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Dwarf Cleric of Moradin
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<blockquote data-quote="Navarp" data-source="post: 1825937" data-attributes="member: 25543"><p>Well Enofrcer that is exactly the kind of feedback I am looking for. I honestly don't think that the class would be overpowered, but I appriciate your opinion. The class is not for me so i was looking at the abilities to use as racial substitution levels (much like the ones in the Planar Handbook.) That is why I am trading stuff away from the cleric and giving him other stuff. Also in the latest revision He gains aura of courage at level 1, loses a level 1 spell slot as well (so he loses a spell slot from levels 1-8) and at 5th level he gains +4 to craft rolls (metal only doesn't stack with dwarf racial bonus) and 1/2 exp cost for making items with the craft magic arms and armour feat. So that at least is only useful if you have taken that feat (or if you craft a lot) and clerics (esp. dwarf clerics) don't get a lot of feats.</p><p></p><p>Another thing to think about is this: Are any of these abilities really BETTER than a spell of the given level? Hammer specialist is about bulls str right (plus a feat) but you can never cast a diferant spell, you are locked into that +2 damage. At 4th level you are again only gaining a little melee damage. You are giving up freedom of movement, summon monster IV, Dimensional anchor, cure critical, etc. (once per day) to do a little more melee damage. Quake doesn't even compare to a 5th level spell. Starwalt is more or less shield of faith (base save should be higher) but it is about a level 2 divine spell equivilant that you are giving up a level 6 spell for. Thunder strike is a conditional damage bonus again and compaire it to any level 7 spell (ie distruction, holy word, Etheral Jaunt, etc.) </p><p></p><p>I just don't think the class abilities are any better than the spells you are loosing.</p></blockquote><p></p>
[QUOTE="Navarp, post: 1825937, member: 25543"] Well Enofrcer that is exactly the kind of feedback I am looking for. I honestly don't think that the class would be overpowered, but I appriciate your opinion. The class is not for me so i was looking at the abilities to use as racial substitution levels (much like the ones in the Planar Handbook.) That is why I am trading stuff away from the cleric and giving him other stuff. Also in the latest revision He gains aura of courage at level 1, loses a level 1 spell slot as well (so he loses a spell slot from levels 1-8) and at 5th level he gains +4 to craft rolls (metal only doesn't stack with dwarf racial bonus) and 1/2 exp cost for making items with the craft magic arms and armour feat. So that at least is only useful if you have taken that feat (or if you craft a lot) and clerics (esp. dwarf clerics) don't get a lot of feats. Another thing to think about is this: Are any of these abilities really BETTER than a spell of the given level? Hammer specialist is about bulls str right (plus a feat) but you can never cast a diferant spell, you are locked into that +2 damage. At 4th level you are again only gaining a little melee damage. You are giving up freedom of movement, summon monster IV, Dimensional anchor, cure critical, etc. (once per day) to do a little more melee damage. Quake doesn't even compare to a 5th level spell. Starwalt is more or less shield of faith (base save should be higher) but it is about a level 2 divine spell equivilant that you are giving up a level 6 spell for. Thunder strike is a conditional damage bonus again and compaire it to any level 7 spell (ie distruction, holy word, Etheral Jaunt, etc.) I just don't think the class abilities are any better than the spells you are loosing. [/QUOTE]
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