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    Titan in the Playground
     
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    Default The Preacher (Base Class, PEACH)

    They say the gods are dead, but I know they are not. With my texts I know of them, and with my voice I call upon their power.
    -Father Crembrite, Preacher.


    The Preacher
    Requirements: Non-neutral on at least one axis.
    Hit Die: D8
    Skill Points: 4+int (x4 at first level)
    Skills: Concentration (Con), Craft (Int), Diplomacy (cha), Heal (Wis), Know Arcana (Int), Know History (Int), Know Religion (int), know The Planes (Int), Perform (cha), Profession (Wis), Spellcraft (Int), Survival (Wis), Ride (Dex).
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Turn or Rebuke Undead|5|3

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Divine Grace|6|4|-

    3rd|
    +2
    |
    +3
    |
    +1
    |
    +3
    |Lay on Hands|6|5|-|-

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    | |6|6|3|-|-

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Style Specialization|6|6|4|-|-|-

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

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    ||6|6|6|4|-|-|-|-

    8th|
    +6/+1
    |
    +6
    |
    +2
    |
    +6
    | |6|6|6|5|3|-|-|-|-|-

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

    10th|
    +7/+2
    |
    +7
    |
    +3
    |
    +7
    |Improved Style Specialization|6|6|6|6|5|3|-|-|-|-

    11th|
    +8/+3
    |
    +7
    |
    +3
    |
    +7
    | |6|6|6|6|6|4|-|-|-|-

    12th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    | |6|6|6|6|6|5|3|-|-|-

    13th|
    +9/+4
    |
    +8
    |
    +4
    |
    +8
    | |6|6|6|6|6|6|4|-|-|-

    14th|
    +10/+5
    |
    +9
    |
    +4
    |
    +9
    | |6|6|6|6|6|6|5|3|-|-

    15th|
    +11/+6/+1
    |
    +9
    |
    +5
    |
    +9
    | |6|6|6|6|6|6|6|4|-|-

    16th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    | |6|6|6|6|6|6|6|5|3|-

    17th|
    +12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    | |6|6|6|6|6|6|6|6|4|-

    18th|
    +13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    | |6|6|6|6|6|6|6|6|5|3

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

    20th|
    +15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Prophet’s voice|6|6|6|6|6|6|6|6|6|5[/table]
    Class Features
    Weapon and Armor proficiency: The Preacher is proficient with all simple weapons and one martial weapon of their choice, they are proficient with light armor, but not with any sort of shield.
    Spellcasting: At the beginning of each day, the Preacher chooses a style, either Good Sheppard, Fire and Brimstone, or Wandering Pilgrim. The style they choose provides them with a list of known spells for the day that they can cast from spontaneously. Preacher casting is Charisma based.
    Turn or Rebuke Undead: as the Cleric ability
    Divine Grace: As the Paladin ability
    Lay on Hands: as the Paladin ability.
    Style Specialization: At 5th level, the Preacher may chose one of the following abilities which they gain access to on any day they are using the indicated Style.
    Smite The Wicked: A Preacher who selects this ability and is using the Fire and Brimstone style gains a number of Smite uses (As the paladin ability, but altered depending on the Preacher’s alignment. If the preacher is non-neutral on two axis, he must choose what alignment to smite at the beginning of each day) equal to their character level /3. This can be applied to spells and ranged attacks.
    Protected Sheppard: a Preacher who selects this ability and is using the Good Sheppard style adds their charisma modifier as a luck bonus to AC.
    Unending Journey: You gain a bonus equal to your charisma modifier on all fort saves to resist exhaustion from Forced Marches, or environmental effects, and on all Survival checks while using Wandering Pilgrim.

    Improved Style Specialization: At 10th level, the Preacher may chose one of the following abilities which they gain access to on any day they are using the indicated Style. They may also choose one of the 5th level abilities.
    The End is Nigh: A Preacher who selects this ability and is using the Fire and Brimstone style a preacher with this ability may use their Turning ability on anything with an alignment opposed to theirs. Unlike normal turning, the targets may make a Will Save (DC 13+ Preacher’s Charisma modifier) to resist.
    Guide the flock: A Preacher who selects this ability and is using the Good Sheppard style may, as a full round action, provide divine guidance to their allies. Any ally within 30 feet who is capable of hearing the Preacher gains an insight bonus equal to the Preacher’s charisma modifier on attack rolls, saves, and skill checks.
    Unstoppable pilgrimage: A Preacher who selects this ability and is using the Wandering Pilgrim style is considered to be under the effects of a Freedom of Movement spell for as long as that style is used.

