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Fixing the Cleric
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<blockquote data-quote="Nifft" data-source="post: 4265360" data-attributes="member: 6562"><p>I liked Clerics in 3.5e, but felt they weren't customizable enough for different faiths. (Not just different gods, but different "gestalt view", if you will.) Imagine my disappointment when 4e took away even the smallest traces of customization!</p><p></p><p>So, without further ado, here are some powers which I hope won't step on the toes of the Cleric's existing powers, nor the powers of other classes. Note that most of these powers don't add anything to damage -- that's deliberate. I want them to be secondary choices, more flavorful alternatives to the four Cleric powers presented in the PHB.</p><p></p><p></p><p><strong>Guiding Light</strong></p><p>At-Will • Divine, Implement, Radiant</p><p>Standard • Ranged 5 (or Ranged 10)</p><p>Target: one critter</p><p>Attack: Wis vs. Will</p><p>Hit: 1d8 radiant damage, and one ally adjacent to the target may Shift one square.</p><p>Special: If you have the feat Corellon’s Grace, this power's range increases to 10.</p><p>Special: If you have the feat Harmony of Erathis, your ally gains a +1 power bonus to AC until the end of your next turn.</p><p>Special: Increase this power's damage to 2d8 at 21st level.</p><p></p><p></p><p></p><p><strong>Purity of Will</strong></p><p>At-Will • Divine, Radiant, Weapon</p><p>Standard • Melee attack</p><p>Target: one critter</p><p>Attack: Strength vs. Will</p><p>Hit: Cha radiant damage, and the target suffers a -2 penalty to AC until the end of your next turn.</p><p>Special: If you have the feat Kord's Favor, add your Wis bonus to damage.</p><p></p><p></p><p></p><p><strong>Produce Flame</strong></p><p>At-Will • Divine, Implement, Fire</p><p>Standard • Ranged 5 (or 10)</p><p>Target: one critter</p><p>Attack: Wis vs. Fortitude</p><p>Hit: 1d8 fire damage.</p><p>Effect: The target creature cannot gain concealment from darkness until the end of your next turn.</p><p>Special: If you have the feat Ioun's Poise, add your Charisma bonus to damage.</p><p>Special: If you have the feat Pelor's Radiance, this power's range increases to 10.</p><p>Special: Increase this power's damage to 2d8 at 21st level.</p><p></p><p></p><p><strong>Steel Dictum</strong></p><p>At-Will • Divine, Thunder, Weapon</p><p>Standard • Melee attack</p><p>Target: one critter</p><p>Attack: Strength vs. Fortitude</p><p>Hit: 1[w] thunder damage</p><p>Special: If you have the feat Moradin's Resolve, add your Charisma bonus to damage.</p><p>Special: Increase this power's damage to 2[w] at 21st level.</p><p></p><p></p><p>Thoughts? Thanks, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 4265360, member: 6562"] I liked Clerics in 3.5e, but felt they weren't customizable enough for different faiths. (Not just different gods, but different "gestalt view", if you will.) Imagine my disappointment when 4e took away even the smallest traces of customization! So, without further ado, here are some powers which I hope won't step on the toes of the Cleric's existing powers, nor the powers of other classes. Note that most of these powers don't add anything to damage -- that's deliberate. I want them to be secondary choices, more flavorful alternatives to the four Cleric powers presented in the PHB. [b]Guiding Light[/b] At-Will • Divine, Implement, Radiant Standard • Ranged 5 (or Ranged 10) Target: one critter Attack: Wis vs. Will Hit: 1d8 radiant damage, and one ally adjacent to the target may Shift one square. Special: If you have the feat Corellon’s Grace, this power's range increases to 10. Special: If you have the feat Harmony of Erathis, your ally gains a +1 power bonus to AC until the end of your next turn. Special: Increase this power's damage to 2d8 at 21st level. [b]Purity of Will[/b] At-Will • Divine, Radiant, Weapon Standard • Melee attack Target: one critter Attack: Strength vs. Will Hit: Cha radiant damage, and the target suffers a -2 penalty to AC until the end of your next turn. Special: If you have the feat Kord's Favor, add your Wis bonus to damage. [b]Produce Flame[/b] At-Will • Divine, Implement, Fire Standard • Ranged 5 (or 10) Target: one critter Attack: Wis vs. Fortitude Hit: 1d8 fire damage. Effect: The target creature cannot gain concealment from darkness until the end of your next turn. Special: If you have the feat Ioun's Poise, add your Charisma bonus to damage. Special: If you have the feat Pelor's Radiance, this power's range increases to 10. Special: Increase this power's damage to 2d8 at 21st level. [b]Steel Dictum[/b] At-Will • Divine, Thunder, Weapon Standard • Melee attack Target: one critter Attack: Strength vs. Fortitude Hit: 1[w] thunder damage Special: If you have the feat Moradin's Resolve, add your Charisma bonus to damage. Special: Increase this power's damage to 2[w] at 21st level. Thoughts? Thanks, -- N [/QUOTE]
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