thefishcometh
|
So, I'm working out a low(er) magic priest class, and I've come up with an idea.
I'm thinking of using the Bard class, removing spells, adding in Cleric domains (without spells) and a diminished form of channel energy. I'm wondering if you all think that's a fair trade. I thought about giving the class the full channel energy, but it seemed as though it may be a bit powerful in the early levels with domain abilities, channel energy and bardic music (which I'm renaming to just "Inspire").
thefishcometh
|
It's really supposed to be a bard variant, I'm allowing only Oracles and Witches in the setting, but I wanted a class that could represent priests without particularly powerful magic abilities. My hope is that it is about as powerful as a regular bard, and fulfills the role of party support and party "face."
| SmiloDan RPG Superstar 2012 Top 32 |
Did you want it to be spell-less, or just 6 levels of spells like the bard?
Maybe replace "Bardic Performance" with "Blessings?" 4 + Wis bonus at 1st level, +2 per level thereafter?
Maybe just give them the first 6 levels of cleric spells? Wisdom-based, so you have an Int, Cha, and Wis based caster to choose from.
Maybe have Channel Energy improve at levels 1, 4, 7, 10, 13, 16, and 19? Or 1, 4, 8, 12, 16, 20? Or 1, 5, 10, 15, 20? Maybe have it cost a number of Blessing rounds per day equal to the number of 1d6s it cures?
thefishcometh
|
The idea was to eliminate spellcasting. It's a low-magic world, and magic only occurs in those blessed by the gods (Oracles) or those who make pacts with spirits (Witches, or possibly Sorcerers).
I was thinking of keeping bardic music as it is, but simply renaming it "Inspiration" and having the normal Perform skill be Oratory instead of a musical one. I think it can represent a priest speaking blessings and curses very well, and I like the idea of priests being primarily Charisma based, firing up their flock.
My current idea is to take the bard class as is, remove spellcasting altogether, give them access to one domain from their deity at 1st level (no bonus spells, obviously), give them channel energy at all even levels, and access to a second domain at a later level. I'm considering removing armor proficiency from them as well (for thematic reasons), but haven't thought of something to balance it out.
| SmiloDan RPG Superstar 2012 Top 32 |
Light armor might work best, unless you want to go the monk-route. You can most light armor robes, so at least it might be thematically attractive.
Exchanging Spells for Channel Energy should be OK, but maybe give them some Mercies to help with the removal of negative conditions.
Do paladins and rangers still get spells? Are there any druids?
thefishcometh
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No paladins, no druids, rangers use the skirmishing rules from the APG. And the mercies is a great idea! I'll put that to use, I think it adds just enough of a boost to be useful, but it's pretty well balanced. Evil priests could get the Cruelties associated with the Anti-Paladin in the APG to work with their negative channel energy.
The reason I was thinking about eliminating armor proficiency is that I tend to envision my setting's priests running around in robes or holy garments rather than armor. It works thematically better in my head. Light armor proficiency might not be too bad; a priest might hide a leather jerkin under there.
EDIT: or perhaps give priests lay on hands instead of channel energy?
| Sean FitzSimon |
So, lemme get this straight: You want to have a bard acting as your holy men, right? You want to eliminate spellcasting (one of the two defining features of a bard) and replace it with a watered down version of channel energy or lay on hands? And also take away armor proficiencies?
That's a seriously weak class, and definitely NPC territory. You mentioned adding domains, so I'd probably run with that. Perhaps grant 2 domains at 1st level, and then another domain every 4 levels thereafter. Most gods won't have 7 different domains to work with, but there's an easy way around that. Treat the regular domains (weather, air, glory) as your god's standard portfolio, and then add in the sub domains as they go- don't replace anything, just add on. It'll give the character tons of magical maneuverability while maintaining a low-magic setting.
You'll probably need to spice up the character in some other ways, but I'm just spit-balling.
thefishcometh
|
Hm, interesting. I'm not sure if I want to add that many domains; they are very front-heavy in their abilities if we remove the spells they grant. But perhaps an improved lay on hands instead of a lesser one? Let's say it's granted at 2nd level and usable the same number of times per day (1/2 level + Wisdom), but it heals/deals 1d8/2 levels + Charisma instead of the normal 1d6/2 levels. At 4th level, 2 uses can be burned for a channel energy effect. The class will gain mercies/cruelties at the same rate as paladins, every 3 levels.
