channel positive energy that cures 5d6 points of damage +1 point per caster level (maximum +10).

    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

    Cure Grievous Wounds
    Evocation (Healing) [Positive]
    Type: Supplication
    Sphere: Healing
    Equivalent Spell Level: 7
    Casting Time: 1 standard action
    Range: Touch
    Target: Touched creature
    Duration: Instantaneous
    Saving Throw: Will half (harmless)
    Spell Resistance: Yes (harmless)

    When laying your hand upon a living creature, you channel positive energy that cures 7d6 points of damage +1 point per caster level (maximum +15).

    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.


    Invocations
    Equiv spell level: 9-10
    Spoiler
    Show
    Cure Grievous Wounds
    Evocation (Healing) [Positive]
    Type: Supplication
    Sphere: Any
    Equivalent Spell Level: 7
    Casting Time: 1 standard action
    Range: Touch
    Target: Touched creature
    Duration: Instantaneous
    Saving Throw: Will half (harmless)
    Spell Resistance: Yes (harmless)

    When laying your hand upon a living creature, you channel positive energy that cures 7d6 points of damage +1 point per caster level (maximum +15).

    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

    Cure Critical Wounds
    Evocation (Healing) [Positive]
    Type: Invocation
    Sphere: Healing
    Equivalent Spell Level: 9
    Casting Time: 1 standard action
    Range: Touch
    Target: Touched creature
    Duration: Instantaneous
    Saving Throw: Will half (harmless)
    Spell Resistance: Yes (harmless)

    When laying your hand upon a living creature, you channel positive energy that cures 9d6 points of damage +1 point per caster level (maximum +20).

    Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.


    Domains
    Spoiler
    Show
    Air
    Intrinsic Power:
    Domain Skill: Speak Language (Auran)
    4th level power:
    7th level power:
    10th level power:
    13th level power: Air Elemental Form
    16th level power:
    20th level power:
    5th level divine empowerment: Fly 20' (Poor)
    11th level divine empowerment: Fly 30' (Average)
    17th level divine empowerment: Fly 45' (Good)

    Animal
    Intrinsic Power: Speak with Animals
    Domain Skill: Knowledge (Nature)
    4th level power: Animal Companion
    7th level power: Wild Shape (animals only), # day = cleric level, dur 10 min/lev
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:

    Cold
    Intrinsic Power: At-will ranged touch attack that deals 1d4, +1d4 cold dam per 3 CL
    Domain Skill:
    4th level power: Resist Cold = 1/2 cleric levels
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment: inc die size for prayers that have [Cold] descriptor (typically d8)
    11th level divine empowerment: inc die size for prayers that have [Cold] descriptor (typically d10)
    17th level divine empowerment: inc die size for prayers that have [Cold] descriptor (typically d12)

    Courage
    Intrinsic Power: bonus on saves v. fear = 1/3 cleric level (min +1)
    Domain Skill: Sense Motive
    4th level power:
    7th level power:
    10th level power: Immune: Fear, bonus on saves v. fear for allies within 20' = 1/3 cleric level (min +1)
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment: When fighting foe with CR > your ECL, gain +2 atk/dam/dodge AC, SR 15 against that foe
    11th level divine empowerment: When fighting foe with CR > your ECL, gain +4 atk/dam/dodge AC, SR 21 against that foe
    17th level divine empowerment: When fighting foe with CR > your ECL, gain +6 atk/dam/dodge AC, SR 27 against that foe

    Creation
    Intrinsic Power: Can use scrolls and wands for item creation, Scribe Scroll
    Domain Skill: Any one Craft
    4th level power: Brew Potion
    7th level power: Craft Wondrous Item
    10th level power: Craft Magic Arms and Armor
    13th level power: Craft Rod
    16th level power: Craft Staff
    20th level power: Forge Ring
    5th level divine empowerment: Roll twice when making Craft checks and take better result
    11th level divine empowerment: Roll three times when making Craft checks and take better result
    17th level divine empowerment: Roll four times when making Craft checks and take better result

    Darkness
    Intrinsic Power: Darkvision 60' (or +30' to existing)
    Domain Skill: Awareness
    4th level power:
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:

