Cleric Caster

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Tantive
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Cleric Caster

Unread post by Tantive »

Building one since I need a space to build, and nwn2db doesn't have the classes but base cleric, so using the thread. Hate feeling hasted for the 25th deadline. So, here I go compiling over the days.

Class:
Cleric
Hidden: show
Cleric

Cleric are masters of divine magic, which is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death, and an experienced cleric can bring back people who have crossed over the brink. As channelers of divine energy, clerics can affect undead creatures. A cleric can turn away or even destroy undead. Clerics have combat training. They can use simple weapons, and are trained in the use of armor, since armor does not interfere with divine spells the way it does with arcane spells.

This is a base class.


Class Features:
- Hit Die: d8
- Base Attack Bonus: Medium
- High Saves: Fortitude and Will
- Weapon Proficiencies: Simple Weapons
- Armor Proficiencies: Light, Medium and Heavy armor and shields (except tower shields)
- Skill Points: 2 + Int Modifier per level, 4x at first level
- Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore: Arcana, Lore: History, Lore: Local, Lore: Religion, Lore: The Planes, Parry, Spellcraft.
- Spells: A cleric casts divine spells which are drawn from the cleric spell list. A cleric must choose and prepare his spells in advance. To prepare or cast a spell, a cleric must have a wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth.)

BGTSCC Features:

- This class can cross-class the Perform Skill.
- Clerics must pick domains represented by their chosen deity.
- Additional domains and changes to the current domains have taken place, see documentation.


Class Abilities:
Level 1: Select 2x Domain, Select Feat
Level 2:
Level 3: Select Feat
Level 4:
Level 5:
Level 6: Select Feat
Level 7:
Level 8:
Level 9: Select Feat
Level 10:
Level 11:
Level 12: Select Feat
Level 13:
Level 14:
Level 15: Select Feat
Level 16:
Level 17:
Level 18: Select Feat
Level 19:
Level 20:
Level 21: Select Feat
Level 22:
Level 23: Select Feat, Bonus Feat
Level 24:
Level 25: Select Feat
Level 26: Bonus Feat
Level 27: Select Feat
Level 28:
Level 29: Select Feat, Bonus Feat
Level 30:

- Domains: Clerics specialise in two areas of magical expertise called domains. These domains are selected when first becoming a cleric and cannot be changed. Domains grant added spells and sometimes a free feat or special ability.

- Spontaneous Casting: A cleric can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell in order to cast any cure spell of the same spell level.

- Turn Undead: Any cleric has the power to affect undead creatures (such as skeletons, zombies, ghosts and vampires) by channeling the power of his faith through his holy (or unholy) symbol. A cleric can rebuke or destroy undead creatures.
Hierophant
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Hierophant

A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream.

The hierophant is a prestige class of clerics and druids. Hierophants are higher members of clergy and druidic circles who decide to temporarily forgo gaining the highest levels of divine magic in order to concentrate on the mastery of what they already possess. This has the chief consequence of having spells that are much more potent than normal, allowing hierophants to heal and damage much more efficiently and powerfully through understanding rather than calling on more involved prayers.

Requirements:
Race: Any
Alignment: Any
Skills: Lore: Religion 15 ranks
Feats: Any metamagic feat
Spell Level: Able to cast 7th Circle Divine spells or higher
Class: Cleric, Druid, Favoured Soul, Spirit Shaman.

Class Features:
- Hit Die: d8
- Base Attack Bonus: Medium
- High Saves: Fortitude, Will
- Weapon Proficiencies: A hierophant gains no weapon proficiencies.
- Armor Proficiencies: a hierophant gains no armor proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Concentration, Craft Armor, Craft Weapon, Craft Alchemy, Heal, Spellcraft, Lore: Arcana, Lore: History, Lore: Local, Lore: Religion
- Spells per Day/Spells Known: At every level except the Hierophant gains more spells per day. If a character had more than one spellcasting class before becoming a hierophant, he must decide which class he adds the new level for purposes of determining spells per day

- Class Feats:
1:
2: Special Ability
3:
4: Special Ability
5:
6: Special Ability
7:
8: Special Ability
9:
10: Special Ability

No bonus feats.

