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New and Revised Cleric Class and Kits #64

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Grammarsalad opened this issue Jan 21, 2020 · 16 comments
Open

New and Revised Cleric Class and Kits #64

Grammarsalad opened this issue Jan 21, 2020 · 16 comments

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@Grammarsalad
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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:

  • Hit Die: d6 (12 hp at first level)
  • May wear helmets.
  • May wear any armor.
  • Prayer of Favor: At first level, the cleric can can perform prayer of favor once per day. The priest gains an additional use of prayer of favor at levels 4, and every 4 levels thereafter.
  • May only use non-bladed, non-piercing weapons (war hammer, club, flail, mace, quarterstaff, sling).
  • May only become Proficient (one slot) in any weapon class.
  • May only become Proficient (one slot) in two weapon fighting.
  • May Specialize (two slots) in any fighting style except two weapon fighting.
  • May Turn Undead.
  • May cast priest spells.
  • Crafting: Priests may craft scrolls starting at 7th level. Starting at 9th level, they can brew potions. At 11th level, they can recharge certain wands. Finally, beginning at 13th level, they can craft wands.

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:

  • Prayer of Blessing: The priest can generate a long lasting Bless-like effect, that affects <PRO_HIMHER> and any allies within a 15 ft. radius. This bonus increases by 1 at levels 11, 21, and 31. This effect lasts for 8 hours, during which time, the recipients cannot benefit from other bless effects.
  • Prayer of Sanctification: The priest can remove curses placed on <PRO_HIMHER>self, or any ally <PRO_HESHE> touches. This affect removes the affects of the curse or doom spell, as well as allowing the recipient to unequip cursed items.
    Requirement: 1st level
  • Prayer of Healing: The priest can channel divine energy into a healing effect. The priest can heal 1d8 per 3 levels.
    Requirement: 3rd level
  • Prayer of Purification: Allows the Priest to cure afflictions with a touch. At 5th level, the priest can cure blindness, deafness and poison. At 11th level, the priest can also cure paralysis, or disease. This touch also cures 10 hit points.
    Requirement: 5th level
  • Prayer of Strength: The priest channel divine energy into <PRO_HISHER> spells and turning ability. At 5th level, this prayer increases the priests effective caster and turning level by +1. At 15th level, these bonuses increase to a total of +2.
    Requirement: 5th level
  • Prayer of Magic: The priest gains the knowledge to cast any single mage spell of 2nd level or lower as a priest spell. This spell must be cast within the next 8 hours, but it is otherwise identical to the original spell in every way.
    Requirement: 9th level

Notes:
EEex: There will be more options available for the cleric revision if (and only if) EEex is installed. EEex allows button swapping, which in turn allows me to offer alternatives to turning undead, or better access to thief skills (e.g. for priests of Mask, Cyric, etc.)

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Grammarsalad commented Jan 21, 2020

Radical 'Real kits'

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Helm

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Lathander

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Helm

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Talos

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Tempus

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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.
...

http://www.d20pfsrd.com/classes/core-classes/cleric/archetypes/paizo-cleric-archetypes/channeler-of-the-unknown-ex-cleric-archetype/

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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...)

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New Kit: Ur-Priest

Cleric Kit: With or without FnP

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201-???: The Cleric

Revision Notes

Other Components

Also 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 Version

This 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):

  • 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.

Domain Spells

Base 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:

Ranks To Hit Damage Speed
1 0 0 0
2 1 2 0
3 3 3 0
4 3 4 -1
5 3 5 -3
6 4 7 -3
7 5 9 -5

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 Level Spell
1st Cure Light Wounds
2nd Cure Moderate Wounds*
3rd Cure Medium Wounds
4th Cure Serious Wounds
5th Mass Cure Light Wounds
6th Heal
7th Heal (x2)

//*spell added by this component

NECROMANTIC

Spell Level Spell (Good or Neutral)
1st ?
2nd Hold Undead
3rd ?
4th Death Ward?
5th Death Ward x2(?)
6th
7th Death Ward x3(?)

// 2nd level (Create Holy Water)
// +1 spell per level (not kits, or not most kits, depending)

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:

  • Hit Die: d8
  • May wear helmets.
  • May wear any armor.
  • Domain Spells^: Each day, a cleric can select one sphere from which <PRO_HESHE> can draw spells from. The selected sphere need not be one that the cleric normally has access to. Once selected, <PRO_HESHE> will be able to cast a single spell each level <PRO_HESHE> can cast of the relevant level from that domain per day. In any given day, if <PRO_HESHE> casts a domain spell before selecting a domain, <PRO_HESHE> will have to wait for the next day select a new domain.
  • May only use non-bladed, non-piercing weapons (war hammer, club, flail, mace, quarterstaff, sling).
  • May only become Proficient (one slot) in any weapon class.
  • May only become Proficient (one slot) in two weapon fighting.
  • May Specialize (two slots) in any fighting style except two weapon fighting.
  • May Turn Undead.
  • May cast priest spells.

Notes:
Skills & Proficiencies: The fighter's Second Wind ability is governed by the endurance proficiency or the second wind skill, if the relevant components are installed. Fighters will have more uses of the ability (i.e. they gain uses both from the relevant skill or proficiency and from their fighter class levels). Additionally, if component 101 is installed, weapon versatility also gives fighters ranks in the armor proficiency (but not any non-weapon proficiency).

