Ideas on an alternative Cleric

Post/Author/DateTimePost
#1

radnovius

May 23, 2006 0:05:05
I like the idea of domain specific powers (not every cleric is a carbon copy that way) but believe that clerics ought to have some additional powers as well. I've looked at some of the alternative clerics out there but don't quite care for them as they are. I don't think that all clerics should be able to turn elementals as undead, though I do have it as a domain power. I'm concerned about balance and so I thought to ask for some opinions on what I have so far. I might make the power absorption the feature of a cleric prestige class but I'm not sure yet.

Element Resistance: A cleric gains resistance to damage from his patron element 5/4 levels (4th-7th:5, 5th-8th:10, etc.).

Ignore Element: At 5th level, a cleric can ignore the presence of his element for a number of rounds equal to his level once per day.

Gate Element: At 7th level, the cleric gains the ability to gate elemental material directly from his plane of worship. The cleric may summon his element in its purest form from his plane of worship once per day. The cleric may summon 1 cu. ft./level above 6th at a range of 50 ft.

At 10th level, the priest gains either sacrifice or consumption:

Sacrifice: A cleric who is within 2x the radius of a defiler's sphere of destruction, he may substitute his life force for the energy of the spell. In game terms, the cleric loses 2 hp/arcane spell level (1 hp for a 0-level spell). When the cleric makes this sacrifice, the land suffers no ill effects. A cleric reduced to 0 hp in this manner falls dead. (suggested 100xp bonus xp when a cleric uses this power). This power is gained by earth, wind, fire, water, and sometimes rain clerics.

Consumption: This power is subject to the manner in which a wizard draws life energy:
A cleric who is within 2x the radius of a defiler's sphere of destruction, he may substitute draw on the stream of life force for the energy of the spell. In game terms, the cleric gains 2 hp/arcane spell level (1 hp for a 0-level spell). When the cleric makes this consumption, the radius of the defiler's sphere of destruction doubles.
When within the radius of a preserver's life gathering sphere a contested roll is made. The priest rolls 1d20 + cleric level + Wisdom bonus against the preserver's 1d20 + wizard level + Intelligence bonus (suggested 100xp bonus xp when a cleric uses this power). If the cleric is successful, the cleric gains 2 hp/arcane spell level (1 hp for a 0-level spell) and the land is defiled as if the preserver were a defiler.

(suggested 100xp bonus xp when a cleric uses this power). This power is gained by magma, silt, sun, and (since the beginning of the Tyr storms) some rain clerics.

Power Absorption: At level 11, the cleric gains through his elemental mastery the ability to absorb energy from spells or psionics with his elemental property. The cleric must be the target or within the area of effect of the spell casted/ power manifested. The level of the power absorbed must be less than or equal to the cleric's level - 11 and the cleric must have an empty spell slot for that level. The cleric makes a contested roll of 1d20 + cleric level + wisdom bonus against 1d20 + caster/manifester level + attribute bonus (for psionics: key attribute; for priests: wisdom; for wizards: intelligence). If the cleric is successful one prepared elemental spell of that level is duplicated. If no spell is prepared for that level, the cleric gains one spontaneous casting at that level. For, example a wizard casts a fireball at Blaze the cleric of fire; Blaze is able to absorb the spell. The fireball is neutralized and Blaze gains an additonal flaming sphere spell since he has one prepared already.
#2

greyorm

May 23, 2006 1:30:18
Sacrifice and Consumption would be better served as druidic abilities, not clerical. The elemental clerics aren't really fighting against preservers or to restore the land from defilers, so there is no reason to tie any of their abilties to the state of the land/life around them. That's a druidic thing.
#3

shim

May 23, 2006 2:43:08
Sacrifice and Consumption would be better served as druidic abilities, not clerical. The elemental clerics aren't really fighting against preservers or to restore the land from defilers, so there is no reason to tie any of their abilties to the state of the land/life around them. That's a druidic thing.

In 2nd edition these were actually also clerical abilities. See Earth Air Fire and Water.
#4

eric_anondson

May 23, 2006 19:09:04
Gate, sacrifice, consumption should be specifically noted what type of action they are. Free, immediate, swift, etc.. Myself, I'd say sacrifice and consumption should be swift actions and gate should be a standard action.
#5

greyorm

May 23, 2006 19:29:05
In 2nd edition these were actually also clerical abilities.

2nd edition also had surfing druids.
#6

kalthandrix

May 23, 2006 20:04:05
...and laser packing lawful-evil dolphins
#7

ruhl-than_sage

May 23, 2006 22:25:19
...and laser packing lawful-evil dolphins

Those weren't lasers they were Psybeams, like Mewtwo. ;)
#8

radnovius

May 27, 2006 10:47:04
...and laser packing lawful-evil dolphins

They were actually ill-tempered sea bass. They couldn't get dolphins.

Anyways, thanks for the input!