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View Full Version : D&D 3.x Class Clergy Vigilant [Simpler sword and casting class]



gooddragon1
2017-03-05, 03:19 AM
The Clergy Vigilant

A clergy vigilant seeks out the enemies of their order or seeks to spread either the ideal they represent or a personal standard through that ideal. A clergy vigilant combines some practical magical ability with strong combat prowess.

Adventures: Clergy vigilants may adventure to follow the commands of their order if they belong to one. Clergy vigilants without an order adventure to spread their ideal or they may use their ideal for a cause of their own.

Characteristics: Clergy vigilants are the watchful eyes and honed weapons of their order, ideal, or cause. Their personality is usually somewhat affected by their chosen ideal, but this also allows for any number possible personalities depending on what ideal is chosen and how it is implemented. It is entirely possible for a clergy vigilant who is not part of an order to simply use an ideal as a means to an end, though these types are more likely than not to have a neutral alignment component.

Alignment: A clergy vigilant can be of any alignment as a cleric could be. However, they face the same restriction a cleric does with regards to the alignment based domains.

Religion: Clergy vigilants can either be part of an order, or they can work independently. However, even Clergy vigilants who use their ideal for their own cause at least have some respect for that ideal.

Background: A clergy vigilant is almost always trained by a cleric, or in rare cases a druid. They are known as clergy vigilants because they are easily found in the service of a clergy given that the ones who operate independently are generally harder to locate.

Races: Just as with clerics, it is easily possible for a member of any race to be a clergy vigilant. Certain orders may have a higher concentration of one race such as elves with a diety of elves.

Game Rule Information:
Clergy Vigilants have the following game statistics.
Ability Scores: Clergy vigilants generally engage in close combat which requires strength and constitution. A clergy vigilant eventually learns to cast spells based on his Wisdom score.
Alignment: Any
Hit Dice: d8.
Starting Wealth: As fighter.
Starting Age: As fighter.

Class Skills:
The Clergy Vigilant's class skills (and the key ability for each skill) Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana)(Int), Knowledge (Religion)(Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

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

The Clergy Vigilant



Saves

Spells Per Day


Level
BAB
Fort
Ref
Will
Special
1st
2nd
3rd
4th


1st
+1
+2
+0
+2
Blast Foes 1d6, Channeled Healing, Domain Access, Vigilance
—
—
—
—


2nd
+2
+3
+0
+3

—
—
—
—


3rd
+3
+3
+1
+3

—
—
—
—


4th
+4
+4
+1
+4
Blast Foes 2d6
0
—
—
—


5th
+5
+4
+1
+4

0
—
—
—


6th
+6/+1
+5
+2
+5
Decisive Strike
1
—
—
—


7th
+7/+2
+5
+2
+5
—
1
—
—
—


8th
+8/+3
+6
+2
+6
Blast Foes 3d6
1
0
—
—


9th
+9/+4
+6
+3
+6

1
0
—
—


10th
+10/+5
+7
+3
+7
Vigilance
1
1
—
—


11th
+11/+6/+1
+7
+3
+7
Decisive Strike - Wisdom
1
1
0
—


12th
+12/+7/+2
+8
+4
+8
Blast Foes 4d6
1
1
1
—


13th
+13/+8/+3
+8
+4
+8
—
1
1
1
—


14th
+14/+9/+4
+9
+4
+9

2
1
1
0


15th
+15/+10/+5
+9
+5
+9

2
1
1
1


16th
+16/+11/+6/+1
+10
+5
+10
Blast Foes 5d6, Decisive Strike
2
2
1
1


17th
+17/+12/+7/+2
+10
+5
+10
—
2
2
2
1


18th
+18/+13/+8/+3
+11
+6
+11
—
3
2
2
1


19th
+19/+14/+9/+4
+11
+6
+11

3
3
3
2


20th
+20/+15/+10/+5
+12
+6
+12
Blast Foes 6d6, Vigilance
3
3
3
3



Weapon and Armor Proficiency

Clergy vigilants are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Blast Foes (Su)

A clergy vigilant may project a blast from his holy symbol towards his enemies in a line out to 30 feet, or less if desired, with magical energy. At 1st level, as a standard action, all enemies within the area of effect take 1d6 damage (reflex DC 10 + 1/2 clergy vigilant level + wisdom modifier for half damage). This damage increases by 1d6 at 4th level and every 4 levels thereafter. This ability is affected by spell resistance as though it were a spell (if spell level would be important for this case, it is treated as a spell of 1/2 the clergy vigilant's class level), but the clergy vigilant uses his class level as his caster level for this purpose.

