Does this sound like an Über caster to you?

When it boils right down to it, all that's going on is an obvious difference in playing style.

You (The OP) seem to be a role-player, wanting in-depth descriptions of your sources of powers and references to materials outside of D&D to support your concept. I'd love to have you as a player.

The other players seem to be Tab A-Slot B players, using the game mechanics to solve their in-game difficulties; they make assumptions on your character based on what they've read in the PHB, and the DM supports this by disallowing anything outside of the core books. He's a dirty coremonger (props to anyone who remmebers my coining this word a long time ago), and IMO such people should be thumped soundly on the head with all three core books at once. Things that do not change or grow, stagnate and die.

All that aside, you need to get over what the PHB labels you and the labels that the players will enforce upon you and just make what you want. Be a Druid. Then multi- into Cleric. Or play a Favoured Soul. Or follow the old 1e multi-class Bard model and go Fighter/Thief/Druid.

As for the guy who demands you turn undead, gently remind him that there were a slew of 2e specialty priests (from FR) and faith models (from the Cleric kit book) that did NOT traditionally turn undead but offered some kind of payoff as a result. Since your 3.x DM isn't willing to accomodate you, why should you feel the need to accomodate them?
 

log in or register to remove this ad

Dannyalcatraz said:
]Its obviously not an explicit rule.
The only time it will ever be any kind of rule, explicit or otherwise, will be if the DM makes it so.

However it is the one difference that distinguishes between a RW lay priest and a fully vested member of the clergy and their RPG counterparts.
If the DM rules such. It is perfectly reasonable that a priest's orders and vows are, like they are in RL, spoken and part of a ritual seperate from magic. And yet that too will depend upon the DM ruling it. There is no game rule concerning itself with the connection between in-game priests and the metagame cleric class, the relationship between the two, or the vows one must make to become one, both, or neither.

You argue that to be a priest, you must take levels in cleric. This ruling is not supported in any game material, but will only be an enforcable rule if the DM wills it so. If your DM is hawking this rule on you, then let me know and I'll say, "OK, in your game it's a rule"; acutally, please ask your DM and let us know, because otherwise this conversation will devolve into an "it's a Rule", "cite your source" bickering match.

Correct me if I'm wrong, but the only places in which the channeling of positive or negative energy are mentioned in depth are in the various Turning rules sections and the spontaneous casting rules...
SRD said:
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
SRD said:
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).
[Emphasis added]

There are likely references elsewhere in the spells, but I figured this would be enough to show you that channeling energy is not only mentioned in the Turning rules section, and that positive and negative energy is associated with a cleric's spells.

But that just begs the question- Why do all clerics channel positive or negative energy? Why shouldn't a cleric of a god of elemental fire channel elemental fire instead of positive or negative energy? Why can't some do both, or others neither? The answer is purely game mechanics- the designers designed them that way.
I don't understand what you're driving at here. Rogues could have 10d6 Sneak Attack at 1st level, but the game designers decided not to write them that way. If you're looking for an in-game explanation of the mechanics, then we might be able to hash something out. If you're looking to harry the designers over their decisions and suggest changes, then the House Rules folks will help a whole hell of a lot more than I will.

The description you wrote of your character seemed to me to be wholly flavor. From the culture he was from to the way he reacted to his environment; it is a character you could assign any number of mechanical builds to.

But you want him to be a "priest". And for some reason that means he absolutely must with no exceptions have levels in cleric. But you dislike Turn Undead to the point of refusing to take levels in Cleric, because you don't want to not use a class ability because your fellow players won't understand why. Nor would they be able to understand the difference between "in-game profession" and "metagame class-mechanics". Nor will your DM alter the game rules for you to accomodate you.

Well, hell.

As I can see it your options are
Allow that it is possible that in-game priests don't compulsorily take levels in cleric.
Whereby you will be able to select any class combination that suits you.
Play a cleric, and don't turn undead.
And damn your fellow players when they female dog and moan.
Play a cleric, and turn undead when you see the buggers.
Having gotten over the "my culture's source didn't specify undead!" hang-up.
Play a druid.
Didn't you say upthread that you didn't want to play a druid because you hadn't looked at it closely? In the three weeks since you started this thread, have you?

And frankly, I don't care what you do. But those are your choices. Happy hunting.
 

Dannyalcatraz said:
Which ones?

