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Cleric - Holy Warrior or Healer?
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<blockquote data-quote="Ainamacar" data-source="post: 5804047" data-attributes="member: 70709"><p>He should be the best divine representative he can be, one who cultivates the abilities and methods favored by his deity in addition to the special favor that is divine casting.</p><p></p><p>I would like the class features of the cleric to emphasize spellcasting, small spontaneous miracles, and otherwise serve as a framework on which to hang the cumulative effects of 2-3 domains/spheres. If a cleric chooses War then he gets the weapon and armor proficiencies to help him excel in that way, hit points to help him last, and access to spells (but perhaps not so many per day) that favor direct action and sound strategy. If he also focuses on Secret Knowledge then he gets no addtional weapon or armor proficiencies and only a small bonus to hit points, but broad access to lore, divination, and some manipulative effects. Such a character would excel as a divinely-inspired strategist or crusader after lost relics.</p><p></p><p>On the other hand, a cleric of War and Strife might resemble a barbarian or berserker in battle, while one focused on Luck and Secret Knowledge might be a carefree sage with more spells.</p><p></p><p>Finally, I might package these domains/spheres as themes, so that the same structure serves full-classed clerics, multi-classed clerics, lay devotees, and other divine casters that may crop up. I'm not convinced the cleric/priest split is necessary, although I see the Paladin as quite distinct from either (although it might also have a place for domains/spheres).</p></blockquote><p></p>
[QUOTE="Ainamacar, post: 5804047, member: 70709"] He should be the best divine representative he can be, one who cultivates the abilities and methods favored by his deity in addition to the special favor that is divine casting. I would like the class features of the cleric to emphasize spellcasting, small spontaneous miracles, and otherwise serve as a framework on which to hang the cumulative effects of 2-3 domains/spheres. If a cleric chooses War then he gets the weapon and armor proficiencies to help him excel in that way, hit points to help him last, and access to spells (but perhaps not so many per day) that favor direct action and sound strategy. If he also focuses on Secret Knowledge then he gets no addtional weapon or armor proficiencies and only a small bonus to hit points, but broad access to lore, divination, and some manipulative effects. Such a character would excel as a divinely-inspired strategist or crusader after lost relics. On the other hand, a cleric of War and Strife might resemble a barbarian or berserker in battle, while one focused on Luck and Secret Knowledge might be a carefree sage with more spells. Finally, I might package these domains/spheres as themes, so that the same structure serves full-classed clerics, multi-classed clerics, lay devotees, and other divine casters that may crop up. I'm not convinced the cleric/priest split is necessary, although I see the Paladin as quite distinct from either (although it might also have a place for domains/spheres). [/QUOTE]
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Cleric - Holy Warrior or Healer?
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