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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Lightbulb Domain Cleric (Pathfinder Variant)

    Domain Cleric
    Preferred Ability Scores: Wisdom (Spells), Cha (channeling, skills), Con (Concentration, More HP)
    Alignment: Within one step of the chosen Deity's Alignment.
    Hit Dice: 1d8

    Class Skills
    The Domain Cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
    Skill Ranks per Level: 2 + Int modifier.

    {table=head]{colsp=15}Table: The Domain Cleric
    Level| Attack Bonus | Fort | Reflex | Will |
    Special
    | 1st| 2nd | 3rd | 4th | 5th |
    6th
    |
    7th
    |
    8th
    |
    9th


    1 | +0 |{colsp=1}
    +2
    |{colsp=1}
    +0
    |{colsp=1}
    +2
    |Channel energy 1d6, Domains (3), Reach of Faith |3|-|-|-|-|-|-|-|-

    2 | +1 |{colsp=1}
    +3
    |{colsp=1}
    +0
    |{colsp=1}
    +3
    |Additional Domain (4th) |4|-|-|-|-|-|-|-

    3 | +2 |{colsp=1}
    +3
    |{colsp=1}
    +1
    |{colsp=1}
    +3
    |Channel energy 2d6 |4|3|-|-|-|-|-|-|-

    4 | +3 |{colsp=1}
    +4
    |{colsp=1}
    +1
    |{colsp=1}
    +4
    | |5|4|-|-|-|-|-|-|-

    5 | +3 |{colsp=1}
    +4
    |{colsp=1}
    +1
    |{colsp=1}
    +4
    |Channel energy 3d6 |5|4|3|-|-|-|-|-|-

    6 | +4 |{colsp=1}
    +5
    |{colsp=1}
    +2
    |{colsp=1}
    +5
    |Additional Domain (5th) |5|5|4|-|-|-|-|-|-

    7 | +5 |{colsp=1}
    +5
    |{colsp=1}
    +2
    |{colsp=1}
    +5
    |Channel energy 4d6 |6|5|4|3|-|-|-|-|-

    8 | +6/+1 |{colsp=1}
    +6
    |{colsp=1}
    +2
    |{colsp=1}
    +6
    | |6|5|5|4|-|-|-|-|-

    9 | +7/+2 |{colsp=1}
    +6
    |{colsp=1}
    +3
    |{colsp=1}
    +6
    |Channel energy 5d6 |6|5|5|4|3|-|-|-|-

    10 | +8/+3 |{colsp=1}
    +7
    |{colsp=1}
    +3
    |{colsp=1}
    +7
    |Additional Domain (6th)|6|6|5|5|4|-|-|-|-

    11 | +9/+4 |{colsp=1}
    +7
    |{colsp=1}
    +3
    |{colsp=1}
    +7
    |Channel energy 6d6 |6|6|6|5|4|3|-|-|-

    12 | +9/+4 |{colsp=1}
    +8
    |{colsp=1}
    +4
    |{colsp=1}
    +8
    | |6|6|6|5|5|4|-|-|-

    13 | +10/+5 |{colsp=1}
    +8
    |{colsp=1}
    +4
    |{colsp=1}
    +8
    |Channel energy 7d6 |6|6|6|6|5|4|3|-|-

    14 | +11/+6/+1 |{colsp=1}
    +9
    |{colsp=1}
    +4
    |{colsp=1}
    +9
    |Additional Domain (7th) |6|6|6|6|5|5|4|-|-

    15 | +12/+7/+2 |{colsp=1}
    +9
    |{colsp=1}
    +5
    |{colsp=1}
    +9
    |Channel energy 8d6 |6|6|6|6|6|5|4|3|-

    16 | +12/+7/+2 |{colsp=1}
    +10
    |{colsp=1}
    +5
    |{colsp=1}
    +10
    | |6|6|6|6|6|5|5|4|-

    17 | +13/+8/+3 |{colsp=1}
    +10
    |{colsp=1}
    +5
    |{colsp=1}
    +10
    |Channel energy 9d6 |6|6|6|6|6|6|5|4|3

    18 | +14/+9/+4 |{colsp=1}
    +11
    |{colsp=1}
    +6
    |{colsp=1}
    +11
    |Additional Domain (8th) |6|6|6|6|6|6|5|5|4

    19 | +15/+10/+5 |{colsp=1}
    +11
    |{colsp=1}
    +6
    |{colsp=1}
    +11
    |Channel energy 10d6 |6|6|6|6|6|6|6|5|5

    20 | +15/+10/+5 |{colsp=1}
    +12
    |{colsp=1}
    +6
    |{colsp=1}
    +12
    |Domain Mastery |6|6|6|6|6|6|6|6|6
    [/table]


    Class Features
    The following are the class features of the Domain Cleric.

