Complete Divine


Conversions

Shadow Lodge

I am starting to work on a Complete Divine conversion, if anyone is interested.

Feel free to take and use, or let me know if you think something shuld work better a different way, is over powered, or maybe doesn't work as I had hoped.

Liberty's Edge

Beckett wrote:

I am starting to work on a Complete Divine conversion, if anyone is interested.

Feel free to take and use, or let me know if you think something shuld work better a different way, is over powered, or maybe doesn't work as I had hoped.

The document appears to be locked


Brutal Ben wrote:


The document appears to be locked

I have the same problem


Ditto.

Shadow Lodge

Interesting. It might be that I still have it open for editting.

Shadow Lodge

I tried to open it for view again, see if this link works.

I'm about to head home from work (1+ hourish), if you still can't get it when I get homw, I'll try to post the entire thing in this thread.


I like the Comtemplative, though I'm curious, does he channel energy at full cleric+comtemplative level or at -3, because the wording was a little vague to me if the -3 was just for feats or the overall ability.

Shadow Lodge

Gambit wrote:
I like the Comtemplative, though I'm curious, does he channel energy at full cleric+comtemplative level or at -3, because the wording was a little vague to me if the -3 was just for feats or the overall ability.

I had meant overall. I'll see about rewriting it.

Shadow Lodge

Updated a bit more.

I am looking at doing the Hospitaler, Pious Templar, Sacred Exorcist, Sacred Fist, Seeker of the Misty Isle(Divine Archer), Stormlord, Temple Raider, and Warpriest next, then tackling feats.

Any requests or suggestiones?


Looking good so far.

Just a thought, you might want to highlight, by text style or color, what you are deleting, adding or changing. I have found this helpful with my own corrections of both 3.0 and 3.5, and am doing this with 3.Pf.

Shadow Lodge

Will do.

Dark Archive

Beckett wrote:

Updated a bit more.

I am looking at doing the Hospitaler, Pious Templar, Sacred Exorcist, Sacred Fist, Seeker of the Misty Isle(Divine Archer), Stormlord, Temple Raider, and Warpriest next, then tackling feats.

Any requests or suggestiones?

I'm just dying to see what the Pious Templar looks like. I love the class features it has, but I can't imagine leaving either Pathfinder's Fighter or Paladin base classes for it.


I like your contemplative rewrite. When I converted it, I just took things straight across. Dead levels remained, and I didn't add the contemplative's level to either channel energy or to domain powers. Then again, I swapped out for my character the domains for bonus feats, so increases in domain powers might not be appropriate.

I need to read the rest of this, it's good stuff.

Shadow Lodge

Thank you. I am trying to open up the classes a little bit, so that not just one concept can benefit from them, but also to expand upon what was presented in what I hope is the intended theme.

For the Pious Templar, I am thinking about simply giving them +1 Divine Spell Levels, (not each level), rather than a spell list, so that it is open to all divine castin classes, (like the APG versions that we are not familiar with).

For the Stormlord, I am thinking of divorcing the specific weapon and replacing it with Favored Weapons that are ranged similar to the Black Flame Zealot.

I am also thinking about a Favored Soul(ish) class. Barrowing heavily from the Sorcerer Bloodlines.


Beckett wrote:
Will do.

Doh! Finally got the time to actually look at what you've done and see that you'd either used the color suggestion or started on your own with the Radiant Servant. Having had the original, I like your update.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Beckett wrote:

I am starting to work on a Complete Divine conversion, if anyone is interested.

Feel free to take and use, or let me know if you think something shuld work better a different way, is over powered, or maybe doesn't work as I had hoped.

Somehow heavy armor proficiency isn't what I'd expect as a beginning boon of a Radiant Servant. It doesn't exactly fit the theme.

Shadow Lodge

LazarX wrote:
Beckett wrote:

I am starting to work on a Complete Divine conversion, if anyone is interested.

Feel free to take and use, or let me know if you think something shuld work better a different way, is over powered, or maybe doesn't work as I had hoped.

Somehow heavy armor proficiency isn't what I'd expect as a beginning boon of a Radiant Servant. It doesn't exactly fit the theme.

No, but the Radiant Servant in 3.5 gets Tower Shield, all Simple and Martial Weapons, and all Armor. I felt this would be a decent downsizing, as the Radiant Servant is both a master field healer and a major Undead slayer. It does (sort of) fit the theme in that the healer needs to stay alive and not be hit when I cast tuch spells, (which it focuses for healing, not Channeling), and this fact alone kind of makes it a fairly weak class in some regards, even if you rule that it is all spells on the Healing Domain list.

I am thinking about doing a secondary option for the class, sort of a variant class that does fcus all the abilites on Channeling, but not sure as that might be rediculous. I'll pot it up though, just in case.