Any ideas for additional spice?
| Sean FitzSimon |
Hm, interesting. I'm not sure if I want to add that many domains; they are very front-heavy in their abilities if we remove the spells they grant. But perhaps an improved lay on hands instead of a lesser one? Let's say it's granted at 2nd level and usable the same number of times per day (1/2 level + Wisdom), but it heals/deals 1d8/2 levels + Charisma instead of the normal 1d6/2 levels. At 4th level, 2 uses can be burned for a channel energy effect. The class will gain mercies/cruelties at the same rate as paladins, every 3 levels.
Any ideas for additional spice?
Front heavy, sure, but if you grant 2 fill domains at 1st level and then add sub domains you're really only adding 1 ability at each point, but that's beside the point.
I'd look at the classes you're eliminating for source material. The celestial sorcerer & the inquisitor are a good start.
| SmiloDan RPG Superstar 2012 Top 32 |
Hm, interesting. I'm not sure if I want to add that many domains; they are very front-heavy in their abilities if we remove the spells they grant. But perhaps an improved lay on hands instead of a lesser one? Let's say it's granted at 2nd level and usable the same number of times per day (1/2 level + Wisdom), but it heals/deals 1d8/2 levels + Charisma instead of the normal 1d6/2 levels. At 4th level, 2 uses can be burned for a channel energy effect. The class will gain mercies/cruelties at the same rate as paladins, every 3 levels.
Any ideas for additional spice?
Looks good. Some additional domains won't hurt, especially since it's a spell-less class. Basically, it would give the priest class something to do besides heal or buff. Something a little more proactive and versatile can make the class really fun.
Maybe have the lay on hands/channel energy dice improve at higher levels?
1d6 at 2nd, d8s at 8th, d10s at 14th, and d12s at 20th.
That way, the amount of healing scales with the amount of hit points that will be needed to be cured.
Alternatively to domains, you might want to make Channel Energy the backbone mechanic to the class, and give out different types of domain channeling types depending on the domains the gods normally give.
CHANNEL TYPES
Channel Air
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability the benefits of a feather fall spell for a number of rounds equal to your Charisma bonus (minimum 1 round). In addition, they gain a sacred bonus on Constitution checks to hold their breath equal to your Charisma bonus for a number of minutes equal to your caster level.
Channel Animal
You can spend one of your daily uses of channel energy as a standard action and affect all animals within the area of effect of your channel energy ability with a Wild Empathy check with a bonus equal to your caster level + your Charisma modifier. In addition, you can spend one of your daily uses of channel energy as an immediate action and grant all animals in the area of effect of your channel energy ability the use of any 1 trick, as described in the Handle Animal skill description.
Channel Artifice
You can spend one of your daily uses of channel energy as a standard action and choose to either restore hit points to any constructs in the area of effect or damage any constructs in the area of effect equal to your normal channel energy amount.
Channel Chaos
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect of your channel energy ability with the benefits of a protection from law spell for a number of rounds equal to your Charisma bonus (minimum 1 round).
Channel Charm
You can spend one of your daily uses of channel energy as a swift action and grant yourself a bonus to a Diplomacy, Intimidate, or Perform check equal to your caster level.
Channel Community
You can spend one of your daily uses of channel energy as a swift action and all allies in the area of effect increase the bonus granted by the Aid Another action by an amount equal to your Charisma bonus (minimum 1) for a 1 round. The attack and damage bonus of flanking allies also increase by an amount equal to your Charisma bonus (minimum 1) during this time.
Channel Damage Reduction
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability DR 5/- for 1 round. At 8th level, this increases to DR 10/-. At 14th level, this increases to DR 15/-. At 20th level, this increases to DR 20/-.
Channel Darkness
You can spend one of your daily uses of channel energy as a standard action and increase the level of darkness within the area of effect of your channel energy by 1 step for every point of Charisma bonus you have (minimum 1 step). This darkness persists for a number of rounds equal to your Charisma bonus (minimum 1 round). You can spend one of your daily uses of channel energy and grant your allies the ability to see through normal and magical darkness for a number of rounds to your Charisma bonus (minimum 1 round).
Channel Death
Any creature killed by your ability to channel negative energy is animated as a skeleton or zombie (your choice) for a number of rounds equal to your caster level. While it is animated, you can command the undead creature. You can command a maximum of 4 HD of undead per caster level at any one time; any excess undead created by this feat or any other means act independently according to their nature.
Channel Destruction
You can spend one of your daily uses to channel energy as a swift action and grant all allies within the area of effect the benefits of the Improved Sunder feat for a number of rounds equal to your caster level. They also gain a bonus equal to your Charisma bonus (minimum 1) on their CMB to Sunder.
