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*TTRPGs General
Altering the cleric to fit a non-war god
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<blockquote data-quote="hong" data-source="post: 306671" data-attributes="member: 537"><p>Ta!</p><p></p><p></p><p></p><p>I have a feat somewhere on my website that increases your base speed by 50%. But the prereqs are hefty....</p><p></p><p></p><p></p><p>How much playtesting? None. Free stuff is worth what you pay for it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>However, I don't think it's really overpowered. The basic features are pretty much the same as the shaman in OA, and presumably _that's_ been playtested. Compared to the cleric, it gives up a good Fort save, cleric BAB, d8 HD, and armour proficiencies, which are a major deal. (You also get more skill points, but I see that more as compensating for how clerics don't get enough skill points in the first place.)</p><p></p><p>You can multiclass to fighter to get the BAB and proficiencies back, but you give up spellcasting levels for that. And really, that's exactly what the fighter/priest combo is meant to represent: the "crusader" or "war priest" schtick. If you want to be better at fighting, you tradeoff some of your raw spellcasting ability.</p><p></p><p>The bit that's most likely to be wonky is the turn/rebuke fiends ability at 14th level. Demons and devils tend to have low HD for their CR, so it's hard to strike a balance between blowing mariliths and balors out of existence, and making the ability useless. What I've got on the page is that fiends get turn resistance +5, but it might be a good idea to use what's in the ELH instead, where they get turn resist equal to half their SR.</p></blockquote><p></p>
[QUOTE="hong, post: 306671, member: 537"] Ta! I have a feat somewhere on my website that increases your base speed by 50%. But the prereqs are hefty.... How much playtesting? None. Free stuff is worth what you pay for it. ;) However, I don't think it's really overpowered. The basic features are pretty much the same as the shaman in OA, and presumably _that's_ been playtested. Compared to the cleric, it gives up a good Fort save, cleric BAB, d8 HD, and armour proficiencies, which are a major deal. (You also get more skill points, but I see that more as compensating for how clerics don't get enough skill points in the first place.) You can multiclass to fighter to get the BAB and proficiencies back, but you give up spellcasting levels for that. And really, that's exactly what the fighter/priest combo is meant to represent: the "crusader" or "war priest" schtick. If you want to be better at fighting, you tradeoff some of your raw spellcasting ability. The bit that's most likely to be wonky is the turn/rebuke fiends ability at 14th level. Demons and devils tend to have low HD for their CR, so it's hard to strike a balance between blowing mariliths and balors out of existence, and making the ability useless. What I've got on the page is that fiends get turn resistance +5, but it might be a good idea to use what's in the ELH instead, where they get turn resist equal to half their SR. [/QUOTE]
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