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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Cleric Variant: One with bonus feats
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<blockquote data-quote="kirinke" data-source="post: 2763879" data-attributes="member: 15409"><p>One of the reasons why I posted this varient is I love feats. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>The removing of the heavy armour proficiency is a good idea. I think that the heavy armour thing should be reserved for the fighter classes. Clerics need to be mobile and heavy armour tends to slow things down a bit, especially when they need to duck into melee and heal a fellow combatant. Personally, when I play a cleric, I rarely use heavy armour. Too clunky.</p><p></p><p></p><p>Bonus Feats.</p><p>At first level, the cleric gains the ability to turn or rebuke undead as well as scribe scrolls. At third level, the cleric gains the ability to brew potions.</p><p></p><p>At 5th, 10th, 15th, and 20th level, a cleric gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The Cleric must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. </p><p><strong>The Cleric is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.</strong></p><p></p><p>The cleric is proficient with all simple weapons and all armours save heavy armours. She is also proficient with all shields save tower shields.</p><p></p><p>The cleric can no longer cast the following spells from memory or cast them from scrolls. (I kept the magic weapon/greater magic weapon. That was a bit much)</p><p>- Divine Favor</p><p>- Aid</p><p>- Divine Power</p><p>- Righteous Might</p><p>- Prayer</p><p>- Doom</p></blockquote><p></p>
[QUOTE="kirinke, post: 2763879, member: 15409"] One of the reasons why I posted this varient is I love feats. :) The removing of the heavy armour proficiency is a good idea. I think that the heavy armour thing should be reserved for the fighter classes. Clerics need to be mobile and heavy armour tends to slow things down a bit, especially when they need to duck into melee and heal a fellow combatant. Personally, when I play a cleric, I rarely use heavy armour. Too clunky. Bonus Feats. At first level, the cleric gains the ability to turn or rebuke undead as well as scribe scrolls. At third level, the cleric gains the ability to brew potions. At 5th, 10th, 15th, and 20th level, a cleric gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The Cleric must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. [B]The Cleric is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.[/B] The cleric is proficient with all simple weapons and all armours save heavy armours. She is also proficient with all shields save tower shields. The cleric can no longer cast the following spells from memory or cast them from scrolls. (I kept the magic weapon/greater magic weapon. That was a bit much) - Divine Favor - Aid - Divine Power - Righteous Might - Prayer - Doom [/QUOTE]
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Cleric Variant: One with bonus feats
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