[Class] Wanderer Cleric

Started by Throndir, November 12, 2012, 11:10:57 PM

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Throndir

Wanderer Cleric

Wanderer Clerics are a variant used in the Helvruin campaign setting. They worship Toldir, god of travel, or Shoki, god of chaos.
[edit]Making a Wanderer

Wanderers are travelers who search the world for enlightenment, fortune or other purposes. They are often seen in the company of traveling monks, paladins or rogues.
Abilities: As with all clerics, Wisdom is the most important ability. Strength, Constitution and Dexterity are all important too.
Races: Humans are the most likely to become Wanderers.
Alignment: Within one step of their deity's alignment.
Starting Gold: 5d4?10 gp (125).
Starting Age: Complex
Table: The Cleric
Hit Die: d8
Level   Base
Attack Bonus   Saving Throws    Special   Spells per Day1
Fort   Ref   Will    0    1st    2nd    3rd    4th    5th    6th    7th    8th    9th
1st    +0    +2    +0    +2   Wanderer's Quest   3   2   ?   ?   ?   ?   ?   ?   ?   ?
2nd    +1    +3    +0    +3      4   3   ?   ?   ?   ?   ?   ?   ?   ?
3rd    +2    +3    +1    +3      4   4   2   ?   ?   ?   ?   ?   ?   ?
4th    +3    +4    +1    +4      5   4   3   ?   ?   ?   ?   ?   ?   ?
5th    +3    +4    +1    +4      5   4   3   2   ?   ?   ?   ?   ?   ?
6th    +4    +5    +2    +5      5   4   4   3   ?   ?   ?   ?   ?   ?
7th    +5    +5    +2    +5      6   5   4   3   2   ?   ?   ?   ?   ?
8th    +6/+1    +6    +2    +6      6   5   4   4   3   ?   ?   ?   ?   ?
9th    +6/+1    +6    +3    +6      6   5   5   4   3   2   ?   ?   ?   ?
10th    +7/+2    +7    +3    +7      6   5   5   4   4   3   ?   ?   ?   ?
11th    +8/+3    +7    +3    +7      6   6   5   5   4   3   2   ?   ?   ?
12th    +9/+4    +8    +4    +8      6   6   5   5   4   4   3   ?   ?   ?
13th    +9/+4    +8    +4    +8      6   6   6   5   5   4   3   2   ?   ?
14th    +10/+5    +9    +4    +9      6   6   6   5   5   4   3   4   ?   ?
15th    +11/+6/+1    +9    +5    +9      6   6   6   6   5   5   4   3   2   ?
16th    +12/+7/+2    +10    +5    +10      6   6   6   6   5   5   4   4   3   ?
17th    +12/+7/+2    +10    +5    +10      6   6   6   6   6   5   5   4   3   2
18th    +13/+8/+3    +11    +6    +11      6   6   6   6   6   5   5   4   4   3
19th    +14/+9/+4    +11    +6    +11      6   6   6   6   6   6   5   5   4   4
20th    +15/+10/+5    +12    +6    +12      6   6   6   6   6   6   5   5   5   5
Class Skills (2 + Int modifier per level, ?4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int).
[edit]Class Features
Weapon and Armor Proficiency: Wanderer Clerics are proficient with all simple weapons and martial weapons, with light and medium armor (light and medium, and with shields (except tower shields).
Spells: A cleric casts divine spells, which are drawn from the list provided below, as well as all cure and inflict spells of the level that they can cast.
To cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric?s spell is 10 + the spell level + the cleric?s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score.
Clerics pray for their spells. All Wanderer Cleric spells include a vocal component, as they only need to say a quick prayer to their god in order to activate a spell. All material components are replaced by a divine focus component. Other components, XP or Somatic, as the spell requests.
0? Orisons are taken from the cleric spell list.
1st?Bane, Bless, Cause Fear, Remove Fear, Shield, Arcane Lock, Mount, Mage Armor, True Strike, Shocking Grasp, Magic Weapon, Feather Fall, Expeditious Retreat
2nd?Bear's Endurance, Bull's Strength, Owl's Wisdom, Eagle's Splendor, Cat's Grace, Fox's Cunning, Invisibility, Alter Self, Death Knell
3rd?Lightning Bolt, Deeper Darkness, Daylight, Keen Edge, Haste, Fly, Magic Weapon, Greater, Magic Vestment, Searing Light, Water Walk, Water Breathing
4th?Black Tentacles, Solid Fog, Stoneskin, Air Walk, Death Ward, Divine Power, Freedom of Movement, Enervation, Bestow Curse, Wall of Fire, Fire Shield, Dimension Door, Restoration, Dismissal, Remove Curse
5th?Atonement, Teleport, Dominate Person, Hold Monster, Permanency, Slay Living, Symbol of Pain, Spell Resistance, Righteous Might, Transmute Mud to Rock, Transmute Rock to Mud
6th?Bear's Endurance, Mass, Bull's Strength, Mass, Cat's Grace, Mass, Fox's Cunning, Mass, Owl's Wisdom, Mass, Heroes' Feast, Wind Walk, Shadow Walk, Disintegrate, Flesh to Stone, Stone to Flesh, True Seeing, Chain Lightning
7th?Holy Word, Restoration, Greater, Teleport, Greater, Teleport Object, Finger of Death, Invisibility, Mass, Reverse Gravity, Limited Wish, Mage's Magnificent Mansion, Psychic Turmoil, Greater
8th?Incendiary Cloud, Sunburst, Iron Body, Protection from Spells, Symbol of Death, Antimagic Field, Polar Ray, Earthquake
9th?Hold Monster, Mass, Time Stop, True Resurrection, Etherealness, Wish, Power Word Kill, Meteor Swarm, Energy Drain
Wanderer's Quest: A wanderer chooses a lifelong quest to follow. This may vary over time, but he must use this path to help him continue to develop in life. If he is following this path, he gains the effects of the endurance feat.
Other Cleric Class Levels: If a Wanderer has levels in a different cleric class, he may trade them in for levels in Wanderer. He cannot use any Wanderer spells or abilities if he does not trade in these levels.
[edit]Ex-Wanderers
If a Wanderer violates his god's precepts, or if he takes any other cleric classes, he loses all Wanderer abilities and spells. He can, however, trade in his Wanderer levels for levels in the other cleric class.