Making a Priest style Cleric Archetype (A low BAB, no Armour, d6 HPs)


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I am looking for advice in putting together a Priest archetype for my players, a Cleric strong in spellcasting (such as healing and buffing) but as squashy and weak in close combat as a Wizard.

One thing I have considered, perhaps by lowering spells gained at each level, is a Cleric with stronger access to his deity's domains up to maybe 3 or 4. Also a Wis bonus to AC, to show devotion and them having protection from their deity, or perhaps bonuses involving Channeling.


One thing I'd consider offering your Cleric is a means of healing people from afar (so they don't need to wade into the melee in their robes).

Perhaps letting them cast Cure spells with the Reach Metamagic feat for 1 less spell level would be a good addition? A 25+5/level range is far better than melee range when you need to heal an ally and you can't risk stepping into the thick of it.

Your cleric may want to make sure this particular spell is on at all times in combat. Well, at least when the Cleric isn't making enemies roll Save or Suck.

More than 2 skill points per level wouldn't hurt. 4?

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Hmmm... perhaps a class feature that allows the benefit of ranged healing through Reach Spell metamagic, or an aura of healing that has an increases with level.

On Skills I was thinking of a more skillful or scholarly priest so perhaps 4 skill points per level plus additional skills options would be of benefit. Not a skill monkey but one who has a broader range of skills to go about the duties of their faith.

Also, have it that the Priest can still be good or evil so Inflict spells could apply to the above thoughts.

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I agree, healing from afar would be helpful. instead of worrying about the actual Reach metamagic feat, you could just give them a power that allows them to cast cure or inflict spells at a range of 30 feet as long as they have line of sight, but only to heal. This would keep you from having to worry about how ray spells work on allies who would not resist them (since the Reach metamagic feat makes a touch spell into a range touch spell, there's a strange grey area on whether you have to roll an attack roll to hit your ally with the ranged touch).

I would also suggest you consider giving them some sort of inspire-courage-like ability so that they're also able to buff their allies in addition to spellcasting.


Quote:
I would also suggest you consider giving them some sort of inspire-courage-like ability so that they're also able to buff their allies in addition to spellcasting.

A sacred bonus instead of a morale bonus would still keep a bard relevant if you go this route. Perhaps a luck bonus, as per Divine Favor? NOT saying they should cast Divine Favor on the whole party or anything like that, merely refering to the type of bonus it provides.


There's already something similar to this. The cloistered cleric archetype


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This cloistered cleric?

It honestly looks pretty bad to me. Okay, so you get a bonus feat, extra skill points, and less armor proficiencies (though it doesn't mention not being able to use divine spells while wearing heavy armor). You also lose spells AND a domain. You really don't get much out of it.

I'd call that a trap archetype,

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Inlaa wrote:
Quote:
I would also suggest you consider giving them some sort of inspire-courage-like ability so that they're also able to buff their allies in addition to spellcasting.
A sacred bonus instead of a morale bonus would still keep a bard relevant if you go this route. Perhaps a luck bonus, as per Divine Favor? NOT saying they should cast Divine Favor on the whole party or anything like that, merely refering to the type of bonus it provides.

Yep, good call.

Let's see what I can come up with here:

Clergy (Cleric Archetype)

Robed Clergyman: Unlike other divine spellcasters, armor interferes with the divine connection with your god, causing your spells to fail. When wearing armor, your divine spells are affected by arcane spell failure chance as if they were arcane spells. Feats which reduce arcane spell failure chance, such as Arcane Armor Proficiency, can reduce this penalty as well. Shields do not interfere with your spellcasting. This replaces medium armor proficiency.

Skilled Clergy: Unlike other clerics, you gain a number of skill points at each level equal to 4 plus your Intelligence modifier.

Far Healing (Su): When you spontaneously convert one of your spell slots to cast a cure or inflict spell, you may target a creature up to 30 feet away from you with the spell, but only if that creature would be healed by the spell's effect. At 5th level, you may use this ability when casting from scrolls or wands. At 9th level, you may use this ability when casting breath of life to restore a dead creature to life. This replaces channel energy.

Inspiring Fervor (Su): At 2nd level, you gain the Fervor ability of a warpriest of your level. In addition, you may expend one daily use of Fervor to grant all allies within 30 feet a +1 Sacred bonus to attack and damage rolls for a number of rounds equal to your Wisdom modifier. At 6th level, and every 4 levels thereafter, this bonus increases by 1, to a maximum of +6 at 20th level.

