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The Archives => Meta (Archived) => Topic started by: Wensleydale on September 26, 2006, 02:14:32 PM

Title: The Priest - Spellcaster whose spell list depends on his god.
Post by: Wensleydale on September 26, 2006, 02:14:32 PM
Priest

HD: D6.
Class Skills: The priestâ,¬,,¢s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Class Skills and Domains: A Priest who follows a god with the Animal or Plant domain adds Knowledge (nature) (Int) to the class skills listed above. A priest who follows a god with the Knowledge domain adds all Knowledge (Int) skills to the list. A priest who follows a god with the Travel domain adds Survival (Wis) to the list. A priest who follows a god with the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.
Skill points at 1st level: 4 + Int Modifier.
Skill points at each additional level: 4 + Int Modifier.

[class=Priest]
[bab=wizard]
[will=good]
[special][1]Domains, Deity's Blessing[/1][16]Deific Travel[/16][/special]
[special=Level 0][1]3[/1][2]4[/2][3]4[/3][4]5[/4][5]5[/5][6]6[/6][7]6[/7][8]7[/8][9]7[/9][10]8[/10][11]8[/11][12]9[/12][13]9[/13][14]10[/14][15]10[/15][16]At Will[/16][17]At Will[/17][18]At Will[/18][19]At Will[/19][20]At Will[/20][/special]
[special=Level 1][1]2[/1][2]2[/2][3]2[/3][4]3[/4][5]3[/5][6]3[/6][7]4[/7][8]4[/8][9]4[/9][10]5[/10][11]5[/11][12]5[/12][13]6[/13][14]6[/14][15]6[/15][16]7[/16][17]7[/17][18]8[/18][19]8[/19][20]At Will[/20][/special]
[special=Level 2][1][/1][2][/2][3]2[/3][4]2[/4][5]2[/5][6]3[/6][7]3[/7][8]3[/8][9]4[/9][10]4[/10][11]4[/11][12]5[/12][13]5[/13][14]5[/14][15]6[/15][16]6[/16][17]6[/17][18]7[/18][19]7[/19][20]7[/20][/special]
[special=Level 3][1][/1][2][/2][3][/3][4][/4][5]2[/5][6]2[/6][7]2[/7][8]3[/8][9]3[/9][10]3[/10][11]4[/11][12]4[/12][13]4[/13][14]5[/14][15]5[/15][16]5[/16][17]6[/17][18]6[/18][19]6[/19][20]7[/20][/special]
[special=Level 4][1][/1][2][/2][3][/3][4][/4][5][/5][6][/6][7]2[/7][8]2[/8][9]2[/9][10]3[/10][11]3[/11][12]3[/12][13]4[/13][14]4[/14][15]4[/15][16]5[/16][17]5[/17][18]5[/18][19]6[/19][20]6[/20][/special]
[special=Level 5][1][/1][2][/2][3][/3][4][/4][5][/5][6][/6][7][/7][8][/8][9]2[/9][10]2[/10][11]2[/11][12]3[/12][13]3[/13][14]3[/14][15]4[/15][16]4[/16][17]4[/17][18]5[/18][19]5[/19][20]5[/20][/special]
[special=Level 6][1][/1][2][/2][3][/3][4][/4][5][/5][6][/6][7][/7][8][/8][9][/9][10][/10][11]2[/11][12]2[/12][13]2[/13][14]3[/14][15]3[/15][16]3[/16][17]4[/17][18]4[/18][19]4[/19][20]5[/20][/special]
[special=Level 7][1][/1][2][/2][3][/3][4][/4][5][/5][6][/6][7][/7][8][/8][9][/9][10][/10][11][/11][12][/12][13]2[/13][14]2[/14][15]2[/15][16]3[/16][17]3[/17][18]3[/18][19]4[/19][20]4[/20][/special]
[special=Level 8][1][/1][2][/2][3][/3][4][/4][5][/5][6][/6][7][/7][8][/8][9][/9][10][/10][11][/11][12][/12][13][/13][14][/14][15]2[/15][16]2[/16][17]2[/17][18]3[/18][19]4[/19][20]4[/20][/special]
[special=Level 9][1][/1][2][/2][3][/3][4][/4][5][/5][6][/6][7][/7][8][/8][9][/9][10][/10][11][/11][12][/12][13][/13][14][/14][15][/15][16][/16][17]2[/17][18]2[/18][19]3[/19][20]3[/20][/special]
[/class]

