Wrath of the Righteous
House Rules Clerics and Divine Magic
The following system is designed as a house rule for playing Clerics or similar spellcasters in Pathfinder.
Rules Changes for Clerics in the Core Rule Book:
Spells and Channel Energy: When casting spells or Channeling Energy with this system you will need a D30 (30 sided die). When your character casts a spell, you roll the D30 and add your character’s Charisma modifier. The total result is your Divine Spell Roll. The outcome of the Divine Spell Roll represents how well your characters faith and devotion was made to manifest his or her deities’ power. Like other rolls in the D20 system, the higher the result the better. Table 1.1 below shows the results of the Divine Spell Roll and the corresponding effects.
Table 1.1 Divine Spell Rolls & Effects:
|1||Spell Fumble (see below for specifics).|
|2-24||Spell goes off with out any unusual effects.|
|25-or higher|| Deity Points. Spell goes off with normal effects
Deity Power Points are gained (see below).
|Natural 30||Avatar Moment (see below).|
Spell Fumble: The rolling of a 1 represents the character being caught up (if even for just a short while) in the eternal war among the deities. Since out-right warring of the deities would destroy countless worlds, the gods often poison the divine magic flowing from another god in order to punish that gods followers. When you roll a natural 1 on a D30 the result is a spell fumble. Your character was calling down the magic of his or her god but in so doing another god was able to poison the divine magic to alter it in some way. Your modifiers to charisma do not matter when you roll a natural 1. A natural 1 always fumbles. In the case of Divine Spell fumbles the result can be (and usually is) quite unpleasant for the character and possible his compatriots. Often, the opposite of the spell effect occurs. The actual result is left up to the judgment of the GM. This fumble could also occur on a roll up to 5 if within an opposed deities sanctified area at the GM’s discretion.
Deity Points: When your character’s adjusted Divine Spell Roll total is higher than 25 and not a natural 30, your character’s intended spell goes off as you planned; however, you also gained Deity Power Points equal to the number of points over 25 that you rolled, adjusted by Charisma. For example: Jozan the Cleric has a Charisma of 14 (+ 2 modifier) and rolls 24. 24 + 2 = 26 so Jozan gains 2 Deity Power Points. These Deity Power Points may be used to enact a variety of effects as defined below.
Avatar Moment: A natural roll of 30 on the D30 is an Avatar Moment. Avatar moments only occur on a natural 30. For a short time you character and his or her god are in perfect commune. The in-game effect that occurs will be different each time and is up to your GM, but suggested outcomes are: complete healing for your character, healing of the entire group, cure disease for a party member, a Bless effect on the group, or perhaps even raising the dead. The GM and situation will dictate the outcome. This is completely the GM’s purview – the effect could be as little as healing 1 point or as great as resurrecting the entire party but let your GM make the call – remember gods are omniscient and just plain weird; who knows how/what they will decide?
Deity Power Points: Deity Power Points are gained whenever a Cleric rolls a 25 or higher on any of his spell or channel rolls. The number of power points gained is shown on the table 1.2 below. (Note that Deity Power Points are only gained during the course of actually Divine spell casting or Channel Energy attempts. Clerics are required to spend time in meditation to gain spells and many players may take this time as an opportunity to roleplay. Often this includes a D30 “prayer roll” being performed. The prayer roll is a roleplaying function for which you gain Deity Power Points. The spell or Channel Energy roll is a “roll-playing” function for which you might gain Deity Power Points.)
Table 1.2 Deity Power Points
|Spell Roll Result||Number of Power Points Gained|
Deity Power Points are stored in the Cleric’s Holy symbol. A Holy Symbol can contain only so many Deity Power Points based on the Cleric’s level, Wisdom modifier, and Charisma modifier. Holy Symbol capacity is shown on Table 1.3 below.
Table 1.3 Holy Symbol Capacity
|Level||Holy Symbol Capacity||Modifiers|
|Charisma Mod||Wisdom Mod|
|1||10||+1 = 10||+1 = 10|
|2||20||+2 = 20||+2 = 20|
|3||30||+3 = 30||+3 = 30|
|4||40||+4 = 40||+4 = 40|
Example: Jozan – now a 5th level Cleric – has a 14 Charisma and a 16 Wisdom (modifiers of +2 and +3, respectively). His total Deity Power Point capacity in his Holy Symbol is 100 – 50 for being level 5, 20 for his +2 mod to Charisma, and 30 more for his +3 mod to Wisdom. Jozan can store a total of 100 Deity Power Points in his Holy Symbol. If he tries to store anymore the points are lost.