    Death
    Intrinsic Power: Reaper's Touch: touch dying creature, slay them instantly (Fort neg); also applies to SoD prayers
    Domain Skill: Knowledge (The Planes)
    4th level power: Reaper's Touch gives you temp HP
    7th level power: Reaper's Touch gives you Str boost
    10th level power: Reaper's Touch usable at 30' range
    13th level power: Reaper's Touch gives you Con boost
    16th level power: Reaper's Touch gives you CL boost
    20th level power: Reaper's Touch becomes aura
    5th level divine empowerment: CL +1 for prayers with [Death] descriptor
    11th level divine empowerment: CL +2 for prayers with [Death] descriptor
    17th level divine empowerment: CL +3 for prayers with [Death] descriptor

    Earth
    Intrinsic Power: Earthen Pillar (Under self only)
    Domain Skill: Speak Language (Terran)
    4th level power: Earthen Pillar (within 15')
    7th level power: Tremorsense 5'/2 cleric levels
    10th level power:
    13th level power: Earth Elemental Form
    16th level power:
    20th level power:
    5th level divine empowerment: Natural Armor +1
    11th level divine empowerment: Natural Armor +2
    17th level divine empowerment: Natural Armor +4

    Fate
    Intrinsic Power: force opponent to reroll/day = Cha mod
    Domain Skill: Cartomancy
    4th level power: Personal Tarot, Hand Size = 1
    7th level power:
    10th level power: Hand Size = 2
    13th level power:
    16th level power: Hand Size = 3
    20th level power: Hand Size = 4
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:

    Fire
    Intrinsic Power: At-will ranged touch attack that deals 1d4, +1d4 fire dam per 3 CL
    Domain Skill: Speak Language (Ignan)
    4th level power: Resist Fire = ½ cleric levels
    7th level power:
    10th level power:
    13th level power: Fire Elemental Form
    16th level power:
    20th level power:
    5th level divine empowerment: inc die size for prayers that have [Fire] descriptor (typically d8)
    11th level divine empowerment: inc die size for prayers that have [Fire] descriptor (typically d10)
    17th level divine empowerment: inc die size for prayers that have [Fire] descriptor (typically d12)

    Glory
    Intrinsic Power: Prof: 1 martial weapon; 4 prowess/level
    Domain Skill: Perform
    4th level power: After slaying a foe, gain temp hp and stat boost for Cha rounds
    7th level power: After slaying a foe, gain +atk/dam boost for Cha rounds
    10th level power: After slaying a foe, gain DR/- for Cha rounds
    13th level power: After slaying a foe, gain SR for Cha rounds
    16th level power: After slaying a foe, gain haste for Cha rounds
    20th level power: After slaying a foe, gain +CL for Cha rounds
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:

    Healing
    Intrinsic Power: Lay on Hands (cleric level x Cha pool, min 1)
    Domain Skill: Heal
    4th level power: Remove Disease with Lay on Hands
    7th level power: Remove Curse with Lay on Hands
    10th level power: Remove ability damage/drain with Lay on Hands
    13th level power: Remove energy drain with Lay on Hands
    16th level power:
    20th level power:
    5th level divine empowerment: CL +1 for prayers of (Healing) subschool
    11th level divine empowerment: CL +2 for prayers of (Healing) subschool
    17th level divine empowerment: CL +3 for prayers of (Healing) subschool

    Hex
    Intrinsic Power: Curse foe/day = Cha mod
    Domain Skill:
    4th level power:
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment: CL +1 for prayers of (Curse) subschool
    11th level divine empowerment: CL +2 for prayers of (Curse) subschool
    17th level divine empowerment: CL +3 for prayers of (Curse) subschool

    Knowledge
    Intrinsic Power: Lore
    Domain Skill: Any one Knowledge
    4th level power: Bonus skill set
    7th level power:
    10th level power: Skill Mastery (any one Knowledge)
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:

