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Warlock-esque cleric
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<blockquote data-quote="Nifft" data-source="post: 3596435" data-attributes="member: 6562"><p>Problems: </p><p></p><p>1/ Some spells are actually balanced by the inability to cast them at will. Basically, the ones that aren't direct damage.</p><p></p><p>2/ Your healing might be spot-on (if you intend to allow infinite <em>cure light wounds</em>), but your condition removal will lag significantly. No <em>heal</em> or <em>restoration</em> until 18th level? Ouch!</p><p></p><p>3/ Most "hidden class feature" spells (like <em>atonement</em>, <em>remove curse</em> and <em>break enchantment</em>) are occasionally (but infrequently) <u>vital</u>, and thus the PCs will either be stuck with infrequently useful powers, or bereft of vital powers. Sucky either way.</p><p></p><p></p><p>Suggestions:</p><p></p><p>1/ Instead of allowing any spell, write (or steal) a set of Invocations. Some can be identical to Cleric spells; others can be different (boosted or nerfed).</p><p></p><p>2/ Allow free healing up to 50% of normal hit points, in small increments. This mechanic becoming more frequent (from Dragon Shaman to the new [Reserve] feat).</p><p></p><p>3/ Also grant Lay On Hands like a Paladin, but also with the condition removal of a Dragon Shaman. This takes care of most of the "hidden class features", freeing your Invocation selection up for stuff you actually want.</p><p></p><p></p><p>More Concrete:</p><p></p><p><strong>Mystic</strong></p><p></p><p><u>Benefits</u>:</p><p>HD: d8</p><p>BAB: 3/4 (as Cleric)</p><p>Good Saves: Fortitude, Will</p><p>Skills: <strong>4 + Int</strong> -- Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana, history, religion, the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Use Magic Device (Cha).</p><p></p><p><u>Proficiencies</u>: Simple weapons; Light armor and Shields (but not tower shields).</p><p></p><p><u>Abilities by Level</u>:</p><p>1/ Healing Touch 1, Least Invocations, New Invocation</p><p>2/ Lay On Hands</p><p>3/ Domain, New Invocation</p><p>4/ Healing Touch 2, Impel Item</p><p>5/ New Invocation</p><p>6/ Healing Touch 3, Lesser Invocations</p><p>7/ New Invocation</p><p>8/ Healing Touch 4</p><p>9/ New Invocation</p><p>10/ Healing Touch 6</p><p>11/ Greater Invocations, New Invocation</p><p>12/ Healing Touch 8, Expanded Domain</p><p>13/ New Invocation</p><p>14/ Healing Touch 10</p><p>15/ New Invocation</p><p>16/ Healing Touch 15, Divine Invocations</p><p>17/ New Invocation</p><p>18/ Healing Touch 20</p><p>19/ New Invocation</p><p>20/ Healing Touch 30, New Invocation, Ascendancy</p><p></p><p><strong>Lay On Hands</strong>: Like a Paladin, but you may also remove conditions by expending a certain number of hit points:</p><p>- 5 hp: sickened, fatigued, 1 point of ability damage</p><p>- 10 hp: nauseated, exhausted</p><p>- 15 hp: blinded, deafened</p><p>- 20 hp: 1 point of ability drain</p><p>- 50 hp: as <em>resurrection</em></p><p></p><p>A single touch can cure hit points and ability damage and remove conditions (so long as you have sufficient remaining points).</p><p></p><p><strong>Domain</strong>: Choose one domain granted by your deity. You gain a special power based on that domain.</p><p>- Air / Earth / Fire / Water: You may summon a small elemental of the appropriate type to serve you. If you dismiss it or it dies, you may summon another as a full-round action. Starting at 12th level, you may instead summon a medium or large elemental to serve you (at your option).</p><p>- Animal: You gain an animal companion (like a Druid).</p><p>- Good / Evil / Law / Chaos: You may Smite the opposite alignment 1/day, +1/6 levels.</p><p>- Knowledge: You gain Lore (as a Bard). At 12th level, you may cast either <em>divination</em> or <em>commune</em> as a spell-like ability once per week (with no XP cost). Using either spell counts as your weekly use of this ability.</p><p>- Magic: You may use <em>identify</em> as a spell-like ability. It still takes an hour to cast, but you don't need to use a material component. At 12th level, your Impel Item ability applies to <u>all</u> spell-trigger and spell-completion items.</p><p>- Sun: You may Turn Undead by expending 10 hit points worth of Lay On Hands. At 12th level, you may expend 20 points worth of Lay On Hands to invoke a Greater Turning (to destroy undead instead of merely turning them).</p><p>- Trickery: Add Hide and Disguise to your class skill list; also, add some stealthy Warlock Invocations to your list of Invocation choices.</p><p>- Travel: Add Survival and Knowledge (nature) to your class skill list; also, add some teleportation Invocations to your list of Invocation choices.</p><p>- War: You gain Weapon Focus (and proficiency if necessary) with your deity's favored weapon. At 12th level, you gain a bonus Fighter feat.</p><p></p><p><strong>Impel Item</strong>: You may take 10 on Use Magic Device checks to use any spell-trigger or spell-completion item which invokes a spell on the Cleric list (or on your Domain list).