So you've lost the ability to cast freely in armor, and lost the mass healing that you'd normally get from channel energy (though you can still heal yourself or adjacent allies with Fervor if needed), but gained the ability to heal a single ally for more damage and also the ability to inspire some extra attack and damage bonuses for your allies. How does that sound?

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I would offer perhaps having the range increase with level such a 5 ft./2 levels and allow for the Mass alternate version of Cure/Inflict spells.

Inlaa wrote:
A sacred bonus instead of a morale bonus would still keep a bard relevant if you go this route. Perhaps a luck bonus, as per Divine Favor? NOT saying they should cast Divine Favor on the whole party or anything like that, merely refering to the type of bonus it provides.

I agree to it being a sacred bonus, though this would meab the Priest and Bard could combo well.

Snow_Tiger wrote:
There's already something similar to this. The cloistered cleric archetype

Cloisitered Cleric is not a good archetype, giving up too much and not giving enough back. More it doesn't offer the focus I am going for when it comes to this archetype, which is why I didn't mention it.

Thanks for trying to help though.

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cartmanbeck wrote:
Far Healing (Su): When you spontaneously convert one of your spell slots to cast a cure or inflict spell, you may target a creature up to 30 feet away from you with the spell, but only if that creature would be healed by the spell's effect. At 5th level, you may use this ability when casting from scrolls or wands. At 9th level, you may use this ability when casting breath of life to restore a dead creature to life. This replaces channel energy.

I don't like the idea of giving up Channeling. Perhaps weakening it but not giving it up completely. The rest looks like a good start.

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JonathonWilder wrote:
cartmanbeck wrote:
Far Healing (Su): When you spontaneously convert one of your spell slots to cast a cure or inflict spell, you may target a creature up to 30 feet away from you with the spell, but only if that creature would be healed by the spell's effect. At 5th level, you may use this ability when casting from scrolls or wands. At 9th level, you may use this ability when casting breath of life to restore a dead creature to life. This replaces channel energy.
I don't like the idea of giving up Channeling. Perhaps weakening it but not giving it up completely. The rest looks like a good start.

Well, from a designer's perspective, there aren't a lot of options of what to trade out when it comes to a cleric's class features. You could make them lose a domain, or lose a spell slot of each level, but that seems to me like it would be the opposite of what we're trying to do here... we're trying to minimize combat worthiness and maximize spell use. So, to me, channel is really the only thing you can make a decent trade out of. Reducing it also doesn't feel right to me.

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Make the warpriest the combat cleric.
Get rid of the cleric.
Change the fullcasting cleric class to light armor, d6 HD and good Will save, with poor BAB and 4 skill points.

You've now effectively balanced the cleric class with the wizard class as far as comparisons go. Add in a few class features and you'll be fine.

OF COURSE a less martial cleric is going to be a 'trap' compared to the standard. The standard cleric (and druid) are the two most self-contained and flexible classes in the entire GAME.

They aren't call CoDzilla for no reason!

==Aelryinth

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Perhaps it is traditionalism, giving up Channeling means giving up the ability to turn/harm undead which is something the cleric was able to do at least since AD&D. It was something that set them apart I feel.

Perhaps Channel Energy ever 3rd level instead of every 2nd level? I don't know, it just feels off giving that up completely.


I think the biggest issue with what you're doing here is how will this be different from the normal cleric? Like do you feel the cleric is a poor spellcaster? And if so, what do you feel it's lacking?

The only thing I can think of to change is having stronger healing so that it keeps up with incoming damage better. That or giving it the wizard list and add in the healing spells.

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Personally, I've created a full alternate class cleric that I call the priest. Took a few cues from Arcanist, and gave them powers based on their domains...but it isn't exactly playtested as of yet.

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Chess Pwn wrote:

I think the biggest issue with what you're doing here is how will this be different from the normal cleric? Like do you feel the cleric is a poor spellcaster? And if so, what do you feel it's lacking?

The only thing I can think of to change is having stronger healing so that it keeps up with incoming damage better. That or giving it the wizard list and add in the healing spells.

I would prefer stronger healing over weaker healing, which is part of the reason why I am reluctant to give up Channel Energy.


So you're wanting a cleric with better healing. Is that the goal you're wanting here? Or is there more to it?