Channel Earth
You can spend one of your daily uses to channel energy as a standard action and create a region of difficult terrain in the area of effect. You also grant your allies the flawless stride ability and a bonus to their CMD against bull rush, overrun, and trip attempts equal to your Charisma bonus (minimum 1). Both effects last for a number of rounds equal to your caster level.
Channel Elemental Energy Resistance
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability energy resistance 10 to acid, cold, electricity, fire, or sonic for 1 round. At 8th level, this increases to energy resistance 20. At 14th level, this increases to energy resistance 30. At 20th level, this increases to immunity to the selected energy.
Channel Evil
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect of your channel energy ability with the benefits of a protection from good spell for a number of rounds equal to your Charisma bonus (minimum 1 round).
Channel Fire
You can choose to change the energy type you channel into fire, causing damage equal to the amount normally healed or caused by your channel energy type. Targets within the area of effect can make a Reflex Save with a DC equal to 10 + ½ your caster level + your Charisma modifier for half damage.
Channel Glory
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect a sacred bonus to AC equal to your Charisma bonus (minimum 1 round) for a number of rounds equal to your Charisma bonus (minimum 1 round).
Channel Good
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect of your channel energy ability with the benefits of a protection from evil spell for a number of rounds equal to your Charisma bonus (minimum 1 round).
Channel Healing
You can spend one of your daily uses to channel energy as a standard action and grant Fast Healing equal to your Charisma bonus (minimum 1) to all your allies within the area of effect for a number of rounds equal to your caster level.
Channel Knowledge
You can spend one of your daily uses to channel energy as a swift action and gain a bonus on a single Knowledge check equal to your caster level. You must be trained in the Knowledge check you make.
Channel Law
You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect of your channel energy ability with the benefits of a protection from chaos spell for a number of rounds equal to your Charisma bonus (minimum 1 round).
Channel Liberation
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect the benefits of a freedom of movement spell for a number of rounds equal to your Charisma bonus (minimum 1 round).
Channel Luck
You can spend one of your daily uses of channel energy as an immediate action and grant a single ally the ability to reroll any one roll that they have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll.
Channel Madness
You can spend one of your daily uses of channel energy as a standard action and target all opponents within the area of effect with a confusion spell for a number of rounds equal to your Charisma bonus (minimum 1 round). They are allowed a Will saving throw with a DC of 10 + ½ your cleric level + your Charisma modifier to negate the confusion.
Channel Magic
You can spend one of your daily uses of channel energy as a swift action and gain a bonus equal to your caster level on a single Spellcraft or Use Magic Device skill check. You can spend one of your daily uses of channel energy as a swift action and gain a bonus equal to your Charisma bonus (minimum 1) on a single caster level check.
Channel Negative Energy
You can spend one of your daily uses of channel energy and cause negative energy damage to all creatures in the area of effect. Creatures in the area of effect may make a Will save for half damage. Alternatively, you can choose to heal undead in the area of effect.
Channel Nobility
You can spend one of your daily uses of channel energy as a standard action and target all opponents in the area of effect with a command spell effect for a number of rounds equal to your Charisma bonus (minimum 1). The targets of this effect are allowed a Will Save with DC of 10 + ½ your caster level + your Charisma modifier to negate this effect; they are allowed a save every round until they are successful or the duration is completed.
Channel Non-lethal Damage
You can spend one of your daily uses of channel energy and cause an amount of non-lethal damage equal to the amount of healing it normally would cause. Creatures in the area of effect may make a Will save for half damage.
Channel Plant
You can spend one of your daily uses of channel energy as a full-round action and target at least one fruit or seed bearing plant. This plant grows a bounty of delicious and nutritious fruits and/or seeds, providing enough food to feed 1 person per point of channeled energy.
Channel Protection
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect a sacred bonus equal to your Charisma bonus (minimum 1) for 1 round.
Channel Repose
You can spend one of your daily uses of channel energy as a standard action and cause a number of hit dice worth of creatures equal to the result of your channel energy roll to fall asleep for a number of rounds equal to your Charisma bonus (minimum 1) if they fail a Will Save with a DC of 10 + ½ your caster level + your Charisma modifier.
Channel Rune
You can spend one of your daily uses of channel energy as a full-round action and create a channel rune in any adjacent square. Any creature entering this square is targeted by the effects of your channel energy ability (usually positive or negative energy, but possibly the effects of a different channel energy feat). The rune is invisible and lasts a number of minutes equal to your caster level or until discharged. You cannot create a channel rune in a square occupied by another creature. It can be discovered with a Perception check and disabled with a Disable Device check, both with a DC of 25 + ½ your caster level.
Channel Strength
You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect a sacred bonus (if you channel positive energy) or profane bonus (if you channel negative energy) a bonus to Strength checks and attack and damage rolls equal to your Charisma bonus for 1 round.
