A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Firbolg in the Playground
    Join Date
    Apr 2012

    Default Zman's E10 Cleric(3.5)

    This is part of my E10 project aimed at creating a richer and more balanced DnD experience. The classes are meant to be balanced between between Tiers 2-4. A 20th level character ends up as a 10//10 Gestalt.


    {table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th


    2nd|+1|+3|+0|+3|Turn or Rebuke Undead|4|1+2|—|—|—


    4th|+3|+4|+1|+4|Domain Channeling|5|2+2|1+2|—|—


    6th|+4|+5|+2|+5|Bonus Feat|5|2+2|2+2|1+2|—

    7th|+5/+1|+5|+2|+5|Bonus Domain|6|3+3|2+3|1+3|—


    9th|+6/+2|+6|+3|+6|Bonus Domain|6|3+4|3+4|2+4|1+4



    Spells Known













    Alignment: Any (Deity)
    Hit Die: 1d8

    Class Skills:
    Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge(arcana) (Int), Knowledge(history) (Int), Knowledge(religion) (Int), Knowledge(the planes) (Int), Listen(Wis), Profession (Wis), Spellcraft (Int), and Spot(Wis).
    Skill Points at 1st Level:(4 + Int modifier) Χ 4
    Skill Points at Each Additional Level: 4+ Int modifier

    Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

    A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

    Aura (Ex): A cleric 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). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

    Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. He can cast any spell he knows without preparing it ahead of time, the way a wizard must (see below).

    To learn 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. 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. A cleric also gets one domain spell of each spell level for each Domain he can cast, starting at 1st 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 recover spells.

    Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

    If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The chosen domains should be a valid choice which closely resembles domain options given to clerics which follow dieties.The restriction on alignment domains still applies.

    A Cleric's selection of spells is extremely limited. A Cleric begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Cleric level, he gains one or more new spells, as indicated on Table: Cleric's Spells Known. (Unlike spells per day, the number of spells a Cleric knows is not affected by his Wisdom score; the numbers on Table: Cleric's Spells Known are fixed.) These new spells can be common spells chosen from the Cleric spell list.

    Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric can cast both each day in his domain spell slots. A Cleric also adds his Domain spells to his list of Known Spells. Only a single casting of each Domain Spell can be used for each Domain slot, though a cleric is free to use it normal spell slots to cast Domain spells as they have been added to the Cleric's list of Spells Known.

    Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing, restoration, and bless spells adding all cure spells(a cure spell is one with "cure" in its name) as well as all restoration spells(a restoration spell is one with "restoration" in its name), bless, and bless water to their list of Known Spells.

    An evil cleric (or a neutral cleric of an evil deity) instead adds all inflict spells (an inflict spell is one with “inflict” in its name) as well as Bane, Curse Water, and Bestow Curse to his list of Known Spells.

    A cleric who is neither good nor evil and whose deity is neither good nor evil can gain spells in the same fashion as a Good or Evil Cleric(player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).

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

    Turn or Rebuke Undead (Su): Any cleric of 2nd level, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

    A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).

    A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

    Domain Channeling

    At 4th level the Cleric may now spontaneously channel Domain Spells in addition to their normal spell allotment.

    Bonus Feats

    At 6th level the Cleric receives a bonus Divine feat. The Cleric must meet the prerequisites as normal for these feats.

    Bonus Domain

    At 7th and 9th levels a Cleric gains access to additional Domains. They gain the Domain Powers and add the Domain spells to their list of spells known. They also gain a daily Domain Spell Slot. These new Domains must be within their Diety's Portfolio or thematically appropriate for the Cleric's Diety.


    At 10th level the Cleric radiates a divine aura protecting them from harm. The functions as the Sanctuary spell with a few differences. Any act by the cleric which would negate the Sanctuary spell instead lowers the protection until the start of the Clerics next turn. The DC is equal to 11+ the Clerics Wisdom Modifier. If the Sanctary protection is removed or dispelled in any way it is automatically restarted at the start of the Cleric's next turn.

    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 his race.

    A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).


    Champion of Good or Evil
    Level: 2nd
    Loses: Turn or Rebuke Undead
    Gains: A Good Cleric gains Smite Evil as a Paladin of the Same level, Aura of Good.
    An Evil Cleric gains Smite Good as a Paladin of the Same level, Aura of Evil. Both function the the same as their good aligned counterparts substituting Good for Evil and vice versa.

    A Neutral Cleric cannot choose to take this ACF.

    Cloistered Cleric

    Level: 1st
    Changes: d6 Hit Dice, Poor Base Attack Bonus, loses Armor and Shield Proficiencies

    Gains: One additional Spell per level and one additional spell known per spell level, 6 skill Points per level(instead of +4). Gains all Knowledge skills as class skills.

    Favored Soul

    Level: 1st
    Loses: Turn or Rebuke Undead, Wisdom as Casting Stat
    Gains: Charisma as Casting Stat, Good Reflex, Weapon Focus in Diety's Favored Weapon at 1st level, Weapon Specialization in Diety's Favored Weapon at 3rd Level, Greater Weapon Focus at 7th Level, Greater Weapon Specialization at 9th level.

    Militant Priest

    Level: 1st
    Replaces: Domains, and Domain Channeling
    Gains: Full Base Attack Bonus, Martial Weapon Proficiencies, and a Fighter Bonus Feat at 2nd and 4th levels.

    Planar Banishment

    Level: 2nd
    Replaces: Tuen or Rebuke Undead
    Gains: Planar Banishment
    Instead of channeling energy to turn or rebuke undead, with this variant a cleric can channel energy to banish outsiders.

    Make a turning check as normal. The result indicates the most powerful outsider affected (treat an outsider as having Hit Dice equal to its Hit Dice + its Cha modifier, if any). if the roll is high enough to let the cleric affect at least some outsiders within 60 feet, roll 2d6 + cleric's class level cleric's Cha modifier for turning damage. That's how many total Hit Dice of outsiders the cleric affects.

    Any outsider affected by the turning attempt is banished back to its home plane. (If it is already on its home plane, there is no effect.) Even if it has the ability to travel between planes, it cannot do so for 10 rounds (1 minute). If the cleric has twice as many levels (or more) as the outsider has effective Hit Dice, he destroys any outsiders that he would normally banish.

    If the cleric would normally turn or destroy undead, he has the ability to banish or destroy evil outsiders (that is, outsiders with the evil subtype). Characters who would normally rebuke or command undead instead gain the ability to banish or destroy good outsiders. As an additional option, the game master might allow clerics worshiping a lawful deity to banish or destroy chaotic outsiders, while clerics worshiping a chaotic deity could banish or destroy lawful outsiders. This ability would replace the ability to banish or destroy good or evil outsiders.

    This variant is otherwise identical to turning undead, including limits of daily uses and feats that enhance a cleric's turning ability.

    Last edited by Zman; 2014-05-14 at 08:59 AM.

  2. - Top - End - #2
    Firbolg in the Playground
    Join Date
    Apr 2012

    Default Re: Zman's E10 Cleric(3.5)

    Change Log

    Added Planar Banishment ACF

    Cloistered Cleric ACF gains all Knowledge skills as class skills.
    Last edited by Zman; 2014-05-14 at 08:59 AM.

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