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

    Reach of Faith (Ex): A domain cleric can erect an aura around itself out to 20 ft. as a standard action, after which maintaining this aura is a swift action. This aura extends the range of her touch spells that use positive and negative energy out to that range. Whenever the domain cleric casts a Cure or Inflict spell (spontaneous or otherwise), the cleric can cast it as a ranged touch attack.

    A domain cleric with a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment when using this aura (see the detect evil spell for details).


    Spells: A cleric casts divine spells which are drawn from the cleric's domain lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance. However, for the purposes of spell completion items, the domain cleric still uses the cleric's spell list.

    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 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. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

    Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

    Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

    A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).

    Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 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 that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier.

    Creatures healed by channeled 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 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

    Domains: A domain cleric's deity influences her alignment, what magic she can perform, her values, and how others see her at first . A cleric chooses three domains from among those belonging to her deity at 1st level. The domain cleric gains an additional domain at 2nd, 6th, 10th, 14th and 18th levels.

    If the domain cleric ever exceeds the number of domains the chosen deity has, the domain cleric can choose a domain of her choice, this representing the natural tendency for one to find new truths of her faith and beliefs. These bonus domains must fall within reason.

    For Example: a domain cleric of a Good Deity with both healing and good domains is unlikely to develop the death domain as a bonus domain. This shouldn't restrict it, its still possible, but its unlikely and should be not allowed unless enough role playing has made it possible. DM Responsibly.


    A cleric can 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, she still selects three domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.

    The first three domains each grant a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells to draw from when casting spells. In addition, a cleric can choose to change one domain power each time the cleric gains a new domain. It gains the listed powers from that new domain, in addition to the other two not changed. Unless otherwise noted, using a domain power is a standard action.

    Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

    An evil cleric (or a neutral cleric who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

    A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see Channel Energy).

    Chaotic, Evil, Good, and Lawful Spells: A cleric can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

    Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

    Ex-Clerics
    A cleric who grossly violates the code of conduct required by her god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. She cannot thereafter gain levels as a cleric of that god until she atones for her deeds (see the atonement spell description).
    Last edited by LordErebus12; 2012-08-15 at 01:29 AM.

  2. - Top - End - #2
    Ogre in the Playground
     
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Re: Domain Cleric Variant (Pathfinder)

    I'd spread the extra domains at levels 2, 8, 14 & 20 for 3 reasons:
    1. They won't overlap with other features.
    2. Less dead levels.
    3. They'd feel much more valuable when you don't gain a new spell level as well.


    One thing I don't like is the "Aure" feature. I wouldn't like my character tagged.

    Btw, using your Domain Cleric, I see no real motivation to follow a deity.


    Other than the above, I really like it.

    P.S. don't forget to nix divine power, so that clerics can't give fighters the finger.

  3. - Top - End - #3
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Default Re: Domain Cleric Variant (Pathfinder)

    Quote Originally Posted by nonsi View Post
    I'd spread the extra domains at levels 2, 8, 14 & 20 for 3 reasons:
    1. They won't overlap with other features.
    2. Less dead levels.
    3. They'd feel much more valuable when you don't gain a new spell level as well.

    moved them around

    One thing I don't like is the "Aure" feature. I wouldn't like my character tagged.

    changed it up a bit, made it more enticing

    Btw, using your Domain Cleric, I see no real motivation to follow a deity.

    I know, but its still a cleric, and the option to not follow one has been in the rules since day one.

    Other than the above, I really like it.

    P.S. don't forget to nix divine power, so that clerics can't give fighters the finger.
    I have no problem with Divine Power, as it is in pathfinder. casters often give fighters the finger.
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