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<blockquote data-quote="DrSpunj" data-source="post: 1490763" data-attributes="member: 994"><p><strong>ouini</strong>, over the weekend I was able to work something out that works rather well. It still relies on roleplaying restrictions but I think, given that many of these abilities are supposedly granted by an outside source (like a deity, for Clerics), that's necessary in some cases.</p><p></p><p>Anyway, what I did is take advantage of a Core rule about feats. If you, for some reason, no longer meet the prerequisites for a feat then you no longer gain its benefit. If your Strength falls below 13, you can't use Power Attack, and therefore can't use Cleave either.</p><p></p><p><strong>[EDIT: I'm now calling this Divine Training (& Nature Training) instead; it sounds better & is a better descriptor of what I'm after here).]</strong></p><p></p><p>Using that I created a feat called "Divine Restriction". It's a PRIME feat that costs the same as a Base feat (5 pts). When you take it you agree to a number of roleplaying restrictions laid out by your DM (for the Cleric it would be based upon the deity and their outlook, wishes, etc.). In return, you get no ASF, have a Divine Aura for alignment purposes, and pick up Spontaneous Casting as a Cleric. At the level you take this feat you get a Major Restriction that is worth -5 pts. That way it's +5 for the feat and -5 for the restriction, so a net of 0 for the points. I figure you're paying for those benefits with the roleplaying restrictions.</p><p></p><p>With that in place, I then use that Divine Restriction as a prerequisite feat for all the other Divine Abilities. Namely Domains & Turn/Rebuke Undead. The nifty part is if the DM doesn't think you're following your deity's wishes you lose all the abilities, just like you should in Core.</p><p></p><p>I use the same thing for Paladin's and I created a Nature Restriction for Druids & Rangers. The Prereqs for those Restriction feats are 3 ranks of Knowledge(Religion) for Divine and Knowledge(Nature) for Nature.</p><p></p><p>Everything came together rather easily then. I also wanted to let you know that with the point values you came up with I didn't have to make nearly as many adjustments to the Core classes that I felt were pretty balanced. The only major change I had to make to get everything to work is dropping the Druid's magic from Full to Half, which I feel isn't unreasonable at all given that the Druid has most every advantage of the Cleric PLUS all their Wild Shape abilities.</p><p></p><p>Thanks.</p><p></p><p>DrSpunj</p></blockquote><p></p>
[QUOTE="DrSpunj, post: 1490763, member: 994"] [b]ouini[/b], over the weekend I was able to work something out that works rather well. It still relies on roleplaying restrictions but I think, given that many of these abilities are supposedly granted by an outside source (like a deity, for Clerics), that's necessary in some cases. Anyway, what I did is take advantage of a Core rule about feats. If you, for some reason, no longer meet the prerequisites for a feat then you no longer gain its benefit. If your Strength falls below 13, you can't use Power Attack, and therefore can't use Cleave either. [b][EDIT: I'm now calling this Divine Training (& Nature Training) instead; it sounds better & is a better descriptor of what I'm after here).][/b] Using that I created a feat called "Divine Restriction". It's a PRIME feat that costs the same as a Base feat (5 pts). When you take it you agree to a number of roleplaying restrictions laid out by your DM (for the Cleric it would be based upon the deity and their outlook, wishes, etc.). In return, you get no ASF, have a Divine Aura for alignment purposes, and pick up Spontaneous Casting as a Cleric. At the level you take this feat you get a Major Restriction that is worth -5 pts. That way it's +5 for the feat and -5 for the restriction, so a net of 0 for the points. I figure you're paying for those benefits with the roleplaying restrictions. With that in place, I then use that Divine Restriction as a prerequisite feat for all the other Divine Abilities. Namely Domains & Turn/Rebuke Undead. The nifty part is if the DM doesn't think you're following your deity's wishes you lose all the abilities, just like you should in Core. I use the same thing for Paladin's and I created a Nature Restriction for Druids & Rangers. The Prereqs for those Restriction feats are 3 ranks of Knowledge(Religion) for Divine and Knowledge(Nature) for Nature. Everything came together rather easily then. I also wanted to let you know that with the point values you came up with I didn't have to make nearly as many adjustments to the Core classes that I felt were pretty balanced. The only major change I had to make to get everything to work is dropping the Druid's magic from Full to Half, which I feel isn't unreasonable at all given that the Druid has most every advantage of the Cleric PLUS all their Wild Shape abilities. Thanks. DrSpunj [/QUOTE]
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