While his healing is limited, he can cast classic divine spells like Bless, Orison, Purify Food/Drink, Remove Curse, Tongues, Atonement, Quest, and True Seeing (as well as the reversible versions of them of course). Most of those are derived from analogs within RW religions and legends, "cast" by divine beings or their agents.

You said it yourself - his healing is limited, for example. While a "true" cleric can cast lots of healing. He can cast lots of spells from the "arcane" list. He cannot turn undead, which a normal cleric could do. Based upon his demonstrated powers, according to your previous arguments, villagers wouldn't recognize him as a "priest" since he can cast "arcane" spells, and can't cast a lot of "divine" spells. Hence, the intellectual disconnect in your argument.

Few of those spells, to addresss another poster, are available to arcane casters.

You mean, other than true seeing, remove curse, tongues, and geas/qeust (both regular, and lesser)? All are on the standard wizard/sorcerer spell list in 3.0, some are on the bard list. Your argument for the "distinctiveness" of spells cast by clerics gets thinner the more you post.

I'm not even sure what you mean by the spell orison, since that is a type of spell, not a particular spell - and most of the spells listed as orisons are also cantrips - giving substantial overlap in that area as well. The effects of bless are almost identical to the effects of the bard ability inspire courage, so an arcane caster can replicate the effects of that spells as well.

So, of your "big list", there are basically two effects that an arcane caster can't replicate identically - the trivial cantrip purify food and drink (which could be easily obtained by multiclassing one or two levels of druid with your bard or sorcerer), and the extraordinarily rarely used atonement (a spell which, in and of itself doesn't fit your Russo-Finnish background).

So, once again, your arguments fall apart - your objections at this point seem to be little more than an ardent desire to write the word "cleric" on your character sheet regardless of the fact that the array of powers you want your character to have would be easily replicated using a bard or bard multiclass of some sort.
 
Last edited:


Celebrim said:
Attack of the Necromantic thread. There's some dark magic afoot when these come back from the dead.

When the OP does so, and then explicitly says in the thread that he did so because he was sick and didn't read it for a couple of weeks, it's hardly the cause for the usual thread necromancy complaints, is it? :-)

I think the core of the problem is that the OP has said that his DMs are pretty hardline on "Core Only", "Divine and Arcane Magic Are Different" and "Priests Are Clerics" - which he doesn't necesarilly agree with,but is the situation he needs to work in. In fact, judging by some of the OPs comments, the DMs and the other playes all adopt attitudes which would make most of the "solutions" being put forward unworkable.

This is a shame, because his general issue idea isn't awful - it's just that all the tools available to realise it aren't core. A player who came to me with this idea would get a bit more tolerance, because I agree with the OP that there are ideas that just don't work all that hot in the core RAW. Certainly, no-one in this thread would disagree if I said that a core rules arcane Necromancer isn't as hot as his divine brethren, which is why there's so many different PrCs and base class options out there to improve that niche.
 

In no particular order:

You said it yourself - his healing is limited, for example. While a "true" cleric can cast lots of healing. He can cast lots of spells from the "arcane" list. He cannot turn undead, which a normal cleric could do. Based upon his demonstrated powers, according to your previous arguments, villagers wouldn't recognize him as a "priest" since he can cast "arcane" spells, and can't cast a lot of "divine" spells.

Actually

1) there are more spells from his Divine list than Arcane.

2) He can't turn undead, which, IMHO, not every cleric should be able to do, since that is a power that is only reflective of a very narrow range of RW priesthoods.

3)Healing isn't a universal power among holy personages of legend, myth, fiction, or RW religion.

4) Merely being able to cast arcane spells isn't a bar to villagers recognizing a priest- multiclassing has been an option since 1Ed, when such arguments were originally put forth. Again, it isn't what the guy can cast, its a question of what he can't. For example, no matter how powerful, there isn't a purely arcane caster who can cast Attonement. While rarely used in game, such a spell performs a vital role in the relationship between a divine being and his followers.

5) Lack of access to certain divine spells would also not be dispositive, since the game mechanics link spells to class levels. Again, Attonement is a prime example. The function it serves would be seen as a basic function of a priest, interceding with his god on behalf of a supplicant who wishes to return to the good graces of the faith. In any RW religion with a concept of exclusion and reconciliation, this is a basic function of any full priest. Yet in D&D, its limited to divine casters of 10th or higher level for purely game mechanical reasons- if it were a Clerical class feature or a 1st level divine spell, it would be too easy for fallen Paladins, Clerics and others to return to the fold, and magical alignment changes would be too easy to undo.

