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Altering the cleric to fit a non-war god
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<blockquote data-quote="Grraf" data-source="post: 304183" data-attributes="member: 3791"><p>Its funny. I struggled with this in a completely different fashion and wound up creating this class</p><p></p><p><a href="http://www.grayskies.net/graf/SL/The_Priest_npc_class.htm" target="_blank">http://www.grayskies.net/graf/SL/The_Priest_npc_class.htm</a></p><p></p><p>One thing I'd be concerned with is the role of the cleric in a game. Its nice to have a strong fighting character, with good movement abilities, high skills and powerful spell casting. When I was a player I constantly psuhed to do these things.</p><p>As a DM I find that </p><p>1. the cleric is already the most versatile class with a lot of combat power in differenet situations</p><p>2. its important in a game to have character balance. its good that the PCs see each other as the source of valuble abilities they possess.</p><p>3. I don't mean to discourage peoples creativity) but you can usually get the kind of character someone wants by mixing classes. How about a level of barbarian? The high skills and fast movement is there, as is the light armor requirement.</p><p></p><p>To play devils advocate:</p><p>Many characters don't use all aspects of their class to their fullest. There are a lot of high-dex fighters who don't use heavy armor. I have two arcane spellcasters in my game who refused familars because they felt it was out-of-character. I'm fine with their characters not calling a familar. I accepted one of the PCs arguements that his character wouldn't know how to call a familar at all. But I wouldn't give him something for that.</p><p></p><p>Without lowering the clerics strengths significantly (hit points, bab, spells & saves) its hard to for me to see giving the special abilities (fast movement, or lore) of other classes.</p><p>With granted powers providing additional class skills giving clerics extra skillpoints strikes me as possibily unbalancing (whatever that means).</p><p></p><p>I'm not sure how a traveling priest would be less hardy than a cleric. if your -character- is weaker thats a low con. are all the god of travel's clerics really weaker than, say, Oghma's clerics? (sorry really don't spell GH stuff well)</p><p>A fort save or armor proficency are basically feats. most of the stuff you want (extra skill points, fast movement) aren't availible as feats. As a DM that would set off warning bells.</p></blockquote><p></p>
[QUOTE="Grraf, post: 304183, member: 3791"] Its funny. I struggled with this in a completely different fashion and wound up creating this class [url]http://www.grayskies.net/graf/SL/The_Priest_npc_class.htm[/url] One thing I'd be concerned with is the role of the cleric in a game. Its nice to have a strong fighting character, with good movement abilities, high skills and powerful spell casting. When I was a player I constantly psuhed to do these things. As a DM I find that 1. the cleric is already the most versatile class with a lot of combat power in differenet situations 2. its important in a game to have character balance. its good that the PCs see each other as the source of valuble abilities they possess. 3. I don't mean to discourage peoples creativity) but you can usually get the kind of character someone wants by mixing classes. How about a level of barbarian? The high skills and fast movement is there, as is the light armor requirement. To play devils advocate: Many characters don't use all aspects of their class to their fullest. There are a lot of high-dex fighters who don't use heavy armor. I have two arcane spellcasters in my game who refused familars because they felt it was out-of-character. I'm fine with their characters not calling a familar. I accepted one of the PCs arguements that his character wouldn't know how to call a familar at all. But I wouldn't give him something for that. Without lowering the clerics strengths significantly (hit points, bab, spells & saves) its hard to for me to see giving the special abilities (fast movement, or lore) of other classes. With granted powers providing additional class skills giving clerics extra skillpoints strikes me as possibily unbalancing (whatever that means). I'm not sure how a traveling priest would be less hardy than a cleric. if your -character- is weaker thats a low con. are all the god of travel's clerics really weaker than, say, Oghma's clerics? (sorry really don't spell GH stuff well) A fort save or armor proficency are basically feats. most of the stuff you want (extra skill points, fast movement) aren't availible as feats. As a DM that would set off warning bells. [/QUOTE]
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