    Life
    Intrinsic Power: Turn Undead
    Domain Skill: Heal
    4th level power:
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment: inc die size for prayers that have [Positive] descriptor (typically d8)
    11th level divine empowerment: inc die size for prayers that have [Positive] descriptor (typically d10)
    17th level divine empowerment: inc die size for prayers that have [Positive] descriptor (typically d12)

    Luck
    Intrinsic Power: 1 luck reroll/day
    Domain Skill:
    4th level power:
    7th level power:
    10th level power: Rerolls/day = Cha mod
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:

    Madness
    Intrinsic Power: bonus on saves v. Mind-Affecting = 1/3 Cleric level (min +1)
    Domain Skill:
    4th level power:
    7th level power: Delirium Veil: Reflect failed Mind-Affecting effects back on caster
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:

    Magic
    Intrinsic Power: Count as arcane caster (CL=Cleric level) for the purposes of using activation items
    Domain Skill: Spellcraft
    4th level power:
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:

    Might
    Intrinsic Power: Str +4 Cha/Day, lasts rounds equal to cleric level
    Domain Skill: Athletics
    4th level power:
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:

    Moon
    Intrinsic Power:
    Domain Skill:
    4th level power:
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:

    Plant
    Intrinsic Power: Trackless Step
    Domain Skill: Knowledge (Nature)
    4th level power:
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:

    Protection
    Intrinsic Power: Deflection AC +2 Cha/Day, lasts rounds equal to cleric level
    Domain Skill:
    4th level power:
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:

    Star
    Intrinsic Power: Low-Light Vision
    Domain Skill: Awareness
    4th level power:
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:

    Storm
    Intrinsic Power: At-will ranged touch attack that deals 1d4, +1d4 elec dam per 3 CL
    Domain Skill:
    4th level power: Resist Elec = ½ cleric levels
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment: inc die size for prayers that have [Electricity] descriptor (typically d8)
    11th level divine empowerment: inc die size for prayers that have [Electricity] descriptor (typically d10)
    17th level divine empowerment: inc die size for prayers that have [Electricity] descriptor (typically d12)

    Sun
    Intrinsic Power: At-will light ability
    Domain Skill:
    4th level power: Resist Fire = ½ cleric levels
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment: Activated corona (5') which deals fire damage and extra damage to undead
    11th level divine empowerment: Corona inc to 10'
    17th level divine empowerment: Corona inc to 20'

    Time
    Intrinsic Power: bonus on init checks = 1/3 cleric level
    Domain Skill: Knowledge (History)
    4th level power:
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment: CL +1 for the purposes of determining prayer duration
    11th level divine empowerment: CL +2 for the purposes of determining prayer duration
    17th level divine empowerment: CL +3 for the purposes of determining prayer duration

    Travel
    Intrinsic Power: Endurance bonus feat
    Domain Skill: Survival
    4th level power:
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment: All speeds +5'
    11th level divine empowerment: All speeds +10'
    17th level divine empowerment: All speeds +20'

    Trickery
    Intrinsic Power: 6+Int skills/level
    Domain Skill: Legerdemain
    4th level power: Gain Stealth as a class skill
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:

    Undeath
    Intrinsic Power: Rebuke Undead
    Domain Skill:
    4th level power:
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment: inc die size for prayers that have [Negative] descriptor (typically d8)
    11th level divine empowerment: inc die size for prayers that have [Negative] descriptor (typically d10)
    17th level divine empowerment: inc die size for prayers that have [Negative] descriptor (typically d12)

    War
    Intrinsic Power: Prof: one martial weapon; prof: med armor, shields; ¾ BAB
    Domain Skill: Intimidate
    4th level power:
    7th level power: Fighter Aura
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment: Atk/Dam +1 with melee weapons
    11th level divine empowerment: Atk/Dam +3 with melee weapons
    17th level divine empowerment: Atk/Dam +5 with melee weapons

    Water
    Intrinsic Power: breathe in water, gain swim speed = ½ land speed
    Domain Skill: Speak Language (Aquan)
    4th level power:
    7th level power:
    10th level power:
    13th level power: Water Elemental Form
    16th level power:
    20th level power:
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:

    Wealth
    Intrinsic Power: bonus on Appraise checks = 1/3 cleric level
    Domain Skill: Appraise
    4th level power:
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:

    Weather
    Intrinsic Power: reduced effect from inclement weather, snow, etc
    Domain Skill: Survival
    4th level power:
    7th level power:
    10th level power:
    13th level power:
    16th level power:
    20th level power:
    5th level divine empowerment:
    11th level divine empowerment:
    17th level divine empowerment:
    Last edited by Fax Celestis; 2009-08-05 at 01:58 PM.

