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Old 08-07-2012, 08:07 AM   Top  -  End  -  #1
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
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Default Domain Cleric Revision [3.5e Class] {Please PEACH}

Cleric

Hundreds of people look towards the gods for help. This generally takes the form of a simple prayer in the case of most commoners, but some have the favour of the gods. The gods not only answer these people’s prayers, but they can tap into the deific power granting themselves spells.

They are wise and generally enter leadership roles. But the clerics are varied in kind, each god’s followers acting different and filling alternate niches.

Role: Which role a Cleric fills is dependent on which deity he worships. One which worships a healing deity might be strengthening and restoring his allies, a priest devoted to the smithing god might enhance his fellows weaponry, a cultist with a lord of destruction as his patron may fight with his companions as a front-line fighter.

Alignment: A Cleric can be of any alignment of Clergy Alignments mentioned in his deities entry. If a Deity lacks the Clergy Alignments information, then a cleric's alignment must be within one step of his deity's, along either the law/chaos axis or the good/evil axis

Hit Die: d8.

Starting Gold: 4d4×10 gp.

Class Skills
The Cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wisdom), Spellcraft (Int).

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

Cleric
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial0123456789
1st
+0
+2
+0
+2
Aura, Domains, Turn and Rebuke31--------
2nd
+1
+3
+0
+3
Master of Scripture42--------
3rd
+2
+3
+1
+3
421-------
4th
+3
+4
+1
+4
Patron’s Vessel432-------
5th
+3
+4
+1
+4
Minor Domain Gift4321------
6th
+4
+5
+2
+5
4332------
7th
+5
+5
+2
+5
Patron’s Vengence44321-----
8th
+6/+1
+6
+2
+6
Genius*4332-----
9th
+6/+1
+6
+3
+6
*44321----
10th
+7/+2
+7
+3
+7
Domain Gift, Shield of Faith* 44322----
11th
+8/+3
+7
+3
+7
Crusaders Blade*444321---
12th
+9/+4
+8
+4
+8
*444332---
13th
+9/+4
+8
+4
+8
Paragon Symbol*4444321--
14th
+10/+5
+9
+4
+9
Children of the Gods*4444332--
15th
+11/+6/+1
+9
+5
+9
Major Domain Gift*44444321-
16th
+12/+7/+2
+10
+5
+10
Raise Dead**4444332-
17th
+12/+7/+2
+10
+5
+10
Tongue of the Sun and the Moon**44444321
18th
+13/+8/+3
+11
+6
+11
**44444332
19th
+14/+9/+4
+11
+6
+11
**44444433
20th
+15/+10/+5
+12
+6
+12
Avatar**44444444

Class Features
All of the following are class features of the Cleric.

Weapon and Armour Proficiencies: Clerics are proficient with all simple weapons, with light armour, and with shields (except tower shields).
In addition the Cleric is also proficient with his deity’s favoured weapon, regardless of it being a simple, martial, or exotic weapon. If the weapon is an unarmed attack, the Cleric gains Improved Unarmed Strike as a bonus feat.

Aligned Caster: A cleric can't prepare a spell with an alignment descriptor unless he possess that Alignment.

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).

Domains: A cleric’s deity influences his what magic he can perform, his gifts, and how he can channel energy. A cleric chooses two domains from among those belonging to his deity and any other domain which isn't on your patron's forbidden list. A cleric can only select an alignment domain (Chaos, Evil, Good, or Law) if his alignment matches that domain.

Spells: A cleric casts divine spells, which are drawn from the cleric spell list and his domains. A cleric must choose and prepare his spells in advance, unlike a sorcerer.

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. 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. When preparing a non-orison spell from his Cleric Spell List instead of Domain Spell Lists it takes three slots of that level or a spell slot of higher 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 prepare spells. A cleric may prepare and cast any spell from his domains, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Turn or Rebuke (Su): All clerics of have the power to affect creatures by channelling the power of his faith through his holy symbol (see Turn or Rebuke Undead).