Channel Sun
Whenever you channel positive energy to harm undead creatures, they must make a Will Save with a DC of 10 + ½ your caster level + your Charisma modifier or be blinded for 1 round. Whenever you channel positive energy to heal living creatures, they gain darkvision 60 feet, lowlight vision, and see invisibility for 1 round.
Channel Travel
You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect an enhancement bonus to speed equal to your Charisma bonus times 5 for 1 round. You can spend one of your daily uses of channel energy as a full round action and grant all allies in the area of effect Damage Reduction equal to your Charisma bonus (minimum 1) against the non-lethal damage caused by Hustling or Forced Marches for a number of hours equal to your caster level.
Channel Trickery
You can spend one of your daily uses of channel energy as a swift action and grant yourself a bonus to a Bluff, Disguise, or Stealth check equal to your caster level.
Channel War
You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect the use of one combat feat that you know for 1 round.
Channel Water
You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect racial bonus to Swim checks equal to your caster level + your Charisma modifier for 1 round per caster level; when this bonus reaches +8, your allies also gain a swim speed equal to ½ their normal land speed. You can spend one of your daily uses of channel energy as a full round action to get a create water effect.
Channel Weather
You can spend one of your daily uses of channel energy as a standard action and create a whirlwind within the area of effect, targeting all creatures within the area of effect with a bull rush attempt with a CMB equal to your caster level + your Charisma bonus, with a size bonus of +8 for being a colossal whirlwind. Targets are moved away from the center of the channel energy burst and take 1d6 points of non-lethal damage for every 10 feet they are moved; movement stops once the target is outside the area of effect or comes in contact with a non-movable object.
| Kolokotroni |
I think you are really undercutting the class, you need to give alot back to the bard in exchange for their entire spell casting to make them worth playing. You are basically taking out half the class. A touch of domain power and lay on hands (even an improved version) will not make this a PC class.
You may want to have a look at the Super Genius Guide to Divine Archetypes. One of the packages you can remove from the bard is spell casting. So you can for instance give it a genius archetype from that product to replace it's spells. Exorcist, or perhaps Chantry (essentially doubling up on songs). At the very least it will give you an idea of how much you should give back in exchange for the bard's spells.
thefishcometh
|
Hm. I like the idea of the domain powers, and I think I'll try to integrate the bardic music effects and lay on hands so they use the same "points" system, by adding additional uses of bardic music per day. I'll look into the Genius Archetypes if I get a chance, too.
| SmiloDan RPG Superstar 2012 Top 32 |
PRIEST
BAB: +¾
Good Saves: Reflex and Will
Hit Dice: 1d8
Class Skills: Craft, Diplomacy, Heal, Knowledge (all), Linguistics, Perception, Perform, Profession, Sense Motive, Survival, Use Magic Device.
Skill Ranks Per Level: 6 + Intelligence modifier.
Priests are proficient in all simple weapons, the favored weapon of his patron deity, and light armor, but not shields.
LEVEL ABILITY
1. Invoke Blessing +1, Lay on Hands, Patron Deity, Talent
2. Channel Energy, Talent
3. Domain, Mercy
4. Talent
5. Invoke Blessing +2
6. Mercy, Talent
7. Domain
8. Improved Talents, Talent
9. Invoke Blessing +3, Mercy
10. Talent
11. Domain
12. Mercy, Talent
13. Invoke Blessing +4
14. Greater Talents, Talent
15. Domain, Mercy
16. Talent
17. Invoke Blessing +5
18. Mercy, Talent
19. Domain
20. Talent, Ultimate Talent
Invoke Blessing (Su) At 1st level, a priest may invoke a blessing a number of times per day equal to 4 + his Charisma modifier. At 2nd level, and every level thereafter, the priest can use his invoke blessing ability 2 more times per day. As a swift action, the priest can invoke a blessing that affects all allies within 30 feet of him. At 1st level, the priest knows 3 blessings; he gains an additional blessing at 3rd level and every 2 levels thereafter. At 1st level, the priest’s blessing provides a +1 bonus; this increases to +2 at 5th level and by an additional +1 every 4 levels thereafter. The priest’s blessing persists for a number of minutes equal to his Charisma modifier, or until he initiates another blessing.
Blessings:
Awareness: Initiative and Perception skill checks x2
Celerity: x5 feet
Combat: Attack Rolls and CMB
Concealment: 10% miss chance per plus.
Durability: DR/Good or DR/Evil
Favor: Skill Checks
Focus: Save DC
Fortification: 20% chance to negate extra damage from a critical hit or sneak attack
per plus.
