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New and Revised Cleric Class and Kits #64
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Radical 'Real kits' |
Helm |
Lathander |
Helm |
Talos |
Tempus |
New KitOld One disciple You have made a connection with a truly alien and incomprehensible being from beyond the known planes. This connection allows you to channel divine powers, though not to the same degree as a true cleric. |
New kit: Evangelist http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo-cleric-archetypes/evangelist/ Paladin kit? (because vanilla only does kits based on worship...) |
New Kit: Ur-Priest Cleric Kit: With or without FnP |
201-???: The ClericRevision NotesOther ComponentsAlso see the Turn Bonus by Charisma, Spontaneous Casting, Cleric Weapon Training and Cleric Armor Training components in the 'extra' class modifications. Note that if users install spontaneous casting and any cleric revision, it is recommended that they select the option to Replace Domain spells with Spontaneous casting for balance reasons unless they also install Cleric Armor Training. 201: The Cleric: Conservative VersionThis component will install the 'conservative' cleric revision. The overall changes to the Cleric class are minimal, as the cleric is a pretty good class as it is. However, there are a number of optional 'extra' classes that the user is invited to check out (See below). The Conservative changes are as follows (see the revised descriptions below for more detail):
Domain SpellsBase Fighters can gain up to supreme grandmastery (six slots), while Kensai can gain legendary grandmastery (seven slots) in their favored weapon. See below for the expanded table:
This expansion will not install if any other mod has modified these values. This may lead to issues if any of those mods have not expanded the table to 7 pips. Let me know if you encounter any issues and I'll do what I can. HEALING
//*spell added by this component NECROMANTIC
// 2nd level (Create Holy Water) The Cleric (Revised Base Class)CLERIC: The Cleric is an adventuring priest who does not exclusively worship a single deity, but venerates the pantheon as a whole, . <PRO_HESHE> understands that no single deity can or should represent every important aspect of life. Rather, each deity has their place, their portfolios contributing to a whole that is greater than any single part. As such, these clerics are particularly versatile as they can petition different deities for spells on different occasions, though they lack the power that only a specialist can wield. CLASS FEATURES:
Prime Requisites For Dual-Classing: Wisdom ^Domain spells can be swapped out for Spontaneous Casting (See below). |
Turn Bonus by Charisma: Spontaneous Casting (credit: Pecca): Cleric Weapon Training Alternative Turning (requires EEex) Cleric Armor Training |
Cleric of Talos |
Cleric of Tempus |
'Real' Cleric Kits ComponentThis component Healer (New Kit)HEALER: The healer specializes, unsurprisingly, in healing. There are few wounds that <PRO_HESHE> can't treat, even when <PRO_HESHE> is out of spells. When <PRO_HESHE> does use healing spells, they are more potent. However, because of the focus on healing, <PRO_HESHE> is not as adept at fighting. Advantages:
Disadvantages: Restrictions: |
Old Version201-???: The ClericRevision NotesThis mod will not offer a 'conservative' version of the cleric. Faiths and Powers, with all of its changes, is still in line with Forgotten Realms lore and is, in that sense, conservative (the Cleric section, anyway). As such, this mod will extend the cleric, drawing on some historical examples of how polytheism was actually practiced (e.g. in ancient Rome or Egypt)--as more inclusive and expansive. Base clerics do not worship a single god, but rather they act as intermediaries between the people and the Parthenon. As such, they are not opposed to making offerings to gods that they, by temperament or alignment, find repulsive or evil. That said, their alignment will influence how they interact with the gods. A good cleric will not call upon Loviatar to punish their enemies, but to spare the innocent of her wrath. Clerics of Talos will be replaced by Stormbringers, clerics that appeal to the gods of fury--or one of them in particular--to influence the natural world in some way. They cannot be good or lawful, but they need not be evil. Other ComponentsAlso see the Turn Bonus by Charisma, Spontaneous Casting, Cleric Weapon Training, alternative turning (requires EEex) and Cleric Armor Training components in the 'extra' class modifications. Note that if users install spontaneous casting and any cleric revision, it is recommended that they select the option to Replace Domain spells with Spontaneous casting for balance reasons unless they also install Cleric Armor Training. 201: The Cleric: Radical VersionThis component will install the 'radical' cleric revision. The overall changes to the Cleric class are minimal, as the cleric is a pretty good class as it is. However, there are a number of optional 'extra' classes that the user is invited to check out (See below). The Radical changes are as follows (see the revised descriptions below for more detail):
DomainsDomains are similar to, but not identical to spheres. Domains represent specialties of each god. As such, any given deity really only has power over a single domain. As non specialists, clerics can appeal to multiple deities, and get access to any domain they need. Specialists, on the other hand, focus on a single domain, but can get more out of it. Spell Level: This column represents the spell level that the character can cast. Characters only gain access to the spell in this row if they can cast spells of the given level. Spell: The spell or ability that the character can cast once per day. LIFE
//*spell added by this component (if not added by another source) Channel Positive Energy (New)(Healing)
This spell allows the cleric to channel positive energy instead of turning undead. For the duration, when <PRO_HESHE> activates <PRO_HISHER> turn undead ability, <PRO_HESHE> will deal 1d6 points of magic damage every round to all undead creatures within 30', and <PRO_HESHE> will heal 1d6 hit points to all living creatures within 30'.