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Divine Oracle [Ritual]
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    Requirements: Knowledge (Religion) 6 ranks, ability to cast Orisons

    Benefits: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Knowledge (Religion) and takes 10 minutes to perform. The effects of a Divine Oracle ritual last for as long as each ritual states.

    Augury (Knowledge (Religion) 6 ranks): By performing this ritual, you may attempt to discern the outcome of a future event. An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.

    The base chance for receiving a meaningful reply is 70% + 1% per rank in Knowledge (Religion), to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:

    * Weal (if the action will probably bring good results).
    * Woe (for bad results).
    * Weal and woe (for both).
    * Nothing (for actions that don't have especially good or bad results).

    If the ritual fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.

    The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.

    Divination (Knowledge (Religion) 10 ranks): Similar to augury but more powerful, a divination ritualcan provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per rank you possess in Knowledge (Religion), to a maximum of 90%. If the dice roll fails, you know the ritual failed, unless specific magic yielding false information is at work.

    As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time. In addition, you must be able to cast devotions to use this ritual.

    Commune (Knowledge (Religion) 12 ranks): You contact your deity—or agents thereof—and ask questions that can be answered by a simple yes or no. You are allowed one such question per two ranks you possess in Knowledge (Religion). The answers given are correct within the limits of the entity's knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead.

    The ritual, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the ritual ends.

    This ritual requires the expenditure of 100 XP. In addition, you must be able to cast supplications to use this ritual.


    Last Rites [Ritual]
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    Requirements: Knowledge (Religion) 5 ranks, ability to cast Orisons

    Benefits: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Knowledge (Religion) and takes 10 minutes to perform. The effects of a Last Rites ritual last for as long as each ritual states.

    Any potential participants require at least one rank in Knowledge (Religion) in order to be able to participate in a Last Rites ritual.

    Gentle Repose (Knowledge (Religion) 5 ranks): By performing this ritual and touching a dead creature, you preserve the remains of the creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see the Raise Dead ritual below). Days spent under the influence of this spell don't count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.

    Raise Dead (Knowledge (Religion) 12 ranks): By performing this ritual and touching a dead creature, you restore life to the creature. You can raise a creature that has been dead for no longer than one day per rank you possess in Knowledge (Religion). In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the ritual does not work.

    Coming back from the dead is an ordeal. The subject of the ritual loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can't be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.

    A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this ritual.

    A creature who has been turned into an undead creature or killed by a death effect can't be raised by this ritual. Constructs, elementals, outsiders, and undead creatures can't be raised. This ritual cannot bring back a creature that has died of old age.

    This ritual requires diamonds worth a total of least 5,000 gp. In addition, you must be able to cast devotions to use this ritual.

    Resurrection (Knowledge (Religion) 17 ranks): This ritual functions like the Raise Dead ritual above, except that you are able to restore life and complete strength to any deceased creature.

    The condition of the remains is not a factor. So long as some small portion of the creature's body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature's body at the time of death. (The remains of a disintegrated creature count as a small portion of its body.) The creature can have been dead no longer than 10 days per rank you possess in Knowledge (Religion).

    Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level, or 2 points of Constitution if the subject was 1st level. (If this reduction would bring its Con to 0 or lower, it can't be resurrected). This level loss or Constitution loss cannot be repaired by any means.

    You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can't be resurrected.

    This ritual requires a sprinkle of holy water and diamonds worth a total of at least 10,000 gp. In addition, you must be able to cast supplications to use this ritual.
    Last edited by Fax Celestis; 2009-08-01 at 02:25 PM.

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Well, at least it looks like Clerics will be very different mechanically depending on their Domain choices. Which is right on top of my list of Cleric preference priorities in homebrew, so, good.

