Monday, March 11, 2013

CLASSES: The Cleric

CLERIC
HP: 1d8 (minimum 5) until level 12, +2 HP/level after 12
Attack Rate:     Level 1        1/1 turn

Weapon Proficiencies:    2 at level 1 + 1 every 4 levels (5, 9, 13, 17)
    Non-Proficient Weapon Penalty: -4
Weapon Proficiencies: Clerics may choose from Simple weapons & the weapon of their deity

Talent Proficiencies:     2 at level 1 + 1 every 4 levels (5, 9, 13, 17)
    Non-Proficient Talent Penalty: -3
Cleric Talents: Clerics undergo dogmatic education. They start the game with proficiency in the Religion Talent and one bonus Talent available to them from their deity's portfolio.

Aura: A Cleric has a particularly powerful aura corresponding to their alignment & demeanor. While their Aura is active, Detect spells that detect alignment will detect the Cleric as one intensity step higher than would be standard for their hit dice. A Cleric's Aura extends out to a 30 foot radius. Once per round, any character friendly to the Cleric (as determined by the Cleric) may re-roll a failed  saving throw vs Fear effects. A character may only use one re-roll per turn even if affected by multiple Auras. A Cleric may attempt to suppress their Aura as a Standard action with a successful Ability Roll vs Wisdom. Maintaining a suppressed Aura requires a Swift Action every turn.

Dogma: At level 1 a Cleric chooses the Dogma they work within. To do so, the Cleric chooses two Domains. One of these most be from his deity's porfolio but the other may be any Domain. These Domains provide the Cleric with additional powers drawn from their spiritual might. At level 1, a Cleric also chooses whether they draw power from Positive Energy, Negative Energy, or Both. This choice may be restricted by their choice of Deity.

Benisons: A Cleric casts Divine spells which are drawn from the Cleric spell. A Cleric has access to any spells of level 1-3 that are within their deity's portfolio and any spell with the All Domain. A Cleric only gains access to spells higher than level 3 in Domains that are part of their Dogma. Additionally, they gain access to spells that share the Domain of their Energy choice (Positive or Negative).

The Cleric receives more spells per day and higher levels of spells as they increase in level (see chart). Clerics use Wisdom as their primary ability score for casting purposes and to cast a spell they must have  Wisdom score of at least 10+Spell Level (for example a Cleric could only cast a level 3 spell if they had a Wisdom of 13 or higher).

Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A Cleric may prepare and cast any spell they have access to, provided that they can cast spells of that level, but they must choose which spells to prepare during their daily meditation.

Clerics also have access to spells of level 0 called Orisons. A Cleric knows and has access to all Orisons.

Channeling: [Use: Additional Effect on Spell Casting] - Clerics can spontaneously channel their energy source in healing or damage. A Cleric that draws power from Positive Energy can convert any spell of level 1 to 3 into a Cure spell of equivalent level even if they do not have that spell memorized. A Cleric that draws power from Negative Energy can convert any spell of level 1 to 3 into a Cause spell of equivalent level even if they do not have that spell memorized. A Cleric that draws power from both Positive & Negative Energy can convert any spell of level 1 to 3 into a Cure or Cause spell of equivalent level even if they do not have that spell memorized but, when they do, the die used for the spell is stepped down 1 step. For example, a Cleric that draws power from both Positive & Negative Energy that converted a level 2 spell into Cure Moderate Wounds would heal 1d6 HP per hit die of the target instead of 1d8.

Turn: [Use: Full Round] - At 3rd level and higher, a Cleric can direct their Aura against their foes (as determined by the Cleric). Once per day per three Cleric levels, a Cleric can project a cone out to a range of 30ft. Any enemy with whose Alignment is two or more steps away from the Alignment of the Cleric must make a Will save vs Fear with DC (10 + half the Clerics level + the Clerics Charisma bonus). A target that fails is Shaken for the next 24 hours while within 30 feet of the Cleric. If the target moves 30 feet away from the Cleric they are Shaken for 1d4+1 rounds afterward. A target that fails by 5 or more is also Frightened for 1d4+1 rounds. A target that fails by 10 or more is Panicked for 1d4+1 rounds before becoming Frightened.

