Difference between revisions of "Princess:Cleric"

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(Domains)
 
Line 44: Line 44:
  
 
I: Air Mastery(Ex): Airborne creatures receive -1 penalty on attack rolls and damage rolls against you.
 
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.
+
* II: Air Mastery(Ex): -2.
** III: evasion and mettle against air and electricity spells.
+
** III: Air Mastery(Ex): -3.
 
*** 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.
 
*** 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.
  
Line 51: Line 51:
  
 
I: Nature - Class Skill, Speak with Animals(Sp) 1/day.
 
I: Nature - Class Skill, Speak with Animals(Sp) 1/day.
* II: Scent(Ex).
+
* II: Speak with Animals(Sp) 2/day.
** III: Pounce(Ex).
+
** III: Speak with Animals(Sp) 3/day.
 
*** 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.
 
*** 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.
 +
 +
=== Chaos ===
 +
 +
I: +1 CL on Anarchic Spells.
 +
* II: +2 CL on Anarchic Spells.
 +
** III: +3 CL on Anarchic Spells.
 +
*** IV: Your Clr spells damage against lawful creatures is maximised.
  
 
=== Earth ===
 
=== Earth ===
  
 
I: Earth Mastery(Ex): +1 on attack rolls and damage rolls if you and enemy both touching ground.
 
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.
+
* II: Earth Mastery(Ex): +2.
** III: evasion and mettle against earth spells, DR 10/- against stone and metal attacks.
+
** III: Earth Mastery(Ex): +3.
*** 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.
+
*** IV: Your earth spells and 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.
  
 
=== Fire===
 
=== Fire===
  
 
I: Fire Mastery(Ex): +1 on attack rolls if your opponent is catch on fire.
 
I: Fire Mastery(Ex): +1 on attack rolls if your opponent is catch on fire.
* II: +1 CL on fire spells.
+
* II: Fire Mastery(Ex): +2.
** III: evasion and mettle against fire spells.
+
** III: Fire Mastery(Ex): +3.
 
*** 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.
 
*** 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.
  
Line 72: Line 79:
  
 
I: +1 CL on Good Spells.
 
I: +1 CL on Good Spells.
* II: +5 on spell penetration against evil creatures.
+
* II: +2 CL on Good Spells.
** III: Your damaging spells deal 1 point of damage per die against evil creatures.
+
** III: +3 CL on Good Spells.
*** 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.
+
*** IV: Your Clr spells damage against evil creatures is maximised.
  
 
=== Healing ===
 
=== Healing ===
  
 
I: +1 CL on healing spells.
 
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.
+
* II: Your healing spells cure d12 instead of d8.
** 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.
+
** III: +2 CL on healing spells.
*** 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 duration equal to your CL.
+
*** 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 duration equal to your CL r.
 +
 
 +
=== Law ===
 +
 
 +
I: +1 CL on Axiomatic Spells.
 +
* II: +2 CL on Axiomatic Spells.
 +
** III: +3 CL on Axiomatic Spells.
 +
*** IV: Your Clr spells damage against chaotic creatures is maximised.
  
 
=== Plant ===
 
=== Plant ===
  
 
I: Nature - Class Skill, Rebuke Plants.
 
I: Nature - Class Skill, Rebuke Plants.
* II: +1 NA, 25% fortification.
+
* II: 25% fortification.
** III: +2 NA, 50% fortification.
+
** III: 50% fortification.
*** IV: +3 NA, 75% fortification.
+
*** IV: 75% fortification.
  
 
=== Protection===
 
=== Protection===
  
I: Protective Ward(Su): AT=S, D=1h, as a free action target may once receive +Crl resistance on saving throw. 1/ day.
+
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.
+
* II: Protective Ward(Su): 2/day.
** III: Protective ward now have 2 charges.
+
** III: Protective Ward(Su): 3/day.
*** IV: Protective ward may now affect up to 4 creatures beside you, each of them have their two uses of protective ward.
+
*** IV: Protective Ward now also may be used to grant +Clr defl AC against one attack.
  
 
=== Strength ===
 
=== Strength ===
  
I: Feat of Strength(Su): AT=f, D=1 r, you receive +Clr enh on Strength
+
I: Feat of Strength(Su): AT=f, D=1 r, you receive +Clr enh on Strength 1/day.
* II: Increase duration to 2 r.
+
* II: Feat of Strength(Su): 2/day.
** III: When you use this ability, your allies within 6 receive half bonus as well.
+
** III: Feat of Strength(Su): 3/day.
*** IV: Increase Duration to 3 r, and allies receive 3/4 bonus instead.
+
*** IV: Each use of Feat of Strength also add Clr/2 * HD temporary hp for 1 r.
  
 
=== Sun ===
 
=== Sun ===
  
 
I: May perform Greater Turning once per day.
 