    (This is one of my very biggest problems with 4e. At least, pre-Divine Power.)
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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Hm. A huge overhaul if the cleric, that much is obvious even if this unfinished state. I'm glad so see that there's no Turn Undead for all clerics - it's always seemed weird to me. Also, with at-will healing spells, regaining HP will certainly become easy.
    Last edited by Morty; 2009-08-02 at 08:30 AM.
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    Default Re: [d20r, Class] Cleric (huge work in progress)

    I feel that a task like this is epic enough to earn oneself a divine rank.

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Quote Originally Posted by Maerok View Post
    I feel that a task like this is epic enough to earn oneself a divine rank.
    If that were so, Fax would already have several.
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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Notes for domains (for what I've got, anyway) added. Advice for inclusions into domain powers would be appreciated.

    EDIT: Adding in some prayers too.
    Last edited by Fax Celestis; 2009-08-02 at 10:13 PM.

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    I'm not too good with homebrewing, but off the top of my head for the moon domain it would seem that the intrinsic power should be some sort of shifting. or that the divine empowerment should allow for more advanced/powerful shifting, or more shifting forms

    That's all I have, and I'd like to say I like that this is going the route of a holy man rather than holy warrior, also do cleric's only get one domain or two like 3.5?

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Quote Originally Posted by blackspeeker View Post
    I'm not too good with homebrewing, but off the top of my head for the moon domain it would seem that the intrinsic power should be some sort of shifting. or that the divine empowerment should allow for more advanced/powerful shifting, or more shifting forms

    That's all I have, and I'd like to say I like that this is going the route of a holy man rather than holy warrior, also do cleric's only get one domain or two like 3.5?
    One domain, with the option for a second domain with a feat. Paladins cover the holy warrior, I think, so clerics should cover holy scholar (like they always should have).

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Couple more prayers, formatting and game-language in the initial post.

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    I don't think anybody would ever use Cure Critical Wounds as a 9th level equivalent spell. Ever. The cure/inflict spells are obvious cleric spells, but you might want to have less of them spread out more often.
    Last edited by Milskidasith; 2009-08-03 at 05:05 PM.

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Quote Originally Posted by Milskidasith View Post
    I don't think anybody would ever use Cure Critical Wounds as a 9th level equivalent spell. Ever. The cure/inflict spells are obvious cleric spells, but you might want to have less of them spread out more often.
    ...they're at-will.

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Ah. My mistake then; that changes everything.

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Quote Originally Posted by Fax Celestis View Post
    ...they're at-will.
    You've got at-will healing? That seems like a lot of extra work when you tackle the CR issue since the game is balanced against four equal CR fights/day with finite resources.
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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Quote Originally Posted by thegurullamen View Post
    You've got at-will healing? That seems like a lot of extra work when you tackle the CR issue since the game is balanced against four equal CR fights/day with finite resources.
    No one I have ever played with has followed that guideline--whether the DM tried or not, the players always managed to find a means to rest and recuperate after nearly every battle big enough to warrant resource expenditure. At-will healing is already in the game anyway (Eldritch Disciple, for instance, or the Tomb-Tainted Soul/Negative Energy Touch trick, or the Dragon Disciple's healing aura, or a Healing Belt, or even just a wand of cure light wounds or wand of lesser vigor)--all this does is expedite the process so that you don't have to carry around a sheaf of wands of CLW.

    It also allows me to remove or alter some of the higher-level healing spells (notice the absence of heal) and also allows me to ignore that silly spontaneous healing class feature clerics used to have.

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    While I can accept the idea that unlimited healing is not exactly unprecedented, I still don't think I'm 100% comfortable with the idea. It feels more like a bug than something which should be made commonplace within the system.

    Unfortunately I don't really have a great idea for a fix, although adding some kind of consequence - for the caster or the target - to magical healing could work.