</p><p></p><p><strong>Least Invocations</strong>:</p><ul> <li data-xf-list-type="ul"> Aura Sight - as <em>detect magic</em>, <em>detect good/evil/law/chaso</em>, or <em>detect undead</em> (caster's choice)</li> <li data-xf-list-type="ul"> Doom - as the spell, except casting dismisses previous target.</li> <li data-xf-list-type="ul"> Inspire - as <em>remove fear</em> or <em>bless</em> (caster's choice), except duration is 1 minute.</li> </ul><p>(etc.)</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 3596435, member: 6562"] Problems: 1/ Some spells are actually balanced by the inability to cast them at will. Basically, the ones that aren't direct damage. 2/ Your healing might be spot-on (if you intend to allow infinite [i]cure light wounds[/i]), but your condition removal will lag significantly. No [i]heal[/i] or [i]restoration[/i] until 18th level? Ouch! 3/ Most "hidden class feature" spells (like [i]atonement[/i], [i]remove curse[/i] and [i]break enchantment[/i]) are occasionally (but infrequently) [u]vital[/u], and thus the PCs will either be stuck with infrequently useful powers, or bereft of vital powers. Sucky either way. Suggestions: 1/ Instead of allowing any spell, write (or steal) a set of Invocations. Some can be identical to Cleric spells; others can be different (boosted or nerfed). 2/ Allow free healing up to 50% of normal hit points, in small increments. This mechanic becoming more frequent (from Dragon Shaman to the new [Reserve] feat). 3/ Also grant Lay On Hands like a Paladin, but also with the condition removal of a Dragon Shaman. This takes care of most of the "hidden class features", freeing your Invocation selection up for stuff you actually want. More Concrete: [b]Mystic[/b] [u]Benefits[/u]: HD: d8 BAB: 3/4 (as Cleric) Good Saves: Fortitude, Will Skills: [b]4 + Int[/b] -- Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana, history, religion, the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Use Magic Device (Cha). [u]Proficiencies[/u]: Simple weapons; Light armor and Shields (but not tower shields). [u]Abilities by Level[/u]: 1/ Healing Touch 1, Least Invocations, New Invocation 2/ Lay On Hands 3/ Domain, New Invocation 4/ Healing Touch 2, Impel Item 5/ New Invocation 6/ Healing Touch 3, Lesser Invocations 7/ New Invocation 8/ Healing Touch 4 9/ New Invocation 10/ Healing Touch 6 11/ Greater Invocations, New Invocation 12/ Healing Touch 8, Expanded Domain 13/ New Invocation 14/ Healing Touch 10 15/ New Invocation 16/ Healing Touch 15, Divine Invocations 17/ New Invocation 18/ Healing Touch 20 19/ New Invocation 20/ Healing Touch 30, New Invocation, Ascendancy [b]Lay On Hands[/b]: Like a Paladin, but you may also remove conditions by expending a certain number of hit points: - 5 hp: sickened, fatigued, 1 point of ability damage - 10 hp: nauseated, exhausted - 15 hp: blinded, deafened - 20 hp: 1 point of ability drain - 50 hp: as [i]resurrection[/i] A single touch can cure hit points and ability damage and remove conditions (so long as you have sufficient remaining points). [b]Domain[/b]: Choose one domain granted by your deity. You gain a special power based on that domain. - Air / Earth / Fire / Water: You may summon a small elemental of the appropriate type to serve you. If you dismiss it or it dies, you may summon another as a full-round action. Starting at 12th level, you may instead summon a medium or large elemental to serve you (at your option). - Animal: You gain an animal companion (like a Druid). - Good / Evil / Law / Chaos: You may Smite the opposite alignment 1/day, +1/6 levels. - Knowledge: You gain Lore (as a Bard). At 12th level, you may cast either [i]divination[/i] or [i]commune[/i] as a spell-like ability once per week (with no XP cost). Using either spell counts as your weekly use of this ability. - Magic: You may use [i]identify[/i] as a spell-like ability. It still takes an hour to cast, but you don't need to use a material component. At 12th level, your Impel Item ability applies to [u]all[/u] spell-trigger and spell-completion items. - Sun: You may Turn Undead by expending 10 hit points worth of Lay On Hands. At 12th level, you may expend 20 points worth of Lay On Hands to invoke a Greater Turning (to destroy undead instead of merely turning them). - Trickery: Add Hide and Disguise to your class skill list; also, add some stealthy Warlock Invocations to your list of Invocation choices. - Travel: Add Survival and Knowledge (nature) to your class skill list; also, add some teleportation Invocations to your list of Invocation choices. - War: You gain Weapon Focus (and proficiency if necessary) with your deity's favored weapon. At 12th level, you gain a bonus Fighter feat. [b]Impel Item[/b]: You may take 10 on Use Magic Device checks to use any spell-trigger or spell-completion item which invokes a spell on the Cleric list (or on your Domain list). [b]Least Invocations[/b]: [list] [*] Aura Sight - as [i]detect magic[/i], [i]detect good/evil/law/chaso[/i], or [i]detect undead[/i] (caster's choice) [*] Doom - as the spell, except casting dismisses previous target. [*] Inspire - as [i]remove fear[/i] or [i]bless[/i] (caster's choice), except duration is 1 minute. [/list] (etc.) Cheers, -- N [/QUOTE]
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