Correct Ultimate Formatting
From LiMaWiki
I'll be more specific later, but for now, the Ultimate Cleric has the correct formatting.
Contents |
[edit] Game Rule Information
XXX have the following game statistics.
- Abilities:
- Alignment:
- Hit Points per Level:
- Hit points are maximized at 1st character level.
- Skill Points per Level:
- Skill points are multiplied by 4 at 1st character level.
Class Skills:
[edit] Class Table
Base Fort Ref Will
Level Attack Bonus Save Save Save Special .
1st +0 +2 +0 +2 Aura, domain,
faith, spellcasting
2nd +1 +3 +0 +3 Order (1st ability)
3rd +2 +3 +1 +3 -
4th +3 +4 +1 +4 -
5th +3 +4 +1 +4 Order (2nd ability)
6th +4 +5 +2 +5 -
7th +5 +5 +2 +5 -
8th +6/+1 +6 +2 +6 Order (3rd ability)
9th +6/+1 +6 +3 +6 -
10th +7/+2 +7 +3 +7 Domain
11th +8/+3 +7 +3 +7 Order (3rd ability)
12th +9/+4 +8 +4 +8 -
13th +9/+4 +8 +4 +8 -
14th +10/+5 +9 +4 +9 Order (3rd ability)
15th +11/+6/+1 +9 +5 +9 -
16th +12/+7/+2 +10 +5 +10 -
17th +12/+7/+2 +10 +5 +10 Order (3rd ability)
18th +13/+8/+3 +11 +6 +11 -
19th +14/+9/+4 +11 +6 +11 Domain
20th +15/+10/+5 +12 +6 +12 Order (3rd ability)
[edit] Class Features
All of the following are class features of the XXX.
Weapon and Armor Proficiency:
An Ability(Ex): Stuff
A Second Ability (Ex): Stuff
- Sub-Ability 1: Stuff
- Sub-Ability 2: Stuff
- Sub-Ability 3: Stuff
- Sub-Ability 4: Stuff
Spellcasting: Stuff
[edit] Spells per day
Spells per day Invocations Level 0 1 2 3 4 5 6 7 C.L. known 1st 3 1 - - - - - - 1 1 2nd 3 2 - - - - - - 1 2 3rd 4 3 - - - - - - 2 2 4th 4 3 1 - - - - - 2 2 5th 4 3 2 - - - - - 3 3 6th 4 4 3 - - - - - 3 3 7th 4 4 3 1 - - - - 4 3 8th 4 4 3 2 - - - - 4 4 9th 4 4 4 3 - - - - 5 4 10th 4 4 4 3 1 - - - 5 4 11th 4 4 4 3 2 - - - 6 5 12th 4 4 4 4 3 - - - 6 5 13th 4 4 4 4 3 1 - - 7 5 14th 4 4 4 4 3 2 - - 7 6 15th 4 4 4 4 4 3 - - 8 6 16th 4 4 4 4 4 3 1 - 8 6 17th 4 4 4 4 4 3 2 - 9 7 18th 4 4 4 4 4 4 3 - 9 7 19th 4 4 4 4 4 4 3 1 10 7 20th 4 4 4 4 4 4 3 2 10 8
Learning New Spells: Stuff
Other Spell Stuff: Stuff
Some more Spell Stuff: Stuff
Invocations:
- 0-level - Guidance, Read Magic, Resistance, Virtue
- 1st level - Bane, Cause Fear, Deathwatch, Divine Favor, Doom, Entropic Shield, Magic Weapon, Shield of Faith
- 2nd level - Align Weapon, Calm Emotions, Death Knell, Gentle Repose, Shatter, Shield Other, Sound Burst, Status
- 3rd level - Bestow Curse, Contagion, Dispel Magic, Obscure Object, Searing Light
- 4th level - Control Water, Poison, Repel Vermin
- 5th level - Dispel Chaos/Evil/Good/Law, Disrupting Weapon, Flame Strike.
[edit] Specialization
(I'll jusy use the cleric's) At level, a cleric must decide what order he belongs to, or, in other words, what is his position and role within his religion. This choice determines special abilities the cleric gets at 2nd level and at every 3 levels thereafter. The orders are: chaplains, exorcists, friars, healers, and zealots.
- Chaplain: Chaplains are the clerics who serve armed forces of their church. They perform a vital role in battles and holy wars, bolstering troops and protecting them from harm. Chaplain’s place in on the battlefield, and he has many ways to make otherwise feeble combatants strong and turn the tide of the battle.