 Class Features

All the following are class features of the Priest:

Weapon and Armour Proficiency: A Priest gains proficiency with all simple weapons and no armour.

Spellcasting: The main class feature of the Priest is his Spellcasting. Like other spellcasters, a priest can only cast a certain amount of spells per day. However, he doesn't have to prepare these spells, casting them spontaneously, as a sorceror. He knows all spells from his spell list (which is made up of the spells from his domains plus the standard spell list). The DC for a Priest's spell equals 10 + the spell's level + his wisdom modifier.

Domains: A Priest can choose up to three of his god's domains at first level. He can cast those spells that he has access to from these domains spontaneously, and automatically knows all of the spells of the domains he has access too. Each domain grants a special power, detailed in the Domain.

Deity's Blessing: A Priest gains one ability from the following list, depending on his god (DMs may wish to make up custom special abilities for custom gods or modify these listed here).

Pelor - Turn and destroy undead, as a good cleric.

Nerull - Rebuke and control undead, as an evil cleric.

Wee Jas - Turn or Rebuke undead, depending on alignment.

Vecna - Choose one 1st or 0th level divination spell. You can use that spell as a spell-like ability twice per day.

Moradin - You can use Command once per day as the spell against dwarves of any kind. You can also detect dwarves as if they were undead by the Detect Undead spell once per day.

Yondalla - You can use Command once per day as the spell against halflings of any kind. You can also detect halflings as if they were undead by the Detect Undead spell once per day.

Heironeous - Choose one 0th-level abjuration spell. You gain the effects of that spell permanently as a spell-like ability.

Ehlonna - Wild Empathy, as a druid.

Obad-Hai - Nature Sense, as a druid.

Olidammara - +2 bonus on Move Silently and Hide checks.

Hextor - You can summon a bow, once per day as a standard action. The bow can be either a longbow or shortbow, and has an unlimited supply of arrows. It stays for a number of rounds equal to 4 + your wisdom modifier.

Erythnul - Once per day you can deal a powerful, wounding attack. This attack deals +1D4 extra damage and 1D3 Constitution damage.

Gruumsh - You can use Command once per day as the spell against Orcs of any kind. You can also detect Orcs as if they were undead by the Detect Undead spell once per day.

Garl Glittergold - You can use Command once per day as the spell against Gnomes of any kind. You can also detect gnomes as if they were undead by the Detect Undead spell once per day.

Corellon Larethian - You can use Command once per day as the spell against elves of any kind. You can also detect elves as if they were undead by the Detect Undead spell once per day.

Kord - You gain a permanent +2 enhancement bonus to strength.

Boccob - Each time you gain a new spell level, you can add one arcane spell to your spell list.

Fharlangn - Woodland Stride (as druid).

St. Cuthbert - You can summon a bludgeoning weapon from the air. The weapon must be any simple or martial one you have proficiency with, and appears as a standard weapon of its type.

Deific Travel: At 16th level a priest gains a new method of travel depending on his god.

Heironeous, Pelor, Hextor, Obad-Hai, St. Cuthbert - Fly speed of 40ft (Good).

Moradin, Garl Glittergold - Burrow speed of 40ft.

Ehlonna, Fharlangn, Olidammara - +40ft to your movement speed.

Vecna, Boccob, Nerull - Dimension Door 60ft range at will.

Kord, Gruumsh - Once per day, instantly destroy a door or wall with 100hp or less.

 The Spells

Of course, each domain needs a cantrip. So...

Air: Message.

