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*Pathfinder & Starfinder
Clerics as spontaneous casters
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<blockquote data-quote="Plane Sailing" data-source="post: 388307" data-attributes="member: 114"><p>Sorry, this slipped off my "radar". I'll try to answer each of these questions.</p><p></p><p><strong></strong></p><p><strong>My campaign is monotheistic, so the issue doesn't come up. If I was using a polytheistic campaign I would probably say that half of the known spells must be from one of the deities domains.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Yes - it is one of the big campaign arcs actually - most clerics come from a nation which is a religious theocracy, with proselytes running temples in other nations across the world. Something is going bad in the theocracy, and many of the temples are turning to evil. Some think this is connected with the preparing and casting of spells - "using" their god, rather than serving him. Funnily enough, at about this time the prophets have started appearing - the spontaneously casting men who are waaaaay outside the normal priestly hierarchy and (they claim) are being commissoned by Asura to bring righteousness back to the temples. Think Old Testament biblical prophets.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>I've included the domain spells amongst the "knowable" spells, but didn't make them bonus spells. If I was to do that, I'd only let the prophet select a single domain, and get the bonus spells known from that domain in addition to the ones he chooses according to the sorcerer list each level.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>I don't do this. I do give access to a feat (called sorcerous mastery - it is mainly for sorcerers) which allows spontaneous casters to know 3+Cha mod spells so well that they can metamagic them as a standard action instead of a full-round action. Somewhat analogous to the wizards feat which gives them some spells they don't have to prepare</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>IMC druids are not divine casters, they are another separate kind of magic known as shamanism, and they are found amongst the barbarian tribes. They prepare and cast spells as per the PHB</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>The most important change that I've noticed is that it gets rid of the (to my mind unbalanced) ability of clerics to always prepare the best possible combination of spells each day, at no particular effort (when compared to wizards, for instance). It does mean that (like the sorcerer) it pays to consider from the beginning what divine spells you would like to know from each level since you have such a limited choice. It also means that (like the sorcerer) you tend to be one level behind at the biggest spells, and it is a lousy class for multiclassing with unless you just take one level of prophet.</strong></p><p><strong></strong></p><p><strong>Healing has never been an issue.</strong></p><p><strong></strong></p><p><strong>Cheers</strong></p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 388307, member: 114"] Sorry, this slipped off my "radar". I'll try to answer each of these questions. [B] My campaign is monotheistic, so the issue doesn't come up. If I was using a polytheistic campaign I would probably say that half of the known spells must be from one of the deities domains. Yes - it is one of the big campaign arcs actually - most clerics come from a nation which is a religious theocracy, with proselytes running temples in other nations across the world. Something is going bad in the theocracy, and many of the temples are turning to evil. Some think this is connected with the preparing and casting of spells - "using" their god, rather than serving him. Funnily enough, at about this time the prophets have started appearing - the spontaneously casting men who are waaaaay outside the normal priestly hierarchy and (they claim) are being commissoned by Asura to bring righteousness back to the temples. Think Old Testament biblical prophets. I've included the domain spells amongst the "knowable" spells, but didn't make them bonus spells. If I was to do that, I'd only let the prophet select a single domain, and get the bonus spells known from that domain in addition to the ones he chooses according to the sorcerer list each level. I don't do this. I do give access to a feat (called sorcerous mastery - it is mainly for sorcerers) which allows spontaneous casters to know 3+Cha mod spells so well that they can metamagic them as a standard action instead of a full-round action. Somewhat analogous to the wizards feat which gives them some spells they don't have to prepare IMC druids are not divine casters, they are another separate kind of magic known as shamanism, and they are found amongst the barbarian tribes. They prepare and cast spells as per the PHB The most important change that I've noticed is that it gets rid of the (to my mind unbalanced) ability of clerics to always prepare the best possible combination of spells each day, at no particular effort (when compared to wizards, for instance). It does mean that (like the sorcerer) it pays to consider from the beginning what divine spells you would like to know from each level since you have such a limited choice. It also means that (like the sorcerer) you tend to be one level behind at the biggest spells, and it is a lousy class for multiclassing with unless you just take one level of prophet. Healing has never been an issue. Cheers[/b] [/QUOTE]
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