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Getting rid of clerics in my homebrew.
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<blockquote data-quote="Turanil" data-source="post: 2991399" data-attributes="member: 9646"><p>Not sure this suggestion will fix your poblems, nonetheless...:</p><p></p><p>I much liked the Elenium novels by David Eddings:</p><p></p><p>It portrayed a monotheistic religion represented by the Holy Church, the whole thing looking loosely like the Christian faith in medieval times. In any case, its priests had no magic (they would be best represented by the Expert class), and the god worshipped never intervened in mortal affairs, so the priests had to ponder everything by themselves and interpret the religion's scriptures.</p><p></p><p>Nonetheless, there were evil cultists, demons, and what not with sorcery at their disposal who threatened civilization. As such, the Holy Church had been obliged to create four orders of knights (one order per kingdom of that faith, if I remember well) who were train in magic as well as in warfare to more effectively fight these evils. Note that not all of these knights were at the same level of competence regarding this use of magic. </p><p></p><p>So, here would be my suggestion: your monotheistic priests are of the Expert class, and don't have magic at their disposal. Then, there is an order of Knight Templars with magic, best represented by Clerics. Maybe the majority of templars are paladins, and only a few are of the cleric class (but still LG with paladin obligations), being those who train the others in magic. Only a few characters would be gifted, have the natural talent plu enough faith to become of the cleric class. So in the end, clerics are rare. Plus clerics are not priests, but Knight Templars fighting as Church Knights to defend the faith.</p><p></p><p>As for a cleric's spellcasting, you could change the flavor instead of changing the mechanics. They don't cast spells, they speak aloud prayers that will be answered only if they are to be used for a just cause that would further the faith. Whereas a wizard may cast a spell whenever he wants for any purposes however ludicrous (provided he has the spell prepared that's it), if the clerics <s>casts a spell</s> makes a prayer for a purpose not related to the religion (or fighting supernatural enemies of the faith), he looses his spellslot and nothing happens.</p></blockquote><p></p>
[QUOTE="Turanil, post: 2991399, member: 9646"] Not sure this suggestion will fix your poblems, nonetheless...: I much liked the Elenium novels by David Eddings: It portrayed a monotheistic religion represented by the Holy Church, the whole thing looking loosely like the Christian faith in medieval times. In any case, its priests had no magic (they would be best represented by the Expert class), and the god worshipped never intervened in mortal affairs, so the priests had to ponder everything by themselves and interpret the religion's scriptures. Nonetheless, there were evil cultists, demons, and what not with sorcery at their disposal who threatened civilization. As such, the Holy Church had been obliged to create four orders of knights (one order per kingdom of that faith, if I remember well) who were train in magic as well as in warfare to more effectively fight these evils. Note that not all of these knights were at the same level of competence regarding this use of magic. So, here would be my suggestion: your monotheistic priests are of the Expert class, and don't have magic at their disposal. Then, there is an order of Knight Templars with magic, best represented by Clerics. Maybe the majority of templars are paladins, and only a few are of the cleric class (but still LG with paladin obligations), being those who train the others in magic. Only a few characters would be gifted, have the natural talent plu enough faith to become of the cleric class. So in the end, clerics are rare. Plus clerics are not priests, but Knight Templars fighting as Church Knights to defend the faith. As for a cleric's spellcasting, you could change the flavor instead of changing the mechanics. They don't cast spells, they speak aloud prayers that will be answered only if they are to be used for a just cause that would further the faith. Whereas a wizard may cast a spell whenever he wants for any purposes however ludicrous (provided he has the spell prepared that's it), if the clerics [S]casts a spell[/S] makes a prayer for a purpose not related to the religion (or fighting supernatural enemies of the faith), he looses his spellslot and nothing happens. [/QUOTE]
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Getting rid of clerics in my homebrew.
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