There are likely references elsewhere in the spells,

If you look back at my post, you'll note that I also mentioned the spontaneous casting rules, which cover only the healing & infliction spells which explicitly mention channeling of positive & negative energy.
I don't understand what you're driving at here.

What I'm driving at is that to say that priests turn undead because priests channel positive/negative energy, which lets them turn undead, doesn't answer the question of why they all channel only positive/negative energy.

Instead of taking a little more thought, time & space to make the mechanics of the cleric more flexible and reflective of particular priesthoods- having priests of Elemental deities channel those elemental energies directly, for instance- the designers made all clerics channel only positive or negative energy. In conjunction with this, they made all "Undead" have links to the Negative plane (in 1Ed, Mummies were linked to the Positive) which affects how they deal with Undead (and BTW, how does Turning work with "Deathless" ?).

For that matter, why isn't Turning expanded (or expandible) to things like demons & devils, which anyone who has ever read, seen, or heard of the Exorcist (and similar pieces of fiction) or read the Bible (or the holy books of other faiths) knows is fully within the abilities attributed to many holy people.

Instead, there is a simple, inflexible mechanic that reflects only a small portion of priesthoods.
I'm not even sure what you mean by the spell orison, since that is a type of spell, not a particular spell

At the time of this PC's creation, Orison was originally written up with only one stat block, covering a host of 1st lvl priest spells, allowing the Priest to alleviate pain or discomfort, calm fears, speak clearly and free of impediment, grant courage, guidance, heal a point of damage, and other minor priestly effects. Since, by the description (and explicitly unlike cantrips), the priest didn't have to choose which effect he wanted to use until he actually cast it, Orison was functionally a spell of infinite flexibility but limited power.
I think the core of the problem is that the OP has said that his DMs are pretty hardline on "Core Only", "Divine and Arcane Magic Are Different" and "Priests Are Clerics"

Actually, to be perfectly accurate, that last bit should read:

...(the) DMs are pretty hardline on "Core Only", and we all agree on "Divine and Arcane Magic Are Different" and "Priests Are Divine Casters"
I'd say that a large part of the adherence to the last 2 points is that of the 8 guys in the group, several of us went to religious private schools for at least 4 years (3 to the same Catholic HS), with a few of us having taken college level classes in comparative theology. Another guy in the group is an amateur magician who has studied RW "magic" dating back to tricks done by the Greeks & Egyptians.
This is a shame, because his general issue idea isn't awful - it's just that all the tools available to realise it aren't core.

Which is why I brought up the PC in the other thread in the first place. D&D, while an awesome game (personally, my 3rd favorite all-time, behind HERO 5th and Mutants & Masterminds), has a certain rigidity that creates voids in which certain concepts reside. The current incarnation is by far the most flexible, but it still has voids that are larger than certain other games- more than can be addressed with just the Core, as some asserted in that other thread. For example, as certain people have pointed out, part of my problem in creating the PC in 3.X is in a holdover from 2Ed Druid design- but far more people have pointed out non-Core solutions.

To further illustrate, with just the core rules, you can't:

1) Create a PC who is a size class smaller or larger than usual for his race. Despite records of humans beings as small as halflings or an inch shy of 9', all humans in D&D are size M.

Can you as a good DM come up with a way to do this? Of course- but it will vary from DM to DM- there is no set rule, there is no established guideline.

2) Create a PC who has a single (or small group of) innate "Spell-Like/Psi-Like/Supernatural" abilities, basically usable at will, that he improves and refines with time and practice- yet this is a common archetype. John Taylor of the Nightside books, Niven's Gil "The Arm" Hamilton (who has a TK ability limited to what a weak human arm can do), and Charlie from Firestarter are but a few that have shown up in print.

3) Create a PC who is "Awakened." While you may know its base HD, there are simply no guidelines as to what the creature (or plant's) ECL should be.

4) Create a competent Polearm user. Even a few minutes of sparring with a polearm will reveal how natural it is to use the butt end of all but the longest of polearms (like awlpikes)- in game terms, that would make a lot of polearms into dual weapons.

5) Create a good aligned undead PC, especially one that is both low level and sentient. Again, this is not an uncommon concept- there are all kinds of stories about undead- usually ghosts of some kind- who are not evil, who are intelligent, and whose interactions with the mortal/corporeal world improve over time- in game terms, improving with PC experience.

6) Create a living Construct PC, especially a low-level one. If Pinnochio is good enough for Disney...

