(Warning: this is not finalized, or playtested. I'm throwing this up here in hope that you guys can give me some help balancing the class. Thanks a bunch in advance!)
Miracle/Plague Invoker
"Palor offers you his healing hands through his humble servant. Come that you may be blessed by the sun!" - Orik Pareden, Miracle Invoker of Palor.
"I warn you, your majesty. Remove your men from my village, or there will only be plagues, vermin, and death for your people." - Skell McDaevre, Plague Invoker of Valkar.
There are clerics, men and women who are granted spells from their deities that they might use them to benefit their god's cause. There are the favored souls, chosen by their gods to wield immense divine power... and then there is a normal man, one incapable of spells himself, but his faith is so strong that he vents the will of his beloved deity. This is the miracle, or plague invoker. They are charismatic individuals who attune themselves so finely with the one they worship, that the deity is able to cast spells through them as the situation and their pleas deem necessary.
Miracle and Plague Invokers are often wise, and are firmly set in their purpose in life as servants of their deities. Miracle invokers tend to be joyous, caring folk who do their best to heal those around them, though their oft-kind disposition does not blind them to the occasional need for violence. Despite the fact that most prefer not to do the fighting themselves, they are not so squeamish about aiding allies with their divine gift, healing them and augmenting their abilities to crush opposition.
Plague invokers are often darkly serious individuals, though there are occasionally those who can put aside their purpose and be happy at times. They have a grim understanding that not all can be brought to light, and to protect the flock sometimes many must suffer, if not die outright. Plague invokers are patient, though extremely protective of those they have been put in charge of keeping safe. Their deity willing, any amount of evil deaths is worth saving just one innocent life.
Adventurers: The most obvious reason for a Miracle or Plague invoker to travel is because his deity bid it, via belief in a calling or a direct order. Otherwise they could simply feel that their own village, town or city was well off enough, and seek people in need of healing or freedom.
Characteristics: Miracle and Plague Invokers are solely about producing a great deal of magical, and skill-produced effects. They are generally non-combatant, though former warriors may hear the calling and mix steel with faith, or some Invokers may feel the need to take up steel when their flocks are threatened. Depending on which path is taken, they are very diplomatic or brutally demanding. Miracle invokers make good party faces, while plague invokers pack enough threats to wear down the strongest of resolves.
Alignment: Miracle and Plague Invokers can be of any alignment, but must follow a deity or ideal (GM willing). There are caring miracle invokers of Palor, and ruthlessly deceitful people of the same occupation in service of Vecna. Likewise, there are plague invokers in service of Kord who defend the freedoms of the downtrodden; on the opposite side of the coin, however, there wicked servants of Nerull that bring plagues to wilt life wherever they go. Miracle and plague invokers most often surface in chaotic churches, though, due to their unorthodox nature.
Races: (Coming soon.)
Other Classes: (Coming soon.)
Hit Dice: 1d6
Class Skills: (As Cleric, add intimidate)
Saves: Will good, others poor.
Lv Base Attack Special
1. +0 Ministry, Petition Miracle/Invoke Plage
2. +1
3. +1
4. +2
5. +2 Orison Channeler
6. +3
7. +3
8. +4
9. +4
10. +5 1st Level Channeler
11. +5
12. +6/+1
13. +6/+1
14. +7/+2
15. +7/+2 2nd Level Channeler
16. +8/+3
17. +8/+3
18. +9/+4
19. +9/+4
20. +10/+5 Miracle 1/week Class Features:Weapon and Armor Proficiency: Mirical/Plague Invokers are proficient with the dagger, quarterstaff, sickle, and sling.
Ministry: When a character begins taking levels in this class, he must choose his ministry in one of two paths: the blissful road of the miracle worker or the rocky trail of the plague maker. Miracle workers are blessed with the talent of calling forth the mercy and forgiveness of their god, and often find themselves leading flocks of common folk. At a miracle worker's disposal are healing spells, blessings and empowerments. His key skill is diplomacy. The plague maker's arsenal consists of inflict spells, curses, and most fittingly plagues. His governing skill is intimidate. Either path still has access to the other, but they are a less effective channel for their god when acting in the opposite role. For instance, a plague maker can petition a miracle, but it will not be as easy to accomplish, nor as powerful as if a miracle worker had petitioned.
Petition Miracle: A miracle worker works as a channel of his deity's caring and protective nature, channeling his god's will in the most effective way he can. To petition a miracle, a miracle worker must make a diplomacy check. This is as much an effort to become more synchronized with his deity's will as it is to persuade the god to provide aid in the form of a spell. A miracle worker cannot petition for a spell of a higher level than one-half her Mirical Worker level (with the exception of first level spells and Orisons.) Follow guidelines in the table below for setting the DCs of different miracles.
Note: With repeated petitioning, the miracle worker becomes mentally fatigued, and gradually it becomes more difficult to channel for his god.
Petition DC
Orison 10*
1st level spell 12*
2nd level spell 14*
3rd level spell 16
4th level spell 18
5th level spell 20
6th level spell 22
7th level spell 24
8th level spell 26
9th level spell 28
Target is a worshiper of your deity -2
In deity's temple -4
Target alignment is two steps over from your deity's +2
Target has one opposing alignment +4
Target is the exact opposite alignment +8
On desecrated ground, or the temple of an opposing god +4
Spells channeled earlier +1/spell channeled since the last time the miracle worker had complete restMiracles are defined as any beneficial divine spell with the "harmless" classification.
*Later abilities stop this level of spell from contributing to DCs.
Note: Plague Makers can petition miracles, but only of a level up to 1/4 their class level, and their check result is halved.
Petitioning a spell takes the same action the spell normally takes.
Invocation DC
Orison 10*
1st level spell 12*
2nd level spell 14*
3rd level spell 16
4th level spell 18
5th level spell 20
6th level spell 22
7th level spell 24
8th level spell 26
9th level spell 28
Target is a worshiper of your deity +8
In deity's temple +4
Target alignment is two steps over from your deity's -2
Target has one opposing alignment -4
Target is the exact opposite alignment -8
On desecrated ground, or the temple of an opposing god +4
Spells channeled earlier +1/spell channeled since the last time the miracle worker had complete restPlagues are defined as any harmful divine spell.
Note: Miracle workers can invoke plagues, but only of a level up to 1/4 their class level, and their check result is halved.
Invoking a spell takes the same action the spell normally takes.
Miracle: Once a week, a Miracle Worker or Plague Invoker can cast Miracle as a Cleric of his level.