Veril said:
I wouldn't touch a cleric with no heavy armour and 1D6 hp.
You will probably never suffer that horrible fate, which is a good thing isn't it?

I might be dropping medium armour as well, so please don't read this if it'll only cause you pain.

Oh, and what's worse, they will probably have a medium Fort Save progression too.
Veril said:
Clerics are intended to be in combat
That depends on a lot of things. Regardless, they will be less templar-like and more travelling priest/ess-like by the time I'm through with them.
Veril said:
Take a look at the clerical spells, there's a whole bunch of spells that are combat self-buffs - Rightous Might, Divine Favour, Divine Power etc. Without the base AC and HP you cannot afford to be in comba, and so you are therefore taking away these spells as well as valid and useful choices for the Cleric.
With some added class abilities, I don't see these spells as useless for my altered clerics.
Veril said:
In return for gutting the combat capabilities I'd expect something like an oratory or preaching power - something like bardic music, (and a bump up of skill points). As a representive of my god I speak with his voice, that's seems to allow for a whole bunch of the bardic abilities to be justiffied.
Funny you should say that. I've been working on the class just now, and some of the abilities that might end up in the mix are similar to the abovementioned. Others include spiritual resilience to various things (a god's or goddess's protection could be a powerful thing, methinks) - in this area for
one example: fear and mind-affecting spells and effects.
Veril said:
Playing a cleric is pretty tedious compared to playing most other classes, you are a lot more reactive. Casting cures - which are far less effective in terms of HP/Spell Level compared to damaging spells simply isn't that fun. Big heroic fighter at the front hands out loads of damage to the monsters, cleaving, power attacking etc, making choices in return he takes loads of damage back, enough that next round he will die. Cleric Choices are as follows, let the fighter die and then you all die in the next few rounds because of the lack of combat capabilies, or move up and casts their 1 cure spell on the fighter. That's not a choice at all.
Any player in one of my campaigns who feels this way will be glad to know that the Templar will be there for them to take, as a temple-trained buttkickin' alternative to the boring old (well, new) Cleric.
No seriously, the Templar is being made to fill the very hole that the standard Cleric might or might not leave. Something a bit Sohei-ish and borrowing from elsewhere a bit, but a lot homemade.
Veril said:
The choices and decisions of the other players determine what the cleric can do. By the book a cleric seems to be overpowered, but that's a payoff for what a cleric has to do. A lot of time the cleric is having to respond to the situation passivly rather than being active.
Having more powers and whatsit should let them take more of a frontseat in battle, at those times they deem it right to do so (or when their deity is encouraging them).
Veril said:
The vast majority of cleric spells are used as cures - it doesn't matter that they chose a lot of different spells, the whole game is ruled by HP's. If you run out of HP's it's all over. So the cleric simply has to convert their spells into HP for the rest of the party, or you simply stop adventuring until you have more HP.
In my campaigns, each deity's chosen (and *every* Cleric is now going to have a patron deity) will help themselves and others cope with such dreary facts of life - admirably, I hope.
...and if the whole thing fails spectacularly, I'll go with the saner option of the Cloistered Cleric (usually known as some variety of Sage here) being the default cleric, and the Cleric doing the templar thing.