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/favored soul 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/favored soul 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).

    Alternatively, a cleric can convert stored spell energy into the spells of one of her domains. She must pick one of her domains. She can "lose" any prepared spell (other than a domain spell) to cast any spell of the same level or lower on that domain list. This choice is permanent unless an alignment change, deity change, or other dramatic event leaves her incapable of accessing the chosen domain. In addition, when preparing spells, she can choose to fill any or all of her domain spell slots with either cure or inflict spells (depending on whether she would normally convert prepared spells to cure or inflict spells) of the same level.

  • 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): Most clerics have the power to affect chaotic, lawful, or undead creatures by channeling the power of their faith through their 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 cleric 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 use their turning ability 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.

  • Alternate Channeling Abilities: Not all clerics use their ability to channel divine energy to affect chaotic, lawful, or undead creatures. Some focus this divine energy to excel in another area of expertise while others have their channeling manifest in the form of more mundane skills. Clerics of some faiths may select one of the following abilities in place of the standard Turn or Rebuke ability.

    • Cultist: A cultist gains a +2 bonus on Bluff checks. As long as she carries her holy symbol, she is immune to magical attempts to uncover falsehoods such as discern lies, zone of truth, and similar effects. Clerics devoted to Ishi and Seþra may be cultists.

    • Evangelist: An evangelist gains a +2 bonus on Diplomacy checks. An innate talent for magic grants him the following spell-like ability as a caster equal to their cleric level: Twice per day - comprehend languages. At 7th level she gains the following spell-like ability as a caster equal to their cleric level: Once per day - tongues. Clerics devoted to Caire and the Church of Arrio may be evangelists.

    • Fanatic: A fanatic gains a +2 bonus to Intimidate checks. An innate talent for magic grants her the following spell-like ability as a caster equal to her cleric level: Once per day - true strike. Clerics devoted to Forseti, Vali, and Darmas may choose to become fanatics.

    • Healer: A healer gains a +2 bonus on heal checks. Whenever she casts a conjuration (healing) spell on a creature other than herself, she gains a +2 sacred bonus to Armor Class and a +2 sacred bonus on Concentration checks to cast defensively until the end of her next turn. Clerics devoted to Eiur and Hlín can become healers.

    • Justicar:A justicar gains a +2 bonus on Sense Motive checks. Whenever she does enough damage to reduce a creature to negative hit points, the creature automatically and immediately stabilizes. Clerics devoted to Belial and Tiwas may become justicars.

    • Mystic: A mystic gains an extra spell slot one level lower than the highest level spell she can currently cast. This extra spell slot is always one level lower than the highest-level spell she can cast, so when the cleric gains the ability to cast a higher-level spell, the level of the spell slot gained through this ability also increases. Clerics devoted to Füllar, Ishi, and Woda may become mystics.

    • Relic Hunter: A relic hunter gains a bonus on reflex saves made to avoid traps equal to 1 + her Wisdom modifier. Additionally, Knowledge: Dungeoneering and Search are always considered class skills for her. Clerics devoted to Aíne, Caire, Lódur, and Vaßatar may become relic hunters.

    • Sage: A sage gains a +2 bonus on Knowledge: Religion checks. In addition, once per day she may reroll a Knowledge check. She must take the second roll even if it isn't as good as the original. Clerics devoted to Füllar and Woda may become sages.

    • Scribe: A scribe gains Scribe Scroll as a bonus feat. In addition, the experience point cost to scribe a scroll is reduced by 25%, to a minimum of 1 experience point. Sages devoted to Woda may become scribes.

    • Shaman: A shaman gains an animal companion as a druid of half her cleric level. Half her cleric levels stack with levels of any other class entitled to an animal companion (such as druid or outdoorsman) for the purpose of determining her companion's abilities and the alternative companion lists available to her. Clerics devoted to Brid, Oxoßi, Syfa, and Vali may be shamans.

    • Theologian: A theologian gains a+2 bonus on Knowledge: Religion checks. As long as she conspicuously wears or carries her divine or infernal patron's holy symbol, she gains a +2 bonus on saving throws made to resist divine spells as well as the spells and spell-like abilities of outsiders. Any cleric may be a theologian.

    • Wanderer: A wanderer always treats Knowledge: Geography, Knowledge: Local, Speak Language, and Survival as class skills. She also gains Endurance as a bonus feat. Clerics devoted to Aíne, Caire, and Oxoßi may be wanderers.

    • Warrior Priest: Once per day, a warrior priest may cast a quickened version of a spell she has prepared (that wasn't prepared as a quickened spell) targeting her weapon, shield, or armor. The spell's level does not increase because of the use of this ability. Clerics devoted to Bål, Belial, Darmas, Forseti, Heim, Hœnir, Iku-Tyrma, Rúadan, Surtan, Þunor, Tiwas, Vali, Wünd, and the Cult of the Dragon may be warrior priests.

    • Weaponmaster: A weaponmaster gains a +2 bonus on Craft: Weaponsmith checks. As long as she wields her patron's favored weapon, she does not need a free hand to cast spells. Essentially, she may substitute movements of her weapon for the somatic components of spells. Clerics devoted to Bål, Belial, Darmas, Forseti, Heim, Hœnir, Iku-Tyrma, Rúadan, Surtan, Þunor, Tiwas, Vali, Wünd, and the Cult of Ilkeas may be weapon masters.

  • 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.

Home     Base Classes

No comments:

Post a Comment