A cleric can turn, rebuke, command, or destroy creatures. Which creatures are able to be manipulated by each of these is determined by the cleric’s domains.

A cleric may attempt to use this ability a number of times per day equal to 3 + his Wisdom modifier. A cleric with 5 or more ranks in a Knowledge skill gets a +2 insight bonus on turning checks against creatures which can be identified with that skill.

Master of Scripture (Sp): Upon attaining 2nd level, a Cleric can cast Amanuensis and Read Magic as a Spell-Like Ability 1/day. The caster level for this ability is equal to your cleric level. In addition he gains Scribe Scroll as a bonus feat.

Patron’s Vessel (Su): At the cost of 25 gp a 4th level Cleric can spend a standard action to infuse water with a divine presence. This requires adding a small amount of materials to be added to the water, which materials can be used are determined by Cleric's domains.

The material to be affected must be a singular a liquid which takes the same amount of volume as a normal flask of water. Regardless of the material, this functions as either Holy Water or Unholy Water (choosen at the time of creation).

Minor Domain Gift: At 5th level, a Cleric gains access to the Minor Gift of one Domain of his choice.

Patron’s Vengeance (Ex): As you grow in power, your patron grants you skill with his favoured weapon. At 7th level, you gain Weapon Focus (Deities Favoured Weapon) as a bonus feat.

Genius (Su): Tiny remnants of divine energy are trapped in your body, granting you a divine spark. Upon reaching 8th level, a Cleric may cast level zero cleric spells without having to prepare them. Spells cast in this way do not expend spell slots.

At 16th level, the Cleric may cast level one cleric spells without having to prepare them. Spells cast in this way do not expend spell slots.

Domain Gift: At 10th level a Cleric gains access to the Domain Gift of the Domain you selected for Minor Domain Gift. In addition he gains the Minor Domain Gifts of each of his domains.

Shield of Faith (Su): Upon attaining 10th level, a Cleric gains a +4 sacred bonus on saves against death spells, magical death effects, energy drain, and negative levels. In addition to the cleric gaining this protection, all adjacent allies gain the effects as well.

At 13th level, the benefits of this ability are granted to all allies within 30 feet.

Crusaders Blade (Sp): A Cleric of 11th level can undergo an hour long ritual which converts a weapon into a force of spirituality. After completing this ritual the weapon deals divine damage rather than bludgeon, piercing, or slashing (Other forms of damage remain unchanged). This can only work on the favoured weapon of your patron. The effects of this ritual stop, if it hasn’t been in contact with a cleric who enacted the ritual for 1 day.

Paragon Symbol (Su): Upon attaining 13th level, any Holy Symbol in a Cleric’s Possession gains additional Hit Points and Hardness equal to double the Cleric’s class level.

In addition, as long as he is in contact with a Holy Symbol of his patron deity, he can use the Patron's Vessel ability at no cost.

Children of the Gods (Sp): At 14th level, a Cleric can call creatures from his master’s domain to serve him. This functions as the Lesser Planar Ally Spell. This ability has a caster level equal to cleric level and can be used once per month.

Despite being a Spell-Like Ability, this ability has an Experience Point Cost of 500.

Major Domain Gift: At 10th level a Cleric gains access to the Major Gift of the Domain you selected for Minor Domain Gift. In addition he gains the Domain Gift of each of his domains.

Raise Dead (Sp): At 16th level, a Cleric can call the dead back from the afterlife. This functions as the Raise Dead Spell. This ability has a caster level equal to cleric level and can be used once per month.

Despite being a Spell-Like Ability, this ability has a Material Component of Diamonds worth a total of least 6,000 gp.

Tongue of the Sun and Moon (Ex): A Cleric of 17th level or higher can speak with and understand any creature, regardless of if it would normally possess a language.