7) A PC who can be 100% invisible 100% of the time. H.G. Wells Invisible Man didn't become visible when he attacked someone- OTOH, he had to be naked. Despite such a handicap, an invisible, naked unarmed combatant could be nasty, and if he could cast spells...
 

Dannyalcatraz said:
To further illustrate, with just the core rules, you can't:

1) Create a PC who is a size class smaller or larger than usual for his race. Despite records of humans beings as small as halflings or an inch shy of 9', all humans in D&D are size M.

Can you as a good DM come up with a way to do this? Of course- but it will vary from DM to DM- there is no set rule, there is no established guideline.

2) Create a PC who has a single (or small group of) innate "Spell-Like/Psi-Like/Supernatural" abilities, basically usable at will, that he improves and refines with time and practice- yet this is a common archetype. John Taylor of the Nightside books, Niven's Gil "The Arm" Hamilton (who has a TK ability limited to what a weak human arm can do), and Charlie from Firestarter are but a few that have shown up in print.

3) Create a PC who is "Awakened." While you may know its base HD, there are simply no guidelines as to what the creature (or plant's) ECL should be.

4) Create a competent Polearm user. Even a few minutes of sparring with a polearm will reveal how natural it is to use the butt end of all but the longest of polearms (like awlpikes)- in game terms, that would make a lot of polearms into dual weapons.

5) Create a good aligned undead PC, especially one that is both low level and sentient. Again, this is not an uncommon concept- there are all kinds of stories about undead- usually ghosts of some kind- who are not evil, who are intelligent, and whose interactions with the mortal/corporeal world improve over time- in game terms, improving with PC experience.

6) Create a living Construct PC, especially a low-level one. If Pinnochio is good enough for Disney...

7) A PC who can be 100% invisible 100% of the time. H.G. Wells Invisible Man didn't become visible when he attacked someone- OTOH, he had to be naked. Despite such a handicap, an invisible, naked unarmed combatant could be nasty, and if he could cast spells...
I see your points and they're well-founded. There are rules in place for all of these instances, but using the rules in the context you describe isn't using the RAW.

1) Give the PC the appropriate size modifier for their new height. Those are in the MM I believe. Players will rail at the ability score mods, but the gargantuan PC must now pay extra for their larger goods... I think. Not sure if that rule's in the RAW, but I remember a similar rule from one of the older editions...

2) Any PC with the "Wild Talent" feat gets access to one psi power of choice; a PC who multi-classes into a Psi or spellcasting class and only levels it once in a while also gets a similar "awakening" of powers. Of course, psi aren't core, are they... *lol* D'OH!

3) The MM has the rules for statting monsters as PCs. That includes "awakened" PCs.

4) Make a Warrior-type, most probably a Fighter. By strict definition, they're already polearm-competent right out of the box. ;) More to the point, it's not RAW but using the butt end of any weapon is generally 1d4 or 1d6 damage (as evidenced by other gaming supplements, especially d20 Modern and using a rifle butt as a weapon), plus you take the -4 for using an improvised weapon.

5) Write on the PC's character sheet, under alignment, "Good". Convert undead using the guidelines in the MM. By RAW, he's supposed to have the [Evil] template, and for story purposes I would always register him as [Evil] even if he were Good; undeath has a certain taint that alignment alone cannot overcome.

6) Give the PC the Construct template. Done.

7) While being invisible would be a grossly overpowered ability in the standard D&D campaign, it would be a great solo story.
 
Last edited:

Dannyalcatraz said:
1) there are more spells from his Divine list than Arcane.

But that doesn't matter. You've already said that "villagers can tell who casts arcane and who casts divine spells based on the effects they produce". And your guy: can't. produce. many. divine. effects.

Hence, by your reasoning, he cannot be regarded as a divine caster by the populace.

But that's not your reasoning. Your reasoning, such as it is, appears to be: if you write "divine caster" on your character sheet, you are a divine caster; if you writye "arcane caster" on your character sheet you are an arcane caster. And everyone can tell the difference by sight, because they can see the glowing letters floating over your hear that indicate you as one or the other.

3)Healing isn't a universal power among holy personages of legend, myth, fiction, or RW religion.

But it is a universal power among divine casters in D&D. And your guy doesn't have the ability that "real" clerics do. Hence, he cannot be regarded as a divine caster by the populace.