This ability works differently against Undead, who are affected regardless of alignment. If a Cleric chose Positive energy, an Undead that fails their save suffers 1d6 points of damage per every 2 levels of the Cleric. Undead that fail by 5 or more are Frightened for 1d4+1 rounds. Undead that fail by 10 or more are Destroyed. If a Cleric chose Negative energy, an Undead that that is targeted heals 1d6 points of damage per every 2 levels of the Cleric. Undead that fail by 5 or more are Paralyzed for 1d4+1 rounds. Undead that fail by 10 or more are placed under the control of the Cleric. Mindless Undead are controlled indefinitely while sentient Undead get a new save every 24 hours. A Cleric that chose to be powered by both Positive & Negative energy must choose which to use when using this ability and cannot Destroy or Control Undead.

Banish: [Use: Full Round] - At 7th level and higher, once per day a Cleric can attempt to Banish a creature that is an affront to their god. This ability works as the spell Dismissal except that the target must be two Alignment steps away from the Alignment of the Cleric, the action required is a Full Round rather than a regular casting time, and the DC is (10 + half the Clerics level + the Clerics Wisdom Bonus). A creature can only be targeted by this ability once by a Cleric of the same faith within a 24-hour period. A creature Banished cannot re-enter the plane it was removed from for 24 hours. If the target is of higher HD than the Cleric, the Cleric is Fatigued until they are able to rest for 8 hours after using this ability.

Expanded Dogma: [Use: Additional Domain] - At level 10, a Cleric has gained greater insight into religious truths. The Cleric chooses another Domain to add to their Dogma.

Host: [Use: Full Round] - At 14th level and higher, once per day a Cleric can call upon the forces of their patron diety to intervene directly. This ability works as the spell Summon Monster VII except that the action required is a Full Round rather than regular casting time, and the duration is unlimited. The summoned creature will fight until all immediate threats are vanquished (or it is destroyed) after which it will depart.

Complete Dogma: [Use: Additional Domain] - At level 16, a Cleric has gained full insight into their religious views. The Cleric chooses another Domain to add to their Dogma.

Greater Host: [Use: Full Round] - At 18th level and higher, when the Cleric uses Host the ability works as Summon Monster IX instead.

Avatar: [Use: Additional Effect on Aura & Host] - At 20th level, a Cleric's Aura becomes divine. The effects of the Cleric's Aura extend to all those that can see or hear the Cleric even if they are more than 30 feet away. Additionally, when the Cleric uses their Host ability, two creatures are summoned rather than one. One of the two replaces the Cleric. The Cleric has direct control over the creature that replaced it and that creature can use any spells usable by the Cleric. It can be dismissed early by the Cleric. If dismissed early, the Cleric will return with the same remaining hit points as the creature. If destroyed, the Cleric will return with 1 hit point remaining.

Cleric Level Ability Attack Bonus CMB Base Armor Class Fort Ref Will Spell Level
Cleric Level












1 2 3 4 5 6 7 8 9
1 WPs, TPs, Aura
+0

+0

10
+2 +1 +2 1







2

+1

+1

11
+2 +1 +2 2







3 Turn
+2

+2

11
+3 +1 +3 3 1






4

+3

+3

12
+3 +2 +3 4 1






5 WP, TP
+3

+4

12
+4 +2 +4 5 2 1





6

+4

+5

13
+4 +3 +4 5 2 1





7 Banish
+5

+6

13
+5 +3 +5 5 3 1 1




8

+6

+7

14
+5 +3 +5 5 3 2 1




9 WP, TP
+6

+7

14
+6 +4 +6 5 3 2 1 1



10 Expanded Dogma
+7

+8

15
+6 +4 +6 5 4 2 1 1



11

+8

+9

15
+7 +5 +7 5 4 3 1 1 1


12

+9

+10

16
+7 +5 +7 5 4 3 2 1 1


13 WP, TP
+9

+11

16
+8 +5 +8 5 4 4 2 1 1 1

14 Host
+10

+12

17
+8 +6 +8 5 4 4 2 2 1 1

15

+11

+13

17
+9 +6 +9 5 4 4 2 2 1 1 1
16 Complete Dogma
+12

+14

18
+9 +7 +9 5 4 4 4 2 1 1 1
17 WP, TP
+12

+14

18
+10 +7 +10 5 4 4 4 2 2 1 1 1
18 Greater Host
+13

+15

19
+10 +7 +10 5 5 4 4 2 2 1 1 1
19

+14

+16

19
+11 +8 +11 5 5 4 4 4 2 1 1 1
20 Avatar
+15

+17

20
+11 +8 +11 5 5 4 4 4 2 1 1 1


***

So here we have the Cleric in all his glory! Or at least the current version of the Cleric. Also...you might notice that I got a spiffy new spreadsheet set-up going! I think it looks pretty nifty!