Avatar (Su): Upon reaching the pinnacle of his power, the Cleric becomes part of his patron. A Cleric of 20th level gains several benefits:
  • Counts as an Outsider, instead of the Cleric’s normal type if it would be beneficial.
  • +30 ft. Bonus to Base Land Speed
  • Immunity to Mind-Affect Effects and Petrification.
  • +5 Bonus on saves against Poison.
  • Spell Resistance 20
  • Acid, Cold, Electricity, and Fire Resistance 10.
__________________
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Quote:
Originally Posted by Crasical View Post
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
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Old 08-07-2012, 08:08 AM   Top  -  End  -  #2
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
Location: 
Australia
Gender: Male
Default Re: Domain Cleric Revision [3.5e Class]

Domains
Air
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Animal
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Artifice
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Balance
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Celerity
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Chaos
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Charm
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Cold
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Competition
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Community
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Courage
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Darkness
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Death
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Destruction
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Dragon
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Dwarf
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Earth
Elf
Evil
Fae
Family
Fire
Glory
Good
Gnome
Healing
Illusion
Knowledge
Law
Liberation
Luck
Madness
Magic
Metal
Mind
Nobility
Pestilence
Plants
Protection
Purification
Repose
Renewal
Shadki
Spell
Spider
Strength
Suffering
Summon
Sun
Time
Travel
Trickery
Undeath
War
Water
Wealth
Weather
Wild
__________________
My Homebrew (180+ and still counting)

Quote:
Originally Posted by Crasical View Post
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
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Last edited by Milo v3 : 12-05-2012 at 05:43 AM.
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Old 08-07-2012, 08:09 AM   Top  -  End  -  #3
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
Location: 
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Gender: Male
Default Re: Domain Cleric Revision [3.5e Class]

The Class is up, and I've started to add in Domains. Feel free to PEACH even if all the Domains aren't up yet.
__________________
My Homebrew (180+ and still counting)

Quote:
Originally Posted by Crasical View Post
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
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Old 08-30-2012, 08:18 PM   Top  -  End  -  #4
Der_DWSage
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Join Date: Aug 2006
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Default Re: Domain Cleric Revision [3.5e Class] {Please PEACH}

...Woah. Okay, while a lot of this is really, really flavorful, I have to say that you've taken a Tier 1 class and tried to shoehorn him -really- hard into a Tier 1/2, which is really gonna hurt that Barbarian who's only a decent T3. Just...a lot of this stuff is incredibly powerful. I think I'm gonna have to go through step by step. I'm gonna be a bit vicious in how I do this, but my kneejerk reaction was 'NONONONO.' So, I'll be going through him with a knife, but I'm doing it with -love.-

Without further ado, everything has been split up into spoilers...

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As it is, I feel this class is just too overwhelmingly tier 1, especially as he gains levels. Quadratic Wizards nothing, you made this guy -exponential.- Remove the specific stuff from a class that's supposed to be a generalist, adjust the fluff, and you'd have a solidly interesting Cleric to play. You didn't do a bad job, mind-you just seemed to get carried away with wanting to put every single bit of interesting idea you could into him.
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Old 08-30-2012, 10:10 PM   Top  -  End  -  #5
Milo v3
Troll in the Playground
 
 
Join Date: Aug 2010
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Default Re: Domain Cleric Revision [3.5e Class] {Please PEACH}

Quote:
Originally Posted by Der_DWSage View Post
...Woah. Okay, while a lot of this is really, really flavorful, I have to say that you've taken a Tier 1 class and tried to shoehorn him -really- hard into a Tier 1/2, which is really gonna hurt that Barbarian who's only a decent T3.
Seriously. Tier 0.5....

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Well. I've always said Clerics don't get enough skill points, but I still have to point out a few things. First of all-this is 6+Int Skill points every level, right? Clerics are not meant to be skill monkeys. If anything, give the followers of the Knowledge Domain extra skill points, or give them Skill Focus in some of these, rather than just giving them enough skill points to challenge Wizards in knowledge and Bards in being the face. Or let them add their wisdom modifier to get more skill points, but only applied to certain skills. (Like Sense Motive, Diplomacy, and Knowledge(Religion), which all Clerics are typically supposed to have.)
I'm increasing the skill points for basically all classes as I do revisions. Also, with my Bard revision, his role as face is safe. But I'll lower it to 4+Int.