Prime Requisites For Dual-Classing: Wisdom

^Domain spells can be swapped out for Spontaneous Casting (See below).

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Grammarsalad commented Jan 26, 2020

Turn Bonus by Charisma:

Spontaneous Casting (credit: Pecca):

Cleric Weapon Training

Alternative Turning (requires EEex)

Cleric Armor Training

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Cleric of Talos
Conservative
Radical: Changes to Stormlord, a chaotic priest that works to appease the gods of fury

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Cleric of Tempus
Radical: Cleric of War

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Grammarsalad commented Feb 28, 2020

'Real' Cleric Kits Component

This 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:

  • Adept Healer: Whenever the healer uses a spell that heals damage, <PRO_HESHE> heals an amount of damage equal to 1/2 <PRO_HISHER> level (minimum +1).

Disadvantages:

Restrictions:

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Grammarsalad commented Feb 28, 2020

Old Version

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.

Domains

Domains 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.
Below is a list of each spell that the cleric can cast once per day for any domain. Note that in some instances, a character will gain the ability to cast a single spell more than once. Also note that in some instances, different spells will be available depending on cleric alignment.

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 Level Spell or Ability
1st Cure Light Wounds or Channel Positive Energy^
2nd Cure Moderate Wounds*
3rd Cure Medium Wounds
4th Cure Serious Wounds
5th Mass Cure Light Wounds
6th Heal
7th Heal (x2)

//*spell added by this component (if not added by another source)
//^ If (and only if) EEex is installed.

Channel Positive Energy (New)


(Healing)

  • Level: 1
  • Range: 0
  • Duration: 1 Turn
  • Casting Time: 9
  • Area of Effect: The Caster
  • Saving Throw: None

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'.

Notes:
EEex: This spell is only available if EEex is installed.

DEATH

Spell Level Spell or Ability (Good or Neutral) Spell or Ability (Evil)
1st ? ?
2nd Hold Undead ?
3rd ? ?
4th Death Ward? ?
5th Death Ward x2(?) ?
6th ? ?
7th Death Ward x3(?) ?

// 2nd level (Create Holy Water)
// +1 spell per level (not kits, or not most kits, depending)

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:

  • Hit Die: d8
  • May wear helmets.
  • May wear any armor.
  • Domain Spells^: Each day, a cleric can select one sphere from which <PRO_HESHE> can draw spells from. The selected sphere need not be one that the cleric normally has access to. Once selected, <PRO_HESHE> will be able to cast a single spell each level <PRO_HESHE> can cast of the relevant level from that domain per day. In any given day, if <PRO_HESHE> casts a domain spell before selecting a domain, <PRO_HESHE> will have to wait for the next day select a new domain.
  • May only use non-bladed, non-piercing weapons (war hammer, club, flail, mace, quarterstaff, sling).
  • May only become Proficient (one slot) in any weapon class.
  • May only become Proficient (one slot) in two weapon fighting.
  • May Specialize (two slots) in any fighting style except two weapon fighting.
  • May Turn Undead.
  • May cast priest spells.
  • Crafting: Priests may craft scrolls starting at 7th level. Starting at 9th level, they can brew potions. At 11th level, they can recharge certain wands. Finally, beginning at 13th level, they can craft wands.

^Domain spells can be swapped out for Spontaneous Casting (See below).

Notes:
EEex: There will be more options available for the cleric revision if (and only if) EEex is installed. EEex allows button swapping, which in turn allows me to offer alternatives to turning undead, or better access to thief skills (e.g. for priests of Mask, Cyric, etc.)

@Grammarsalad
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Domains

Domains 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.
Below is a list of each spell that the cleric can cast once per day for any domain. Note that in some instances, a character will gain the ability to cast a single spell more than once. Also note that in some instances, different spells will be available depending on cleric alignment.

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 Level Spell or Ability
1st Cure Light Wounds or Channel Positive Energy^
2nd Cure Moderate Wounds*
3rd Cure Medium Wounds
4th Cure Serious Wounds
5th Mass Cure Light Wounds
6th Heal
7th Heal (x2)

//*spell added by this component (if not added by another source)
//^ If (and only if) EEex is installed.

Channel Positive Energy (New)


(Healing)

  • Level: 1
  • Range: 0
  • Duration: 1 Turn
  • Casting Time: 9
  • Area of Effect: The Caster
  • Saving Throw: None

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'.

Notes:
EEex: This spell is only available if EEex is installed.

DEATH

Spell Level Spell or Ability (Good or Neutral) Spell or Ability (Evil)
1st ? ?
2nd Hold Undead ?
3rd ? ?
4th Death Ward? ?
5th Death Ward x2(?) ?
6th ? ?
7th Death Ward x3(?) ?

// 2nd level (Create Holy Water)
// +1 spell per level (not kits, or not most kits, depending)

@Grammarsalad Grammarsalad transferred this issue from Grammarsalad/B_Kits Nov 24, 2020
@Grammarsalad Grammarsalad transferred this issue from Grammarsalad/IE_Designs Oct 23, 2021
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