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Community
General Tabletop Discussion
*Pathfinder & Starfinder
A few (fairly minor) cleric variants
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<blockquote data-quote="brehobit" data-source="post: 1462534" data-attributes="member: 12032"><p>A few cleric variants I'm thinking of using. I just want to know if people find them balanced. I'm less worried if people think them too weak than if too powerful. </p><p></p><p>#1 -- Cleric of Magic God</p><p>Restrictions:</p><p>Change HD to d6, remove heavy armor prof., remove all domain abilties, must have one level as sorc or wizard before can take a level in this class</p><p></p><p>Advantages</p><p>Add 1/2 cleric level (round down!) to level as wizard or sorc for all spell-casting purposes (spell acquizition, caster level, etc.).</p><p></p><p>Other possible tweeks</p><p>4 skill points, only good save is Will, require some metamagic feat to take class.</p><p></p><p>#2 -- Cleric of LG paladin god.</p><p>Restrictions: </p><p>No domain abilties, must have at least one level of paladin to take 1st level in this class.</p><p></p><p>Advantages:</p><p>Can freely swap between paladin and this class when multiclassing.</p><p>Add cleric and paladin levels for the following abilties <strong>ONLY</strong> if the character's paladin level is high enough to grant the abilities initially: Smite evil (cleric levels can not give additional smites) Lay on Hands, Special mount.</p><p>Can chose cleric spells from the paladin list but only spells of a level less than or equal to <strong>cleric</strong> level/3 (round down). (so 1st level spells at 3rd level of cleric up to 4th at 12th level)</p><p></p><p>#3 Cleric of Chotic/trickster God</p><p>Restictions:</p><p>No Domain spells (but see below), turn undead as cleric two levels lower</p><p></p><p>Advantages:</p><p>When recovering spells for the first time in a day the cleric may select any one core domain (from PHB) other than Law, Evil, Sun, and Fire (these restirctions are campain flavor). The cleric then has that domain for all purposes until he again changes domains.</p><p>Disguise is a class skill. 4 skill points/level.</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="brehobit, post: 1462534, member: 12032"] A few cleric variants I'm thinking of using. I just want to know if people find them balanced. I'm less worried if people think them too weak than if too powerful. #1 -- Cleric of Magic God Restrictions: Change HD to d6, remove heavy armor prof., remove all domain abilties, must have one level as sorc or wizard before can take a level in this class Advantages Add 1/2 cleric level (round down!) to level as wizard or sorc for all spell-casting purposes (spell acquizition, caster level, etc.). Other possible tweeks 4 skill points, only good save is Will, require some metamagic feat to take class. #2 -- Cleric of LG paladin god. Restrictions: No domain abilties, must have at least one level of paladin to take 1st level in this class. Advantages: Can freely swap between paladin and this class when multiclassing. Add cleric and paladin levels for the following abilties [B]ONLY[/B] if the character's paladin level is high enough to grant the abilities initially: Smite evil (cleric levels can not give additional smites) Lay on Hands, Special mount. Can chose cleric spells from the paladin list but only spells of a level less than or equal to [B]cleric[/B] level/3 (round down). (so 1st level spells at 3rd level of cleric up to 4th at 12th level) #3 Cleric of Chotic/trickster God Restictions: No Domain spells (but see below), turn undead as cleric two levels lower Advantages: When recovering spells for the first time in a day the cleric may select any one core domain (from PHB) other than Law, Evil, Sun, and Fire (these restirctions are campain flavor). The cleric then has that domain for all purposes until he again changes domains. Disguise is a class skill. 4 skill points/level. Thoughts? [/QUOTE]
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A few (fairly minor) cleric variants
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