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Eh. This is more personal opinion than anything else-why do even the Clerics of Boccob and Yondalla, the two with the least business doing anything with warfare, get plate mail? I'd personally move that they're proficient with light armor, but can cast in heavier without ASF. Put it as a power of the martial domains, perhaps. Weapon Proficiency in the diety's favored weapon, however, is never something to be ignored. Perhaps an added note that dieties who have fists as their favored weapon gain Improved Unarmed Strike.
Fair enough.

Quote:
Ah, the meat of the issue here. You're expanding something which is already the Cleric's biggest strength-his Domains. They're not only more powerful than they were, but you're letting them take extra? How about you at least spread them out, rather than giving them all to him at 1st level? Make them choose between the major gifts of each domain, or the greater versatility the domains grant them? Heck, that could be quite a fix right there-grant them a single domain from their diety at first level, and then make them choose between the greater abilities granted from specializing in that, or taking the minor gifts and the added spell choices.
You do realise that the Domains are his ONLY spells right...

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Any particular reason for changing this from the prior 3+CHA modifier? 5 + Wisdom turns it from 'I can do this pretty often' to 'I can do this all day and not break a sweat. Divine Metamagic boosters, go!' I'd say that it's not broke-don't fix it. Well, actually, it's already a little broken. DMM proves that.
This can affect more than just undead (or not even undead depending on your Domains), this means that it likely will have more oppertunity to be used more a day. But I have lowered it to 3+ Wisdom Modifier.

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...You know, I can't see much wrong with this. It's a nice little flavorful thing. Just be sure to mention what -type- of bonus it is. (Insight? Divine? The name leads me towards Insight.)
Insight.

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I'd...have a lot more problem with this if it weren't for the fact that Comprehend Language is a 1st level spell, and this is only for -written- languages. Be sure to specify that it's not for the spoken word. Like I said, you have a lot of flavorful things here, and they make it hard to hate for having more abilities.
It is specified. It specifies "written language".

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There's also the fact that this is an ability that not every Cleric can get, if they don't choose the air/water/earth/fire domains. Why not just make this one of the minor abilities in those domains, rather than putting it here?
Or Animal, Celerity, Chaos, Cold, Darkness, Death, Destruction, Healing, Law, etc.

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Not really a problem here per-se, but why is Renewal one of the domains that lets you create Unholy Water?
Undeath can be a form of Renewal.

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Eeeh...I'm still sketchy on letting him have spells at will, but these are 0th level. He is scripture-heavy though, no doubt about that.
In PF, they get level 0 spells at-will at first level.

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Specify to round down, please. Also, keeping in mind that this is a floating, hours-lasting +6, perhaps make the Divine Favour last 10 minutes/level instead of 1 hour/level? It's a minor change, but it shifts this from 'mandatory to use at the beginning of the day' ability to 'This is pretty handy for when we're about to go somewhere dangerous.'
It lasts 1 hour. Not 1 hour/level....

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I keep thinking of the fluffier gods here whenever things like this pop up. Yondalla wouldn't want you hitting someone over the head as hard as you could. Olidimarra would frown on you knifing someone rather than tricking them. I have no good way to fix this, as you seem intent on adding a trick at every level, and Weapon Focus is far from a game-breaking feat...but it just seems wrong to include it even for the peaceful or trickster dieties.
The reason for a "Trick at every level" is so that there aren't Dead Levels. Also, if you worship a peaceful deity who doesn't want you to go into combat, they shouldn't have a favoured weapon.

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Situational spell only useful once in a blue moon? Check. A -little- suspicious that it's so many times per day...but if you're legitimately using it that many times a day, something's wrong with your populace.
Ever heard of confessionals in churches?
They can have a large amount of people go into them a day.

