Anphillia Continuum
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Class: Cleric

Go down

Class: Cleric Empty Class: Cleric

Post  Rhine Jive Click Tue May 10, 2011 12:21 pm

Cleric

Hit Die: d8
Attack Bonus: 3/4
Skill Points: 2

Prerequisites: None
Proficiencies: Simple Weapons, All Armors, Shields
Skills:

  • Concentration
  • Craft Armor
  • Craft Trap
  • Craft Weapon
  • Heal
  • Lore
  • Parry
  • Persuade
  • Spellcraft


Progression:
  • Level 1: Turn Undead, Cleric Domain (2)


Domains:

Air
The Cleric gains a permanent 15% Immunity to Electrical damage.

Animal
The Cleric can summon powerful elementals using the Summon Creature IX spell.

Death
The Cleric can summon a Negative Plane Avatar once per day.

Destruction
The Cleric's Earthquake spell rolls d8 instead of d6 and bypasses +5 Damage Reduction.

Earth
The Cleric casts modified Stoneskin spells:
  • Stoneskin: Grants 20/+6 Damage Reduction equal to 15 points per level up to 150.
  • Greater Stoneskin: Grants 30/+6 Damage Reduction equal to 22 points per level up to 225.

Evil
The Cleric gains a permanent 20% Immunity to Negative damage and can self-target Aid and Shield of Faith.

Fire
The Cleric gains a permanent 15% Immunity to Fire damage.

Good
The Cleric gains a permanent 20% Immunity to Positive damage and can self-target Bless and Prayer.

Healing
The Cleric gains +1 Regeneration and casts empowered healing spells:
  • Cure Minor Wounds
  • Cure Light Wounds
  • Cure Moderate Wounds
  • Cure Serious Wounds
  • Cure Critical Wounds
  • Healing Circle
  • Heal
  • Mass Heal

Knowledge
The Cleric gains +13 Spot and +13 Listen.

Magic
The Cleric gains a bonus to Spellcraft equal to CL/3.

Plant
The Cleric can self-target Regenerate.

Protection
The Cleric can cast Divine Protection once per day, which makes the caster disapper to all who fail a Will save equal to 14 + CL + 2*CHA. This effect lasts for 5 + CHA hours and can only be used at CL 6 and above.

The Cleric's Magic Vestment spell can grant up to +5 AC.

Strength
The Cleric can cast Divine Strength once per day, which grants the caster STR equal to CL/4 + CHA up to 12. This effect lasts for 5 + CHA hours and can only be used at CL 6 and above.

The Cleric's Divine Favor spell can grant up to +5 Magical damage.

Sun
The Cleric can use Turn Undead with an added 1d12 to the turning check and 1d20 + 4 to the turned Hit Dice.

Travel
The Cleric is immune to Hold Person and Hold Monster spells.

Trickery
The Cleric can cast Divine Trickery once per day, which grants the caster a bonus to Disable Trap, Hide, Move Silently, Open Locks, Persuade, Search, and Set Trap equal to 4 + CL/2. This effect lasts for 15 + CHA hours and can only be used at CL 6 and above.

Note: This is an Extraordinary Effect, meaning it cannot be dispelled.

War
The Cleric can cast Battle Mastery once per day, which grants the caster DEX and CON equal to CL/5 up to 2, Attack equal to CL/5 up to 4, and Bludgeoning damage equal to CL/5 up to 3. The Cleric also receives Damage Reduction at +5 equal to CL/2 up to 8. This effect lasts for 10 + CHA hours and can only be used at CL 6 and above.

The Cleric's Greater Magic Weapon spell can grant up to +5 Enhancement.

Water
The Cleric gains a permanent 15% Immunity to Cold damage.

Rhine Jive Click

Posts : 42
Join date : 2011-03-13
Location : In my profile.

Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum