Need Opinions of a modified Cleric class i ma making for my campaign. Thoughts please

my thoughts on the friar which are something i been thinking about, i have set it up for D and D 3.5 but again easly changable for different games.


The Friar class
Cleric variant the missionary

Race: Any HD: d8
Alignment: Any Good
Starting Money: 2d4 x 10
Skill points: 6+int/lvl 1st lvl x4

Primary ablity scores: Wisdom 1st, Charisma 2nd

Skills: Diplomacy, Gather information, sense motive, spiritual discernment, alchemy, heal, intuit direction, wilderness lore, listen, spot, search, knowledge nature, knowledge religion, consentration

feat recommendations: Track, alertness, improved initiative, combat casting

Weapons: Staff, Club, Sling, Diety's weapon(free weapon proficiency)

Armor: Any Light or medium, buckler, small shield

Languages: Common, racial, bonus languages can only be common races
in towns and cities.

Domains
Choose a diety that matches race and alignment. Choose two of that diety's domains. Choose another three domains that are not opposing to your alignment or deity. Those 5 domains are all the spells you get, but you pick at time of casting which spell from any of those 5 domains you wish to cast with out having to pray for them when your resting, although you must pray for an hour when you rest for the energy to use them. Difficulty to resist your spells is 10+spell lvl+wis modifier. Of those 5 domains you only get spell levels 1 to 5 you get all the granted powers of those domains and bonus daily casts of spells.

NO turn undead but ablity is replaced with the Sermon Power

Sermons: Sermons effect 1d4/lvl beings around the Friar. there are three possible effects of sermons which effect is chosen by the friar at time of use: Calm gives plus 4 to moral saves, Encourage gives +1 atk, Rally gives +1 AC. Sermons can be used 3 times a day plus your CHA modifier and last 5 rounds/lvl. The Feat extra turning increases this as if it were turn undead bonus.

Granted ablities:
At level 2 once a day a friar can use Rope Trick spell to make a shelter.
At level 6 it is upgraded to Leomuds tiny Hut.
At level 11 it is upgraded to Leomuds secure shelter,
at level 16 it is upgraded to Hidden Lodge spell.
Friar can choose which to make as they gain upgrades.

Level up: Attack and resists are the same as the cleric normal in the players guide except they never get a third attack a round. spells follow the cleric normal in players book untill they would start to get level 6 spells at that point all level six spells per day are added to the level 1 per day amount. Level 7 when aquired would go to level two extra spells and so on.

my Friar will never shake the powers in the heavens but he will save the people and bring them to his god. He can bring shelter to those caught in the rain and calm the mass's encourage them when town in attacked or help them defend the farm. he only gets the lowest of rez spells but can use them more often. The only rule i am considering adding is if the town he is in population exceeds 400 then he will feel the urge of his god to move and act as missionary some where else. that makes him an easy motivation for the DM.

Answer
wallywampa avatar
4 years ago #2
wallywampa
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I like it. Kinda like a bard and cleric combined. I can see them mixing well with the normal clerics.

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Billstannard avatar
4 years ago #3
Billstannard
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Thanks for the feedback I am considering giving them heavy crossbow as well then useful feats would be point blank shot and precise shot they would then have a bit more offence with out making their magic offensive and if they chose the feat for giving touch heals a short range cast with fair chance to hit and optional alchemical or specialized bolts. Ie holy water filled or acid blunt and such

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Billstannard avatar
4 years ago #4
Billstannard
Fresh Member
Blogs: 0
Forum: 5
Votes: 1

Thanks for the feedback I am considering giving them heavy crossbow as well then useful feats would be point blank shot and precise shot they would then have a bit more offence with out making their magic offensive and if they chose the feat for giving touch heals a short range cast with fair chance to hit and optional alchemical or specialized bolts. Ie holy water filled or acid blunt and such

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wallywampa avatar
4 years ago #5
wallywampa
Gold Member
Blogs: 12
Forum: 158
Votes: 3

That would definitely give them an offensive edge. I can see them being very good vampire hunters with that setup. Basically, buffing the party with sermons, offensive stake capability with crossbow and short range heal to keep the party fighting. At least, that is the first thing that comes to mind for me.

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