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Revised cleric (concept only)
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<blockquote data-quote="Kerrick" data-source="post: 4514122" data-attributes="member: 4722"><p>Back when I was working on the classes for Project Phoenix, I kept bashing my head against a wall trying to think of how to revise the cleric (specifically, how to reduce their power level without making them worthless). The best I could come up with was to drop their heavy armor proficiency.</p><p></p><p>I had also come up with some "roles" - there were, in effect, career choices for different types of clerics. So, you'd have the cloistered cleric (the typical NPC who lives/works in the temple, conducts ceremonies, and casts spells for people for donations); the healer (I can't recall if this one was part of the CC or not, but it had access to the highest-level healing spells); the crusader (basically a paladin); and the utility cleric (has the broadest spellset, mostly focused on summoning, battlefield control, buffs, and some healing). </p><p></p><p>Each role had minor, lesser, or major access to spells, similar to the 2E sphere system - minor access was up to 3rd level, lesser to 6th, and major was all spells. I had a list of spell types that each role had access to, but I realized that the cleric list was far too limited to make this very effective - a healer, for instance, had something like two 8th level spells. I finally gave up on it and just went with the existing cleric, with the loss of their heavy armor.</p><p></p><p>The reason I'm bringing this back up is because I saw a mention of cleric "paths" on the Pathfinder forums, and it hit me - the roles that I had come up with would work perfectly as paths, just like I'd done for just about every other class. I could have three paths - the cloistered cleric, the healer, and the utility cleric (who needs a name) - the combat cleric, or crusader, is effectively a holy warrior - and that's already covered by the paladin. </p><p></p><p>Dropping the crusader from the pool of clerical abilities drops their power by a lot right off the bat, and helps to focus the class' archetype back where it should be - the priest.</p><p></p><p>Now, what I want to do is lay out the roles, what they do, and maybe give them spell access like before (but also give them the ability to use feats or class abilities to improve their access). Each path will have several unique abilities, like I did with the wizard, in addition to their domains (oh yeah - I changed domains so that you can swap out domain spells spontaneously, instead of healing spells. Since healers would have the Healing domain anyway, this doesn't really affect them.)</p><p></p><p>Unfortunately, when I gave up on my previous idea, I deleted the document with all my ideas, so I'd have to rebuild it. Before I go to the trouble, though... is this a viable idea? I personally think it is - I think clerics are too powerful and step on too many other class' toes, and I'd love to find a way to distill them down to their essence and rebuild them with more interesting abilities.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4514122, member: 4722"] Back when I was working on the classes for Project Phoenix, I kept bashing my head against a wall trying to think of how to revise the cleric (specifically, how to reduce their power level without making them worthless). The best I could come up with was to drop their heavy armor proficiency. I had also come up with some "roles" - there were, in effect, career choices for different types of clerics. So, you'd have the cloistered cleric (the typical NPC who lives/works in the temple, conducts ceremonies, and casts spells for people for donations); the healer (I can't recall if this one was part of the CC or not, but it had access to the highest-level healing spells); the crusader (basically a paladin); and the utility cleric (has the broadest spellset, mostly focused on summoning, battlefield control, buffs, and some healing). Each role had minor, lesser, or major access to spells, similar to the 2E sphere system - minor access was up to 3rd level, lesser to 6th, and major was all spells. I had a list of spell types that each role had access to, but I realized that the cleric list was far too limited to make this very effective - a healer, for instance, had something like two 8th level spells. I finally gave up on it and just went with the existing cleric, with the loss of their heavy armor. The reason I'm bringing this back up is because I saw a mention of cleric "paths" on the Pathfinder forums, and it hit me - the roles that I had come up with would work perfectly as paths, just like I'd done for just about every other class. I could have three paths - the cloistered cleric, the healer, and the utility cleric (who needs a name) - the combat cleric, or crusader, is effectively a holy warrior - and that's already covered by the paladin. Dropping the crusader from the pool of clerical abilities drops their power by a lot right off the bat, and helps to focus the class' archetype back where it should be - the priest. Now, what I want to do is lay out the roles, what they do, and maybe give them spell access like before (but also give them the ability to use feats or class abilities to improve their access). Each path will have several unique abilities, like I did with the wizard, in addition to their domains (oh yeah - I changed domains so that you can swap out domain spells spontaneously, instead of healing spells. Since healers would have the Healing domain anyway, this doesn't really affect them.) Unfortunately, when I gave up on my previous idea, I deleted the document with all my ideas, so I'd have to rebuild it. Before I go to the trouble, though... is this a viable idea? I personally think it is - I think clerics are too powerful and step on too many other class' toes, and I'd love to find a way to distill them down to their essence and rebuild them with more interesting abilities. [/QUOTE]
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