Magic: Caster Level Checks and Concentration Checks
Power: Damage Rolls
Purity: Ability Damage and Ability Drain resistance
Resistance: Energy Resistance 5
Retribution: 1d6
Safety: Saving Throws
Shield: AC and CMD
Toughness: Temporary Hit Points x10
Vigor: Fast Healing 1
Vitality: Negative Level Resistance
Ward: Spell Resistance 5 + 5 per plus
Lay on Hands (Su): At 1st level, the priest can use one of his daily uses of invoke blessing as a standard action to touch a creature and cure it of 1d6 points of damage. This increases by 1d6 at 3rd level, and every 2 levels thereafter. The priest can use this ability on himself as a swift action.
Patron Deity (Su): At 1st level, the priest selects a patron deity. The priest’s alignment must be within one step of his patron deity’s along both the ethical and moral axis.
Talent (Ex, Sp or Su): At 1st level, 2nd level, and every 2 levels thereafter, the priest may select one of the following talents. The save DC of any priest talent, if any, is 10 + ½ the priest’s level + the priest’s Charisma modifier.
Athletic Priest: The priest adds Acrobatics, Climb, and Swim to his list of class skills.
Bonus Feat (Ex): The priest may select one of the following feats as a bonus feat. The priest must meet the requirements of the selected feat:
Alignment Channel, Channel Smite, Command Undead, Elemental Channel, Extra Channel, Extra Lay on Hands, Extra Mercy, Improved Channel, Selective Channel, Turn Undead.
Channel Cone (Su): The priest can choose to shape the area of effect of his channel energy ability to be a cone with a range of 60 feet.
Channel Line (Su): The priest can choose to shape the area of effect of his channel energy ability to be a line with a range of 120 feet.
Channel Ray (Su): The priest can choose to shape the area of effect of his channel energy ability into a ray with a range of 400 + 40 feet per level; the priest must make a ranged touch attack against the target of his ray.
Domain Channeling (Su): The priest can select a domain channeling power for one of the domains he has. He may select this talent up to 5 times, one time for each domain he knows.
Domain Channeling Powers
1. Channel Air
Requirements: Air Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability the benefits of a feather fall spell for a number of rounds equal to your Charisma bonus (minimum 1 round). In addition, they gain a sacred bonus (if you channel positive energy) or a profane bonus (if you channel negative energy) on Constitution checks to hold their breath equal to your Charisma bonus for a number of rounds equal to your caster level.
2. Channel Animal
Requirements: Animal Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a standard action and affect all animals within the area of effect of your channel energy ability with a Wild Empathy check with a bonus equal to your level + your Charisma modifier. In addition, you can spend one of your daily uses of channel energy as an immediate action and grant all animals in the area of effect of your channel energy ability the use of any 1 trick, as described in the Handle Animal skill description.
3. Channel Artifice
Requirements: Artifice Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a standard action and choose to either restore hit points to any constructs in the area of effect or damage any constructs in the area of effect equal to your normal channel energy amount.
4. Channel Chaos
Requirements: Chaos Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect of your channel energy ability with the benefits of a protection from law spell for a number of rounds equal to your Charisma bonus (minimum 1 round).
5. Channel Charm
Requirements: Charm Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a swift action and grant yourself a bonus to a Diplomacy, Intimidate, or Perform check equal to your level plus your Charisma bonus (minimum 1).
6. Channel Community
Requirements: Community Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a swift action and all allies in the area of effect increase the bonus granted by the Aid Another action by an amount equal to your Charisma bonus (minimum 1) for a number of rounds equal to your level. The attack and damage bonus of flanking allies also increase by an amount equal to your Charisma bonus (minimum 1) during this time.
7. Channel Darkness
Requirements: Darkness Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a standard action and increase the level of darkness within the area of effect of your channel energy by 1 step for every point of Charisma bonus you have (minimum 1 step). This darkness persists for a number of rounds equal to your Charisma bonus (minimum 1 round). You can spend one of your daily uses of channel energy and grant your allies the ability to see through normal and magical darkness for a number of rounds to your Charisma bonus (minimum 1 round).
8. Channel Death
Requirements: Death Domain, ability to channel negative energy.
Benefit: Any creature killed by your ability to channel negative energy is animated as a skeleton or zombie (your choice) for a number of rounds equal to your caster level. While it is animated, you can command the undead creature. You can command a maximum of 4 HD of undead per level at any one time; any excess undead created by this feat or any other means act independently according to their nature.
9. Channel Destruction
Requirements: Destruction Domain, ability to channel energy.