4) Merely being able to cast arcane spells isn't a bar to villagers recognizing a priest- multiclassing has been an option since 1Ed, when such arguments were originally put forth. Again, it isn't what the guy can cast, its a question of what he can't. For example, no matter how powerful, there isn't a purely arcane caster who can cast Attonement. While rarely used in game, such a spell performs a vital role in the relationship between a divine being and his followers.

And? He cannot cast atonement, like about 99% of priests who never reach that level. Paladins are divine casters - they are never able to cast atonement. Rangers are divine casters - they are never able to cast atonement. Adepts are divine catser - they are never able to cast atonement[/]i. No cleric or druid of less than 9th level can cast atonement. Which means the vast majority of "priests" (which are defined, apparently, as divine casters) are completely unable to cast atonement.

Which means the ability to cast atonement should be so rare that whether your character can or not cannot be regarded as any kind of realistic litmus test.

5) Lack of access to certain divine spells would also not be dispositive, since the game mechanics link spells to class levels. Again, Attonement is a prime example. The function it serves would be seen as a basic function of a priest, interceding with his god on behalf of a supplicant who wishes to return to the good graces of the faith. In any RW religion with a concept of exclusion and reconciliation, this is a basic function of any full priest. Yet in D&D, its limited to divine casters of 10th or higher level for purely game mechanical reasons- if it were a Clerical class feature or a 1st level divine spell, it would be too easy for fallen Paladins, Clerics and others to return to the fold, and magical alignment changes would be too easy to undo.

And? Your arguments still give no reason whatsoever why the arcane/divine split is anything of consequence. As a matter of fact, with every post you make, you destroy your own arguments. You said that people can tell who is an who is not a divine caster by observing the effects of their spells and then rattling off a list of spells. First off, the list of spells was mostly spells that overlapped the arcane spell lists, which made your point spurious to begin with. Now, you assert that not being able to cast those spells is not an impediment to being considered a priest, because of spell level issues.

So which is it? Is being able to cast certain divine spells necessary or not? You are trying to argue both sides here, and it is just making your arguments seem ludicrous.

Instead of taking a little more thought, time & space to make the mechanics of the cleric more flexible and reflective of particular priesthoods- having priests of Elemental deities channel those elemental energies directly, for instance- the designers made all clerics channel only positive or negative energy. In conjunction with this, they made all "Undead" have links to the Negative plane (in 1Ed, Mummies were linked to the Positive) which affects how they deal with Undead (and BTW, how does Turning work with "Deathless" ?).

In 3e, they gave you a variety of abilities to cover this. First off, they gave you druids, who are nature oriented divine casters. Second, they gave elemental domains for clerics, allowing clerics to turn and rebuke elemental creatures. Third, they gave flexible multiclassing, to allow for combinations to accomplish the mechanics you want.

It is not the game's fault that you choose not to use the tools available to model the character you want.

For that matter, why isn't Turning expanded (or expandible) to things like demons & devils, which anyone who has ever read, seen, or heard of the Exorcist (and similar pieces of fiction) or read the Bible (or the holy books of other faiths) knows is fully within the abilities attributed to many holy people.

The sacred exorcist presitge class does exactly that. Not everything is always in the core books.

Instead, there is a simple, inflexible mechanic that reflects only a small portion of priesthoods.

The core books give the basic mechanics. However, the core books give lots of flexibility by allowing for very flexible multiclassing. You just don't want to use the tools available.

At the time of this PC's creation, Orison was originally written up with only one stat block, covering a host of 1st lvl priest spells, allowing the Priest to alleviate pain or discomfort, calm fears, speak clearly and free of impediment, grant courage, guidance, heal a point of damage, and other minor priestly effects. Since, by the description (and explicitly unlike cantrips), the priest didn't have to choose which effect he wanted to use until he actually cast it, Orison was functionally a spell of infinite flexibility but limited power.

Well then, the fact that he cannot cast a spell that doesn't exist in 3e should not be a problem. That, coupled with the fact that there is substantial overlap between the cleric orison list and the bard and sorcerer/wizard cantrip lists pretty much means that most "arcane" casters can replicate most of the minor spells of "priests".

(the) DMs are pretty hardline on "Core Only", and we all agree on "Divine and Arcane Magic Are Different" and "Priests Are Divine Casters"
I'd say that a large part of the adherence to the last 2 points is that of the 8 guys in the group, several of us went to religious private schools for at least 4 years (3 to the same Catholic HS), with a few of us having taken college level classes in comparative theology. Another guy in the group is an amateur magician who has studied RW "magic" dating back to tricks done by the Greeks & Egyptians.

