Talk:Trinity:Cleric

From RPGnet
Revision as of 19:46, 18 October 2007 by GnomeWorks (talk | contribs)
Jump to: navigation, search

Clerics in Trinity are currently up for review.

I am currently contemplating removing the cleric entirely, and replacing it with a variant of the Truenamer class from Tome of Magic.

The following is a very rough draft of what the class would look like.

The Priest
HD: d6
					
							Utterances Known	Max Utterance Level
Level	BAB	Fort	Ref	Will	Special		  So / To / Ma		  Sou / Too / Map
1	+0	+0	+0	+2	Domain		   2 / -- / --		  1st / --- / ---
2	+1	+0	+0	+3			   3 / -- / --		  1st / --- / ---
3	+1	+1	+1	+3			   4 / -- / --		  2nd / --- / ---
4	+2	+1	+1	+4			   5 /  2 / --		  2nd / 1st / ---
5	+2	+1	+1	+4			   6 /  2 / --		  2nd / 1st / ---
6	+3	+2	+2	+5			   7 /  3 / --		  3rd / 1st / ---
7	+3	+2	+2	+5			   8 /  3 / --		  3rd / 2nd / ---
8	+4	+2	+2	+6			   9 /  4 /  1		  3rd / 2nd / 1st
9	+4	+3	+3	+6			  10 /  4 /  1		  3rd / 2nd / 1st
10	+5	+3	+3	+7			  11 /  5 /  1		  4th / 2nd / 1st
11	+5	+3	+3	+7			  12 /  5 /  2		  4th / 3rd / 1st
12	+6/+1	+4	+4	+8			  13 /  6 /  2		  4th / 3rd / 2nd
13	+6/+1	+4	+4	+8			  14 /  6 /  2		  4th / 3rd / 2nd
14	+7/+2	+4	+4	+9			  15 /  7 /  3		  5th / 3rd / 2nd
15	+7/+2	+5	+5	+9			  16 /  7 /  3		  5th / 4th / 2nd
16	+8/+3	+5	+5	+10			  17 /  8 /  3		  5th / 4th / 3rd
17	+8/+3	+5	+5	+10			  18 /  8 /  4		  5th / 4th / 3rd
18	+9/+4	+6	+6	+11			  19 /  9 /  4		  6th / 4th / 3rd
19	+9/+4	+6	+6	+11			  20 /  9 /  4		  6th / 5th / 3rd
20	+10/+5	+6	+6	+12			  21 / 10 /  5		  6th / 5th / 4th

Truespeak is a class feature, similar to bardic lore, so it's level + wis mod. DCs are 9 + CR + utterance level, +2 for each time that utterance has been used today.

Assuming a 16 wisdom, and up against a creature whose CR is equal to your level, using a 1st level utterance, gives you a +4 against DC 11, meaning you fail on 6 or less... resulting in a 70% success rate. Presuming 3 encounters, you should be able to use a given utterance six times before the DC hits 23. 6 x 3 = 18, so you theoretically have 18 spells per day. 21, if you hit that last 10% on each one.

That seems to be too many. (Numbers have been reduced.)

Not only that, but try to hit a 6th-level utterance against a 20th-level target. DC is 35. You've got a +28. So... you fail on a 6 or less. 70% chance of success. Huh.

Base system assumes DC is 15 + (CR x 2), with a +10 at 1st. Meaning you fail on a... 6 or lower. Higher levels are irrelevant, since the base system is broken. They give you a 70% chance starting out. Sounds good to me.

Truename system: fixed.

Type of
Utterance	DC Formula
Soul		9 + (CR or HD) + utterance level
Tool		20 + (2 x utterance level)
Map		20 + (3 x utterance level)
Healing Domain

Granted Power: You speak healing utterances at +1 petitioner level.

Healing Domain Utterances
Soul
1. Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). 
4. Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
6. Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).

Tool
1. ---
2. ---
3. ---
4. ---
5. ---

Map
1. Healing Circle, Light: Heals all creatures within the area of 1d8 damage +1/level (max +5).
2. Healing Circle, Moderate
3. Healing Circle, Serious
4. Healing Circle, Critical

Or maybe a domain would look like this?

Tracy Vannieu

Class Skill: Perform (Strings).
Weapon Proficiency: Pistol.

--Granted Powers--
Choose two.

Protect the Weak: If a creature adjacent to you would be struck with a melee or ranged weapon, you may interject yourself so that
the creature is not struck; however, you are automatically hit and take the damage the creature would have taken.

Gunslinger's Intuition: You gain an insight bonus to your AC as though you were a gunslinger of your priest level. This ability does
not function if you are wearing more than light armor.