Benefit: You can spend one of your daily uses to channel energy as a swift action and grant all allies within the area of effect the benefits of the Improved Sunder feat for a number of rounds equal to your level. They also gain a bonus equal to your Charisma bonus (minimum 1) on their CMB to Sunder. At 8th level, this ability improves and grants your allies the Greater Sunder feat in addition to the Improved Sunder feat.
10. Channel Earth
Requirements: Earth Domain, ability to channel energy.
Benefit: You can spend one of your daily uses to channel energy as a standard action and create a region of difficult terrain in the area of effect. You also grant your allies the flawless stride ability and a bonus to their CMD against bull rush, overrun, and trip attempts equal to your Charisma bonus (minimum 1). Both effects last for a number of rounds equal to your level.
11. Channel Evil
Requirements: Evil Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect of your channel energy ability with the benefits of a protection from good spell for a number of rounds equal to your Charisma bonus (minimum 1 round).
12. Channel Fire
Requirements: Fire Domain, ability to channel energy
Benefit: You can choose to change the energy type you channel into fire, causing damage equal to the amount normally healed or caused by your channel energy type. Targets within the area of effect can make a Reflex Save with a DC equal to 10 + ½ your level + your Charisma modifier for half damage.
13. Channel Glory
Requirements: Glory Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect a sacred bonus to AC equal to your Charisma bonus (minimum 1 round) for a number of rounds equal to your level.
14. Channel Good
Requirements: Good Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect of your channel energy ability with the benefits of a protection from evil spell for a number of rounds equal to your Charisma bonus (minimum 1 round).
15. Channel Healing
Requirements: Healing Domain, ability to channel energy
Benefit: You can spend one of your daily uses to channel energy as a standard action and grant Fast Healing equal to your Charisma bonus (minimum 1) to all your allies within the area of effect for a number of rounds equal to your level.
16. Channel Knowledge
Requirements: Knowledge Domain, ability to channel energy
Benefit: You can spend one of your daily uses to channel energy as a swift action and gain a bonus on a single Knowledge check equal to your level.
17. Channel Law
Requirements: Law Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a standard action and grant all allies within the area of effect of your channel energy ability with the benefits of a protection from chaos spell for a number of rounds equal to your Charisma bonus (minimum 1 round).
18. Channel Liberation
Requirements: Liberation Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect the benefits of a freedom of movement spell for a number of rounds equal to your Charisma bonus (minimum 1 round).
19. Channel Luck
Requirements: Luck Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as an immediate action and grant a single ally the ability to reroll any one roll that they have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll.
20. Channel Madness
Requirements: Madness Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a standard action and target all opponents within the area of effect with a confusion spell for a number of rounds equal to your Charisma bonus (minimum 1 round). They are allowed a Will saving throw with a DC of 10 + ½ your level + your Charisma modifier to negate the confusion.
21. Channel Magic
Requirements: Magic Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a swift action and gain a bonus equal to your level on a single Spellcraft or Use Magic Device skill check. You can spend one of your daily uses of channel energy as a swift action and gain a bonus equal to your Charisma bonus (minimum 1) on a single caster level check.
22. Channel Nobility
Requirements: Nobility Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as a standard action and target all opponents in the area of effect with a command spell effect for a number of rounds equal to your Charisma bonus (minimum 1). The targets of this effect are allowed a Will Save with DC of 10 + ½ your level + your Charisma modifier to negate this effect; they are allowed a save every round until they are successful or the duration is completed.
23. Channel Plant
Requirements: Plant Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as a full-round action and target at least one fruit or seed bearing plant. This plant grows a bounty of delicious and nutritious fruits and/or seeds, providing enough food to feed 1 person per point of channeled energy.
24. Channel Protection
Requirements: Protection Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect a sacred bonus to their AC and Saving Throws equal to your Charisma bonus (minimum 1) for 1 round.
25. Channel Repose
Requirements: Repose Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as a standard action and cause a number of hit dice worth of creatures equal to the result of your channel energy roll to fall asleep for a number of rounds equal to your Charisma bonus (minimum 1) if they fail a Will Save with a DC of 10 + ½ your level + your Charisma modifier.
26. Channel Rune
Requirements: Rune Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as a full-round action and create a channel rune in any adjacent square. Any creature entering this square is targeted by the effects of your channel energy ability (usually positive or negative energy, but possibly the effects of a different channel energy feat). The rune is invisible and lasts a number of minutes equal to your level or until discharged. You cannot create a channel rune in a square occupied by another creature. This rune counts as a spell equal to ½ your level (minimum 1, maximum 9) for the purposes of dispelling. It can be discovered with a Perception check and disabled with a Disable Device check, both with a DC of 25 + ½ your level.