And? How does going to catholic school have anything to do with the arcane/divine magic split? Are you saying that russo-finnish myth somehow incorporates judeo-christian interpretations of "holy" miracles as opposed to wicked magic? Are all arcane casters regarded as being in league with the devil? (Which they should, if you are using historical catholicism as your guide). Comparative theology should lead you to the realization that the distinction between "good" divine magic and "evil" other types of magic is primarily a christian meme, and for most religions, magic was simply magic, with no thought being given to the source (especially in Greek and Egyptian myths).

Once again, what you say, and the actual reality seem to diverge significantly.

Which is why I brought up the PC in the other thread in the first place. D&D, while an awesome game (personally, my 3rd favorite all-time, behind HERO 5th and Mutants & Masterminds), has a certain rigidity that creates voids in which certain concepts reside. The current incarnation is by far the most flexible, but it still has voids that are larger than certain other games- more than can be addressed with just the Core, as some asserted in that other thread. For example, as certain people have pointed out, part of my problem in creating the PC in 3.X is in a holdover from 2Ed Druid design- but far more people have pointed out non-Core solutions.

No. The problem is not with the game. The problem is that you simply won't use the tools given in the core rules. A bard, a bard/druid, or a bard/ranger has all of the abilities you claim are necessary to execute your concept. But because you don't get to write "cleric" in your sheet, you don't want to use those options. And you don't want to use the options for wholly arbitrary and metagame reasons.

Don't blame the game for your own refusal to use the obvious options it gives you.

1) Create a PC who is a size class smaller or larger than usual for his race. Despite records of humans beings as small as halflings or an inch shy of 9', all humans in D&D are size M.

Can you as a good DM come up with a way to do this? Of course- but it will vary from DM to DM- there is no set rule, there is no established guideline.

Yes you can, and yes there is. It is even in the SRD. http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases.

2) Create a PC who has a single (or small group of) innate "Spell-Like/Psi-Like/Supernatural" abilities, basically usable at will, that he improves and refines with time and practice- yet this is a common archetype. John Taylor of the Nightside books, Niven's Gil "The Arm" Hamilton (who has a TK ability limited to what a weak human arm can do), and Charlie from Firestarter are but a few that have shown up in print.

The warlock. Yes, it is in a supplemement, but not everything can fit in the core books.

3) Create a PC who is "Awakened." While you may know its base HD, there are simply no guidelines as to what the creature (or plant's) ECL should be.

The ECL of an awakened wolf is +4. That took me about thirty seconds worth of work to figure out. I looked up "equivalent character level" in the Monster Manual, and did some math that involved adding two numbers.

4) Create a competent Polearm user. Even a few minutes of sparring with a polearm will reveal how natural it is to use the butt end of all but the longest of polearms (like awlpikes)- in game terms, that would make a lot of polearms into dual weapons.

Use the improvised weapon rules. http://www.d20srd.org/srd/equipment/weapons.htm#improvisedWeapons.

5) Create a good aligned undead PC, especially one that is both low level and sentient. Again, this is not an uncommon concept- there are all kinds of stories about undead- usually ghosts of some kind- who are not evil, who are intelligent, and whose interactions with the mortal/corporeal world improve over time- in game terms, improving with PC experience.

D&D has defined animating the dead as evil, and the animated dead as evil. However, there are variant rules that allow for undead creatures (or undead like creatures) who are good. Once again, not everything can fit in the core books.

6) Create a living Construct PC, especially a low-level one. If Pinnochio is good enough for Disney...

Pinnochio is a Small animated object, or possibly a downsized golem.

7) A PC who can be 100% invisible 100% of the time. H.G. Wells Invisible Man didn't become visible when he attacked someone- OTOH, he had to be naked. Despite such a handicap, an invisible, naked unarmed combatant could be nasty, and if he could cast spells...

H.G. Wells invisible man was also a corner case. I'm always unsurprised when highly idiosyncratic literary characters cannot be perfectly modeled by game mechanics. However, using the core rules, one can create a slotless, permanent magic item that confers greater invisibility on the wearer, and attaches the curse "cannot be removed". Problem solved.
 

Sorry I've been absent for so long again- between a couple of weddings and a night at Cirque Du Soleil, I've had to let my social computer time slide!

