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General Tabletop Discussion
*Pathfinder & Starfinder
Atypical Clerics and Wizards who like versatility
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<blockquote data-quote="Cadfan" data-source="post: 4206841" data-attributes="member: 40961"><p>1. The 4e cleric is probably more restricted than the 3e cleric in certain ways. The primary spellcasters all seem to have gotten this treatment, in order to stop magic from overshadowing melee.</p><p></p><p>2. The cleric seems designed to either fight in melee, or attack at range with magical attacks that do moderate damage, but also inflict status effects. Generally the status effects are positive ones that benefit allies.</p><p></p><p>3. Cleric per encounter abilities seem to cover the general curse or offensive magic, such as Cause Fear.</p><p></p><p>So, yes, you can create a cleric who lurks in the back and attacks with ranged spells. Odds are, its actually one of the cleric Paragon Paths, meaning you can specialize in that quite deeply. But you will note that the range on these spells is usually a bit low, meaning you have to get into the thick of things. That's why you get armor and hit points, and the wizard doesn't, I suppose.</p><p></p><p>I don't think anyone other than the wizard gets to change their dailies. I won't miss it myself. What the wizard (and other spellcasters) lose in complexity is justified, in my mind, by the increase in complexity and choice made available to other character classes. I don't think that per encounter abilities will get stale, because at higher levels you seem to have an awful lot of them. You get several from your class, more from your paragon path, possibly some from your race, and then more from your gear. Plus dailies, feats that grant you abilities or improve certain actions, and your multiple at will abilities. There's a chart that shows you how much you get just from your class alone, if you want to get an idea how much is available to a particular character at a given moment.</p></blockquote><p></p>
[QUOTE="Cadfan, post: 4206841, member: 40961"] 1. The 4e cleric is probably more restricted than the 3e cleric in certain ways. The primary spellcasters all seem to have gotten this treatment, in order to stop magic from overshadowing melee. 2. The cleric seems designed to either fight in melee, or attack at range with magical attacks that do moderate damage, but also inflict status effects. Generally the status effects are positive ones that benefit allies. 3. Cleric per encounter abilities seem to cover the general curse or offensive magic, such as Cause Fear. So, yes, you can create a cleric who lurks in the back and attacks with ranged spells. Odds are, its actually one of the cleric Paragon Paths, meaning you can specialize in that quite deeply. But you will note that the range on these spells is usually a bit low, meaning you have to get into the thick of things. That's why you get armor and hit points, and the wizard doesn't, I suppose. I don't think anyone other than the wizard gets to change their dailies. I won't miss it myself. What the wizard (and other spellcasters) lose in complexity is justified, in my mind, by the increase in complexity and choice made available to other character classes. I don't think that per encounter abilities will get stale, because at higher levels you seem to have an awful lot of them. You get several from your class, more from your paragon path, possibly some from your race, and then more from your gear. Plus dailies, feats that grant you abilities or improve certain actions, and your multiple at will abilities. There's a chart that shows you how much you get just from your class alone, if you want to get an idea how much is available to a particular character at a given moment. [/QUOTE]
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Atypical Clerics and Wizards who like versatility
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