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Divine Power at will at level 4?
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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Quote Originally Posted by lesser_minion View Post
    While I can accept the idea that unlimited healing is not exactly unprecedented, I still don't think I'm 100% comfortable with the idea. It feels more like a bug than something which should be made commonplace within the system.
    If it's a bug, it's one the devs decided to run with, because the number of at-will healing effects steadily increased over time. By now there are tons of ways to heal up--the dragon shaman's healing aura and the Touch of Healing reserve feat are infinite healing up to half total HP are only two of the many effects in addition to the ones Fax mentioned--and as already stated, healing up to full after every fight has been trivial since core with CLW wands as long as you have cash and a few minutes.
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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Quote Originally Posted by Gaurd Juris View Post
    Divine Power at will at level 4?
    If you do that, you're (a) a War Domain priest; and (b) have that as your only Litany.

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Quote Originally Posted by Lappy9000 View Post
    Not in games that include deadly side-effects from Positive Energy overdose
    How, exactly? Positive energy only inflicts Death By Awesome when you go over your max HP or double max HP (interpretations conflict) and all the inifinite healing effects are limited to either half max HP or max HP.
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    Darn you PoDL for making me care about a bunch of NPC Commoners!
    Quote Originally Posted by Chambers View Post
    I'm pretty sure turning Waterdeep into a sheet of glass wasn't the best win condition for that fight. We lived though!
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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Quote Originally Posted by Lappy9000 View Post
    Actually, that's exactly how it works [link]
    I know that's how it works, and now I have no idea what your point was. I said infinite healing is trivial to gain; you said it isn't if you keep Positive Energy explosions in mind; I said it doesn't matter because none of the infinite healing methods trigger that; you agreed with me...? When I said "How, exactly?" I didn't mean "how does it work" but rather "how does that have anything to do with infinite healing." What am I missing?

    Simultaneously one of the meanest and most fun thing a DM can do to the players. While I may have drifted off-topic a little, I'm against at-will healing, if only from my own experiences. My groups tend to complete dungeons in a single (in-game) "work day" and we've always been fine. Exceptions have come about when characters got absolutely hammered in a battle, but for the most part, healing at-will would (for me) take away a bunch of the danger in the game.
    Generally, if you have lower HP totals over the day, you run into a death spiral scenario unless (A) you improve your tactics for later combats, (B) save your best abilities for later in the day to end them quicker, (C) have easier combats, or combinations of the three. If you have full HP for every fight, the only thing that changes is that you can face more challenging combats without having a larger risk of dying as the day goes on. Nothing makes monsters easier with more healing except that a CR 8 monster at the beginning of the day is as likely to kill you in one hit as at the end of the day, rather than being more and more likely to drop you as the day progresses and you run out of healing.
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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Quote Originally Posted by PairO'Dice Lost View Post
    I know that's how it works, and now I have no idea what your point was. I said infinite healing is trivial to gain; you said it isn't if you keep Positive Energy explosions in mind; I said it doesn't matter because none of the infinite healing methods trigger that; you agreed with me...? When I said "How, exactly?" I didn't mean "how does it work" but rather "how does that have anything to do with infinite healing." What am I missing?
    That would be explained in the link.

    Quote Originally Posted by PairO'Dice Lost View Post
    Generally, if you have lower HP totals over the day, you run into a death spiral scenario unless (A) you improve your tactics for later combats, (B) save your best abilities for later in the day to end them quicker, (C) have easier combats, or combinations of the three. If you have full HP for every fight, the only thing that changes is that you can face more challenging combats without having a larger risk of dying as the day goes on. Nothing makes monsters easier with more healing except that a CR 8 monster at the beginning of the day is as likely to kill you in one hit as at the end of the day, rather than being more and more likely to drop you as the day progresses and you run out of healing.
    ..Thereby removing the aforementioned danger from the game. We tend to use options (A) and (B) quite often.
    Last edited by Lappy9000; 2009-08-04 at 02:12 PM.

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Quote Originally Posted by Fax Celestis View Post
    It also allows me to remove or alter some of the higher-level healing spells (notice the absence of heal) and also allows me to ignore that silly spontaneous healing class feature clerics used to have.
    in combat healing is still a waste of time, however.

