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A Cleric, by any other name, twould cast as sweet.
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5778184" data-attributes="member: 1165"><p>Like many 2e concepts, spheres were great flavor but poor execution. I recall my group, which often played FR, refusing to play clerics of anything that didn't have the War sphere (Flame Strike) or Magic sphere (Anyspell, for copying Fireball, of course).</p><p></p><p>Yes, you can play a cleric of Sune, goddess of love, but said character isn't really suited for adventuring and maybe should be an NPC. Alternatively, they could get much stronger charm spells, give up some of their hit points, THAC0, armor and weapon proficiencies which represent their combat potential, on the grounds that they make love and not war. In effect, a "religious enchanter", but they'd be a lot weaker. *Sigh* IIRC, somewhere in 2e, the idea of "granted powers" were invented. They pushed the power level up, but were often pretty cool.</p><p></p><p>In 4e, there are still cleric specialties, but they're even narrower than in 3.x. Clerics get Channel Divinity, a class feature they can use once per encounter. That ability can be expended on Turn Undead, some minor feature that gives a boost to a single saving throw, or to a single deity-specific effect. Unfortunately, you have to pay a feat for the latter, and at least in the PH1, most of these effects are pretty weak. For instance, Bahamut's Armor lets you convert a crit into a regular hit, which sounds cool, except you'll probably not take a crit in each encounter. Kord lets you heal if you or an ally get a crit, which is a bit better. There were no "evil" Channel Divinities in the PH1, but to be fair, the NPC can easily invent deity-specific abilities for evil clerics.</p><p></p><p>In Essentials, the warpriest gets a single domain (the base book had Storm and Sun, but there are others now). However, the domain gives a wide list of powers integrated into the class, so depending on your domain your cleric seems quite different, at least in terms of flavor, than another one.</p><p></p><p></p><p></p><p>Yes. If you're going to play a non-adventuring, non-baseline cleric, you probably need to invent a new class. In fact, it's entirely possible most clerics of most deities are not "adventuring clerics" so there's space for "clerics of Sune", etc, but most PCs should be useful to the party.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5778184, member: 1165"] Like many 2e concepts, spheres were great flavor but poor execution. I recall my group, which often played FR, refusing to play clerics of anything that didn't have the War sphere (Flame Strike) or Magic sphere (Anyspell, for copying Fireball, of course). Yes, you can play a cleric of Sune, goddess of love, but said character isn't really suited for adventuring and maybe should be an NPC. Alternatively, they could get much stronger charm spells, give up some of their hit points, THAC0, armor and weapon proficiencies which represent their combat potential, on the grounds that they make love and not war. In effect, a "religious enchanter", but they'd be a lot weaker. *Sigh* IIRC, somewhere in 2e, the idea of "granted powers" were invented. They pushed the power level up, but were often pretty cool. In 4e, there are still cleric specialties, but they're even narrower than in 3.x. Clerics get Channel Divinity, a class feature they can use once per encounter. That ability can be expended on Turn Undead, some minor feature that gives a boost to a single saving throw, or to a single deity-specific effect. Unfortunately, you have to pay a feat for the latter, and at least in the PH1, most of these effects are pretty weak. For instance, Bahamut's Armor lets you convert a crit into a regular hit, which sounds cool, except you'll probably not take a crit in each encounter. Kord lets you heal if you or an ally get a crit, which is a bit better. There were no "evil" Channel Divinities in the PH1, but to be fair, the NPC can easily invent deity-specific abilities for evil clerics. In Essentials, the warpriest gets a single domain (the base book had Storm and Sun, but there are others now). However, the domain gives a wide list of powers integrated into the class, so depending on your domain your cleric seems quite different, at least in terms of flavor, than another one. Yes. If you're going to play a non-adventuring, non-baseline cleric, you probably need to invent a new class. In fact, it's entirely possible most clerics of most deities are not "adventuring clerics" so there's space for "clerics of Sune", etc, but most PCs should be useful to the party. [/QUOTE]
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A Cleric, by any other name, twould cast as sweet.
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