- Battle Bless (Su): At 2nd level, all creatures affected by cleric’s bless spell also gain +2 morale bonus on Fortitude saves. When casting bless, a cleric can use Faith to grant fear immunity to bless’ subjects. A cleric adds bless to his spells known for free.
- Blessing of Protection (Su): At 5th level, all creatures affected by cleric’s bless or aid spells also gain +1 morale bonus on all saving throws. When casting bless or aid, a cleric can use Faith to improve that bonus to +2 for the spell’s duration. A cleric adds aid to his spells known for free.
- Live and Let Die (Su): At 8th level, a cleric rewarded by his divine patron for helping his allies in battle. For each 10 points of damage a cleric deals to any opponent in a round, a cleric heals all allies within 10 feet of 1 point of damage. If a cleric damages more than one opponent, only the one that took most damage counts for the purpose of this healing.
- Deliver from Harm (Su): At 11th level, all creatures affected by cleric’s bless or aid spells also gain 5 temporary Hit Points. When casting bless or aid, a cleric can use Faith to improve that value to 15 Hit Points.
- Ever-Prepared (Ex): At 14th level, a cleric can use Faith as a swift action to gain ability to cast bless as invocation for 10 minutes.
- Ever-Vigilant (Ex): At 17th level, a cleric can use Faith as a swift action to gain ability to cast aid as invocation for 10 minutes.
- Blessing of Immortality (Su): At 20th level, all creatures affected by cleric’s bless or aid spells also gain Damage Reduction 5/-. When casting bless or aid, a cleric can use Faith to improved DR to 15/- for the first round of the spell’s duration.
- Exorcist: Exorcists turn and banish outsiders, employ protections and wards against otherworldly threats, and free people from mind-controlling magic or monsters.
- Free Will (Ex): At 2nd level, a cleric gains +4 bonus against mind-affecting effects and spells. If under any such effect, a cleric can use Faith to make a new Will save in place of the old failed one. He can attempt this activity even if unconscious or under total control (treat it as sort of divine intervention).
- Banish the Otherworldly (Ex): At 5th level, a cleric gains +4 competence bonus on Spellcraft checks to correctly identity a Conjuration (calling) or Conjuration (summoning) spell cast by an opponent. In addition, a cleric can use any spell to counterspell a spell from Conjuration (calling) or Conjuration (summoning) subschools (but the spellused by cleric must be of the same or higher level).
- Exorcism (Su): At 8th level, by touching a creature under effects of a mind-affecting spell or effect, or under a possession (see Book of Vile Darkness), a cleric can use Faith to allow the creature another Will save. If the effect doesn’t allow a Will save the ability has no effect. Using this ability is a full-round action.
- Expose Lurkers (Su): At 11th level, a cleric can make ethereal and incorporeal creatures within 60 ft. vulnerable to material world threats. If he uses Faith as a free action, all such creatures can be affected by spells and attacks until the end of round as if they didn’t have their respective qualities.
- Sphere of Preservation (Ex): At 14th level, whenever a cleric casts protection from chaos/evil/good/law or magic circle against chaos/evil/good/law, he can use Faith to double duration and all bonuses granted by the spell.
- Sterilize Planar Boundary (Su): At 17th level, a cleric makes it hard for other creatures to arrive on his plane. While the cleric is on his native plane, all creatures attempting to enter that plane within 100 feet from the cleric must make level check (character level + d20) against DC equal to cleric’s level +10). If they fail the check, their attempt is unsuccessful (any spells or charges used to do so are expended), and they are forbidden to try again for 1 minute.
- Free Will of the People (Su): At 20th level, a cleric’s bonus from free will ability expands to all allies within 10 feet. A cleric can use Faith as a immediate action to give all allies within 10 feet immunity to mind-affecting spells and effects for the beginning of his next turn.
[edit] Epic Class
(cleric's again) In a typical world, the epic cleric stands as one of his deity’s most elite servants. In an adventure party, he must also stand as the solid center of the group, providing power and assistance to his companions.
Class Level Special 21st Faith never fades 22nd - 23rd Bonus feat 24th - 25th - 26th Bonus feat 27th - 28th - 29th Bonus feat 30th -
An Ability(Ex): Stuff
A Second Ability (Ex): Stuff
- Sub-Ability 1: Stuff
- Sub-Ability 2: Stuff
- Sub-Ability 3: Stuff
- Sub-Ability 4: Stuff