    Prophet’s Voice: At 20th level the Preacher gains a massive following, if the Preacher does not already have the Leadership feat, they gain it as a bonus feat, if they do, their leadership score goes up by 5.
    Spell Lists
    Good Sheppard
    Spoiler
    Show

    The Good Sheppard is a preacher devoted to guiding and assisting those under their care and protection. The Good Sheppard is often found in a smaller community, though some do travel as wandering hermits, lending aid where they need it.
    1st Level: Bless, Bless Water, Cure Light Wounds, Divine Favor,Hide from Undead Remove Fear, Sanctuary, Protection from __, Shield of Faith.
    2nd Level: Aid, Align Weapon, Augury, Bears Endurance, Bulls Strength, Calm emotions, Consecrate/Desecrate, cure moderate wounds, delay poison, Eagle’s Splendor, Find Traps, Gentle Repose, Make Whole, Owl’s Wisdom, Remove Paralysis, Restoration Lesser, Shield Other, Status.
    3rd Level: Create Food and Water, Continual Flame, Cure Serious Wounds, Daylight, Helping Hand, Magic Circle against ___, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease, Speak with Dead, Water breathing, water walk, wind wall.
    4th Level: Air Walk, Cure Critical Wounds, Death Ward, Divination, Freedom of movement, Neutralize Poison, Repel Vermin, Restoration, Sending, Tounges.
    5th Level: Atonement, Break Enchantment, Commune, Cure Light Wounds Mass, Hallow/Unhallow, Raise Dead, symbol of sleep, wall of stone.
    6th Level: Bear’s Endurance, Mass, Bulls Strength Mass, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Heal, Heroes’ Feast, Owl’s Wisdom Mass, Symbol of Persuasion, Word of Recall
    7th Level: Control Weather, Cure Serious Wounds Mass, Regenerate, Restoration Greater, Ressurection, Scrying Greater.
    8th Level: Cure Critical Wounds Mass, Discern Location, Holy Aura/Shield of Law/Cloak of Chaos/Unholy Aura.
    9th: Gate, Heal Mass, Miracle, True Resurrection.

    Fire and Brimstone

    Spoiler
    Show

    1st Level: Bane, Cause Fear, Command, Detect Chaos/Evil/ Good/Law, Detect Undead, Divine Favor, Doom, Inflict Light Wounds, Magic Stone, Magic Weapon.
    2nd Level: Aid, Align Weapon, Augury, Consecrate/Desecrate, Darkness, Death Knell, Entrall, Hold Person, Inflict Moderate Wounds, Shatter, Silence, Sound Burst, Spiritual Weapon, Zone of Truth.
    3rd Level: Bestow Curse, Blindness/Deafness, Contagion, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Inflict Serious Wounds, Invisibility purge, Magic Circle against ____, Magic Vestment, Prayer, Searing Light, Speak with Dead.
    4th Level: Death Ward, Divine Power, Giant Vermin, Inflict Critical Wounds, Greater Magic weapon, Lesser Planar Ally , Wall of Fire, Fear, Enervation, Phantasmal Killer, Poison.
    5th Level: Break Enchantment, Dispel ____, Disrupting Weapon, Flame Strike, Inflict Light Wounds, Mass, Insect Plague, Mark of Justice, Rightous Might, Slay Living, Spell Resistance, Symbol of Pain, Unhallow.
    6th Level: Banishment, Blade Barrier, Dispel Magic, Greater, Forbiddance, Geas, Greater Glyph of Warding, Harm, Inflict Moderate wounds Mass, Planar Ally, Symbol of Fear, undead to death.
    7th Level: Blasphemy(+ equivilants), Control Weather, Destruction, Dictum, Inflict Serious Wounds mass, Repulsion, Symbol of Stunning.
    8th Level: Antimagic Field, Cloak of Chaos+Equivilents, Dimensional Lock, Earthquake, Fire Storm, Holy Aura, Inflict Critical Mass, Greater Planar Ally, Symbol of Death, Symbol of Insanity,
    9th Level: Energy Drain, Gate, Implosion, Soul Bind, Storm of Vengeance, Miracle.

    Wandering Pilgrim

    Spoiler
    Show

    1st Level: Bless Water, Charm Person, Curse Water, Command, Deathwatch, Detect _____, Detect Undead, Divine Favor, Endure Elements, Hide from undead, Obscuring mist, Shield of Faith, Summon Monster 1.
    2nd Level: Align Weapon, Consecrate/Desecrate, Darkness, Delay Poison, Enthrall, Find Traps, Gentle Repose, Hold Person, Make Whole, Resist Energy, Shatter, Shield Other, Silence, Spiritual Weapon, Status, Summon Monster II, Undetectable alignment, Zone of Truth.
    3rd Level: Continual Flame, Daylight, Create Food and water, Helping Hand, Invisibility Purge, Locate Object, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Stone Shape, Summon Monster III, water breathing, Water Walk.
    4th Level: Air Walk, Control Water, Death Ward, Dismissal, Divination, Freedom of Movement, Imbune with spell ability, Lesser Planar Ally, Repel Vermin, Summon Monster IV, Tounges.
    5th Level: Break Enchantment, Greater Command, Dispel ____, Insect Plague, Plane Shift, Scrying, Summon Monster V, True Seeing, Wall of Stone.
    6th Level: Animate Objects, Blade Barrier, Find the Path, Greater Glyph of Warding, Heroes Feast, Summon Monster VI, Symbol of Persuasion, Wind Walk, Word of Recall.
    7th Level: Control Weather, Ethereal Jaunt, Refuge, Repulsion, Greater Scrying, Summon Monster VII, Symbol of Stunning, Symbol of Weakness.
    8th Level: Antimagic Field, Cloak of Chaos (And Equivalents), Discern Location, Greater spell immunity,, Symbol of Insanity,.
    9th Level: Astral Projection, Etherealness, Gate, Miracle, Summon Monster IX.