Onto the concept!

The important thing to remember here is that the Cleric is a specific archetype of the Blessed group of characters. In this way, it is as specific as the Thief is. So who is a low level Cleric?

This guy is a low level cleric...






Now...think about it. Knowledgeable? Check. Wise? Check. Handy in a fight? Check. Always talking about a hokey religion? Check. Can freaking heal with a touch? Double check!

Jedi are the original Warrior-Priests and Obi-Wan is a perfect example of the fantasy archetype. Surely he was totally kick-ass when he was younger but he's lost a step or two since then (Damn stat-decay!) thanks to his time in the desert. Still, you couldn't picture a better guy to draw inspiration from. However...speaking of guys you might NOT want to be inspired by...






Thulsa Doom or, more accurately, Conan's Thoth-Amon, high priest of the serpent god Set. The amazing James Earl Jones portrayed Thulsa Doom in the Conan film though he was far closer to the book role of Thoth-Amon. Evil, charismatic, fueled by the worship of an evil deity...this guy has mid-level cleric written ALL OVER him. Magic? Check. Heavy armor? Check. Serpent swords as favored weapons? Oh hell yeah check. Plus he's got all that freaky magic. Bit of advice to anyone that wants to play an evil Cleric though...if you want to try and tempt a raging barbarian to the dark side, do so from beyond sword-swinging distance.

So who might our high level Cleric be?



I present the crazy bad-ass Zhang Jue/Jiao from the Romance of the Three Kingdoms. When given the chance to adopt a new faith from heaven this guy power leveled like a WoW subscriber on a week-long bender! Here is a bit from RoTK (I suggest reading the book!) about him...



"At that time, there lived three brothers in Julu Commandery: Zhang Jue, Zhang Bao and Zhang Liang. Zhang Jiao was a failure in the county level examination. He had gone into the mountains to gather some medicinal herbs, when he came across an old man; the old man had a youthful countenance, and was carrying a fat-hen walking stick. The old man beckoned Jue into a cave, presented him with a book in three volumes which had come from the heavens, then said, "This book is called The Essential Art of Great Peace. Once you have mastered its contents, you will represent the heavens in spreading this knowledge, and thereby save all of mankind. If you start to have second thoughts, there will be terrible consequences for you." Jue enquired as to the old man's name. The old man said, "I am the old immortal spirit from the southern lands." With that, the old man vanished into thin air. Upon receiving this book, Jue practiced night and day. Eventually, he could summon the wind and rain, and came to be known as the Great Peace Taoist."

This guy made his own religion and incited the Yellow Turban Rebellion against the Han. He made medicines, healed people and gathered his own personal ARMY of religious followers. Awesome. And the best part? In almost every adaptation he always comes off as CRAZY AS BALLS! And that is the way awesome Clerics should look to non-believers. Guess what skepticism does for you when that Cleric starts summoning storms? Nothing. Get a damn umbrella and prepare to die, heathen!

Onto the class...

Stat-wise, the Cleric is still familiar. His attack progression is medium like the Thief, making sure he can hold his place in a fight. In the same way, the Cleric still has a d8 for hit points and has good Fort and Will saves. Also, like the Thief the Cleric starts with some specific Talents to represent his background training. The Cleric has limited Weapon proficiencies to start and gains few Proficiencies throughout his career because of his focus on his religion.

Another thing you'll notice here is the inclusion of a Base Armor Class adjustment. Yes, classes will now get an increase in their Base Armor Class as they go up in level. The other classes on the blog will be updated to reflect that change!

Spellwise, you'll also notice a totally different progression. In general, casting classes get less spells. This not only makes playing spell-casters more manageable but also, from a creation stand-point, makes balancing classes a great deal simpler. At the same time, spell-casting classes are going to be getting abilities that help them get more mileage out of their spells...which brings us to the first Cleric class ability...