Shadow Lodge

So, it seems people really go for the Contemplative. What is it about this that I have changed that look good?

Is it something that really only works for that class, or something that you think I should try to incorporate in (some) other prestige classes?

Dark Archive

Beckett wrote:

So, it seems people really go for the Contemplative. What is it about this that I have changed that look good?

Is it something that really only works for that class, or something that you think I should try to incorporate in (some) other prestige classes?

The Contemplative, IMO, was just one of the flat-out best Cleric PrCs already (right up there with Radiant Servant and, in select cases, Master of Shrouds), and now that Domains have added sexy in Pathfinder, getting two more is kind of like opening up your cereal box and finding a naked supermodel.

It progressing Domains *and* spellcasting, along with some flavor abilities, I'd be inclined to not progress channel energy as strongly as you have. Then again, the lowered BAB and HD might be enough to compensate for that. Hard to say, my 'balance-sense' seems to run counter to the conventional wisdom...

Dark Archive

Set wrote:
... and now that Domains have added sexy in Pathfinder, getting two more is kind of like opening up your cereal box and finding a naked supermodel.

Set FTW.


Beckett wrote:

So, it seems people really go for the Contemplative. What is it about this that I have changed that look good?

Is it something that really only works for that class, or something that you think I should try to incorporate in (some) other prestige classes?

I +1 Set's comments. The contemplative has always been a fave because of that 1st level ability to get a bonus domain. It's even better in Pathfinder.

Taking levels in contemplative progresses my domain abilities (all of them), my spellcasting, and only dings me for 3 levels of channeling compared to a standard cleric. I'm giving up 3 points of BAB, an average of 1 hp/level, and 2 points of Fortitude save in the process. Oh, and I still get class abilities to heal myself, make new saves vs. mental attacks, a little SR, immunity to disease, and immunity to poison. Plus a few other things.

I'm playing a cloistered cleric/contemplative now, though for my character we dropped the bonus domains for bonus feats and I'm content. If my domain powers and channeling increased as well, I'd be that much more powerful (Repose, Fate, Knowledge domains) and I wouldn't lose BAB (using wizard BAB) or hp (wizard hp).

Dark Archive

Lathiira wrote:
I'm playing a cloistered cleric/contemplative now,

Oh, wowie. I never thought of the synergy of the cloistered contemplative. You're really losing nothing there, already having a smaller BAB and HD. Neat-O.


Set wrote:
Lathiira wrote:
I'm playing a cloistered cleric/contemplative now,

Oh, wowie. I never thought of the synergy of the cloistered contemplative. You're really losing nothing there, already having a smaller BAB and HD. Neat-O.

Yeah, Morag's the most fun I've had with a PC in years. Sure, I can't hit the broad side of the tarrasque, but I haven't rolled a single melee attack roll yet. Melee touch attacks, sure, and monsters hate it when I unload on them with harm, but who doesn't? The synergy was better than I thought it would be, though I created the character first and was pleasantly surprised in play.

Dark Archive

Lathiira wrote:
Yeah, Morag's the most fun I've had with a PC in years.

I recognize that name. Is she the one Hugo drew an awesome picture of in some black raven-winged-looking cloak?


Set wrote:
Lathiira wrote:
Yeah, Morag's the most fun I've had with a PC in years.

I recognize that name. Is she the one Hugo drew an awesome picture of in some black raven-winged-looking cloak?

Why yes, yes she is. Reminds me, I need Hugo to send her to me. But that's my cloistered cleric 10/contemplative 7, the aloof, depressed, kind and caring Gatherer of Souls. And currently the voice of reason (and on occasion morality) for the party.


I think the celerity doman level 10 ability might be a little over the top. The reason that 3.0 version of haste got nerfed is because being able to cast 2 standard action spells in a single round was extremely powerful. In a caster heavy party, you are looking at letting every caster fire off 2 spells + a quickened spell in a single round.

Dark Archive

Does the Ghost Touched 8th level Force Domain power only affect your own armor / weapons? Described as an 'aura' suggests that it might radiate out and affect allies gear as well, which I'm not sure was your intention. (Although, if so, it's probably a balanced thing.)

Shadow Lodge

Charender wrote:
I think the celerity doman level 10 ability might be a little over the top. The reason that 3.0 version of haste got nerfed is because being able to cast 2 standard action spells in a single round was extremely powerful. In a caster heavy party, you are looking at letting every caster fire off 2 spells + a quickened spell in a single round.

May be true. What do you think if I clarified that you can only use one spell/standard action spell-like ability for the round? I'll be honest. I hate PF Domains, so it is hard for me to think of abilities in line with the others.

Shadow Lodge

Set wrote:

Does the Ghost Touched 8th level Force Domain power only affect your own armor / weapons? Described as an 'aura' suggests that it might radiate out and affect allies gear as well, which I'm not sure was your intention. (Although, if so, it's probably a balanced thing.)