At 4th level and onwards, a clergy vigilant may expend a prepared spell slot to increase the damage of this ability. Only a single spell slot can be expended per use of this ability. Add 2d6 to the damage dealt for each level of the expended spell.

Channeled Healing (Su)

As a standard action, a clergy vigilant can heal wounds by touch by converting magical energy. A clergy vigilant must use all the energy from a single source on a single target and cannot save it for later.

This healing comes from magical energy contained in unused spell slots (from the clergy vigilant or other willing casters). An unused spell slot can be converted into an amount of healing equal to 1d6 per level of the spell (or per clergy vigilant level if it is lower) + 1d6 per point of charisma modifier of the clergy vigilant (if any, and per clergy vigilant level if it is lower). Treat 0 level spells as 1st level spells, but replace the 1d6 healing dice with 1d3 instead. A clergy vigilant gains an "effective" 0 level slot at 1st level and every 2 levels thereafter (3rd, 5th, 7th... etc.) for the purpose of this ability only. When using a spell slot from a willing caster, the clergy vigilant must ready a standard action to channel the spell energy while the willing caster casts the spell in this alternate method. A clergy vigilant cannot use this ability more than once every 24 hours with any specific spellcaster other than himself. If a spell slot becomes usable at will, it can't be used more than once every 24 hours for this purpose. Spell slots recovered by means other than their normal recovery method for the class are treated as being one level lower for this ability.

Other sources of energy than those described above could potentially be used, but such innovative magical ability would likely be an impressive feat.

Simplified statement of use: You can use your own spell slots as many as you have. Each other spellcaster besides you can be used once per day.

Domain Access

A clergy vigilant picks a cleric domain that represents their ideals at 1st level. They gain access to the domain granted ability. If a granted ability references cleric level use your clergy vigilant level instead. At 4th level and onwards they gain access to the spells from that domain as their spells known for the appropriate levels. You cannot choose an alignment domain if you do not have a compatible alignment.

Vigilance (Ex)

At 1st level, a clergy vigilant may add twice his wisdom modifier (instead of just once as normal or in place of his intelligence modifier in the case of search checks) to listen, search, sense motive, and spot checks. At 10th level, a clergy vigilant may roll twice for listen, search, sense motive, and spot checks and take the better of the two results. At 20th level, a clergy vigilant may "sleep with one eye open" (a partial misnomer in this case) in which case they take no penalty on listen checks while sleeping.

Spells

Beginning at 4th level, a clergy vigilant gains the ability to cast a small number of divine spells, which are drawn from the cleric spell list. A clergy vigilant must choose and prepare his spells in advance.

To prepare or cast a spell, a clergy vigilant must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a clergy vigilant’s spell is 10 + the spell level + the clergy vigilant’s Wisdom modifier.

Like other spellcasters, a clergy vigilant can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Clergy Vigilant. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Clergy Vigilant that the clergy vigilant gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The clergy vigilant may prepare domain spells and the granted power from his chosen domain as mentioned above.

A clergy vigilant prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure spell in its place. A clergy vigilant may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a clergy vigilant has no caster level. At 4th level and higher, his caster level is one-half his clergy vigilant level.

Decisive Strike (Ex)

At 6th level, a clergy vigilant may make a single strike with much greater efficiency of effort. As a standard action, a clergy vigilant may make a melee attack that deals double damage (damage dice are not multiplied). At 11th level, the clergy vigilant adds his wisdom modifier as a competence bonus to the attack roll when making a decisive strike. At 16th level and every ten levels thereafter, the damage multiplier is increased by 1 (3x at 16th, 4x at 26th, etc.). This ability does not apply the death from massive damage rule.

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Because I also like simple stuff.

Added in fluff (adventures, characteristics, etc.). Some people like fluff.

EDIT: Modified vigilance. Put the 2x bonus & Wisdom replacing Int for search first. Changed the reroll 1's to roll twice at level 10. Pbp would have been annoying with the way edits are handled.

EDIT2: Nerfed and simplified channeled healing. Removed item usage for it (forgot one instance of the word item in the ability which was also removed).

EDIT3: Fixed a typo and added clarification on blast foes in edge cases where something would have unassailable spell resistance but only against spells of a certain level or lower.

EDIT4: Nerfed channeled healing a bit so it can't heal more than 2d6 at first level by using someone else's 1st level spell slot.

EDIT5: Added wisdom to attack roll at 11th level and made domains that use cleric level for certain effect scaling use clergy vigilant level.