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Clerics' Channeling, not casting(long post, sorry)
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<blockquote data-quote="Apeiron" data-source="post: 3489077" data-attributes="member: 42532"><p>i'm excited about where this is headed. If i wasn't at work i could post some detailed thoughts, but here are a few things off the top of my head.</p><p></p><p>- Consider the way that Shadow Casters progress in their powers. At first an effect is cast like a spell, as the gain levels, that same power eventually becomes easier/faster to cast. For your model of clerics, it would be like saying, Cure Light Wounds is a big deal at first. As the priest gains favor, CLW becomes an after thought, cast as a free action, and perhaps at range.</p><p></p><p>- Chants: Similar to Bard song, a cleric could pray continuously and provide some buff to allies or nerf to foes, or provide some general effect. The effect would start on the character's next turn, and remain until they stop the chant, or their concentration is broken. Maintaining the chant requires a Concentration + Wis check vs 10 + Level of the Chant + Damage taken since the last check. Create feats that improve the concentration check or lower the DCs. Assigning levels to the chants might be unnecessary. </p><p></p><p>Sample Chant - Repel (Opposing Alignment): While this chant is active, creatures of (Opposing Alignment) must make a will save to approach, and remain within X squares of the priest, where X is the level of the chant.</p><p></p><p>- We could steal from Diablo 2 and have auras a la paladins.</p><p></p><p>- Rituals: Similar to spells, but take minutes or hours to perform, thus are useless in combat, and require participants and equipment that make performing them in the wilds difficult. Rituals are a big big deal, they allow even low level clerics to request the miraculous. More participants, better participants, better equipment, more time invested etc, add up to increase the chance of success. </p><p></p><p>In a small church of similar alignment +1</p><p>In a large church of similar alighment +2</p><p>In a small church of that diety +3</p><p>In a large church of that diety +4</p><p>Plain old incense +1</p><p>Fancy incense +1</p><p>Per hour of doing the hokey pokey +1</p><p>Some participant is hoping the ritual will fail +ECL to the DC</p><p></p><p>Each ritual has a base DC (a fairly high one), then the leader of the ritual makes a serious of checks. A hasty performance would be a straight roll of d20 + bonuses. Making checks once per minute allows the caster to take 10, taking an hour per check gives them 20. Some rituals might have a faster or slower check rate. The ritual might be pass/fail, or it could have degrees of success. A resurrection ritual might restore one level per successful check. Failing a check might prevent further checks that day, or have some detrimental effect.</p><p></p><p>Create a skill for Rituals of (Deity) and feats to go with it.</p><p></p><p>- Karma/Faith: Karma is a reward for actions the deity likes, and fuel for making things happen. Faith is the cleric's degree of trust/love/fear in the deity. </p><p></p><p>Here's where things can get really fun:</p><p></p><p>Allow non clerics to ask favors of their god. Create a feat called Faith. When selected the player chooses the deity, and then can earn Karma with that god. Non-clerics don't have a direct line to their god, but they can still ask for a bit of help. This could make for awesome flavor in a campaign where the gods are fairly involved with their worshippers.</p></blockquote><p></p>
[QUOTE="Apeiron, post: 3489077, member: 42532"] i'm excited about where this is headed. If i wasn't at work i could post some detailed thoughts, but here are a few things off the top of my head. - Consider the way that Shadow Casters progress in their powers. At first an effect is cast like a spell, as the gain levels, that same power eventually becomes easier/faster to cast. For your model of clerics, it would be like saying, Cure Light Wounds is a big deal at first. As the priest gains favor, CLW becomes an after thought, cast as a free action, and perhaps at range. - Chants: Similar to Bard song, a cleric could pray continuously and provide some buff to allies or nerf to foes, or provide some general effect. The effect would start on the character's next turn, and remain until they stop the chant, or their concentration is broken. Maintaining the chant requires a Concentration + Wis check vs 10 + Level of the Chant + Damage taken since the last check. Create feats that improve the concentration check or lower the DCs. Assigning levels to the chants might be unnecessary. Sample Chant - Repel (Opposing Alignment): While this chant is active, creatures of (Opposing Alignment) must make a will save to approach, and remain within X squares of the priest, where X is the level of the chant. - We could steal from Diablo 2 and have auras a la paladins. - Rituals: Similar to spells, but take minutes or hours to perform, thus are useless in combat, and require participants and equipment that make performing them in the wilds difficult. Rituals are a big big deal, they allow even low level clerics to request the miraculous. More participants, better participants, better equipment, more time invested etc, add up to increase the chance of success. In a small church of similar alignment +1 In a large church of similar alighment +2 In a small church of that diety +3 In a large church of that diety +4 Plain old incense +1 Fancy incense +1 Per hour of doing the hokey pokey +1 Some participant is hoping the ritual will fail +ECL to the DC Each ritual has a base DC (a fairly high one), then the leader of the ritual makes a serious of checks. A hasty performance would be a straight roll of d20 + bonuses. Making checks once per minute allows the caster to take 10, taking an hour per check gives them 20. Some rituals might have a faster or slower check rate. The ritual might be pass/fail, or it could have degrees of success. A resurrection ritual might restore one level per successful check. Failing a check might prevent further checks that day, or have some detrimental effect. Create a skill for Rituals of (Deity) and feats to go with it. - Karma/Faith: Karma is a reward for actions the deity likes, and fuel for making things happen. Faith is the cleric's degree of trust/love/fear in the deity. Here's where things can get really fun: Allow non clerics to ask favors of their god. Create a feat called Faith. When selected the player chooses the deity, and then can earn Karma with that god. Non-clerics don't have a direct line to their god, but they can still ask for a bit of help. This could make for awesome flavor in a campaign where the gods are fairly involved with their worshippers. [/QUOTE]
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