You will probably never suffer that horrible fate, which is a good thing isn't it?Veril said:I wouldn't touch a cleric with no heavy armour and 1D6 hp.
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:Clerics are intended to be in combat
With some added class abilities, I don't see these spells as useless for my altered clerics.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.
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: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.
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.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.
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 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.
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.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.
Aus_Snow said:Oh, and what's worse, they will probably have a medium Fort Save progression too.
this is just the wrong area to preach about hows WOTC is so great, etc.
Korimyr the Rat said:Yeah, I'm using prestige Paladins. I have a strong tendency to wanting mechanical things to be symmetrical, so either Blackguard (or some other evil Paladin) needed to be base or Paladin needed to be Prestige. I chose the latter.
Korimyr the Rat said:One of these days, I'm going to sit down and figure out what game I'm playing, because I'm not sure it's D&D anymore.
There are quite a few posts, so it would've been easy to miss the couple of times I mentioned them earlier on. I intend to further weaken that variant physically, too (while strengthening them spiritually). They'll have d4's for HD and lose all armour, but will gain certain advantages, which are being worked out currently.Jraynack said:Just out of curiosity, have you seen the cloistered cleric in the Unearthed Arcana? Off the top of my head it seems to fit your description well as to the adjustments you wish to make to the cleric core class.
Not in my campaigns; I offer 9 varieties of Paladin (one of each alignment). The Templar will be something else again though, because I tend to consider the Paladin and the variants thereof to be examples of 'lone crusaders', typically (i.e., not tied to a religious order). It's the flavour I've decided on for them - not something I would necessarily suggest to all and sundry. The Templar will be an archetypal.. well.. templar (I'm hoping).Jraynack said:I can understand the compliant that PHB cleric does not fit to the true medieval archetype and it is more akin to a medieval crusader (but the paladin fills that role well - save for the fact - it is a role filled for only lawful good churches).
Nifft said:One word: UNDEAD. They force a lot of Fort saves. Clerics should be strong against them.
Fair enough, though it seems I'm not the only who likes their Priests to have d4's. I checked out The Waking Lands for the first time recently, and was pleasantly surprised / horrified to discover that amazingly (or not) some of the very same changes I've made, in both the distant and the recent past, are mirrored there!Selvarin said:I'd just as soon get rid of d4's altogether and give most spellcasters d6 bu that's another thread altogether.

the classes so that they can all be used in a variety of settings as is, or at the least more easily and quickly tweaked (in only minor ways) to suit.Old Name New Name Problem with the Original Name
Barbarian Berserker not always applicable
Cleric Templar inaccurate
CloiCleric Priest just a horrible name
Druid Shaman specific cultural term
Fighter Warrior poxy term; I've always loathed it
Ninja Assassin specific cultural term
Shugenja Elementalist specific cultural term
Wizard Mage just don't like the term 'wizard' much; it's poxy too

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.