Also I wanted them to be able to cast whenever the need arises, but at-will would be to much.

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No problems with it, but again, it's not useful for EVERY Cleric. What about the Clerics of dark, evil, yucky gods? It's fluff, but I'm feeling like it's misplaced fluff.
So if you break the tenants of your evil god, you are going to need that spell if your a cleric.

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I like it. Kudos. But is there any reason why the CL is 15, rather than...well...the caster's level?
Error.

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Ahahahaha, no. No way. This is giving him a constant 4th level spell for free when he's still casting 5th? And...oh, wait.

You want to give him the equivalent of Mass Death Ward. I say thee nay, villain! And again, not every God is going to want to give protection against death effects! Or it may be completely outside the purview of some! Generalize, not specialize! This would be far better suited as a moderate gift of Glory or Sun.
Most Cleric's likely cannot cast Death Ward.

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I'll reserve judgement on this one until I can see all the Domain Gifts, but this seems like too much. If you're going to boost up their Turn Undead so much, how about making this one of the uses? Grant all allies within 30 feet the benefits of your Minor/Major Domain gifts for a number of minutes equal to your Cleric level at the cost of 1-3 Turn Undead uses?
They don't get the Major Domain Gifts, only the Minor Domain Gifts, and the Domain Gifts.

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See Augury. Also, 3/day? Please limit that a bit-Gods generally don't like to be called on so often.
That's what Angels are for.

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I -love- it. Just be sure to specify whether or not other energy damage is converted as well. Also be sure to let Evil Clerics have their Unholy damage as well...
What are you talking about? It specifically says only Slashing, Bludgeon, and Piercing. Also it turns it into Divine damage, which isn't good or evil.

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Not bad. This is nice and fluffy, and at these levels, Clerics can legitimately ask angels/devils for favors. But be sure to specify whether or not they still have to spend the XP costs. I would move for a removal of Greater Planar Ally, though. Let them have to legitimately call for the big guys.
Added the XP Cost.

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Emphasis mine. Anyway...I don't see this being such a good idea. You're effectively giving them a 'get out of trouble free' card, or at least a major fallback plan that most can't counter. How about a Word of Recall that can be used 1/week instead, taking him to the nearest temple of his diety? Less reliable for a run away plan, and less...infringing on dieties than simply popping in on them whenever they want.
It just is to the plane. Not to the deity himself.

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At this level, I'm all for it. Just be sure to specify whether or not he has to spend the component cost.
Added.

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I am...torn on this one. I want to say no, but then again, it's your get out of free card that's only usable in -months.-

I give it a tentative pass, but be sure to specify that they still pay the XP cost, and that their Diety may frown upon them if they abuse this power...
Added.

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I have to point out a few problems here. Counts as an Outsider 'if it would be beneficial.' Do expand on that, otherwise you're going to run into that one guy that's suddenly immune to everything because 'it doesn't affect outsiders!' or 'It doesn't affect humanoids!'
You realise Monks have this ability.

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I'd also bump the SR, because that's quite pathetic for a form that's activated at will-if it's going to be a capstone, let -every- part of the capstone be impressive.
It is based of the mechanics for Gods.

[quote]Perhaps let him have some buffs to his stats while he's in his outsider form? As it is, something that can be held for a few minutes is...wait.

Is that 5 * your wisdom -score- or your wisdom -modifier?- That's an important distinction, though everything I've said still holds.[/spoiler]
The god form is more cosmetic than actually being the god. Also, Wisdom score is correct. As you have partially merged with your deity.
__________________
My Homebrew (180+ and still counting)

Quote:
Originally Posted by Crasical View Post
I once had a DM shoot down my wizard with an octopus familiar idea when I pointed out the ink loophole and declared my intention to escape bad situations by holding my pet above my head and shouting "BEHOLD, THE OCTOPUS!" before disappearing in a cloud of chemical darkness.
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