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A Cleric, by any other name, twould cast as sweet.
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<blockquote data-quote="Dykstrav" data-source="post: 5778305" data-attributes="member: 40522"><p>In my 1E homebrew games, the cleric class represents a specific order of crusaders within a religious hierarchy--sort of like the Knights Hospitaller, Knights Templar, or the Order of Saint Lazarus. They are <em>adventurers</em>, not "priests" <em>per se</em>, although they are ordained and fully capable of conducting appropriate services.</p><p></p><p>In 2E, I kept the same basic concept. As far as sphere choices go, I based this more on a given cleric's function within their faith rather than the portfolio of the patron deity. Specialty priests gain a sphere or two germane to their faith and a few others based on their function within the hierarchy. For example, I gave all player character clerics full access to the healing and combat spheres, because they're supposed to be militant orders that take the fight to the enemies of the faith. Those that spent time in contemplation and deep communion with divine forces receive access to the divination and astral spheres, and missionaries gain access to the charm sphere.</p><p></p><p>In the 3E era, I actually became dissatisfied with the cleric class for two major reasons. One, it seems that the game embraced the concept that clerics were "priests" as opposed to being one order of martial crusaders. The friar in the village or the reclusive hermit were as adept in weapons and armor as an adventuring cleric. It's a bit of dissonance that stuck in my craw. Second... It's my opinion that the cleric class is deliberately overpowered. (Probably to make them more appealing to play, it's a classic gaming trope that most people despise getting "stuck playing the cleric.") They get full spellcasting <em>and</em> can wear all the armors <em>and</em> fight reasonably well?</p><p></p><p>For that reason, I divided 3E clerics in my homebrew into two separate classes: the crusader (like a cleric from older editions, good combat abilities but limited spellcasting) and the priest (focused on spellcasting and buffing allies, strong divine abilities, poor combat abilities). Crusaders have access to one domain and priests gained access to two, priests can also choose to gain access to additional domains as a class feature as they gain levels.</p><p></p><p>In 4E, I ruled that being a "priest" was only a social distinction and not one bestowed by game abilities. Priests of Ioun were just as likely to be arcane spellcasters as divine, for example. In order to qualify for priesthood, I required that a character have the Ritual Caster feat (they are expected to perform mystic functions for the faithful), trained in the Religion skill, and trained in one additional skill relevant to the faith (Arcana for a priest of Ioun and Nature for a priest of Melora, for example).</p><p></p><p>I've kept the crusader/priest divide in my Pathfinder homebrew games. People seem to enjoy playing crusaders, but always want someone to play a priest.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 5778305, member: 40522"] In my 1E homebrew games, the cleric class represents a specific order of crusaders within a religious hierarchy--sort of like the Knights Hospitaller, Knights Templar, or the Order of Saint Lazarus. They are [I]adventurers[/I], not "priests" [I]per se[/I], although they are ordained and fully capable of conducting appropriate services. In 2E, I kept the same basic concept. As far as sphere choices go, I based this more on a given cleric's function within their faith rather than the portfolio of the patron deity. Specialty priests gain a sphere or two germane to their faith and a few others based on their function within the hierarchy. For example, I gave all player character clerics full access to the healing and combat spheres, because they're supposed to be militant orders that take the fight to the enemies of the faith. Those that spent time in contemplation and deep communion with divine forces receive access to the divination and astral spheres, and missionaries gain access to the charm sphere. In the 3E era, I actually became dissatisfied with the cleric class for two major reasons. One, it seems that the game embraced the concept that clerics were "priests" as opposed to being one order of martial crusaders. The friar in the village or the reclusive hermit were as adept in weapons and armor as an adventuring cleric. It's a bit of dissonance that stuck in my craw. Second... It's my opinion that the cleric class is deliberately overpowered. (Probably to make them more appealing to play, it's a classic gaming trope that most people despise getting "stuck playing the cleric.") They get full spellcasting [I]and[/I] can wear all the armors [I]and[/I] fight reasonably well? For that reason, I divided 3E clerics in my homebrew into two separate classes: the crusader (like a cleric from older editions, good combat abilities but limited spellcasting) and the priest (focused on spellcasting and buffing allies, strong divine abilities, poor combat abilities). Crusaders have access to one domain and priests gained access to two, priests can also choose to gain access to additional domains as a class feature as they gain levels. In 4E, I ruled that being a "priest" was only a social distinction and not one bestowed by game abilities. Priests of Ioun were just as likely to be arcane spellcasters as divine, for example. In order to qualify for priesthood, I required that a character have the Ritual Caster feat (they are expected to perform mystic functions for the faithful), trained in the Religion skill, and trained in one additional skill relevant to the faith (Arcana for a priest of Ioun and Nature for a priest of Melora, for example). I've kept the crusader/priest divide in my Pathfinder homebrew games. People seem to enjoy playing crusaders, but always want someone to play a priest. [/QUOTE]
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