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Well no, not exactly, I want a cleric with more domain access and but combat ability like a wizard, as in weak and squashy when it comes to fighting nonmagically. A cleric focused on spellcasting, healing, and buffing/debuffing.

In many ways the divine equivalent of wizard, but as a devote servant and authority of their deity.


Just played a session with a similar predicament:

My party had a cleric of abbadar in it with a particular personality/strategy in mind, and there just weren't any archetypes/domain choices that suited him.

Here's the thread from earlier:
http://paizo.com/threads/rzs2s2ri?Looking-for-advice-on-a-debuffstyle-cleri c#7

So basically, the same issue: he's kind of a non-combat mage with emphasis on debuffing/compulsions. If he's not focusing on combat, then he's kinda screwed if he also loses one of his "caster style" abilities, channeling.

What about replacing the weapon proficiency with your diety's weapon? Simple weapons only. Additionally, lose light armor proficiency too.
I'd even go so far as reducing the hit die to d6. While this makes him as squishy as a wizard, it doesn't change the fact that he's still got better saves. But hey, you could also rule that the fort saves are lower too, and increase/vary the upgrades. all in one simple line:

"Clergy Priests lose all proficiencies in light, medium armor, and shields, and use the same hit die and saving throws as wizards of equivalent levels."

We're talking squishy, right? So he keeps the casting, the channel, the domains, all the casting stuff. Loses all the armor/weaponry/beefiness.

Gains the fervor, gains the close range heals (maybe make the upgrade apply to harming as well. Why not be able to inflict pain on the living? Or, make the player choose: does the coverted cure/inflict apply to the undead, or the living? With all the losses, give them both I think.)

Finally, I'd add this:
Divine Mandate: Once per day at level 10, and once more at level 20, The Clergy Priest may call upon his his Deity to make their will known, as a Standard action. When doing so, the next spell he/she casts within a minute will be more powerful than usual: The cleric sacrifices a prepared spell of equal or greater level: The spell improved by Divine Mandate is cast at +3 levels, DC, and acts as though Empowered, enlarged or extended (player's choice at the time of the casting).
After casting a spell with Divine Mandate, the Clergyman is enraptured (treat as Exhausted) for a number of rounds equal to the level of the spell cast.

example, Bob the level 11 Clergyman declares Divine Mandate: He sacrifices a level 6 spell "Chains of light", and the next round, he casts "Undeath to Death", as if it were cast at level 14, and chooses "empower" so that it affects 21d4 HD of undead instead of 14d4. The will save DC is increased from 21 to 24.

Yeh? No? I feel like with these changes, you've got a pure caster -type cleric instead of the melee/caster hybrid they usually seem to be.
If it seems too powerful to add that last, either decrease their BAB to the wizard-like levels, or change it as you will.


P.s - I don't see why you couldn't do this. If you can take a Sacred monk, basically swapping over half of the cleric's abilities and giving him flurry and half of the monk goodies, why not allow a wizard/cleric hybrid without actually making him be theurgy? Why are there no divine glass-cannons?

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This is much more what I am looking for Aemesh, Thank you ^^

Clergy Priests losing all proficiencies in light, medium armor, and shields, having only simple weapons and their deity's favored weapon, and use the same hit die as wizards of equivalent levels. Where they keep channeling or at perhaps a bit weakened, keeping domains.

Though I would perhaps have them keep the saves of the base cleric, not the wizard, with suggestion that it is their deity protecting them from harm physically though it still wouldn't be wise to go into combat.

Close range use of Cure/Inflict Spells mattering whether they good or evil Clergy Priests. Perhaps Fervor if it can be fit into the archetype, though I feel it can possibly be put aside.

Divine Mandate is interesting and flavorful.
------------

Edit: I agree, I never got why there wasn't an option for a divine glass canon that can hit hard but would be threatened by any that get in close combat with them or even a few well placed range attacks.

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Okay, now that I've showered, I'm going to go into a bit more detail on the class I've been building.

The priest alternate class I chose was designed with the following design goals in mind:

Google Docs wrote:


Uses the ability ‘Divine Conduit’ to power channel energy and a host of other potential abilities.
Cannot use armor willingly, has very few weapon proficiencies.
Can gain more than 2 domains, will gain 1 ‘Divine Gift’ at every even level.

The intention I had was an un-armored, low base-attack cleric who was a potent divine caster. While they don't start with Channel Energy, they may select it as one of their power options, and they can power it with divine energy that also powers their other abilities.

