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Help with low-magic variant ranger, cleric, druid
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<blockquote data-quote="StreamOfTheSky" data-source="post: 2637685" data-attributes="member: 35909"><p>First off, you're welcome for the advice on the ranger, and I'm glad I could help! As far as the "spontaeous cleric" concept goes, I must say I am strongly against it for a multitude of reasons. The biggest one being, "why?" The PHB description just always made sense to me. Their connection to their diety / whatever gives them auto access to their full spell list. however, it still takes time to sit down and pray for what they need that day. Is it really so unfeasible for a cleric to ask for the power to smite his foes, cure the poison overunning his friend's system, etc...? It just makes perfect sense to me.</p><p></p><p>Secondly, divine casters, great as they are, they are still needed to be the "utility" caster. Take away a lot of their spells known (which I assume would be the trade-off), and they no longer can handle this function. Why choose to burn one of your 4 or 5 spells known per level on regeneration, when you'll probably almost never use it?</p><p></p><p>I have my own problem with clerics. Namely, any standard non-human cleric will have no ranks in Knowledge: Religion. Work with me here: your average cleric will probably want to fill wis, con, str, and cha (for turning) before getting to int. So, barring VERY lucky rolls, the cleric's int will be ten at best. Two skills per level. Ok. Order of importance to a cleric? 1. Concentration (He WILL be casting up close and personal), and 2. Spellcraft (critical to any prime spell caster). And K: Religion? It just gets the shaft. Sad really.</p><p></p><p>So, I made up my own cleric variation that I think works well. Allow me to share:</p><p></p><p>--Lose heavy armor proficiency.</p><p>--Lose spontaneous casting of cure or inflict spells</p><p>--Lose bonus spells from domains</p><p>--Gain 4+ int skills per level.</p><p>--Gain spontaneous casting based upon domains chosen. Thus, you can spont. cast any domain spell you have that is same level or lower than the one you're dropping. To finish this change, any cleric that channels "positive" energy (turns undead) can choose the healing domain. Any cleric that channels "negative" energy (rebukes undead) can take the destruction domain.</p><p></p><p>Summary: makes the cleric more skill-ful and the player has some variety in picking what spells he can cast spontaneously, at the cost of lost bonus spells. As a fringe benefit, it actully makes the healing domain worth taking! The heavy armor loss was strictly for balance, no flavor-type reason.</p><p></p><p>If you're interested, I'm also in the process of re-working the cure spells to work off a heal check rather than flat dice, in my pathetic attempt to make heal a useful skill to clerics. Coincidentally, since heal is also used to determine if a body is alive or dead, I think it makes sense to also base the inflict tree off of the skill.</p><p></p><p>Sorry I couldn't provide you with an actual spontaneous cleric variant.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 2637685, member: 35909"] First off, you're welcome for the advice on the ranger, and I'm glad I could help! As far as the "spontaeous cleric" concept goes, I must say I am strongly against it for a multitude of reasons. The biggest one being, "why?" The PHB description just always made sense to me. Their connection to their diety / whatever gives them auto access to their full spell list. however, it still takes time to sit down and pray for what they need that day. Is it really so unfeasible for a cleric to ask for the power to smite his foes, cure the poison overunning his friend's system, etc...? It just makes perfect sense to me. Secondly, divine casters, great as they are, they are still needed to be the "utility" caster. Take away a lot of their spells known (which I assume would be the trade-off), and they no longer can handle this function. Why choose to burn one of your 4 or 5 spells known per level on regeneration, when you'll probably almost never use it? I have my own problem with clerics. Namely, any standard non-human cleric will have no ranks in Knowledge: Religion. Work with me here: your average cleric will probably want to fill wis, con, str, and cha (for turning) before getting to int. So, barring VERY lucky rolls, the cleric's int will be ten at best. Two skills per level. Ok. Order of importance to a cleric? 1. Concentration (He WILL be casting up close and personal), and 2. Spellcraft (critical to any prime spell caster). And K: Religion? It just gets the shaft. Sad really. So, I made up my own cleric variation that I think works well. Allow me to share: --Lose heavy armor proficiency. --Lose spontaneous casting of cure or inflict spells --Lose bonus spells from domains --Gain 4+ int skills per level. --Gain spontaneous casting based upon domains chosen. Thus, you can spont. cast any domain spell you have that is same level or lower than the one you're dropping. To finish this change, any cleric that channels "positive" energy (turns undead) can choose the healing domain. Any cleric that channels "negative" energy (rebukes undead) can take the destruction domain. Summary: makes the cleric more skill-ful and the player has some variety in picking what spells he can cast spontaneously, at the cost of lost bonus spells. As a fringe benefit, it actully makes the healing domain worth taking! The heavy armor loss was strictly for balance, no flavor-type reason. If you're interested, I'm also in the process of re-working the cure spells to work off a heal check rather than flat dice, in my pathetic attempt to make heal a useful skill to clerics. Coincidentally, since heal is also used to determine if a body is alive or dead, I think it makes sense to also base the inflict tree off of the skill. Sorry I couldn't provide you with an actual spontaneous cleric variant. [/QUOTE]
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