Aura. The Aura on a Cleric is simple insulation against Fear effects. Having a Cleric present bolsters his allies and gives them courage. This is especially useful for NPCs as Morale failure is a Fear effect. Tactically, this makes Clerics very useful to have around! It can also make them a great target! Take them out of the fight and it makes their allies a lot less likely to stay in the fight when things turn bad.

Of course, the Aura also pings on certain peoples radars but there is a built in option for Clerics to suppress this...though it takes effort.

More importantly, however, the Aura interacts with many Cleric spells. For example, let's take a look at Cure Light Wounds.

Cure Light WoundsDomain: Positive Energy
Casting Time: 3
Components: V, S, F
Range: Touch
Target: creature touched

Duration: Instantaneous
Saving throw: Will (harmless)
Spell resistance: Yes (harmless)

When laying your hand upon a living creature, you channel positive energy that cures 1d6 points of damage per hit die of the target + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. Additionally, after casting this spell, the caster may choose to augment their Cleric Aura. If they do, anyone affected by the casters Cleric Aura gains Fast Healing 1. This Aura effect lasts 1d4 + 1 rounds.

So the Cleric's Aura gives mileage to the spells the Cleric can cast. A Cleric can only have one additional effect on their Aura at a time though so they do have to pick and choose when to adopt them. A careful reader will also see the difference in the Cure spell itself where it heals based on the targets hit dice. This is also an intentional change. Healing, as an option, has almost always been sub-par and this helps it quite a bit. It also keeps spells relevant throughout a characters career.

Dogma is an important facet of the Cleric concept and it is designed to give structure and options to the Cleric while helping the player reinforce how they see the characters faith. It also structures the Cleric in a way that makes them less "all in" than previous versions of the Cleric but also still less restricted than arcane casters. It is a happy medium that helps define the Cleric and their spellcasting. I will have the abilities granted by Domains up later as I work on spells and such.

Channeling is the current version of Spontaneous Casting that has been a part of Clerics for a good long time. It still works the same but with accommodations for Clerics that channel Negative energy or even both Positive & Negative. The versatility is, however, limited by a reduction in total power.

Turn has also been heavily tweaked where it now represents the Cleric bringing to bare the awesome power of their faith. It is not limited to Undead anymore, nor is it the half-assed Channel Energy of Pathfinder that just makes the Cleric "do-moar-heal" which is not something they really needed as a class. Now Turn is the Cleric cowing lesser mortals with the power of his awesome divine might...the sort of thing we see in various works of fiction but that has never been a normal part of D&D. After all, as a Cleric you are not a "conjurer of cheap tricks"...are you? 'Course you aren't and no one should take you for such.

Banish is a mid-level ability that Cleric's gain to help them deal with the sort of nasty creatures that parties will start to stumble into quite a bit more as they level up. It's once a day restriction and it's potential side-effect limits its power somewhat but when it is successful it can be VERY useful. It is also, again, highly thematic with the role of the Cleric as he exorcises vile beings from the plane.

Expanded Dogma represents a Cleric building their faith...basically it is them fleshing out their personal understanding of their religion. It also means the Cleric might be venturing into totally new realms of their faith. This expands even further with Complete Dogma at level 16. In many ways this approach is inspired by the great post here by Alexis on Tao of D&D...Cleric's need to eat, sleep and breathe their faith and they need to have their own agenda in doing so.

The Host power is especially powerful in that spells beyond level 6 are not only in short supply but also typically difficult or costly to cast. Being able to shoot off the equivalent of a level 7 once per day is a great power and, again, in keeping with the divine concept of the Cleric class itself. After all, at level 14 you don't want to be BMX Bandit, do you? Didn't think so. Greater Host makes this even more potent.

Finally, at level 20, the Cleric gets their Avatar ability where they take on the full splendor of their divine patron. It's long-reaching effects are obvious. On a battlefield? Yeah that level 20 Cleric is going to be REALLY useful and awesome. It also buffs their Greater Host ability by letting the Cleric become one of the very beings they summon. An appropriately awesome cap-stone ability for the Cleric class I think.

As has been my design approach, I've tried to keep the Cleric as straight-forward as possible. They are, understandably more complex than the other two classes posted by virtue of their spell-casting ability but, with any luck (more like work) I'll be able to keep spells reasonable as well.

Feedback is appreciated!

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