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Revised cleric (concept only)
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<blockquote data-quote="Sylrae" data-source="post: 4520190" data-attributes="member: 48520"><p>Hmm. I have planned out a revised cleric, but I was doing it quite differently.</p><p></p><p>1. Paladin is a PrC(revised as a 10 level prc), as it's a good Blackguard, (by abilities). > this is mainly because the focused 'battle cleric as a good only class always kindof irked me, plus you make a more effective paladin as a 50/50 fighter cleric than as a paladin.'</p><p></p><p>The issue I have with clerics are </p><p>A) They arent specialized enough,</p><p>and </p><p>B) Theyre only balanced if your emphasize healing. you take a cleric and NOT be the healer, and you are a better fighter than the fighter, because of all your spells. You's not quite as good a mage as a mage, but you can make up for that with undead and planar abilities.</p><p></p><p>So the way I've been planning to break it down is like this: </p><p>Priest: The divine equivalent of a Wizard. Maybe a d6 HD. Slightly bigger spell list. Basically a modification of wizard for divine magic.</p><p>Cleric: The Battle-Priest. Based on current cleric, reduced spells/day.</p><p></p><p>Then I'm going to make them specialize more, but the same ways.</p><p>1. Domain spells will need to be more important than non domain spells.</p><p>2. Turn/Rebuke/Drop spells for healing will be deity dependent, mayhaps replaced by other things.</p><p>3. Divine casting is spontaneous, from your whole spell lists, but casting occurs differently.</p><p>roll religion vs dc:15+spell level (havent worked out the dcs yet). a failed roll means the slot is used but nothing happens. you also spend however long the spell takes to cast. It's the equivalent to arcane spell failure for wizards (which I'm also thinking of revising, to make some sort of skill based thing)</p><p></p><p>I should note I make healing potions cost half what they do in the DMG. And you can get healing potions for levels high enough that they shouldnt be in potion form. Players often carry a dozen potions with them. (each)</p></blockquote><p></p>
[QUOTE="Sylrae, post: 4520190, member: 48520"] Hmm. I have planned out a revised cleric, but I was doing it quite differently. 1. Paladin is a PrC(revised as a 10 level prc), as it's a good Blackguard, (by abilities). > this is mainly because the focused 'battle cleric as a good only class always kindof irked me, plus you make a more effective paladin as a 50/50 fighter cleric than as a paladin.' The issue I have with clerics are A) They arent specialized enough, and B) Theyre only balanced if your emphasize healing. you take a cleric and NOT be the healer, and you are a better fighter than the fighter, because of all your spells. You's not quite as good a mage as a mage, but you can make up for that with undead and planar abilities. So the way I've been planning to break it down is like this: Priest: The divine equivalent of a Wizard. Maybe a d6 HD. Slightly bigger spell list. Basically a modification of wizard for divine magic. Cleric: The Battle-Priest. Based on current cleric, reduced spells/day. Then I'm going to make them specialize more, but the same ways. 1. Domain spells will need to be more important than non domain spells. 2. Turn/Rebuke/Drop spells for healing will be deity dependent, mayhaps replaced by other things. 3. Divine casting is spontaneous, from your whole spell lists, but casting occurs differently. roll religion vs dc:15+spell level (havent worked out the dcs yet). a failed roll means the slot is used but nothing happens. you also spend however long the spell takes to cast. It's the equivalent to arcane spell failure for wizards (which I'm also thinking of revising, to make some sort of skill based thing) I should note I make healing potions cost half what they do in the DMG. And you can get healing potions for levels high enough that they shouldnt be in potion form. Players often carry a dozen potions with them. (each) [/QUOTE]
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