Abilities
Blast Infidel
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: The Hierophant now deals double the damage for any negative energy spells that he casts (inflict wounds series, death knell, harm, slay living and negative energy ray). This does not apply to Vampiric Feast or Spell-like abilities.
Use: Automatic


Faith Healing
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: The Hierophant now heals for double the amount when casting any of the cure wounds spells (applies to all cure wounds or mass cure wounds spells).
Use: Automatic


Mastery of Energy
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: Available only to hierophants with cleric levels, this ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant’s turning checks and turning damage rolls. This ability affects other creatures than undead if the hierophant can turn other creatures, such as with a domain power.
Use: Automatic


Advanced Divine Spell Power
Type of Feat: Class Ability
Prerequisites: Hierophant 1, Divine Spellpower
Specifics: Available only to hierophants with the feat Divine Spell Power, the feat now uses your full turning roll to complement casterlevel and progress DC's (You can go beyond +4). You no longer suffer negative effects from rolling poorly.
Use: Automatic


Metamagic Feat
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: A hierophant can choose a metamagic feat in place of one of the special abilities described here if desired. This does not include improved metamagic feats.
Use: Automatic


Gift of the Deity
Type of Feat: Class Ability
Prerequisites: Hierophant 9
Specifics: Your visage of the deity line of spells are now automatically empowered by your deity.
Use: Automatic


Inscribe Rune
Type of Feat: Class Ability
Prerequisites: Hierophant 6 or Dwarven Runesmith
Specifics: A 6th level Hierophant can learn to channel his power into runes, storing the spell for later use. He may store one spell per spell level, creating and imbuing the rune at modest expense compared to scribing a scroll of similar level.
Use: Automatic


Spellpower
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: This special ability increases a hierophant’s effective caster level by 1 for purposes of determining dependent spell variables (such as damage and DC calculation). This ability can be selected more than once up to a maximum of 3 times, for a total casterlevel bonus of +3.
Use: Automatic


Toll of Nature
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: The Hierophant excels with spells that attack the nerve system of living creatures, being able to alter their lethality further. The following spells recieve a +2 DC bonus; Contagion, Infestation of Maggots, Poison, Quillfire (the DC is set right now), Mass Contagion, Swamp Lung, Blood to Water, Dehydrate and Hypothermia.
Use: Automatic


Oak Friend
Type of Feat: Class Ability
Prerequisites: Hierophant 1, Oaken Resilience
Specifics: A druid who has the feat oaken resilience may learn to grant the benefits of that feat to a friendly creature. This creature becomes immune to poison, sleep, paralysis, stunning and critical hits for ten minutes. Using Oak Friend costs one wildshape use.
Use: Selected
Thaumaturge
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Thaumaturgist

The Thaumaturgist is a prestige class for clerics and cleric/mages who are interested in pacts with beings from other planes of existence. Depending on the alignment and intent of the Thaumaturgist, the beings which the Thaumaturgist summons may be demons, devils, angels, or eladrin. The nature of the relationship between Thaumaturgist and planar creature may also vary depending on the duties the Thaumaturgist wishes the planar creature to perform which may range between a long term quest down to assisting in a particularly difficult fight.

Of particular interest about the Thaumaturgist is the fact that they oftentimes form a long term relationship with a specific summoned fiend or celestial, which is called a "planar cohort." This relationship is chiefly dependent on the Thaumaturgist and his planar cohort sharing the same basic goals and motivations. Should this situation change, the planar cohort isn't obliged to remain on the Prime Material Plane.


Requirements:
Race: Any
Alignment: Any
Skills: Lore: The Planes 8, Diplomacy 6
Feats: Greater Spell Focus Conjuration


Class Features:
- Hit Die: d4
- Base Attack Bonus: Low
- High Saves: Will
- Weapon Proficiencies: Thaumaturgists gain no weapon proficiencies.
- Armor Proficiencies: Thaumaturgists gain no armour proficiencies.
- Skill Points: 2 + Int Modifier.
- Class Skills: Concentration, Craft Weapon, Craft Alchemy, Craft Armor, Lore: Arcana, Lore: Local, Lore: Religion, Lore: The Planes, Sense Motive, Spellcraft.
- Spells per Day/Spells Known: This class offers full spell progression in the chosen spellcasting class.


