Monday, August 5, 2019

Campaign Design - Base Classes: Cleric

Cleric
(adapted from the Player's Handbook and Path of Faith)

The handiwork of the Lords of Heaven and the Lords of Hell is everywhere - in places of natural beauty, in mighty crusades, in soaring temples, and in the hearts of worshipers. Like people, the divine and internal powers run the gamut from benevolent to malicious, reserved to intrusive, simple to inscrutable. The celestial and demonic powers work mostly through intermediaries - their clerics. Good clerics protect and avenge. Evil clerics pillage and destroy. A cleric uses the power of his patron to make their divine or infernal will manifest.

In the Three Worlds campaign, a cleric must select one of the Lords of Heaven or Lords of Hell as their patron. Unlike in the base rules, clerics may not be devoted to an ethos or principle rather than a specific deity. All clerics in the Three Worlds campaign must be devoted to a specific deity, church, or cult. Note that in the Three Worlds campaign, player characters may not be evil, and as a result are prohibited from being clerics devoted to most of the Lords of Hell.

Abilities: Wisdom determines how powerful a spell a cleric can cast, how many spells he can cast per day, and how hard those spells are to resist. A high Constitution score improves a cleric's hit points, and a high Charisma score improves his abilities to turn creatures opposed to his ethos.
Alignment: A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.
Hit Die: d8.
Luck Die: d3.

Class Skills
  • Skill List: The cleric's class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (all skills taken individually) (Int), Diplomacy (Cha), Heal (Wis), Knowledge: Arcana (Int), Knowledge: History (Int), Knowledge: Religion (Int), Knowledge: the Planes (Int), Profession: Any (all skills taken individually) (Wis), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (2 + Intelligence modifier) x4.
  • Skill Points at Each Additional Level: 2 + Intelligence modifier.
Class Features
All of the following are the class features of the cleric:
  • Base Attack Bonus: Average. A cleric gains +¾ base attack bonus per class level.

  • Base Fortitude Save Bonus: Good. A cleric gains a +2½ base Fortitude save bonus at first level, and an additional +½ base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Poor. A cleric gains a +⅓ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A cleric gains a +2½ base Will save bonus at first level, and an additional +½ base Will save bonus per class level.

  • Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with light, medium, and heavy armor, and with shields (except tower shields).

  • Spells: A cleric casts divine spells, which are drawn from the cleric/favored soul spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare his spells in advance. 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 the table below. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two chosen domains. 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 on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

  • 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).

  • Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity, as found on the list of cleric domains. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

  • Channeled Energy (Su): Clerics have the ability to channel divine energy. Good-aligned clerics (or neutral clerics of a good deity) can channel positive energy. Evil-aligned clerics (or neutral clerics of an evil deity) can channel negative energy. Chaotic-aligned clerics (or neutral clerics of a chaotic deity) can channel entropic energy, and Lawful-aligned clerics (or neutral clerics of a lawful deity) can channel principled energy. A cleric who is true neutral and whose deity is true neutral can choose what type of energy he channels. A cleric can only channel one type of energy, so a cleric who was Lawful Good would need to choose whether he has the ability to channel positive energy or channel principled energy.

  • Spontaneous Casting: A cleric who channels positive energy or principled energy can channel stored spell energy into healing spells that he did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

    A cleric who channels entropic or negative energy, cannot convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).

  • Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

  • Turn or Rebuke (Su): A cleric has the power to affect chaotic, lawful, or undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
    • A cleric who channels positive energy can turn or destroy undead creatures.

    • A cleric who channels negative energy can rebuke or command undead creatures.

    • A cleric who channels principled energy can turn or destroy creatures with the Chaos subtype and rebuke or command creatures with the Law subtype.

    • A clerics who channels entropic energy can turn or destroy creatures with the Chaos or Law subtype and rebuke or command creatures with the Chaos subtype. Chaos is as likely to fight itself as it is to fight law.
    A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge: Religion gets a +2 bonus on turning checks.

  • Bonus Languages: A cleric’s bonus language options include Anarchic, Axiomatic, Celestial, and Infernal (the languages of chaotic, lawful, good, and evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

  • Ex-Clerics: A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).

Cleric
Spells per Day
Level
Special
0th1st2nd3rd4th5th6th7th8th9th
1st
Aura, Turn or Rebuke
3
1+1
-
-
-
-
-
-
-
-
2nd
-
4
2+1
-
-
-
-
-
-
-
-
3rd
-
4
2+1
1+1
-
-
-
-
-
-
-
4th
-
5
3+1
2+1
-
-
-
-
-
-
-
5th
-
5
3+1
2+1
1+1
-
-
-
-
-
-
6th
-
5
3+1
3+1
2+1
-
-
-
-
-
-
7th
-
6
4+1
3+1
2+1
1+1
-
-
-
-
-
8th
-
6
4+1
3+1
3+1
2+1
-
-
-
-
-
9th
-
6
4+1
4+1
3+1
2+1
1+1
-
-
-
-
10th
-
6
4+1
4+1
3+1
3+1
2+1
-
-
-
-
11th
-
6
5+1
4+1
4+1
3+1
2+1
1+1
-
-
-
12th
-
6
5+1
4+1
4+1
3+1
3+1
2+1
-
-
-
13th
-
6
5+1
5+1
4+1
4+1
3+1
2+1
1+1
-
-
14th
-
6
5+1
5+1
4+1
4+1
3+1
3+1
2+1
-
-
15th
-
6
5+1
5+1
5+1
4+1
4+1
3+1
2+1
1+1
-
16th
-
6
5+1
5+1
5+1
4+1
4+1
3+1
3+1
2+1
-
17th
-
6
5+1
5+1
5+1
5+1
4+1
4+1
3+1
2+1
1+1
18th
-
6
5+1
5+1
5+1
5+1
4+1
4+1
3+1
3+1
2+1
19th
-
6
5+1
5+1
5+1
5+1
5+1
4+1
4+1
3+1
3+1
20th
-
6
5+1
5+1
5+1
5+1
5+1
4+1
4+1
4+1
4+1
In addition to the stated number of spells per day for 1st through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st. The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.

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