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Quote Originally Posted by zugschef View Post
    in combat healing is still a waste of time, however.
    Pretty much, yeah. This is intentional. Patching holes the size of grapefruits is not an easy task.

    Quote Originally Posted by Lappy9000 View Post
    ..Thereby removing the aforementioned danger from the game. We tend to use options (A) and (B) quite often.
    Explain to me, Lappy, why the fight you had three hours ago should adjust the CR of your current battle? I'm not trying to be snide--I seriously want to know.
    Last edited by Fax Celestis; 2009-08-04 at 03:03 PM.

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    I'm not sure about at-will healing, myself. On one hand, it's neat not to have to rest half a day to patch up wounds, but on the other hand, instant healing after combat takes some seriousness out of getting hurt.
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    Default Re: [d20r, Class] Cleric (huge work in progress)

    More dangerous equates a higher CR. CRs are supposed to be adjusted for outside conditions--environment, weather, terrain, or other advantages or disadvantages. "Not being at full health or full uses for per-day abilities" falls into that last category. The monsters (or opponents or what have you) have an advantage over the players in that they are at full health and full capacity for their uses/day abilities. This raises their CR, as it's a more difficult encounter.

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    OldWizardGuy

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    What exactly is the difference between Dvine Empowerment and Domain Powers? They both seem just to be abilities you gain at certain levels based on your domain.


    Quote Originally Posted by Fax Celestis View Post
    Explain to me, Lappy, why the fight you had three hours ago should adjust the CR of your current battle? I'm not trying to be snide--I seriously want to know.
    Well, I'm not Lappy, and I agree with you that attempts to restrict healing never really worked, but the idea is over a session your characters will all be expending resources and getting weaker. For casters this was mostly spell slots, but for martial classes this was primarily HP, since what abilities they have are generally at-will. This is a smaller problem in d20r since you gave a lot more classes at-will abilities, but while your sorcerer, cleric, and dreadnaught will be going full power all day, your enlightened devotee and (presumably) wizard will be getting a little weaker with each casting and not be useful to the party if they're not casting. (Unless you have a 4th level war domain cleric. )

    That said, I like your cleric. I think at-will healing is fine and that a wizard should be studying the battle carefully and savings spells for exactly when they will turn the tide. It's just more fun that way.
    Last edited by cherez; 2009-08-04 at 03:45 PM.

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    Titan in the Playground
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    Default Re: [d20r, Class] Cleric (huge work in progress)

    The other issue I run into is that I'm giving at-will casting. In order to prevent at-will healing with that, I'd have to bind healing magic into a ritual feat or some other wonky mechanic that would utterly change the rest of the cleric.

    Quote Originally Posted by cherez View Post
    What exactly is the difference between Dvine Empowerment and Domain Powers? They both seem just to be abilities you gain at certain levels based on your domain.
    Pretty much just a name.

    This is a smaller problem in d20r since you gave a lot more classes at-will abilities, but while your sorcerer, cleric, and dreadnaught will be going full power all day, your enlightened devotee and (presumably) wizard will be getting a little weaker with each casting and not be useful to the party if they're not casting. (Unless you have a 4th level war domain cleric. )
    That's pretty much the idea: every class should have something they can do all day long.
    Last edited by Fax Celestis; 2009-08-04 at 03:47 PM.

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    Default Re: [d20r, Class] Cleric (huge work in progress)

    Quote Originally Posted by Lappy9000 View Post
    That would be explained in the link.
    I'm seeing a nice homebrew, but still just homebrew which has no bearing on plain ol' healing in general or d20r in particular.

    ...Thereby removing the aforementioned danger from the game. We tend to use options (A) and (B) quite often.
    As Fax pointed out, CR X doesn't mean "A good fight for a level X party," it means "a fight that should be challenging to a level X party taking terrain, health, and other modifiers into account." You get the same effect by throwing a level 5 party against a CR 5, a CR 5, a CR 5, and a CR 5 without infinite healing as you do throwing a level 5 party against a CR 5, a CR 5, a CR 6, and a CR 6 with infinite healing, give or take a CR or two. If you want more challenging fights throughout the day, make the fights more challenging, don't just assume they'll be harder because they've lost some health.
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