Difference between revisions of "Princess:Cleric"
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=== Fire=== | === Fire=== | ||
− | I: Fire Mastery(Ex): +1 on attack rolls if your | + | I: Fire Mastery(Ex): +1 on attack rolls if your opponent is catch on fire. |
* II: +1 CL on fire spells. | * II: +1 CL on fire spells. | ||
** III: evasion and mettle against fire spells. | ** III: evasion and mettle against fire spells. |
Revision as of 12:51, 15 October 2009
Cleric
Lvl Class Feature Spells Known Spells per Day 1 Spellcasting, Domains, Turn(Su), Spells I 4/0 3/2 2 - 5/1 4/3 3 Spells II 6/2/0 4/3/2 4 - 6/2/1 5/4/3 5 Feat, Spells III 7/3/2/0 5/4/3/2 6 Domain Granted Power II 7/3/2/1 5/4/4/3 7 Spells IV 8/4/3/2/0 5/5/4/3/2 8 - 8/4/3/2/1 5/5/4/4/3 9 Spells V 9/5/4/3/2/0 5/5/5/4/3/2 10 Feat 9/5/4/3/2/1 5/5/5/4/4/3 11 Spells VI 9/5/5/4/3/2/0 5/5/5/5/4/3/2 12 Domain Granted Power III 9/5/5/4/3/2/1 5/5/5/5/4/4/3 13 Spells VI 9/5/5/5/4/3/2/0 5/5/5/5/5/4/3/2 14 - 9/5/5/5/4/3/2/1 5/5/5/5/5/4/4/3 15 Feat, Spells VII 9/5/5/5/4/4/3/2/0 5/5/5/5/5/5/4/3/2 16 - 9/5/5/5/4/4/3/2/1 5/5/5/5/5/5/4/4/3 17 Spells IX 9/5/5/5/4/4/4/3/2/0 5/5/5/5/5/5/5/4/3/2 18 Domain Granted Power IV 9/5/5/5/4/4/4/3/2/1 5/5/5/5/5/5/5/5/4/3 19 - 9/5/5/5/4/4/4/3/3/2 5/5/5/5/5/5/5/5/4/4 20 Feat, Divine Ascension(Ex and Su) 9/5/5/5/4/4/4/3/3/3 5/5/5/5/5/5/5/5/5/5
Class Features
Spellcasting: Spontaneous Divine. 9 levels. 5 slots. CL=Clr.
Domains: Сhoose two Domains. You receive their Granted Power I.
Spell: Add Cure and Domain spells of appropriate level to Spell Known for free.
Turn(Su): PHB table is halved. 3+Cha or Clr per day, whichever is less.
Feat: Bonus Item Creation, Divine or Turn-related feat.
Domain Granted Power: receive indicated Domain Granted Power.
Divine Ascension(Ex and Su): Становимся Outsider, получаем ДР 10/элаймент(Su).
Domains
Air
I: Air Mastery(Ex): Airborne creatures receive -1 penalty on attack rolls and damage rolls against you.
- II: +1 CL on air and electricity spells.
- III: evasion and mettle against air and electricity spells.
- IV: Your electricity spells ignore any electricity resistance target have and half their damage is untyped damage. This benefits do not apply against Elementals with air subtype. Also, once per day as a swift action you may modify your air or electricity spell with Empower and Enlarge metamagic without increasing spell level.
- III: evasion and mettle against air and electricity spells.
Animal
I: Nature - Class Skill, Speak with Animals(Sp) 1/day.
- II: Scent(Ex).
- III: Pounce(Ex).
- IV: You may use Wild Shape as druid of half your level. This ability may be used only to take shape of small or medium animals. 3/day.
- III: Pounce(Ex).
Earth
I: Earth Mastery(Ex): +1 on attack rolls and damage rolls if you and enemy both touching ground.
- II: +1 CL on earth spells. DR 5/- against stone and metal attacks.
- III: evasion and mettle against earth spells, DR 10/- against stone and metal attacks.
- IV: Your earth spells an attacks ignore any cold iron and silver DR your target have. Also, once per day as a swift action you may modify your earth spell or spell that affects earth or metal (subject to DM's approval) with Empower and Enlarge metamagic without increasing spell level.
- III: evasion and mettle against earth spells, DR 10/- against stone and metal attacks.
Fire
I: Fire Mastery(Ex): +1 on attack rolls if your opponent is catch on fire.
- II: +1 CL on fire spells.
- III: evasion and mettle against fire spells.
- IV: Your fire spells ignore any fire resistance target have and half their damage is untyped damage. This benefits do not apply against Elementals with fire subtype. Also, once per day as a swift action you may modify your fire spell with Maximize and Enlarge metamagic without increasing spell level.
- III: evasion and mettle against fire spells.
Good
I: +1 CL on Good Spells.
- II: +5 on spell penetration against evil creatures.
- III: Your damaging spells deal 1 point of damage per die against evil creatures.
- IV: If you damage evil creature with your spell, as a free action you may cause it to receive half of that spells damage at the next round.
- III: Your damaging spells deal 1 point of damage per die against evil creatures.
Healing
I: +1 CL on healing spells.
- II: Healing spells cure 1 extra hp per die of healing spell. This ability may not be used to cause damage.
