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Revised cleric (concept only)
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<blockquote data-quote="Hawken" data-source="post: 4516653" data-attributes="member: 23619"><p>The difference is spell casting ability. A 10th level Crusader will cast spells as a 5th level Cleric but his spells will operate as though cast at 10th level rather than 5th. </p><p></p><p>This keeps the power of their spells comparable to the power level of the game while not giving them the same access to spells or number of spells per day that a 10th level caster would get.</p><p></p><p>And I was thinking no Domains because that will be the providence of Priests and Healers, while the Crusader would be closer in line to a Paladin. And his lack of Domains would be compensated by greater fighting ability.</p><p></p><p>Then you could make Divine feats, call them something else. Whatever. I was thinking of something more combat-related they could use instead of Turning. Crusaders are going to want to fight and crush things, not send them running away.</p><p></p><p>Sure they would. Evil Clerics would definitely want to Smite Undead they could not control, could not Turn or those that broke their control. Same with Evil. What greater threat to control subordinates than to be able to lay the unholy smackdown on potential usurpers? And it fits in with the theme of Evil turning on itself. Plus, with the Infidel description (enemy of their church), their Smite can still be used on Good.</p><p></p><p>You're right. Drop the immunity and its on par with the Divine Grace of the Paladin, but applies only in specific circumstances.</p><p></p><p>Maybe. But think that by that level, the Crusader has a rep for going out and doing the tough stuff that no one else can or wants to. They are bound to attract followers, people sufficiently impressed with their zeal and accomplishments that they want to go out and do the same thing. And by that time, for the big threats they are going to be facing, they are likely going to need an army. If you don't want an army in your campaign, the followers could represent new church members and staff that can serve as the base of operations for the Crusader.</p><p></p><p>If you feel the power is too much, remove the bonuses after the Crusader is restored. The potential for abuse is there, but it is limited. With the power working only 1/level, the Crusader better have a tight grip on homicidal party members and, like any other divine class, the receipt of his powers depends on him following the dictates of his religion and deity (DM). If his deity (DM) is not happy with the use of his powers, he doesn't get them.</p><p></p><p>Admittedly, it could be epic, but at 17th level, Clerics get True Resurrection and this (without the bonuses after raising) is basically like a contingency True Resurrection.</p></blockquote><p></p>
[QUOTE="Hawken, post: 4516653, member: 23619"] The difference is spell casting ability. A 10th level Crusader will cast spells as a 5th level Cleric but his spells will operate as though cast at 10th level rather than 5th. This keeps the power of their spells comparable to the power level of the game while not giving them the same access to spells or number of spells per day that a 10th level caster would get. And I was thinking no Domains because that will be the providence of Priests and Healers, while the Crusader would be closer in line to a Paladin. And his lack of Domains would be compensated by greater fighting ability. Then you could make Divine feats, call them something else. Whatever. I was thinking of something more combat-related they could use instead of Turning. Crusaders are going to want to fight and crush things, not send them running away. Sure they would. Evil Clerics would definitely want to Smite Undead they could not control, could not Turn or those that broke their control. Same with Evil. What greater threat to control subordinates than to be able to lay the unholy smackdown on potential usurpers? And it fits in with the theme of Evil turning on itself. Plus, with the Infidel description (enemy of their church), their Smite can still be used on Good. You're right. Drop the immunity and its on par with the Divine Grace of the Paladin, but applies only in specific circumstances. Maybe. But think that by that level, the Crusader has a rep for going out and doing the tough stuff that no one else can or wants to. They are bound to attract followers, people sufficiently impressed with their zeal and accomplishments that they want to go out and do the same thing. And by that time, for the big threats they are going to be facing, they are likely going to need an army. If you don't want an army in your campaign, the followers could represent new church members and staff that can serve as the base of operations for the Crusader. If you feel the power is too much, remove the bonuses after the Crusader is restored. The potential for abuse is there, but it is limited. With the power working only 1/level, the Crusader better have a tight grip on homicidal party members and, like any other divine class, the receipt of his powers depends on him following the dictates of his religion and deity (DM). If his deity (DM) is not happy with the use of his powers, he doesn't get them. Admittedly, it could be epic, but at 17th level, Clerics get True Resurrection and this (without the bonuses after raising) is basically like a contingency True Resurrection. [/QUOTE]
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