Actually, I did mean that, (as long as they remain in a certain proximety to the Cleric). I noticed that I left out the range, and I also dropped it from 3/day to 2/days. Do you think it would be better as a 1 round per level, but able to be broken up, (nonconsecutive rounds)?

Essentually, what I had intended was that [2] times a day, the Cleric can, as a Standard Action, make a personal emination out to 20 ft. The Cleric, and all allies in the aura recieve the Ghost Touch property for EITHER all Weapons, or all Armor/Shields. This lasts for 1 Round per 2 Cleric Levels.

Lastly, Clerics are my specialty, and I am looking at the Wild Feats. hat I am thinking is to change them so that (usually) rather than allow you to spend a Wild Shape for the day, they simply add to existing Wild Shapes, in a lesser degree. For exaple, taking Rihno Hide, would give you a +1 or +2 Natural Armor while Wild Shaped, ratherthan allow you to spend a Wild Shape for a +7 Natural Armor. Thoughts? Obviously, this will not work for all, but many it will, and I think it is pretty simple.


Beckett wrote:
Charender wrote:
I think the celerity doman level 10 ability might be a little over the top. The reason that 3.0 version of haste got nerfed is because being able to cast 2 standard action spells in a single round was extremely powerful. In a caster heavy party, you are looking at letting every caster fire off 2 spells + a quickened spell in a single round.
May be true. What do you think if I clarified that you can only use one spell/standard action spell-like ability for the round? I'll be honest. I hate PF Domains, so it is hard for me to think of abilities in line with the others.

I think a better idea would be something like letting every ally within 20 feet make a move action as an immediate action. Maybe let them move without provoking AoO.

Dark Archive

Beckett wrote:
Do you think it would be better as a 1 round per level, but able to be broken up, (nonconsecutive rounds)?

Absolutely. They seem to love that mechanic, and I prefer it as well.

If it's going to be round by round, it should be a swift action, obviously, and given the extremely specific nature of the ability (only relevant against Incorporeal creatures), I'd be inclined to allow it to affect both armor *and* weapons for the round(s) of effect.

Most of these auras use a 30 ft. radius, but 20 ft. works, too.

Quote:
Lastly, Clerics are my specialty, and I am looking at the Wild Feats. hat I am thinking is to change them so that (usually) rather than allow you to spend a Wild Shape for the day, they simply add to existing Wild Shapes, in a lesser degree. For exaple, taking Rihno Hide, would give you a +1 or +2 Natural Armor while Wild Shaped, ratherthan allow you to spend a Wild Shape for a +7 Natural Armor. Thoughts? Obviously, this will not work for all, but many it will, and I think it is pretty simple.

I'd much prefer your version to the current ones, which, frankly, I've never seen used (and our parties almost always have a Druid).

Perhaps the bonus starts at +1, and, like those skill feats that give an extra plus when you have 10 ranks in the skill, increases to +2 when you get access to Wild Shape X (or whenever you turn into a Huge or larger animal or a Large or larger plant or elemental using Wild Shape, limiting the extra bonus to forms that require 8th-10th level, and might be inconveniently large for general use).

Similar Wild Feats, like one that increases movement rate in Wild Shape, might work similarly, having a minor increase at low level, but an increased effect at higher level, or some relevant side-effect, such as increasing flight maneuverability or allow the Run action to be taken while using Swim, Climb, etc. in a straight-line (assuming that that isn't already an option for something with a Climb, Swim, etc. speed. I haven't been able to find that ruling yet...)?

I'd love to see some funkier non-standard 'Wild Feats' like the ability to enter a 'rabid' Wild Shape, with the ability to Rage for X number of rounds and a bite that can pass on disease or something, or a Celestial or Fiendish Wild Shape that grants the appropriate template or even a 'Specialized Wild Shape' that allows you to pick one specific type of creature (wolves, for example) and count as 4 levels higher for determining what sort of wolf forms you can take, or 'Favored Form' that gives you Favored Enemy/Terrain like bonuses when in one narrow category of forms (great cats, frex).


Beckett wrote:


Lastly, Clerics are my specialty, and I am looking at the Wild Feats. hat I am thinking is to change them so that (usually) rather than allow you to spend a Wild Shape for the day, they simply add to existing Wild Shapes, in a lesser degree. For exaple, taking Rihno Hide, would give you a +1 or +2 Natural Armor while Wild Shaped, ratherthan allow you to spend a Wild Shape for a +7 Natural Armor. Thoughts? Obviously, this will not work for all, but many it will, and I think it is pretty simple.

I don't know. There are a lot of forms that already grant a decent amount of natural armor. Stacking wild shape feats could be a little much. then again I think improved natural armor is already in the beastiary and is allowed for druids with DM approval as is multiattack, and others.