Class Abilities:
1:
2: Augment Summoning
3: Extended Summoning
4: Contingent Summoning
5: Planar Cohort


Extended Summoning
Type of Feat: Class
Prerequisites: Thaumaturgist 3
Specifics: At 3rd level and higher, all spells from the summoning subschool that the Thaumaturgist casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level.
Use: Automatic


Contingent Summoning
Type of Feat: Class
Prerequisites: Thaumaturgist 4
Specifics: A 4th-level Thaumaturgist can prepare a summoning or calling spell ahead of time. He gains the spell like ability to use the highest known summoning spell once per day as a spell like ability. If no summoning spell is known the ability doesn't work. The gate spell series is not affected.
Use: Automatic


Planar Cohort
Type of Feat: Class
Prerequisites: Thaumaturgist 5
Specifics: A 5th-level any creature called for through a planar calling or binding spell will serve the caster permanently. The creature is still unsummoned whenever the caster rests and may also be banished or dispelled. The gate spell series is not affected.
Use: Automatic
Warpriest
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Warpriest

Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their strong wills, powerful personalities, and devotion to their deities makes themf earsome combatants. Warpriests are experts of group warfare and have many powers to protect and rally their allies while terrifying their foes.
Clerics, druids, rangers and paladins can become warpriests to enhance their party's fighting abilities.


Class Features:
- Hit Die: d10
- Base Attack Bonus: High
- High Saves: Fortitude
- Weapon Proficiencies: Simple and Martial Weapons
- Armor Proficiencies: All armors (Light, Medium and Heavy) and all shields (including tower shields)
- Skill Points: 2 + Int Modifier per level
- Class Skills: Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Lore: Local, Lore: History, Lore: Religion, Parry, Spellcraft, Spot and Taunt.

- Divine Spellcasting: At each even-numbered level, warpriests gain new spells per day and an added level of effectiveness spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when becoming a warpriest. If a character has multiple classes that give him access to 4th-level divine spells, he must choose which spellcasting class will benefit from warpriest levels when first selecting this prestige class.

BGTSCC Features:

- Receives Spot as a Class Skill
- Each level of Warpriest will advance turn undead progression from other classes.


Class Abilities:
1: War Glory, Remove Fear
2: Inflame
3: Mass Cure Light Wounds
4:
5: Fear Aura
6: Battletide
7: Haste
8:
9: Mass Heal
10: Implacable Foe

- War Glory: All alies within 10'of the warpriest have a +1 to hit, though the warpriest himself does not gain this bonus. All enemies within the same range suffer a -1 morale penalty to saving throws and this penalty cannot be resisted in any way (though leaving the radius instantly cancels the effect). This power is always active.

- Inflame: Starting at 2nd level, a warpriest can use this ability to grant himsef and all allies within 40' a bonus to saving throws vs. fear and mind effects for five rounds. This bonus is +2 at level 2 and becomes +4 at level 4, +6 at level 6 and +8 at level 10.

- Remove Fear: A warpriest may cast the Remove Fear spell once per day per level of warpriest.

- Mass Cure Light Wounds:: Upon reaching 3rd level, a warpriest may cast Mass Cure Light Wounds once per day as a spell-like ability. The warpriest's class level is used to deterimine the caster level of this spell.

- Fear Aura: At 5th level, a warpriest can create an aura of fear that affects all enemies within 20'. Foes must make a Will save (DC10 + warpriest class level + Cha modifier) or be affected by the Fear spell. This power can be used once per day.

- Battletide: At 6th level, a warpriest can cast battletide as a spell-like ability once per day. The warpriest's class level is used to deterimine the caster level of this spell.

- Haste: At 7th level, a warpriest can caste Haste as a spell-like ability three times per day. The Warpriest's class level is used to determine the caster level of this spell.