Roleplaying note: As Holy Symbols are “filled up” GM’s are encouraged to have the Holy Symbol take on some of the characteristics of the Domain for the deity that it is representing. This may or may not be a visual effect. For example, a Cleric in the cold Domain might have a Holy Symbol that gets frosted over as it is filled. Since each Cleric has two Domains, interesting representations can occur such as a Cleric that has both the fire and cold Domains having a Holy Symbol that burns on one side and is ice on the other. GM’s are encouraged to be creative and come up with unique effects showcasing each Cleric’s choice of the aspect of the god they have decided to follow.
Cashing in Deity Power Points:
The Cleric may, at any time “cash in” his Power Points. He can do this in four different ways as described below.
Manifesting Domain Related Magical Effects:
The Cleric may spend his power points on creating magical effects inherent to the Domains of his/her Deity. All Domains in the Deity’s portfolio are open for this, not just the 1 or 2 selected by the Cleric. E.g. the casting of Domain spells. The costs of these manifestations are shown on table 1.4.
Table 1.4 Manifestation of Magical Divine Magic
|Spell Level||Cost in Deity Power Points|
Note that the Cleric may have chosen Subdomains during creation. If so, these Subdomain spells are substituted for the Domains spells as normal for this ability. A Cleric may select Subdomains to replace the standard Domains based upon those allowed by his Deity at the time of creation, even if he does not select that Domain/Subdomain initially.
As an example, Jozan, the 5th level Cleric has 100 Deity Power Points stored in his holy symbol and he would like to cast one of his Deity’s 7th level Domain spells. Since the cost to cast a 7th level Domain spell is only 90 points, Jozan will be able to cast his spell and still have 10 points left over. Note there are repercussions for casting higher level spells beyond your current levels and abilities – see table 1.5 below.
Table 1.5 Repercussions for Casting Spells Beyond your Level with Deity Power Points:
|Spell Levels Beyond Current Casting Level||Effect|
|1-3||1d2 Rounds of Fatigue|
|4-6||1d4 Rounds of Fatigue|
|7 or Higher|| 1d4 Rounds of unconsciousness
and 1d4 rounds of fatigue.
Manifesting Divine Might, Resilience, Dexterity, and Vigor
The Cleric may spend his Deity Power Points in order to augment his attacks, damage, AC, or any of his Saving Throws. The amount and augmentation and duration is shown in Table 1.6 below.
Table 1.6 Divine Might, Resilience, Dexterity & Vigor
The Cleric can choose to augment as many attributes as he or she likes as long as they have Deity Power Points left to spend. Example, Jozan, the 5th level Cleric who has 10 Deity Power Points left decides to augment his AC, Attack Roll, and Damage Roll. He spends 6 points (two for each attribute to augment at a +2) and he gains a +2 to his AC, Attack, and Damage for 5 rounds. The maximum points that can be “bought” in this way are +5. Finally, this augmentation may (at the GM’s discretion) manifest itself as the one of the Cleric’s Domains. For example, a Cleric with the cold Domain would hit for an extra point of cold damage. Not every Domain will manifest itself in this direct fashion. GMs are encouraged to make appropriate judgments where necessary. In addition to being able to augment himself, the Cleric can augment others. The Cleric’s alignment effects how much this augmentation costs him. Costs based on alignment are shown below in table 1.7. In general, it costs less for good Clerics to augment other creatures because the act comes naturally to the weave of their spirit whereas augmenting anyone else other than oneself as an evil creature goes against the selfish nature of being evil.
Table 1.7 Cost of Divine Augmentation Based on Alignment
|Alignment||Cost to Augment Others|
|Good||½ (round UP)|
Deity Power Points for Skills:
The Cleric can also choose to spend his Deity Power Points to augment a skill check. The amount of augmentation a Cleric can effect a skill check is equal to his level.
Example: Jozan, the 5th level Cleric can spend up to 5 Deity Power Points to augment any skill check by 5 points. The same effect of good, and evil alignment occurs with augmentation of others skill points. (Good aligned Clerics can augment other skills for ½ of the cost rounded UP and evil Clerics can augment others skill checks for 2x the cost).
Maximizing a Channel Energy
The Cleric can also choose to spend Deity Power Points to maximize a Channel Energy attempt. For every D6 in the channel attempt, 2 power point needs to be spent to maximize a healing channel. To cause harm, the cost is double, so 4 points per D6 are needed for a harmful channel.
Example, Jozan the 5th level good Cleric can spend 6 Deity Power Points to maximize his 3d6 healing Channel Energy attempt or 12 to maximize his 3d6 harmful Channel Energy attempt.