User:ThunderGod Cid/Cleric Stuff

Programmable Subtype
As the name suggests, programmable creatures do not think for themselves. They have not even the capacity for the slightest bit of processing ability, and are little more than shambling automatons that obey the orders of their creators as best as their limited comprehension allows.

A programmable creature left to its own devices typically has a deactivated form; when deactivated, it is indistinguishable from an inanimate object (whether it be a statue or a corpse). Once activated, a programmable creature has a set of instructions coded instilled into it by its creator (or its last commander, if it is a different being) hereafter referred to as a program. But programmable creatures are usually unable to reach the full potential indicated by their Challenge Rating unless a sentient creature (with an Intelligence score of 3 or higher) assumes direct control over them to enhance their abilities and coordinate their attacks.

Programmed
A programmed creature can obey the commands that its creator gives them. These commands can be as simple or complex as the creator desires, but are obviously limited by what the creature can actually do (for example, a creature commanded to go through a pit of acid may attempt to do so but will likely not survive, and a creature ordered to negotiate peace terms is not going to be able to do so when it cannot speak). It is not unreasonable, however, to direct your skeleton army to scale the enemy battlements with a pulley system and a winch or to alternatively set explosive charges and blast them straight to hell. The ability to perform such tasks is embedded in the creature’s programming; it just isn’t consciously aware of its knowledge.

Commanded
Command of programmable creatures is normally the right of their creator, but through appropriate abilities (rebuking attempts and control undead being two of the most notable) character can wrest control of programmable creatures.

By default, a character can control a number of programmable creatures that have a total combined Challenge Rating equal to his Hit Dice -2. Any others that they cannot control directly are automatically subject to their regular programming.

If a programmable creature is already under someone else’s command, anyone attempted to wrest control of the creature must make a caster level check which opposes that of the original controller. If the challenger’s check is higher, control over the creature(s) is transferred to them.

A commanded creature gains a +1 bonus to attack rolls and a +2 to damage rolls for every four Hit Dice its current commander possesses. In addition, he may directly govern the actions of the creatures on their turns (their place in the initiative count is unchanged) without any action on his part. Additional bonuses vary according to the creature’s original type and are noted in the creature‘s specific entry. In order to receive and maintain these benefits, the current commander must spend a swift action at the beginning of each of their turns, after which commanding any creatures under their control is a free action.

Cleric
OK, so the cleric is already one of the two or three best classes in Dungeons & Dragons (at least in terms of power level). So why is this even here? Despite the cleric’s undeniable awesomeness, the craptastical nature of some of its abilities and the sheer abusiveness of others have created an opportunity for revision.

But it’s not all the fault of the class itself; the other rules surrounding the cleric concerning the ambiguous relationship between Hit Dice and Challenge Rating have only hindered it in achieving cool powers. As a result, this cleric partly assumes the use of the Monster Level Equivalency Theory in its mechanics, although it is easily able to operate in other arenas as well.

In order to ensure that we aren’t fixing something that isn’t broken, let’s see what the SRD Cleric actually looks like:


 * Ridiculously over-complicated turning/rebuking mechanics: No one really knows how turning undead is supposed to work; the best anyone can ever seem to come up with is conjecture. Why? Because the mechanic is poorly written and doesn’t help the cleric actually control or destroy any undead that aren’t a grossly lower Challenge Rating than himself. The only saving grace of turning attempts came with the introduction of Divine Metamagic in the Player’s Handbook II, which has problems of its own.
 * Weak line of cure/inflict spells: Let’s face it, even with reduced levels, these spells suck. They heal nowhere near the amount of damage that they should, preventing the cleric from getting a decent healing spell until the appearance of heal at spell level 6. This has to change.
 * Inability of clerics of any alignment to use either turning/rebuking or cure/inflict: The limitation of one of either turning and cure or rebuking and inflict was likely intended as a means to make clerics more varied by setting them apart by alignment, but instead it only took away what could have been a valuable option for both and mired it in their muddled perceptions of alignment.
 * Divine Metamagic: The ability to substitute turning attempts for spell levels allows for the persisting of spells far beyond the normal capabilities of Persist Spell or any other Metamagic feat. This allows the cleric to persist spells as strong as divine power without a change in spell level. As undoubtedly cool as this is, it is a stratagem that is no longer possible if there are significant changes made to turning undead. A new--and possibly more balanced--version of Divine Metamagic is required to reflect this evolution.
 * Domain spells & granted powers: Domains--and the powers they grant--are supposed to be what sets a particular cleric apart from his fellows. Too many granted powers are lame once-per-day abilities that don’t actually help the cleric do anything cool with any degree of regularity. Others grant access to other skills, which is fine but not worth a granted power in and of itself since it's mostly only used to allow the cleric access to prestige classes requiring certain skills that it doesn't otherwise have.
 * Other spells: Certain cleric spells are ugly or unbalanced to a dangerous extreme; miracle is the most infamous offender. These spells are addressed separately, but will play a role in the class. Other spells are merely releveled in order to better suit the cleric’s needs. In a campaign where these relevels are permitted, it should be assumed that the wizard has similarly changed spell levels.
 * Lack of competitiveness with prestige classes: There isn’t too much need to take base cleric levels once you can enter a prestige class. While prestige classes are great, they should be an equal option, not a clearly better option. There should at least be some incentive to be a cleric for all 20 levels of the game.

The cleric (also sometimes called a priest) is the consummate user of divine magic, calling upon energy from another plane to make shit happen. Whether or not a cleric believes in gods is more of a matter of choice rather than anything consequential; an ur-priest is now a cleric that hates gods and steals their powers rather than a prestige class.

Class Features
All of the following are class features of the cleric.

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

A cleric who chooses the War domain receives the Weapon Focus feat chain (all related to his deity’s weapon) as bonus feats at the levels indicated by the domain. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.