Each domain gives options unique to the domain (I did 3-ish for each domain, which took a while), and the priest can easily gain access to all of the domains granted by his deity. I did not give them additional spells per day, save that instead of 1 domain spell slot per level, they gain two. And with the ability to gain additional domains, it dramatically increases the flexibility in that regard.

If anyone wants, I'm willing to PM them a link to my document for it...but as it's not undergone heavy testing as of yet, and I'm seriously considering publishing it once it's ready, I'm not doing a direct link from here or copying it over.


JonathonWilder wrote:

I am looking for advice in putting together a Priest archetype for my players, a Cleric strong in spellcasting (such as healing and buffing) but as squashy and weak in close combat as a Wizard.

One thing I have considered, perhaps by lowering spells gained at each level, is a Cleric with stronger access to his deity's domains up to maybe 3 or 4. Also a Wis bonus to AC, to show devotion and them having protection from their deity, or perhaps bonuses involving Channeling.

It doesn't have the Wis AC, but there is a third party Priest that's pretty good.


I am very interested in this document

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As am I interested Cydeth, though I am already PMed you.

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Okay, sent off a couple of PMs with links. As I mentioned in the PMs, it has two additional classes, the Arcane Knight and the Noble. The latter is nowhere near complete, so please ignore it. >_>


Azten wrote:
JonathonWilder wrote:

I am looking for advice in putting together a Priest archetype for my players, a Cleric strong in spellcasting (such as healing and buffing) but as squashy and weak in close combat as a Wizard.

One thing I have considered, perhaps by lowering spells gained at each level, is a Cleric with stronger access to his deity's domains up to maybe 3 or 4. Also a Wis bonus to AC, to show devotion and them having protection from their deity, or perhaps bonuses involving Channeling.

It doesn't have the Wis AC, but there is a third party Priest that's pretty good.

It is pretty good I concur.


JonathonWilder wrote:
As am I interested Cydeth, though I am already PMed you.

Yeah, that Priest looks right up your alley -- by the way since you don't seem to care as much about the channeling aspect of the build (I could be wrong, but am I right?) You should really consider the variant channeling archetype. It's not really an archetype, so much as just taking a weakened channel from your domains - you do half teh normal channel effect, but add in things like "sicken all affected by the channel for 1 round" and other things that are a little more colorful than just Xd6 negative energy.

Props to Magda for pointing this out to me

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There is also the Theosophist by Kobold Press that could work decently for the idea, though no access to deity's favored weapon or Wis to AC.


I'm still not seeing what you're wanting different from the normal cleric spell list, Except for the stronger heals, you've made that clear.


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I don't know why Paizo took the Cloistered Cleric from 3.5 and butchered it all to hell. Extra skill points and access to all knowledges as class skills for the price of your armour proficiencies, a reduced BAB and a reduced HD was a fine arrangement that could have been ported over directly IMHO

The simplest solution to your problem is to allow the PF Cloistered Cleric with normal Cleric spell progression and domain access. I don't think this will make a CC overpowered and is a much more elegant solution than either an Ecclesitheurge or whatever you end up concocting.

Edit: the PF Cloistered Cleric will need to have its BAB and HD lowered. I was working from memory only and thought that was baked in but it's not. So you end up with normal spell and domain progression, the restricted WP's, light armour prof (or none if you prefer), d6 HP's, and low BAB along with the specific class abilities listed for the archetype.

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Chess Pwn wrote:
I'm still not seeing what you're wanting different from the normal cleric spell list, Except for the stronger heals, you've made that clear.

Actually what I have made most clear what I don't want over what I do want. On what can be offered in exchange for losing combat ability is still open.


So you don't want BAB, HP or Armor, and you want healing, to keep channel and maybe something else.

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Chess Pwn wrote:
So you don't want BAB, HP or Armor, and you want healing, to keep channel and maybe something else.

Yes, though I actually feel the Theosophist I offered above would be a good start, perhaps with some tinkering. Cydeth's Priest is also a good take on what I am looking for, going over it with my co-DM in adding it to the campaign.

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OK let's adjust the proposed Clergy archetype based on what has been suggested (changes in bold):

Clergy (Cleric Alternate Class)

Hit Dice: d6
Skill Points: 4 + Int
Base Attack bonus: As Wizard
Saves: As Cleric
Spellcasting: As Cleric

Robed Clergyman: Unlike other divine spellcasters, armor interferes with the divine connection with your god, causing your spells to fail. When wearing armor, your divine spells are affected by arcane spell failure chance as if they were arcane spells. Feats which reduce arcane spell failure chance, such as Arcane Armor Proficiency, can reduce this penalty as well. Shields do not interfere with your spellcasting.