DEATH
// 2nd level (Create Holy Water) The Cleric (Revised Base Class)CLERIC: The Cleric is an adventuring priest who does not exclusively worship a single deity, but venerates the pantheon as a whole, . <PRO_HESHE> understands that no single deity can or should represent every important aspect of life. Rather, each deity has their place, their portfolios contributing to a whole that is greater than any single part. As such, these clerics are particularly versatile as they can petition different deities for spells on different occasions, though they lack the power that only a specialist can wield. CLASS FEATURES:
^Domain spells can be swapped out for Spontaneous Casting (See below).
|
DomainsDomains are similar to, but not identical to spheres. Domains represent specialties of each god. As such, any given deity really only has power over a single domain. As non specialists, clerics can appeal to multiple deities, and get access to any domain they need. Specialists, on the other hand, focus on a single domain, but can get more out of it. Spell Level: This column represents the spell level that the character can cast. Characters only gain access to the spell in this row if they can cast spells of the given level. Spell: The spell or ability that the character can cast once per day. LIFE
//*spell added by this component (if not added by another source) Channel Positive Energy (New)(Healing)
This spell allows the cleric to channel positive energy instead of turning undead. For the duration, when <PRO_HESHE> activates <PRO_HISHER> turn undead ability, <PRO_HESHE> will deal 1d6 points of magic damage every round to all undead creatures within 30', and <PRO_HESHE> will heal 1d6 hit points to all living creatures within 30'.
DEATH
// 2nd level (Create Holy Water) |
201-???: The Cleric
Revision Notes
This mod will not offer a 'conservative' version of the cleric. Faiths and Powers, with all of its changes, is still in line with Forgotten Realms lore and is, in that sense, conservative (the Cleric section, anyway). As such, this mod will extend the cleric, drawing on some historical examples of how polytheism was actually practiced (e.g. in ancient Rome or Egypt)--as more inclusive and expansive.
That said, we will make space for specialists (and/or what we will call 'henotheists', who worship one or a few gods to the exclusion of all others--while still recognizing those others as 'gods'--i.e. the fr standard).
Base clerics do not worship a single god, but rather they act as intermediaries between the people and the Parthenon. As such, they are not opposed to making offerings to gods that they, by temperament or alignment, find repulsive or evil. That said, their alignment will influence how they interact with the gods. A good cleric will not call upon Loviatar to punish their enemies, but to spare the innocent of her wrath.
Clerics of Talos will be replaced by Stormbringers, clerics that appeal to the gods of fury--or one of them in particular--to influence the natural world in some way. They cannot be good or lawful, but they need not be evil.
Other Components
Also see the Turn Bonus by Charisma, Spontaneous Casting, Cleric Weapon Training, alternative turning (requires EEex) and Cleric Armor Training components in the 'extra' class modifications. Note that if users install spontaneous casting and any cleric revision, it is recommended that they select the option to Replace Domain spells with Spontaneous casting for balance reasons unless they also install Cleric Armor Training.
201: The Cleric: Radical Version
This component will install the 'radical' cleric revision. The overall changes to the Cleric class are minimal, as the cleric is a pretty good class as it is. However, there are a number of optional 'extra' classes that the user is invited to check out (See below). The Radical changes are as follows (see the revised descriptions below for more detail):
The introduction of Domain Spells (And/or spontaneous casting) to increase versatility of the cleric.
All clerics can specialize (++) in any fighting style except two weapon fighting.
New Spells. The cleric, for the most part, is defined by their spells. As such, one way to improve the class is to give them better spells.
The Cleric base class represents something of a radical departure from the vanilla cleric in terms of lore. Put more bluntly, the base class in particular is not lore friendly. Base clerics are imagined as servants of the Parthenon as a whole rather than of individual gods more specifically, though the player is invited to imagine their character 'favors' certain gods over others, especially gods that share their alignment and personal outlook. But, what this means is that even a lawful good character could petition (e.g.) Talos to halt a storm, or ask Umberlee for a blessing of safe voyage on a ship. The gods, all of the gods, each have a role to play and they all deserve a place of honor (or something like it--many gods scoff of the notion of "honor"). Clerics are the intermediaries between the gods and mortals and they take that job seriously.
The Cleric (Revised Base Class)
CLERIC: The Cleric is an adventuring priest who does not exclusively worship a single deity, but venerates the pantheon as a whole. <PRO_HESHE> understands that no single deity can or should represent every important aspect of life. Rather, each deity has their place, their portfolios contributing to a whole that is greater than any single part. As such, these clerics are particularly versatile as they can petition different deities for spells on different occasions, though they lack the power that only a specialist can wield.
CLASS FEATURES:
PRAYER OF FAVOR: Clerics can petition the gods for a favor, in order to perform extraordinary works. Prayers are not meant to be cast in combat, and will fail if an enemy interferes with the priest's concentration. Further, prayers take an entire round to perform, and during that time, the priest cannot do anything other than pray. The feats that the cleric can perform vary by level. As the cleric levels up, the power of certain abilities increases:
Requirement: 1st level
Requirement: 3rd level
Requirement: 5th level
Requirement: 5th level
Requirement: 9th level
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