Animal: Daze (usable on animals instead of humanoids).

Chaos: Daze.

Death: Disrupt Undead.

Destruction: Inflict Minor Wounds.

Earth: Know Direction.

Evil: Inflict Minor Wounds.

Fire: Flare.

Good: Virtue.

Healing: Cure Minor Wounds.

Knowledge: Detect Magic.

Law: Guidance.

Luck: Resistance.

Magic: Prestidigitation.

Protection: Resistance.

Strength: Mage Hand.

Sun: Light.

Travel: Know Direction.

Trickery: Ghost Sound.

War: Inflict Minor Wounds.

Water: Create Water.

Basic Spell List

0 - Detect Magic, Guidance, Read Magic.
1 - Cause Fear, Comprehend Languages, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead, Divine Favour, Hide from Undead, Magic Stone, Magic Weapon, Protection from Chaos/Evil/Good/Law, Shield of Faith, Summon Monster I.
2 - Aid, Align Weapon, Death Knell, Gentle Repose, Hold Person, Make Whole, Resist Energy, Shield Other, Spiritual Weapon, Summon Monster II, Undetectable Alignment.
3 - Bestow Curse, Dispel Magic, Glyph of Warding, Helping Hand, Invisibility Purge, Locate Object, Magic Circle against Chaos/Evil/Good/Law, Magic Vestment, Prayer, Protection from Energy, Remove Curse, Summon Monster III.
4 - Dimensional Anchor, Dismissal, Divine Power, Freedom of Movement, Imbue with Spell Ability, Greater Magic Weapon, Planar Ally, Lesser, Sending, Spell Immunity, Summon Monster IV, Tongues.
5 - Atonement, Break Enchantment, Command (Greater), Commune, Dispel Chaos/Evil/Good/Law, Plane Shift, Raise Dead, Righteous Might, Spell Resistance, Summon Monster V, Symbol of Pain, Symbol of Sleep.
6 - Animate Objects, Banishment, Blade Barrier, Forbiddance, Geas/Quest, Glyph of Warding (Greater), Planar Ally, Symbol of Fear, Summon Monster VI, Symbol of Persuasion.
7 - Ethereal Jaunt, Refuge, Repulsion, Resurrection, Summon Monster VII, Symbol of Stunning, Symbol of Weakness.
8 - Antimagic Field, Dimension Lock, Planar Ally (Greater), Spell Immunity (Greater), Symbol of Insanity, Symbol of Death, Summon Monster VIII.
9 - Astral Projection, Energy Drain, Etherealness, Gate, Miracle, Summon Monster IX, True Resurrection.
Title: The Priest - Spellcaster whose spell list depends on his god.
Post by: Xeviat on September 26, 2006, 03:42:57 PM
Interesting. Are you seeking approval, balancing, or ideas to improve upon it?

I'm not sure I like the choices of base abilities; in my opinion, it would be best to improve upon the domain abilities.

For example, all alignment domains could be changed to turn opposite alignment (and possibly rebuke the same, like the energy domains). Healing could be given a lay on hands esque healing ability. Death could be given rebuke undead, while Sun could be given turn undead. Destruction could be given the opposite of lay on hands. Strength and Protection can boost your Str or Con by a certain amount for a certain time; travel could do Dex and/or speed (or just keep it freedom of movement; I don't think it's fair though, since that's a high level spell).

All abilities should be usable 3+cha mod times per day, so each channels the same energy. Divine feats then use these uses, so they aren't limited to clerics who can turn.

Then, without changing the base list too much, priests are able to spontaniously cast from both of their domains, and they lose access to the +1 spell per level for domain spells.

I really don't think the cleric will work without healing spells; it's a big thing for all priests. Priests of Healing are just able to do it all the time, without preparation.
Title: The Priest - Spellcaster whose spell list depends on his god.
Post by: Wensleydale on September 26, 2006, 03:52:41 PM
*nods*

Okay.

I'm looking for balancing and ideas.