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Clerics & Druids: musings
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<blockquote data-quote="Aus_Snow" data-source="post: 2508310" data-attributes="member: 29112"><p>You will probably never suffer that horrible fate, which is a good thing isn't it? <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=":)" /> I might be dropping medium armour as well, so please don't read this if it'll only cause you pain. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Oh, and what's worse, they will probably have a medium Fort Save progression too.</p><p> </p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p> With some added class abilities, I don't see these spells as useless for my altered clerics.</p><p></p><p></p><p></p><p>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 <em>one</em> example: fear and mind-affecting spells and effects.</p><p> </p><p></p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p>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.</p><p></p><p></p><p></p><p>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).</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p>...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.</p></blockquote><p></p>
[QUOTE="Aus_Snow, post: 2508310, member: 29112"] 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. 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. With some added class abilities, I don't see these spells as useless for my altered clerics. 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 [i]one[/i] example: fear and mind-affecting spells and effects. 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. :p 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. 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). 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. [/QUOTE]
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