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Priest (variant cleric) plus a few channel divinity feats
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<blockquote data-quote="cdrcjsn" data-source="post: 4298865" data-attributes="member: 60486"><p>Thanks for the replies.</p><p></p><p>re AMP Productions:</p><p> I basically just adapted the cleric class straight out of the book. This whole thing took me about an hour's work, mostly having to do with layout (I created stuff as I typed). This is a very rough draft that is in dire need of editing (oops on the copy+paste error).</p><p></p><p>re Quickleaf</p><p> The healing mechanic combined with cleric powers might cause complications, but nothing screamed broken to me when I was quickly glancing throught the cleric power list. The only exception was conjurations (adding a layer of complexity to creatures - do they heal when they attack?) and sustain effects (I wasn't sure how to balance minor action damaging effects) so I purposely excluded them from the healing effect. </p><p> Also, the healing mechanic is based on character level, not spell level (that definitely needs clarification), so it's not any harder to play.</p><p> With that said, I definitely think that priest oriented powers would be a nice addition to the cleric list options and I'll probably start working on some later this week.</p><p> Looking at it now, I agree that Sehanine's Trickery is overpowered. Armor of Bahamut just negates a crit for example, turning it into a normal attack. I'm inclined to change it to:</p><p></p><p><strong>Immediate Reaction Close</strong> burst 5 </p><p><strong>Trigger:</strong> An enemy scores a critical hit on you or an ally.</p><p><strong>Target:</strong> Attacking creature</p><p><strong>Attack:</strong> Wisdom vs. Will</p><p><strong>Hit:</strong> The target is Dazed until the end of your next turn.</p><p>The crit still happens, but you Daze the attacker, allowing the target to move out on their next turn (Dazed creatures can't take OAs). Pelor's Radiance is an area effect and Stuns, but is a Standard Action and only affects undead (and you don't fight those every adventure). I figure a crit will happen probably at least once per combat from the bad guys (assuming 5 foes, for 5 rounds), so I downgraded the effect to a Daze instead of a Stun.</p><p> </p><p></p><p>re keterys</p><p> Ideally, you're right and that custom powers would be better. But I wanted to be able to piggy back on future cleric powers that come out - plus it's less work for me =).</p><p> Regarding the infinite healing, yeah. I was trying to figure out how to fit in a healing surge mechanic in there somewhere (because of the new importance of capped healing per day in 4e), but couldn't think of one that can handle small increments of healing. Your suggestion of Temp HPs would probably work best, especially for the at-will powers.</p></blockquote><p></p>
[QUOTE="cdrcjsn, post: 4298865, member: 60486"] Thanks for the replies. re AMP Productions: I basically just adapted the cleric class straight out of the book. This whole thing took me about an hour's work, mostly having to do with layout (I created stuff as I typed). This is a very rough draft that is in dire need of editing (oops on the copy+paste error). re Quickleaf The healing mechanic combined with cleric powers might cause complications, but nothing screamed broken to me when I was quickly glancing throught the cleric power list. The only exception was conjurations (adding a layer of complexity to creatures - do they heal when they attack?) and sustain effects (I wasn't sure how to balance minor action damaging effects) so I purposely excluded them from the healing effect. Also, the healing mechanic is based on character level, not spell level (that definitely needs clarification), so it's not any harder to play. With that said, I definitely think that priest oriented powers would be a nice addition to the cleric list options and I'll probably start working on some later this week. Looking at it now, I agree that Sehanine's Trickery is overpowered. Armor of Bahamut just negates a crit for example, turning it into a normal attack. I'm inclined to change it to: [b]Immediate Reaction Close[/b] burst 5 [b]Trigger:[/b] An enemy scores a critical hit on you or an ally. [b]Target:[/b] Attacking creature [b]Attack:[/b] Wisdom vs. Will [b]Hit:[/b] The target is Dazed until the end of your next turn. The crit still happens, but you Daze the attacker, allowing the target to move out on their next turn (Dazed creatures can't take OAs). Pelor's Radiance is an area effect and Stuns, but is a Standard Action and only affects undead (and you don't fight those every adventure). I figure a crit will happen probably at least once per combat from the bad guys (assuming 5 foes, for 5 rounds), so I downgraded the effect to a Daze instead of a Stun. re keterys Ideally, you're right and that custom powers would be better. But I wanted to be able to piggy back on future cleric powers that come out - plus it's less work for me =). Regarding the infinite healing, yeah. I was trying to figure out how to fit in a healing surge mechanic in there somewhere (because of the new importance of capped healing per day in 4e), but couldn't think of one that can handle small increments of healing. Your suggestion of Temp HPs would probably work best, especially for the at-will powers. [/QUOTE]
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