That said, this will probably be the last response to this thread I make- its plain to me that much of the dichotomy here is in fundamental perceptions of the nature of religion and connections to the divine as modeled in D&D that aren't going to change with internet discussion- we'll just have to agree to disagree. Continue on if y'all wish.


And your guy: can't. produce. many. divine. effects.

You're. Missing. The. Point.

He can produce enough- healing, curatives and reconciliatory powers unique to divine casters are within his repetoir.

It isn't the amount of purely divine spells you can cast, so long as the number is greater than zero. Like I said- the assertion that even villagers could distinguish between divine and arcane magical effects goes back to 1st Ed arguments raised by the publication of the Barbarian in the original Unearthed Arcana. Even then, there were Dual classed and multiclassed arcane/divine casters, so there were characters who muddied the waters.

From the 1st Ed UA:

Barbarians in general detest magic and those who use it. They will, at low levels of experience, refuse to employ any sort of magic items if they recognize it as such. They will often seek to destroy magic items...While magic-users will be shunned initially, and always viewed with suspicion, clerical spells of the type used by shamans and witch doctors are not so viewed, though high-level clerical spells are suspect. UA p19

Let it be noted that while the class has the ability to detect magic (except illusion/phantasm), the class delivers no more ability to distinguish between arcane and shamanistic magic than any other PC. Barbarians do so by using their rational minds, the same as any other being, including commoners.
But it is a universal power among divine casters in D&D. And your guy doesn't have the ability that "real" clerics do. Hence, he cannot be regarded as a divine caster by the populace.

Is his healing limited? Sure- but he has it. So is a low-level cleric's. So is an Evil cleric's. A druid's is limited, but in different ways.

He cannot cast atonement...

Its on his list of spells, under the "All" category.
How does going to catholic school have anything to do with the arcane/divine magic split? Are you saying that russo-finnish myth somehow incorporates judeo-christian interpretations of "holy" miracles as opposed to wicked magic? Are all arcane casters regarded as being in league with the devil?

and

Comparative theology should lead you to the realization that the distinction between "good" divine magic and "evil" other types of magic is primarily a christian meme, and for most religions, magic was simply magic

The point was that I (and others) had a shared education in comparative religions dating back to high-school- the theology courses there wern't all about Catholicism, but Catholocism in comparison to other world religions, both live and dead. I, in particular, continued that in a broader context in college.

As for the arcane casters being in league with the devil, I again return to the 1st Ed UA- that a connection between arcane magic (actually, any magic performed by a non-shaman or someone recognized as such) and evil is one that has been one of the background beliefs that a character might have.

You can find distinctions between good & bad magic in more than just the Judeo-Christian tradition. Modern Wicca usually looks at most magic as a tool, and distinguishes between usage than inherent goodness or evil, but that is not an absolute viewpoint. Similar distinctions exist in many old animist traditions like Voudoun, Native American and African faith traditions. In any of those, there are some kinds of magic that are viewed as inherently evil, such as any magic that is intended to overpower someone's free will, or that seeks to overturn the laws of nature, like exercising coercive power over the spirits or bodies of the dead.

The sacred exorcist presitge class does exactly that. Not everything is always in the core books.

(And other comments about things that are not core.)

One of my original points from the other thread- that not every archetype is supported by Core D&D- was countered in that other thread and led to the creation of this one.

And, if you'll look back at the post to which you're responding- I specifically stated that these were archetypes not supported by Core. IOW, I have no argument with you there- it is others who have stated that you can do any PC concept with just the Core rules, not me.

Pinnochio is a Small animated object, or possibly a downsized golem.

No, Pinnochio is a living (sentient and free-willed) construct with similarities to a small, wood golem. I believe that it isn't until the Warforged were published that a living, sentient, free-willed construct PC was allowed- IOW, not a universally playable concept until books other than the Core existed.
Your arguments still give no reason whatsoever why the arcane/divine split is anything of consequence. As a matter of fact, with every post you make, you destroy your own arguments. You said that people can tell who is an who is not a divine caster by observing the effects of their spells and then rattling off a list of spells. First off, the list of spells was mostly spells that overlapped the arcane spell lists, which made your point spurious to begin with. Now, you assert that not being able to cast those spells is not an impediment to being considered a priest, because of spell level issues.

So which is it? Is being able to cast certain divine spells necessary or not? You are trying to argue both sides here, and it is just making your arguments seem ludicrous.

That my list of spells was not comprehensive nor perfectly exclusive is immaterial- the fact remains that there are divine spells that do not exist on any arcane caster's list (and vice versa). Uniquely divine spells exist because they serve the purposes of the divine and their flock.