27. Channel Strength
Requirements: Strength Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect a sacred bonus (if you channel positive energy) or profane bonus (if you channel negative energy) a bonus to Strength checks and attack and damage rolls equal to your Charisma bonus for 1 round.
28. Channel Sun
Requirements: Sun Domain, ability to channel energy
Benefit: Whenever you channel positive energy to harm undead creatures, they must make a Will Save with a DC of 10 + ½ your level + your Charisma modifier or be blinded for 1 round. Whenever you channel positive energy to heal living creatures, they gain darkvision 60 feet, lowlight vision, and see invisibility for 1 round.
29. Channel Travel
Requirements: Travel Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect an enhancement bonus to speed equal to your Charisma bonus times 5 for 1 round. You can spend one of your daily uses of channel energy as a full round action and grant all allies in the area of effect Damage Reduction equal to your Charisma bonus (minimum 1) against the non-lethal damage caused by Hustling or Forced Marches for a number of hours equal to your level.
30. Channel Trickery
Requirements: Trickery Domain, ability to channel energy.
Benefit: You can spend one of your daily uses of channel energy as a swift action and grant yourself a bonus to a Bluff, Disguise, or Stealth check equal to your level plus your Charisma bonus (minimum 1).
31. Channel War
Requirements: War Domain, ability to channel energy, any combat feat.
Benefit: You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect the use of one combat feat that you know for 1 round.
32. Channel Water
Requirements: Water Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as an immediate action and grant your allies within the area of effect racial bonus to Swim checks equal to your level + your Charisma modifier for 1 round per level; when this bonus reaches +8, your allies also gain a swim speed equal to ½ their normal land speed.
33. Channel Weather
Requirements: Weather Domain, ability to channel energy
Benefit: You can spend one of your daily uses of channel energy as a standard action and create a whirlwind within the area of effect, targeting all creatures within the area of effect with a bull rush attempt with a CMB equal to your level + your Charisma bonus, with a size bonus of +8 for being a colossal whirlwind. Targets are moved away from the center of the channel energy burst and take 1d6 points of non-lethal damage for every 10 feet they are moved; movement stops once the target is outside the area of effect
False Face (Ex): The priest adds Bluff and Disguise to his list of class skills. He gains Spell Resistance 12 + his level against magical attempts to detect any falsehood the priest speaks or any disguise the priest uses to mask his appearance.
Favored Weapon Focus (Ex): The priest gains Weapon Focus in his patron deity’s favored weapon.
Fearsome Mien (Ex): The priest adds Intimidate to his list of class skills. As a swift action, the priest can make an Intimidate check to demoralize all opponents within 60 feet of him.
Friendly Face (Ex): Whenever the priest makes a Diplomacy skill check, he rolls twice and may choose the result.
Great Ally (Ex): When flanking or using the aid another action, the priest gains or provides a +4 bonus instead of the normal +2 bonus.
Hidden Priest: The priest adds Escape Artist and Stealth to his list of class skills.
Intuitive Initiative (Ex): The priest adds his Wisdom modifier to his initiative rolls.
Merciful Soul (Ex): The priest does not suffer the normal -4 penalty to attack rolls when striking to cause non-lethal damage when using a weapon that normally causes lethal damage.
Sacred Healer (Su): Whenever the priest heals damage, he may roll the amount of damage healed twice and select the higher result. Whenever the priest makes a Heal skill check, he may roll twice and select the higher result.
Sacred Senses (Su): Whenever the priest makes a Perception, Sense Motive, or Survival skill check, he may roll twice and select the higher result.
Sacred Strike (Su): A number of times per day equal to his Wisdom modifier, the priest can roll his weapon damage twice and select the higher result.
Thieving Priest: The priest adds Disable Device and Sleight of Hand to his list of class skills.
Wise Sage (Ex): The priest may add his Wisdom modifier to all Knowledge skill checks.
Channel Energy (Su): At 2nd level, the priest can spend two of his daily uses of invoke blessing as a standard action and heal all living creatures within 30 feet of an amount of damage equal to his lay on hands ability. He may instead choose to harm undead creatures within the area of effect, causing an amount of damage equal to his lay on hands ability; undead are allowed a Will saving throw for half damage with a DC of 10 + ½ the priest’s level + the priest’s Charisma modifier.
Domain: At 3rd level, 7th level, and every 4 levels thereafter, the priest may select one of his patron deity’s domains. He gains the domain abilities of the selected domains, but not the spells.
