Allrighty then:
At the core, this is a chopped version of the Paul Crabaugh's "Customized Classes" formulation from
Dragon 109, with some value retweaks based on Michael Curtis'
New Classes and Racial Variants for Basic Dungeons & Dragons. Mostly, I was looking for a weighting system to be able to trade off weapons, armor, magic, and powers with one another. The values I've pulled up here were reworked with the assumption that I should be able to balance the Cleric and two published 'Sub-classes": Druid, and Monk.
What I have is a system that can build a cleric using 20 points. You could try and build your cleric variant from the ground up, or swap points around, making sure you've got things balanced in the end.
What is constant:
- Saving Throw Table
BAB Progression
I didn't want to mess with these particularly. That way lies madness.
Traits & Costs
Hit Die (I almost fixed this one, but decided to leave it in for now)
Allowable Armor
- 0 : None
2 : Leather (Light)
3 : Chain (Medium)
4 : Plate (Heavy)
-1 : Chain/Plate Only
+1 : Shield Use
Each of these means that armor or lower is allowed. Chain/Plate only means that ONLY that armor - or none - can be worn (3 points to wear chain or leather, 2 points if they can only wear chainmail for armor). This would be for clerics that have to wear certain armor for symbolic reasons - scale mail for a sea god, for example. You'd also use that for clerics that MUST wear metal armor - chain or plate for core armors.
Allowable Weapons
- 0 : Prohibited (no weapons)
1 : Ritual / Symbolic (1 -2)
2 : Tight Group (3 - 6)
4 : Broad Group (?)
8 : Any
Counts are based on the core weapons lists. Swords count double.
Prohibited means just that - the cleric is not allowed to use any weapon. This may mean they are expected to be pacifistic, or follow the God of Good Ol' Fisticuffs.
Ritual / Symbolic represents a Magic-User sized set of options - one or two weapons, deeply connected to the symbols or ritual tools of worship. This could literally be staff-and-dagger, or the hammer of a blacksmith, or a sea god's trident.
Tight Group is the Traditional Clerics list (impact weapons), but this would also cover other tightly related sets, like Stone Weapons (potentially warhammer, maul, sling, spear, and handaxe), hunting weapons (spear, short bow, sling) or farm implements (sickle, scythe, flail, shepherds crook/walking stick).
Broad group would cover a wide range of weapons, but not the entire list. All once-handed weapons (Druids), All missile weapons, or any weapon made of specific (but not too difficult) material (Bronze, Silver(ed)) would work here as well.
Any means just that. This is pretty much here for the War Priests.
Magic Use
- 0 : None!
8 : Cleric Progression (start at level 2)
10 : Magic User progression (start at level 1)
-1 : Delayed start (per level)
-? : Limited advancement (max levels, slowed progression)
-? : Limited spell list (fewer overall options)
+? : Expanded spell list (More overall choices)
+5 : MU spells available
-3 : Spell book ("Prayer Book") Required
This one was tricky - and may in fact be under-costed. Alternate spell lists with significantly more or fewer options than the standard list can be adjusted accordingly. A "Fey Mage" like Cleric would count as having a limited list. MU spells means the cleric can pray for a fairly significant portion of the MU lists - this is probably under-rated points-wise.
Powers
These are the special abilities of the class. I have broken this into Major (4 points each), Minor (2 points each), and Skills (1 point). This is by no means complete - just examples based on existing classes, and what comes to mind.
Major Powers Examples:
- Turn Undead
Animal Affinity
Progressive Bonuses (AC, movement, unarmed damage)
Progressive Powers (magical abilities that grow, or show new variations, depending on level)
Protections (always-on)
Minor Powers:
- Fixed Bonus (one-time)
Bonus level for progressive powers (e.g. Turn Undead as one level higher)
X/day abilities (Lay on Hands, Self Heal, Protections)
Skills
- Tracking
Notable craft ability (blacksmithing, for example)
Lore
Thief abilities (each)
So what happens when you go over-budget? Pick up some Prohibitions and Requirements
Prohibitions are specific limitations or banned actions as demanded by their faith. Failure may mean falling out of grace and losing spell/power access. This may also represent game mechanic limits as well.
Examples:
- -1 : Tenets of Faith - following the expectations of your god and religion.
-1 : Restrictions on behavior - additional requirements expected of priests, such as vows of poverty, celibacy, exceptional codes of conduct, rituals or superstitions that must be followed (good freak out the locals / roleplay stuff), limited magical possessions, required service/action (must help children, must not harm birds). "Must not loot bodies" is always a fun one to have - and is probably worth double in most campaigns.
-1 : limited item usage - You cannot use a class of magic items normally accessible to Clerics. A Mace cleric does not get this for not being able to use magic swords, but would get it if not allowed to use magic maces.
Requirements are additional character requirements needed to qualify for the class. The assumption here is that all Clerics require WIS 9 - this one is "Free"
- -1 : Additional Stat with 9 requirement
-2 : Any 11 requirement
-3 : Any 13 requirement
-4 : Any 15 requirement
-1 : Race requirement
Stat requirements are cumulative: Having a WIS 11, STR 9 is worth -3. This may be over-priced, particularly at higher numbers. It may be wiser to redo this by taking your highest requisite, and adding another -1 for having any additional stat requirements.
Experience Adjustment
I'd considered this, but left it alone for now. The simplest option would be to assign values for 10% XP penalty, Use Fighter XP, and Use Magic-User XP. For a ball-park figure, each point represents about 75xp required to reach level 2.
Next up, some examples at work.