A divine being who found an unassociated arcane spellcaster trying to cast a researched version of Attonement (which is permissable under the Core rules) would probably be a target of that being's wrath. Why? Because that caster is circumnavigating the being's control over who is a member in good faith & standing of his religion.

The core books give the basic mechanics. However, the core books give lots of flexibility by allowing for very flexible multiclassing. You just don't want to use the tools available.

There is no flexibility in the Core rules regarding Turning, other than the expansion of it by certain domains or Feats. Restricting it or changing its focus entirely isn't within that ruleset.

A bard, a bard/druid, or a bard/ranger has all of the abilities you claim are necessary to execute your concept. But because you don't get to write "cleric" in your sheet, you don't want to use those options. And you don't want to use the options for wholly arbitrary and metagame reasons.

Apparently, you've missed the several posts where I admitted that the 3.x Druid dropped aspects that I felt were wholly against the concept and that it was actually a decent fit. Improve your reading skills, please.
Re: Size changes, you said:
Yes you can, and yes there is. It is even in the SRD. http://www.d20srd.org/srd/improving...m#sizeIncreases.

I've seen and I'm even currently using those charts (originally in the MM) to design aspects of my new campaign.

A size change upwards to Large or larger is listed as +1. Is that absolute or is it per size change? It matters, don't you think?

Nowhere in those rules does it say precisely what a downward size change will do for a creature's ECL. A normally Colossal Red Dragon reduced to the size of an insect may lose melee power, but RAW, its spellpower, HD, and breath weapons are unaffected- a rude surprise to someone thinking he's swatting a pesky fly.

The charts don't even address changes in movement rates...nor do the Size rules in the Combat or movement rules in the Adventuring sections.

Overall, the language is imprecise and open to interpretation and it shouldn't be.

Re: Polearms, you said:
Use the improvised weapon rules.

I shouldn't have to- those weapons were designed as improvements upon the quarterstaff- a double weapon- and using the butt end of all but the largest of them is no more difficult than using the end with the hunk of shaped metal.

Instead, the improvised weapon rules impose a fairly severe penalty assuming that it also invokes the normal 2 weapon fighting penalties (you and your DM may not- ours? it varies).

Other sources let you use a Feat to cut that penalty down significantly.

If, OTOH, the weapon is already treated as a double weapon, no feat need be burned, no improvised weapon penalty need be applied.
***
One last point about animist magic: it is very poorly modeled by the Vancian system.

Vancian magic is very dependable, very cause & effect. You memorize the spell, you cast the spell. If it doesn't work, its usually because the target was either invalid or defended in some way against your magic.

In contrast, Animist magic (both in RW faiths and in fiction- see Moorcock's Eternal Champion cycle) has an inherent uncertainty to it. Until the caster reaches the pinnacle of power, he does not so much command the spirits to do his bidding, he asks for their help. They can refuse to give it, and often do, for a variety of reasons. Sometimes, sacrifices, bargains and pacts with the spirits can alter the odds, but seldom to the point of certainty.

To illustrate, a Vancian caster who casts "Create Food & Water" or its equivalent will get what he asked for- "Pop!" and there it is.

An animist caster attempting to use his magic to get food & water would ask nature spirits to either guide him to water & food, or possibly even surrender their own lives to provide him sustenance. Understandibly, some spirits might not want to direct the animist supplicant to their hidden stream, or die so that he could live. In such cases the spell would simply not work, or its effects would be greatly reduced- the water is a small puddle, the food, a few small berries- just enough to fend off the worst effects of starvation.

Summoning spells would be affected similarly- while the Vancian caster really only has to worry that he's not in an Anti-magic zone, an animist caster has to wonder if he is on good enough terms with the local fauna or otherplanar allies that they'd respond to his call and show up.
 
Last edited:

Dannyalcatraz said:
4) Merely being able to cast arcane spells isn't a bar to villagers recognizing a priest- multiclassing has been an option since 1Ed, when such arguments were originally put forth. Again, it isn't what the guy can cast, its a question of what he can't. For example, no matter how powerful, there isn't a purely arcane caster who can cast Attonement. While rarely used in game, such a spell performs a vital role in the relationship between a divine being and his followers.

Minor quibble. Any sorceror or wizard with Limited Wish could cast Atonement if he chose to.
 

Pets & Sidekicks

Remove ads

Top