Beginning with the conclusion of this post, how to
quickly construct a clerical order:
1.
Choose a narrow selection of weapons (Player’s
Companion p. 79).
2.
Choose two of three fighting styles.
3.
Choose whether to trade off an unrestricted
armor selection for one or two custom powers.
4.
Choose whether to trade off turn undead for two
custom powers.
4a. If no, replace any eight
spells on the cleric spell list to create the order’s spell list.
4b. If yes, replace up to five
spells per spell level on the cleric spell list to create the order’s spell
list.
5.
Select custom powers.
The description of the cleric class in the core rulebook
mentions the possibility of a Judge specifying particular religious orders in
his campaign. Certainly, the Player’s Companion custom class creation system
opens the door to extensive campaign class customization. But what if a Judge wants
to stay close to the cleric class (most of the time), with limited differences
reflecting different deities, faiths or philosophies? Is there a simple
template for such differences? This post takes a closer look at the cleric,
bladedancer and shaman classes in search of a template for creating different
clerical orders.
To begin, the underlying structure of these three classes
is the same, as suggested by their 1,500 XP required to reach 2nd level. That
underlying structure is Hit Dice 1, Fighting 1a, Divine 2. Hit Dice “is what it
is” – there are no differences between the classes.
Fighting 1a is the first element of customization between
the classes, in the form of weapon and armor selections. Each of the three
classes retains a narrow selection of weapons, but each makes a different
choice. Also, each of the three classes retains two of three fighting styles,
with the bladedancer choosing two weapon fighting to the cleric and shaman’s
weapon and shield. Only the cleric retains an unrestricted armor selection. Both
the bladedancer and the shaman trade off their armor selection down to narrow
(leather) for two custom powers.
Each of the three classes is Divine 2, providing a full
divine spell progression and magical research, as well as a clerical saving
throw progression, magic item use, prime requisite, stronghold and followers.
The shaman trades off turn undead for two custom powers.
A key element of customization between the three classes
is differentiation between their spell lists. How much differentiation is there
between the spell lists for the cleric, bladedancer and shaman? One way to
measure differentiation is to look at spells unique among these three classes.
Comparing spell lists (as of the Player’s Companion), the number of spells
unique among these three classes is: cleric 8, bladedancer 8 and shaman 22 (!).
See the table below for this comparison (with core spell list changes as of the
Player’s Companion noted). The shaman’s trade off of turn undead and
dramatically different spell list suggests much greater specialization of the
basic cleric structure.
Regarding the selection of custom powers, two custom
powers seems to be a recurring unit of customization. I was pleasantly
surprised by this because my
Templar temples and
Solitary orders are (usually) built
on two custom powers. For example, I can quickly create an elemental earth
cleric by exchanging turn undead for my
Earth temple’s special abilities.
Cleric
|
Bladedancer
|
Shaman
|
Command Word
|
Angelic Choir or Command Word
|
Command Word
|
Cure Light Wounds*
|
Cure Light Wounds*
|
Cure Light Wounds*
|
Detect Evil*
|
Detect Evil*
|
Faerie Fire
|
Detect Magic
|
Detect Magic
|
Locate Animal or Plant
|
Light*
|
Faerie Fire
|
Pass Without Trace
|
Protection from Evil*
|
Fellowship
|
Predict Weather
|
Purify Food and Water
|
Light*
|
Purify Food and Water
|
Remove Fear*
|
Protection from Evil*
|
Remove Fear*
|
Resist Cold
|
Remove Fear*
|
Resist Cold
|
Sanctuary
|
Resist Cold
|
Trance
|
Augury
|
Bless*
|
Bless*
|
Bless*
|
Charm Animal
|
Charm Animal
|
Delay Poison
|
Enthrall or Find Traps
|
Delay Poison
|
Find Traps
|
Hold Person
|
Holy Chant
|
Hold Person
|
Holy Chant
|
Obscuring Cloud
|
Resist Fire
|
Resist Fire
|
Produce Fire
|
Righteous Wrath or Snake Charm
|
Silence 15’ radius
|
Resist Fire
|
Silence 15’ radius
|
Shimmer
|
Snake Charm
|
Speak with Animals
|
Speak with Animals
|
Speak with Animals
|
Spiritual Weapon
|
Swift Sword or Spiritual Weapon
|
Warp Wood
|
Continual Light*
|
Continual Light*
|
Call Lightning
|
Cure Blindness
|
Cure Blindness
|
Cure Blindness
|
Cure Disease*
|
Cure Disease*
|
Cure Disease*
|
Feign Death
|
Glyph of Warding
|
Detect Curse
|
Glyph of Warding
|
Growth of Animals
|
Eyes of the Eagle
|
Growth of Animals
|
Invulnerability to Evil or Locate Object
|
Growth of Animals
|
Locate Object
|
Prayer
|
Striking
|
Remove Curse*
|
Remove Curse*
|
Water Breathing
|
Speak with Dead
|
Speak with Dead
|
Water Walking
|
Striking
|
Winged Flight
or Striking
|
Winged Flight
|
Create Water
|
Create Water
|
Command Animals
|
Cure Serious Wounds*
|
Cure Serious Wounds*
|
Create Water
|
Dispel Magic
|
Dispel Magic
|
Cure Serious Wounds*
|
Divination
|
Divination
|
Dispel Magic
|
Neutralize Poison*
|
Neutralize Poison*
|
Divination
|
Protection from Evil, Sustained*
|
Protection from Evil, Sustained*
|
Fate
|
Smite Undead*
|
Smite Undead*
|
Neutralize Poison*
|
Speak with Plants
|
Speak with Plants
|
Skinchange
|
Sticks to Snakes
|
Vigor
|
Sticks to Snakes
|
Tongues
|
Tongues
|
Summon Animals
|
Atonement
|
Atonement
|
Call Dragon
|
Commune
|
Commune
|
Control Animals
|
Create Food
|
Create Food
|
Control Winds
|
Dispel Evil
|
Dispel Evil
|
Create Food
|
Flame Strike
|
Flame Strike
|
Finger of Death
|
Insect Plague
|
Insect Plague
|
Insect Plague
|
Quest*
|
Quest*
|
Quest*
|
Restore Life and Limb*
|
Restore Life and Limb*
|
Reincarnation
|
Strength of Mind*
|
Sword of Fire
|
Sword of Fire
|
True Seeing
|
True Seeing
|
Summon Weather
|