- III: Your healing spells cure d12 instead of d8, you may cast healing spells as if their range was one category closer, and your restoration spells do not require material component.
- IV: If you cast healing spell on target and the target is cured to it max hp (or already has max hp), any excess is deposed as temporary hp with duraton equal to your CL.
- III: Your healing spells cure d12 instead of d8, you may cast healing spells as if their range was one category closer, and your restoration spells do not require material component.
Plant
I: Nature - Class Skill, Rebuke Plants.
- II: +1 NA, 25% fortification.
- III: +2 NA, 50% fortification.
- IV: +3 NA, 75% fortification.
- III: +2 NA, 50% fortification.
Protection
I: Protective Ward(Su): AT=S, D=1h, as a free action target may once receive +Crl resistance on saving throw. 1/ day.
- II: Protective Ward may instead be used as deflection bonus to AC.
- III: Protective ward now have 2 charges.
- IV: Protective ward may now affect up to 4 creatures beside you, each of them have their two uses of protective ward.
- III: Protective ward now have 2 charges.
Strength
I: Feat of Strength(Su): AT=f, D=1 r, you receive +Clr enh on Strength
- II: Increase duration to 3 r.
- III: When you use this ability, your allies within 6 receive half bonus as well.
- IV: Increase Duration to 5 r, and allies receive 3/4 bonus instead.
- III: When you use this ability, your allies within 6 receive half bonus as well.
Sun
I: May perform Greater Turning once per day.
- II: Any creature you turn receive Clr damage regardless of turn success.
- III: Any creature you turn receive Clr*d3 damage.
- IV: Any creature you turn receive Clr*d6 damage.
- III: Any creature you turn receive Clr*d3 damage.
Water
I: Water Mastery(Ex): You receive +1 on attack rolls and damage rolls if both you and opponent are touching water.
- II: +1 CL on cold and water spells.
- III: evasion and mettle against cold and water spells.
- IV: Your cold spells ignore any electricity resistance target have and half their damage is untyped damage. This benefits do not apply against Elementals with water subtype. Also, once per day as a swift action you may modify your cold or water spell with Extend and Maximize metamagic without increasing spell level.=== Class Features ===
- III: evasion and mettle against cold and water spells.
Class Variants
Memorize Cleric
Looses: Spellcasting, Spells. Change Skill points value to 2+
1. Spellcasting: Memorize. Spell slots as Wizard. Uses Prayerbook. Каждый уровень приходит 2 молитвы. Spontaneous Casting(Ex): Cure Spells.
At Spells levels. Domain Spells: Receive one domain spell slot of appropriate level and domain spells of same level which can be memorized only in domain slots.
Divine Warrior
Looses: Turn Undead.
1. Smite(Su): +Cha on attack roll, +Clr on damage roll.
4. Aura of Courage(Su): +4 against fear, +4 morale against fear to allies within 2. Smite(Su) 2/day.
7. Smite(Su) 3/day.
10. Smite(Su) 4/day.
13. Smite(Su) 5/day.
16. Smite(Su) 6/day.
19. Smite(Su) 7/day.
Holy Warrior
Looses: One Domain and Domain Granted Powers from it, Turn Undead(Su).
Change HP to 15, BAB to 1, add extra Weapon Group Proficiency.
Rage Cleric
Looses: Medium and Heavy Armour Proficiencies, one Domain and Domain Granted Power from it, Turn Undead(Su).
1. Rage(Ex) 1/day
4. Rage(Ex) 2/day
8. Rage(Ex) 3/day
11. Greater Rage(Ex)
12. Rage(Ex) 4/day
14. Indomitable Will(Ex)
16. Rage(Ex) 5/day
17. Tireless Rage(Ex)
20. Mighty Rage(Ex), Rage(Ex) 6/day
Alternative Class Features
Pool of Healing
Looses: 4th level spell slot, one 4th level spell known or one of the spells learned at 7th lvl.
Pool of Healing(Su): AT=S, R=T, 5 x (Clr + 1) hit points pool.
Divine Counterspell
4. Divine Counterspell(Su): may counter spells with CL = Clr, 1+Cha/day. R: Turn Undead.
Divine Restoration
3. Spontaneous Casting: Restoration Spells. R: One domain granted power.
Demonic Cleric
1. Rebuke Vermin(Su), may be used with divine feats. R: Turn Undead.
Destroy Aberration
1. Destroy Aberration(Su): AT=S, A=6, d6 x Clr damage to aberrations, WW +1/2 Clr+Cha half. May be used with divine feats. R: Turn Undead.
True Daylight
1. True Daylight(Su): When casting a daylight spell may spend a turn attempt, daylight becomes A=2, D=d4 true daylight. R: One Domain granted power.
Positive Healing
1. Positive Healing(Su): AT=S, spend turn undead, gain Fast Healing Cha for Clr rounds. R: One Domain granted power.
Domain Focus
1. Domain Focus(Su): Choose one domain. Granted power effect or uses per day are doubled, depends on Domain, and no abusing please, or you'll meet Death Cleric with abused Death Domain Power. R: Spontaneous Casting/Spell Known, one Domain.
Unique Feats
Divine Feats
Imbue Weapon: P: Turn, Extra Turning. B: AT=S, weapon gains +1+1/4 turning level on attacks and damage against specified creature.