I: May perform Greater Turning once per day.
* II: Any creature you turn receive Clr positive energy damage regardless of turn success.
+
* II: Greater Turning 2/day.
** III: Any creature you turn receive Clr*d3 positive energy damage.
+
** III: Greater Turning 2/day.
*** IV: Any creature you turn receive Clr*d6 positive energy damage.
+
*** IV: Any creature you turn receive Clr*d6 positive energy damage regardless of turn success.
  
 
=== Water ===
 
=== Water ===
  
 
I: Water Mastery(Ex): You receive +1 on attack rolls and damage rolls if both you and opponent are touching 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.
+
* II: Water Mastery(Ex): +2.
** III: evasion and mettle against cold and water spells.
+
** III: Water Mastery(Ex): +3.
 
*** 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.
 
*** 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.
  

Latest revision as of 00:04, 16 January 2011

Cleric

Lvl	Class Feature				Spells Known		Spells per Day
1	Spellcasting, Turn(Su), Spells I	4/0			3/2
2	Domains					5/1			4/3
3	Spells II				6/2/0			4/3/2
4	Feat					6/2/1			5/4/3
5	Spells III				7/3/2/0			5/4/3/2
6	Primary Domain Power II			7/3/2/1			5/4/4/3
7	Spells IV				8/4/3/2/0		5/5/4/3/2
8	Feat					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	Secondary Domain Power II		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	Feat					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	Primary Granted Power III		9/5/5/5/4/3/2/1		5/5/5/5/5/4/4/3
15	Spells VII				9/5/5/5/4/4/3/2/0	5/5/5/5/5/5/4/3/2
16	Feat					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	Secondary Domain Power III		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. One of them is Primary and the other is Secondary. 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 Power: Receive indicated Domain Granted Power.

Divine Ascension(Ex and Su): You become an Outsider, receive DR 10/opposing alignment(Su) and Primary Domain Power IV.

Domains

Air

I: Air Mastery(Ex): Airborne creatures receive -1 penalty on attack rolls and damage rolls against you.

  • II: Air Mastery(Ex): -2.
    • III: Air Mastery(Ex): -3.
      • 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.

Animal

I: Nature - Class Skill, Speak with Animals(Sp) 1/day.

  • II: Speak with Animals(Sp) 2/day.
    • III: Speak with Animals(Sp) 3/day.
      • 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.

Chaos

I: +1 CL on Anarchic Spells.

  • II: +2 CL on Anarchic Spells.
    • III: +3 CL on Anarchic Spells.
      • IV: Your Clr spells damage against lawful creatures is maximised.

Earth

I: Earth Mastery(Ex): +1 on attack rolls and damage rolls if you and enemy both touching ground.

  • II: Earth Mastery(Ex): +2.
    • III: Earth Mastery(Ex): +3.
      • IV: Your earth spells and 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.

Fire

I: Fire Mastery(Ex): +1 on attack rolls if your opponent is catch on fire.

  • II: Fire Mastery(Ex): +2.
    • III: Fire Mastery(Ex): +3.
      • 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.

Good

I: +1 CL on Good Spells.

  • II: +2 CL on Good Spells.
    • III: +3 CL on Good Spells.
      • IV: Your Clr spells damage against evil creatures is maximised.

Healing

I: +1 CL on healing spells.

  • II: Your healing spells cure d12 instead of d8.
    • III: +2 CL on healing spells.
      • 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 duration equal to your CL r.

Law

I: +1 CL on Axiomatic Spells.

  • II: +2 CL on Axiomatic Spells.
    • III: +3 CL on Axiomatic Spells.
      • IV: Your Clr spells damage against chaotic creatures is maximised.

Plant

I: Nature - Class Skill, Rebuke Plants.

  • II: 25% fortification.
    • III: 50% fortification.
      • IV: 75% 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(Su): 2/day.
    • III: Protective Ward(Su): 3/day.
      • IV: Protective Ward now also may be used to grant +Clr defl AC against one attack.

Strength

I: Feat of Strength(Su): AT=f, D=1 r, you receive +Clr enh on Strength 1/day.

  • II: Feat of Strength(Su): 2/day.
    • III: Feat of Strength(Su): 3/day.
      • IV: Each use of Feat of Strength also add Clr/2 * HD temporary hp for 1 r.

Sun

I: May perform Greater Turning once per day.

  • II: Greater Turning 2/day.
    • III: Greater Turning 2/day.
      • IV: Any creature you turn receive Clr*d6 positive energy damage regardless of turn success.

Water

I: Water Mastery(Ex): You receive +1 on attack rolls and damage rolls if both you and opponent are touching water.

  • II: Water Mastery(Ex): +2.
    • III: Water Mastery(Ex): +3.
      • 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 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: Secondary 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, Secondary 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: Level 4 feat.

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(Su).

Divine Restoration

3. Spontaneous Casting: Restoration Spells. R: One domain granted powers.

Demonic Cleric

1. Rebuke Vermin(Su), may be used with divine feats. R: Turn(Su).

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(Su).

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 powers.

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.