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Revised cleric (concept only)
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<blockquote data-quote="Kerrick" data-source="post: 4525540" data-attributes="member: 4722"><p>I was thinking about this earlier today, and I realized something - if you give a cleric 1 domain and only the ability to swap spells for domain spells (no healing), it gives them very little spell flexibility. I think we agree that two domains is too much (at least, I'd like to keep it to one at first), so I'm thinking they can swap spells either for domain spells OR healing spells. This fulfills the cleric's archetype as healer/priest. At 10th level, they gain a second domain, and at 20th, a third. </p><p></p><p>Now, I also realized that granting them domain powers AND granted abilities is overkill. So... we ditch the domain powers and make them into granted abilities. That gives us a ready-made list of powers, all of which will have domains tied to them. You can also make more powerful abilities with level requirements.</p><p></p><p>For example: We have Sasha, a cleric of Pelor (portfolio: Good, Healing, Strength, Sun). Sasha can choose any of those domains as her first one (we'll say Sun). At L2, she can choose a granted ability tied to the Sun domain. We'll take the greater turning from the Sun domain, since it's not too powerful.</p><p></p><p>At L6, she can choose another granted ability*. She takes Sunbeam - 1/day, she can create a burst of divine light similar to the sunbeam spell, which can blind a living creature it strikes; if it hits an undead, it deals 1d6/cleric level.</p><p></p><p>At L10, she goes for the Good domain, and another power - say, smite evil as a paladin 1/day.</p><p></p><p>*At this point, I'm not sure if I want to allow the PC to choose abilities tied to any valid domain (in Sasha's case, any of the four listed above) whether or not he has access to them, or only the domains that he actually has. I'm leaning toward the former, simply because it allows greater latitude.</p><p></p><p>The beauty of this system is that we've got a whole laundry list of available powers already - domain powers, class abilities, spells that can be altered... the list goes on. Since clerics should get them at most 1/day, it doesn't make them overpowered, nor can they take the place of any other PC. Sure, a cleric of the god of thieves could get a few rogue class skills, sneak attack +1d6, and maybe a cloak of shadows - but a straight rogue is still better at being a rogue. All this does is help distinguish clerics by their gods and make them feel more like a cleric of XYZ god, instead of a cookie-cutter class with no abilities. Plus, people could create new cleric abilities, further expanding the base pool.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4525540, member: 4722"] I was thinking about this earlier today, and I realized something - if you give a cleric 1 domain and only the ability to swap spells for domain spells (no healing), it gives them very little spell flexibility. I think we agree that two domains is too much (at least, I'd like to keep it to one at first), so I'm thinking they can swap spells either for domain spells OR healing spells. This fulfills the cleric's archetype as healer/priest. At 10th level, they gain a second domain, and at 20th, a third. Now, I also realized that granting them domain powers AND granted abilities is overkill. So... we ditch the domain powers and make them into granted abilities. That gives us a ready-made list of powers, all of which will have domains tied to them. You can also make more powerful abilities with level requirements. For example: We have Sasha, a cleric of Pelor (portfolio: Good, Healing, Strength, Sun). Sasha can choose any of those domains as her first one (we'll say Sun). At L2, she can choose a granted ability tied to the Sun domain. We'll take the greater turning from the Sun domain, since it's not too powerful. At L6, she can choose another granted ability*. She takes Sunbeam - 1/day, she can create a burst of divine light similar to the sunbeam spell, which can blind a living creature it strikes; if it hits an undead, it deals 1d6/cleric level. At L10, she goes for the Good domain, and another power - say, smite evil as a paladin 1/day. *At this point, I'm not sure if I want to allow the PC to choose abilities tied to any valid domain (in Sasha's case, any of the four listed above) whether or not he has access to them, or only the domains that he actually has. I'm leaning toward the former, simply because it allows greater latitude. The beauty of this system is that we've got a whole laundry list of available powers already - domain powers, class abilities, spells that can be altered... the list goes on. Since clerics should get them at most 1/day, it doesn't make them overpowered, nor can they take the place of any other PC. Sure, a cleric of the god of thieves could get a few rogue class skills, sneak attack +1d6, and maybe a cloak of shadows - but a straight rogue is still better at being a rogue. All this does is help distinguish clerics by their gods and make them feel more like a cleric of XYZ god, instead of a cookie-cutter class with no abilities. Plus, people could create new cleric abilities, further expanding the base pool. [/QUOTE]
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