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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: 5778834" data-attributes="member: 40522"><p>There's the adept, which seems to fill the role of "primitive spellcaster." They do have some <em>cure </em>and protective spells and actually cast divine spells, but they also receive a familiar and have access to some spells with a traditionally arcane bent (<em>invisibility</em>, <em>wall of fire</em>, and the like). </p><p></p><p>You <em>can</em> re-concept an adept to function as a non-adventuring priest, and I've seen some GMs do exactly that. I don't like that approach myself. To me, it seems that a divine caster that was skilled and knowledgeable enough to serve at or lead a temple would be <em>better</em> at spellcasting and other divine powers than a cleric, not worse. </p><p></p><p>The solution I arrived at was to reduce the cleric's spellcasting to a more pre-3E style--maxing out at 7th level, slightly fewer spells per day, and giving them different uses for their turn undead ability (channel energy in <em>Pathfinder</em>) similar to the divine feats presented in <em>Defenders of the Faith</em> and later supplements. That became the crusader class.</p><p></p><p>I then made a "priest" class that was a strong spellcaster (full cleric spellcasting), but gained other abilities to make them better at divine things. They got a bardic knowledge type of thing to make them better scholars and the ability to grant attack and damage bonuses similar to the bard. They also gained their own suite of divine feat-style abilities.</p><p></p><p>All that being said... I realize that my take on the cleric class reflects my own opinions and preferences and that other players won't agree with me. That's fine. My cleric variants fit into my homebrew setting better than the standard cleric does in 3E and <em>Pathfinder</em>, and I allow the standard cleric class for my Greyhawk games (although many of my players still opt to play a crusader instead).</p><p></p><p>I've attached these variant classes in case you're interested in checking them out.</p></blockquote><p></p>
[QUOTE="Dykstrav, post: 5778834, member: 40522"] There's the adept, which seems to fill the role of "primitive spellcaster." They do have some [I]cure [/I]and protective spells and actually cast divine spells, but they also receive a familiar and have access to some spells with a traditionally arcane bent ([I]invisibility[/I], [I]wall of fire[/I], and the like). You [I]can[/I] re-concept an adept to function as a non-adventuring priest, and I've seen some GMs do exactly that. I don't like that approach myself. To me, it seems that a divine caster that was skilled and knowledgeable enough to serve at or lead a temple would be [I]better[/I] at spellcasting and other divine powers than a cleric, not worse. The solution I arrived at was to reduce the cleric's spellcasting to a more pre-3E style--maxing out at 7th level, slightly fewer spells per day, and giving them different uses for their turn undead ability (channel energy in [I]Pathfinder[/I]) similar to the divine feats presented in [I]Defenders of the Faith[/I] and later supplements. That became the crusader class. I then made a "priest" class that was a strong spellcaster (full cleric spellcasting), but gained other abilities to make them better at divine things. They got a bardic knowledge type of thing to make them better scholars and the ability to grant attack and damage bonuses similar to the bard. They also gained their own suite of divine feat-style abilities. All that being said... I realize that my take on the cleric class reflects my own opinions and preferences and that other players won't agree with me. That's fine. My cleric variants fit into my homebrew setting better than the standard cleric does in 3E and [I]Pathfinder[/I], and I allow the standard cleric class for my Greyhawk games (although many of my players still opt to play a crusader instead). I've attached these variant classes in case you're interested in checking them out. [/QUOTE]
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