What I really liked about the wild shape feats is that they allowed you to stay in human form. I like the idea of my druid being a human and growing feral looking claws. That is a lot more intimidating that turning completely into an animal IMO.

Shadow Lodge

Charender wrote:
Beckett wrote:
Charender wrote:
I think the celerity doman level 10 ability might be a little over the top. The reason that 3.0 version of haste got nerfed is because being able to cast 2 standard action spells in a single round was extremely powerful. In a caster heavy party, you are looking at letting every caster fire off 2 spells + a quickened spell in a single round.
May be true. What do you think if I clarified that you can only use one spell/standard action spell-like ability for the round? I'll be honest. I hate PF Domains, so it is hard for me to think of abilities in line with the others.
I think a better idea would be something like letting every ally within 20 feet make a move action as an immediate action. Maybe let them move without provoking AoO.

I kind of agree, except well, the Ceric already has Haste and Longstrider. And by that level it isn't unheard of that everyone in the party has Boots of Striding and Springing, which either makes this a very very weak power or, at best a minor benefit. If it stacks that is. Looking at the range of exising Domains, it is so hard to find a good place, in my opinion.

On one hand, I really want to spotlight "celerity", and on the other, I want to stay away from extra speed or an extra movement, specificaly. I don't think teleportation is really inline with the Domain concept.

That being said, what would you think about a complete change so that it is an arua that grants allies in 30ft Evasion, and Imp Uncanny Dodge (can be flanked)? Switching it to an Immediate action so that the Cleric could use it "retroactivaly", in a manor of speaking. Or rather, out of turn.

Shadow Lodge

Charender wrote:
I don't know. There are a lot of forms that already grant a decent amount of natural armor. Stacking wild shape feats could be a little much. then again I think improved natural armor is already in the beastiary and is allowed for druids with DM approval as is multiattack, and others.

I'm not sure what you mean here? Feats wouldn't be stacking, (in the sense of taking Rhino's Hide 10 times for +10 Natural Armor, or more). Rather if a Druid took Rhino Hide, they would get an additional +1 (or more?) to Natural Armor whenever in Wild Shape.

Charender wrote:


What I really liked about the wild shape feats is that they allowed you to stay in human form. I like the idea of my druid being a human and growing feral looking claws. That is a lot more intimidating that turning completely into an animal IMO.

I understand your point, and was honestly thinking about his too. Something I am concidering, but not sure how to word it yet for clarity, would to either

A.) have t version of the feats, one for Wild Shape and one for humanoidish shape that you can burn a Wild Shape to gain.

B.) writing in a clause for each in most of the feats. There is one that allows you to grow wings, (can't think of name off hand). Normaly, you use a Wild Shape/day and grow winds for up to 1 hour. Maybe that feat allowed you to have Wings for 1 Round per Level while in Wild Shape and also when no in a Wild Shape, to grow wings for a number of rounds per day equal to your Wis mod, and a number of times per day equal to the number of Wild Feats you have. You can also use a Wild Shape per day to gain wings, in either form for 1 minute per Level. Somethin along those lines.

But the Wild Feats will likely be one of the last things I work on.


Beckett wrote:
Charender wrote:
I don't know. There are a lot of forms that already grant a decent amount of natural armor. Stacking wild shape feats could be a little much. then again I think improved natural armor is already in the beastiary and is allowed for druids with DM approval as is multiattack, and others.

I'm not sure what you mean here? Nothing would be stacking. Rather if a Druid took Rhino Hide, they ould get an additional +1 (or more?) to Natural Armor when in Wild Shape.

I was having a balance arguement with myself. I was thinking of ways to abuse that feat, then countering that there are already feats similar to that out there.

Shadow Lodge

Gotten a little more work done. I have a functional Favored Soul up, I think.

I am wanting to add "Destinies", which will function somewhat like weak versions of Bloodlines. I am thinking about simply using a single Domain, with only 1/2 the Spell list and no granted powers. Otherwise, I may just make some up as I had origionally intended. I am looking for a Celestial and Fiendish Destiny, the four Elemental Destinies, and maybe one or two more. Thoughts?

Shadow Lodge

Warpriest has been added. Pious Templar is up next, likely tonight. I could really use some opinions on the balance for these two.

I tried to open up Warpriest a bit so that any Divine character could enter, (Cleric, Druid, Oracle, etc. . .) and I am wanting to do something similar with Pious Templar.

Shadow Lodge

Added almost all feats.

Not sure what to do with Sanctify Relic, but am leaning towards-

allowing characters with the feat to create items at a minor discount that only members of their faith can use

adding a new type of magic item similar to how Staffs work, that essentually a character with this Feat can recharge 1/day

something completely new

or ignoring it completely

Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / Complete Divine All Messageboards

Want to post a reply? Sign in.
Recent threads in Conversions