Mercy (Su): At 3rd level, and every 3 levels thereafter, the priest selects a mercy from the list of paladin mercies. When using his lay on hands ability or channel energy ability to restore hit points, the priest applies the effects of the mercies he knows, in addition to the normal effect of the lay on hands or channel energy ability.
Improved Talents (Ex, Sp, or Su): Beginning at 8th level, the priest may select one of the following Improved Talents in place of a regular talent.
Confessor (Sp): The priest can use discern lies or zone of truth a number of times per day equal to his Wisdom modifier.
Empower Channel (Su): The priest can spend 2 additional daily uses of his channel energy ability and increase the amount of the result by 50%.
Fire and Brimstone (Su): When an opponent is demoralized by the priest, it takes fire damage equal the priest’s Charisma modifier for a number of rounds equal to half the priest’s level; each round, an opponent is allowed a Reflex save to negate this damage. Each round an opponent takes fire damage from this ability, it and every creature adjacent to it must make a Fortitude save or become nauseated for 1 round. The priest must have the Fearsome Mien talent before selecting this talent.
Heighten Channel (Su): The priest can spend a number of additional daily uses of his channel energy ability and increase his effective priest level for the purposes of channeling energy by that amount.
Improved Healing (Su): The priest’s channel energy and lay on hand dice increase from d6s to d8s.
Improved Health (Ex): The priest becomes immune to disease.
Lingering Channel (Su): The priest can spend 1 additional daily use of his channel energy ability and the effects of priest’s channel energy lingers in the area of effect for 1 full round. This allows creatures to enter the area of effect and be affected by its effects after the priest’s turn.
Maximize Channel (Su): The priest can spend 3 additional daily uses of his channel energy ability and get the maximum result of his channel energy ability.
Sacred Confirmation (Su): Whenever the priest rolls to confirm a critical hit, he may roll twice and select the higher result.
Sacred Favor (Su): Whenever the priest makes a skill check, he may roll twice and select the higher result.
Sacred Grace (Su): Whenever the priest makes a saving throw, he may roll twice and select the higher result.
Sacred Knowledge (Su): Whenever the priest makes a Knowledge skill check, he may roll twice and select the higher result.
Sacred Start (Su): Whenever the priest rolls for initiative, he may roll twice and select either of the results.
Greater Talents (Ex, Sp, or Su): Beginning at 14th level, the priest may select one of the following Greater Talents in place of a regular talent.
Greater Healing (Su): The priest’s channel energy and lay on hand dice increase from d8s to d10s. The priest must have the Improved Healing talent before selecting this talent.
Greater Health (Ex): The priest becomes immune to poison. He must have the Improved Health talent before selecting this talent.
Quicken Channel (Ex): The priest can spend 4 additional daily uses of his channel energy ability and use channel energy as a swift action.
Sacred Soldier (Su): A number of times per day equal to his Wisdom modifier, when the priest makes a melee or ranged attack, he may roll his attack roll twice and select the higher amount.
Widen Channel (Ex): The priest can spend 4 additional daily uses of his channel energy ability and double the radius of the area of effect of the priest’s channel energy ability.
Wise Warrior (Ex): The priest adds his Wisdom modifier to his weapon damage rolls when using his patron deity’s favored weapon. The priest must have the Favored Weapon Focus talent before selecting this talent.
Ultimate Talent (Ex, Sp, or Su): At 20th level, the priest may select one of the following Ultimate Talents, in addition to a Talent, Improved Talent, or Greater Talent.
Ultimate Healing (Su): The priest’s channel energy and lay on hand dice increase from d10s to d12s. The priest must have the Improved Healing and Greater Healing talents before selecting this talent.
Ultimate Health (Su): The priest gains fast healing 5. He must have the Improved Health and Greater Health talents before selecting this talent.
Ultimate Wisdom (Ex): The priest’s Wisdom increases by 2.
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| Remco Sommeling |
It strikes me a bit strange to have casters that can potentially cast 9th level spells in this low magic campaign. I'd be more inclined to limit spell casting to 6th level, possibly beyond in the epic levels.
For the priest class, perhaps consider :
- paladin abilities, like grace, laying on hands + mercies, channel energy
- cleric's domain powers, I think I would primarily focus on boosting and adjusting these to make the priests different from eachother and account for loss of spells.
- Use the inquisitor skill list and possibly steal some features from that class as well, maybe a limited selection of judgements or the bonus on skills and initiative
thefishcometh
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Wowza! Thanks, SmiloDan. I'll need to take a little bit of time to look it over, I'm busy right now, but thanks for the writeup.
As for limiting casters to Level 6 spells, I'm really not sure. My gut reaction is "no," but it would certainly make the other types of characters shine a bit more.