Domain Focus: You are more focused than most clerics on the abilities granted by your deity. You may choose a third domain (or an inquisition), and gain domain powers (but not domain spells) from that domain at your cleric level - 3. You may instead choose to have only two domains, and focus more strongly on one of them; choose one of your domains, and your domain powers from that domain function at your cleric level + 3.

Far Healing (Su): When you spontaneously convert one of your spell slots to cast a cure or inflict spell, you may target a creature up to 30 feet away from you with the spell, but only if that creature would be healed by the spell's effect. At 5th level, you may use this ability when casting from scrolls or wands. At 9th level, you may use this ability when casting breath of life to restore a dead creature to life.

Inspiring Energy (Su): At 2nd level, you may expend one daily use of channel energy to grant all allies within 30 feet a +1 Sacred bonus to attack and damage rolls for a number of rounds equal to your Wisdom modifier. At 6th level, and every 4 levels thereafter, this bonus increases by 1, to a maximum of +6 at 20th level.

Divine Mandate (Su): Once per day at level 10, and once more at level 20, The Clergy Priest may call upon his his Deity to make her will known, as a Standard action. When doing so, the next spell he/she casts within a minute will be more powerful than usual: The cleric sacrifices a prepared spell of equal or greater level: The spell improved by Divine Mandate is cast at +3 levels, DC, and acts as though Empowered, enlarged or extended (player's choice at the time of the casting).
After casting a spell with Divine Mandate, the Clergyman is enraptured (treat as Exhausted) for a number of rounds equal to the level of the spell cast.

Do you guys see any issues there? I think this is probably relatively well balanced, since you're giving up the d8 hit dice and the higher BAB.


Quote:
Do you guys see any issues there? I think this is probably relatively well balanced, since you're giving up the d8 hit dice and the higher BAB.

You don't say what kind of action Inspiring Energy is. Is it the same as a channel? Is it a swift? Etc.

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Taking some details from the Theosophist I made some changes, hopefully this works:
Clergy (Cleric Alternate Class)

Spoiler:
Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)
Skill Ranks Per Level: 4 + Int modifier.
 
Scholarly Focus: Clergy devote their time to study and introspection. As such, they are not capable combatants. A clergy uses a d6 for Hit Dice and has a slow base attack bonus progression. His base saving throws remain those of a normal cleric. They loss proficiency with light armor, medium armor, and shields.
 
Robed Clergyman: Unlike other divine spellcasters, armor interferes with the divine connection with your god, causing your spells to fail. When wearing armor, your divine spells are affected by arcane spell failure chance as if they were arcane spells. Feats which reduce arcane spell failure chance, such as Arcane Armor Proficiency, can reduce this penalty as well. Shields do not interfere with your spellcasting.
 
Domains: The clergy is more focused than most clerics which grants him access to three domains, all of which must be domains his deity possesses. You gain access to the domain powers and domain spells of each of these domains.
You may instead choose to have only two domains, and focus more strongly on one of them; choose one of your domains, and your domain powers from that domain function at your cleric level + 2.
 
Far Healing (Su): When you spontaneously convert one of your spell slots to cast a cure or inflict spell, you may target a creature up to 30 feet away from you with the spell, but only if that creature would be healed by the spell's effect. At 5th level, you may use this ability when casting from scrolls or wands. At 9th level, you may use this ability when casting breath of life to restore a dead creature to life.
 
Inspiring Energy (Su): At 2nd level, you may expend one daily use of channel energy as a standard action to grant all allies within 30 feet a +1 Sacred bonus to attack and damage rolls for a number of rounds equal to your Wisdom modifier. At 6th level, and every 4 levels thereafter, this bonus increases by 1, to a maximum of +6 at 20th level.
 
Divine Mandate (Su): Once per day at level 10, and once more at level 20, The Clergy Priest may call upon his his Deity to make her will known, as a Standard action. When doing so, the next spell he/she casts within a minute will be more powerful than usual: The cleric sacrifices a prepared spell of equal or greater level: The spell improved by Divine Mandate is cast at +3 levels, DC, and acts as though Empowered, enlarged or extended (player's choice at the time of the casting).
After casting a spell with Divine Mandate, the Clergyman is enraptured (treat as Exhausted) for a number of rounds equal to the level of the spell cast.