- Mass Heal: At 9th level, a warpriest can cast Mass Heal as a spell-like ability once per day. The warpriest's class level is used to determine the caster level of this spell.

- Implacable Foe: At 10th level, a warpriest can bestow all allies within 30' (though not himself) an extra +20 hitpoints. This ability halves the warpriest's movements for 10 rounds. After ten rounds, all recipients lose 20 hit points. This ability may be used once per day.
[table]
[th]Drow:[/th][th]Ability[/th][th]Base[/th][th]Final[/th][th]Mod[/th]
[tr][td][/td][td]Strength 8[/td][/tr]
[tr][td][/td][td]Dexterity 10[/td][/tr]
[tr][td][/td][td]Constitution 6[/td][/tr]
[tr][td][/td][td]Intelligence 10[/td][/tr]
[tr][td][/td][td]Wisdom 11[/td][/tr]
[tr][td][/td][td]Charisma 10[/td][/tr][/table]
[table]
[tr][th][/th][th]Class:[/th][th]Ability[/th][th]Feats[/th][th]Extra[/th][th]BAB[/th][th]Fort[/th][th]Refl[/th][th]Will[/th][/tr]

[tr][td]1[/td][td]Cleric
Select Domain
Select Domain[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]2[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]3[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]4[/td][td]---[/td][td]ABI[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]5[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]6[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]7[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]8[/td][td]---[/td][td]ABI[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]9[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]10[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]11[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]12[/td][td]---[/td][td]ABI[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]13[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]14[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]15[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]16[/td][td]---[/td][td]ABI[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]17[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]18[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]19[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]20[/td][td]---[/td][td]ABI[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]21[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]22[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]23[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]24[/td][td]---[/td][td]ABI[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]25[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]26[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]27[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]28[/td][td]---[/td][td]ABI[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]29[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr]
[tr][td]30[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][td]---[/td][/tr][/table]
Last edited by Tantive on Sat Sep 24, 2016 7:33 pm, edited 1 time in total.
Elyssa Symbaern - Bladesinger
Isioviel Fereyn - Elven Ranger
Charisa Flomeigne - Scion of Siamorphe
User avatar
Tantive
Posts: 1079
Joined: Thu Dec 03, 2015 10:40 am

Re: Cleric Caster

Unread post by Tantive »

I am a couple of days forward working on the build, and just now I hear the opposite of what I learned before. Hierophant does not progress cleric turning levels? Is it supposed to? Are there any with access to the code who can confirm one way or the other?
Elyssa Symbaern - Bladesinger
Isioviel Fereyn - Elven Ranger
Charisa Flomeigne - Scion of Siamorphe
chad878262
QC Coordinator
Posts: 9333
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Re: Cleric Caster

Unread post by chad878262 »

When I tested it did, hadn't heard it was broken in game
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Storm Munin
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Re: Cleric Caster

Unread post by Storm Munin »

Depending on how much dc you want out of it you can use hierophant for a further dip into warpriest, actually all 10 levels with practised spellcaster and +1 divine spellpower.

Conceptwise, what are you after with the build beside cuddling up with an outsider and sponsoring military activities?
Actual religion arent important for an solid answer but it helps btw.

DC are important since you named the thread caster cleric?
EDM or something different?
Pick of domains can really improve on a build in other paths then those mentioned above.
For a smiter Id say Chambordini has it right hands down along with the destruction domain for example.
For a drow either Evil, Spider or Moon domain does increase number of races you can feasably turn.

Heightened turning however does take a toll towards CHA limiting WIS boost.

Warpriest and Hierophant are supposed to boost turning ability.


@Chambordini
Hospitaler demands icky nonchaotic alignment though along with messy oaths about things such as poverty.

Overall you are correct of course, but getting that alignment shift back to chaotic if desired is a chore demanding DM attention, pretty chaotic deeds and time. ;)
"Drojal zhah obdoluth dorb'd streeak, Lueth dro zhah zhaunau dorb'd ogglin."
"Existence is empty without chaos, Life is boring without enemies." So sayeth Lady Lolth, Queen of Chaos.

PC: Natalya, wandering enchantress.
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