Lucky Shot: Each day, you gain a reroll, usable once per day. This extraordinary ability allows you to reroll one roll that you have
just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if
it’s worse than the original roll.

--Tracy Vannieu Utterances--
Soul
1. Entropic Shield: Ranged attacks against you have 20% miss chance.
2. Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
3. Gunsai's Paranoia: Touched creature gains uncanny dodge.
4. True Seeing: Lets touched creature see all things as they really are.
5. Revolutionary's Vengeance: Touched creature ignores TR in regards to firearms.
6. Foresight: “Sixth sense” warns of impending danger.

Tool
1. Sympathetic Instrument: Touched instrument grants player a +5 insight bonus to Perform checks.
2. Repair Light Damage: "Heal" an item of 1d8 damage +1/level (max +5).
3. One Bullet Left: A single bullet appears, loaded, in touched firearm.
4. Repair Moderate Damage: "Heal" an item of 2d8 damage +1/level (max +10).
5. Gunsai's Eyes: Touched firearm makes next attack with +20 bonus.

Map
1. Detect Secret Doors: Reveals hidden doors within 60 ft.
2. Soulful Song: As per inspire fear (variant bardic ability).
3. Bullet Time: As per bullet time (jikuu).
4. ---

Another one.

Sardon

Class Skill: Jump.
Weapon Proficiency: Lance.

--Granted Powers--
Choose two.

Trained on the Spires: Gain the battle jump feat.

Stormwracked: You cannot be dazed or dazzled by [light] effects, and you cannot be deafened by [sonic] effects.

Life at Sea: Gain the endurance feat.

--Sardon Utterances--
Soul
1. Fighting Spirit: Target becomes immune to fear.
2. Guard the Tower: Target can take a defensive stance (defender ability).
3. Roll of Thunder: Target cannot be silenced.
4. Ride the Lightning: Target regains health if struck by electricity damage.
5. Recruit to the Cause: Attempt to invite target (mediator ability).
6. Soul of the Dragoon: If target dies, chance to revive.

Tool
1. Thunderlance, Lesser: Touched weapon gains the shocking quality.
2. ---
3. Thunderlance: Touched weapon gains the shocking burst quality.
4. ---
5. Thunderlance, Greater: Touched weapon gains the shocking burst and holy qualities.

Map
1. Tempest: As per call lightning (druid).
2. Control Weather: As per control weather (druid).
3. Reverse Gravity: As per reverse gravity (druid).
4. Raise the Tower: As per instant fortress (magic item).

Now a Lucavi, to be different.

Ajora

Class Skill: Bluff.
Weapon Proficiency: Bastard Sword.

--Granted Powers--
Choose two.

Rebellious Spirit: Gain the slippery mind ability (rogue).

Aura of Leadership: Gain the aura of courage ability (paladin).

Angelslayer: Gain the favored enemy (outsider [good]) ability (ranger).

--Ajora Utterances--
Soul
1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2. Angelic Grace: One creature gets +4 profane bonus to Charisma.
3. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
4. Slay Living: Touch attack kills subject.
5. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
6. Ajora's Rebellion: Summon a devil (summon monster IX).

Tool
1. Infernal Weapon: Touched weapon gains the unholy quality.
2. ---
3. Symbol of Pain: Touched weapon has a symbol of pain etched in it (cleric).
4. Infernal Contract: Written work has hidden geas/quest embedded in it (cleric).
5. Godslayer: Touched weapon gains unholy and bane (outsider [good]) qualities.

Map
1. Ajora's Presence: As per magic circle against good (cleric).
2. ---
3. Unhallow: As per unhallow (cleric).
4. ---

Another Lucavi.

Teniel

Class Skill: Survival.
Weapon Proficiency: Claw.

--Granted Powers--
Choose two.
 
Raging Mind: Creatures that attempt to contact or influence your mind take 1d4 points of temporary Wisdom damage unless they make a
successful Will save against DC 15 + your priest level.

Unthinking Beast: You can rage once per day as a barbarian.

Primal Grasp: Gain the improved sunder feat.

--Teniel Utterances--
Soul
1. Call Beast, Lesser: As per summon nature's ally I (druid).
2. Rage: As per rage (bard).
3. Call Beast: As per summon nature's ally III (druid).
4. Contagion: Infects subject with chosen disease.
5. Call Beast, Greater: As per summon nature's ally V (druid).
6. Confusion: As per confusion (wizard).

Tool
1. Shatter: Sonic vibration damages objects or crystalline creatures.
2. ---
3. ---
4. ---
5. ---

Map
1. Entangle: As per entangle (druid).
2. Wall of Thorns: As per wall of thorns (druid).
3. Summon the Forest: As per animate plants (druid).
4. Antipathy: As per antipathy (druid).