    Homebrewers Note: This was made with the intent of being used in a western setting I'm working on where there are no clerics. What's a western without the crazy Badass preacher, so here he is.
    Last edited by BRC; 2010-01-16 at 01:04 AM.

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    So, Astronaut, War Hero, or hideous Mantis Man, hop to it! The future of humanity is in your capable hands and or terrifying organic scythes.
    My Homebrew:Synchronized Swordsmen,Dual Daggers,The Doctor,The Preacher,The Brawler

  2. - Top - End - #2
    Firbolg in the Playground
     
    Temotei's Avatar

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    Default Re: The Preacher (Base Class, PEACH)

    First of all, level 20 is mean to the player. It takes away all 9th level spell slots.

    Leadership...overpowered.

    Unending journey and protected shepherd both say they add your Charisma score to checks/AC. That could easily be abused. Make it Charisma modifier.

    Otherwise, you get:
    Level 1 preacher -- 15 Charisma
    Level 4 preacher -- 16 Charisma
    Level 5 preacher -- 16 Charisma, added to (let's go with protected shepherd for now) AC. So, assuming you're wearing the best armor out there (minus magic), you're wearing a chain shirt. +4 AC. 10 + 4 + 0 + 16 + 2 (assuming 14-15 Dex) + 0 + 0 + 0 + 0 = 32 AC. That's a 5th level character with 32 AC--unoptimized.
    Add in magic items, and you get crazier. Add in optimization, and we're talking crazy.

    Some fluff would be nice. Also, why do they get d8 hit dice? It seems like they would be more like the cloistered cleric (d6 HD, 6 + Int skills/level).
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  3. - Top - End - #3
    Titan in the Playground
     
    BRC's Avatar

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    Default Re: The Preacher (Base Class, PEACH)

    Quote Originally Posted by Temotei221 View Post
    First of all, level 20 is mean to the player. It takes away all 9th level spell slots.

    Leadership...overpowered.

    Unending journey and protected shepherd both say they add your Charisma score to checks/AC. That could easily be abused. Make it Charisma modifier.

    Otherwise, you get:
    Level 1 preacher -- 15 Charisma
    Level 4 preacher -- 16 Charisma
    Level 5 preacher -- 16 Charisma, added to (let's go with protected shepherd for now) AC. So, assuming you're wearing the best armor out there (minus magic), you're wearing a chain shirt. +4 AC. 10 + 4 + 0 + 16 + 2 (assuming 14-15 Dex) + 0 + 0 + 0 + 0 = 32 AC. That's a 5th level character with 32 AC--unoptimized.
    Add in magic items, and you get crazier. Add in optimization, and we're talking crazy.

    Some fluff would be nice. Also, why do they get d8 hit dice? It seems like they would be more like the cloistered cleric (d6 HD, 6 + Int skills/level).
    It was supposed to be Modifier, I just wrote it as "Score" because I'm stupid.

    Thanks for pointing that out.

    Edit: The Spelling of Shepard was what Word kept throwing in my face for some reason. It didn't look right, but I was tired of those red lines mocking me.
    Last edited by BRC; 2010-01-16 at 01:05 AM.

    Quote Originally Posted by Dsurion View Post
    I don't know if you've noticed, but pretty much everything BRC posts is full of awesome.
    Quote Originally Posted by chiasaur11 View Post
    So, Astronaut, War Hero, or hideous Mantis Man, hop to it! The future of humanity is in your capable hands and or terrifying organic scythes.
    My Homebrew:Synchronized Swordsmen,Dual Daggers,The Doctor,The Preacher,The Brawler

  4. - Top - End - #4
    Titan in the Playground
     
    Lix Lorn's Avatar

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    Default Re: The Preacher (Base Class, PEACH)

    Cool class.
    I was going to complain about the Shepherd misspelling, but someone already did. XD
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  5. - Top - End - #5
    Halfling in the Playground
     
    Daemon

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    Default Re: The Preacher (Base Class, PEACH)

    Sweet class, but it would be cool if the style specialization leveled with you, maybe as a fraction of you preacher levels rather than as just your charisma mod, specifically the end is nigh class ability is kind of weak at higher levels, since you have to roll to turn and then they get a save.

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