Inlaa wrote:
You don't say what kind of action Inspiring Energy is. Is it the same as a channel? Is it a swift? Etc.

I put standard action like normal for Channel Energy


Looks OK to me.

There's another official archetype which boosts casting at the expense of melee ability if it helps - the Ecclesitheurge. The blessing of the faithful ability which it mentions but doesn't detail is an at-will Close-ranged aid another IIRC, it was mentioned in a preview of an upcoming FAQ.

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I think the only thing I would caution against is the full three domains... domain powers can be very powerful, especially if one of the domains doesn't need to match your god. I would at least make all three of them have to match the god.

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@Avr
Thanks, glad it looks okay. On the Ecclesitheurge I don't feel ic can add much expect some versatility though Domain Mastery. On taking that archetype it doesn't go far enough in the direction I want.

@Cartmanbeck
Just wanted to thank you for putting the archtype together, I hope my edits aren't a problem.

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cartmanbeck wrote:
I think the only thing I would caution against is the full three domains... domain powers can be very powerful, especially if one of the domains doesn't need to match your god. I would at least make all three of them have to match the god.

Sorry, editing mistake. Fixed that, I intended the domains to all require being from the priest's deity.

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Ecclesitheurge Archetype from the Advanced Class Guide

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DesolateHarmony wrote:
Ecclesitheurge Archetype from the Advanced Class Guide

No, it doesn't go all the way. There is no hit to BAB or HP dice, so it doesn't work. It also seems to be missing an ability given what is says in Ecclesitheurge's Vow.


Wasn't that the archetype that didn't have the paragraph or something missing that made it so it didn't work?


In my experience, the main problem with most "priest" homebrews is that the cleric spell list is just a bit too narrow for an exclusive caster, especially at low levels.

My suggestion would be to give a priest access to both cleric spells and spells on the shaman spell list. This rounds out the cleric spell list with a nice mix of attack and utility spells that have a divine theme.


The first thing I made for Flaming Crab Games was the Priest class.

One of the flaws of the class may be a boon for people like you. It's not much more than a cleric archetype. It's got d6 hit die, 4+int skills, 3 dogmas (pretty much domains that grant more wizardy spells), and spontaneous casting with its dogmas).

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JonathonWilder wrote:


@Cartmanbeck
Just wanted to thank you for putting the archtype together, I hope my edits aren't a problem.

Not a problem at all. Making classes and archetypes is one of my passions. :-D


Azten wrote:
Wasn't that the archetype that didn't have the paragraph or something missing that made it so it didn't work?

It worked, just that the archetype referenced an ability that was cut. Based on some pre-errata information released by the PDT, it is getting an ability back with the same name.

Strumbleduck hit the nail on the head though. The cleric spell list is in many ways focused on self buffs for combat ability and reactive spells. A priest type caster will require either: more offensive focused spells (domain selection will help with this to some extent, if you have an archetype that allows you to prep the spells in non-domain slots) or something to do between the rounds.

It's a similar problem to a caster bard: the class is built around the idea of buffing yourself (and your allies) to be able to kick butts. But if you take the class and make a caster character, you'll run into the issue that you don't actually have decent enough spells to fill in most rounds (although, this was a much larger problem during the APG days. It might actually be fine now).

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Cheapy's right. Cleric spells are mostly about buffing and out of combat utility. A full caster cleric either needs a revised spell list or a class feature that will give them things to do each round.


Having a third domain helps with that quite a bit, though. It lets you fish for spells that you CAN use between rounds. You can grab something more offensive or battlefield controlling with the right domains (Weather / Storm, Fire, Animal for summoning, Earth / Caves / Metal, Death/Undead, Plant, etc.), which are not exactly rare. You obviously can only memorize so many domain spells, but it's still something you can do that's not reactionary.

Lord knows I enjoyed the heck out of my fireball-chucking cleric. That was a Theologian, though, so it was niche and different.

That said, one thing I'd consider is expanding the spells available to this version of the Cleric as someone else suggested. Shaman is not a horrible choice. Or perhaps your cleric is still limited to two domains but is able to cast these domain spells from any matching spell slot (and not just domain slots) similarly to how Theologians do so? Thus, a level 1 Plant / Animal cleric of this archetype could cast Entangle and Calm Animals from their first level spell slots.

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