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Community
General Tabletop Discussion
*Pathfinder & Starfinder
How martial should the Cleric be?
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<blockquote data-quote="Neonchameleon" data-source="post: 5893064" data-attributes="member: 87792"><p>Agreed emphatically.</p><p> </p><p>And for all I'm a fan of (limited) at will casting for wizards, it shouldn't exist for clerics. The wizard commands power, the cleric asks for it. And one of the most emphatic ways of showing this would be to only give the wizard at will powers - you don't treat your god as a servant. (Druids are a special case half way beween cleric and wizard - channeling the forces of nature).</p><p> </p><p>Hmm... how about the cleric not getting to choose what spells they get at all - but instead getting random spells off a table each time they recover spells (that they can convert to heal/harm a la 3.x). The random spells represent the whim of the Gods? In 3.x terms, say you either roll against or draw cards from four basic spells per level plus two domain spells for each domain (ignoring war) with caster's choice on a natural 10 and no spell on a natural 1 (reroll on a double). With the DM having absolute and explicit license to rig the deck any time the God would want to nudge things along.</p><p> </p><p>Cards of course proposed because the card has the whole spell description on it.</p><p> </p><p>Edit: On reading the above post (cross-posted), the point of the chanelling to healing/harm is so that you don't have to outright waste spells on tough days. Heal/Harm should be the default, but should be changeable by deity so Pelor grants a burst of healing positive energy instead of a single target heal and a Goddess of Winter grants biting winds. Also of the four generic spells, one should be the heal of that level (and stronger than a channelled heal - I believe every priest can heal their flock occasionally), and one should be "Priest's aura" for the God or your primary domain - for Pelor that's light coming from you that heals slightly, grants diplomacy bonusses, and repels undead, whereas for a generic Goddess of Winter, it's effectively icy armour that causes you to be more intimidating and leave frosty footprints wherever you walk. A third should be a group blessing (again domain or God dependent). And that leaves only one spell to pick per level that isn't strictly domain dependent.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5893064, member: 87792"] Agreed emphatically. And for all I'm a fan of (limited) at will casting for wizards, it shouldn't exist for clerics. The wizard commands power, the cleric asks for it. And one of the most emphatic ways of showing this would be to only give the wizard at will powers - you don't treat your god as a servant. (Druids are a special case half way beween cleric and wizard - channeling the forces of nature). Hmm... how about the cleric not getting to choose what spells they get at all - but instead getting random spells off a table each time they recover spells (that they can convert to heal/harm a la 3.x). The random spells represent the whim of the Gods? In 3.x terms, say you either roll against or draw cards from four basic spells per level plus two domain spells for each domain (ignoring war) with caster's choice on a natural 10 and no spell on a natural 1 (reroll on a double). With the DM having absolute and explicit license to rig the deck any time the God would want to nudge things along. Cards of course proposed because the card has the whole spell description on it. Edit: On reading the above post (cross-posted), the point of the chanelling to healing/harm is so that you don't have to outright waste spells on tough days. Heal/Harm should be the default, but should be changeable by deity so Pelor grants a burst of healing positive energy instead of a single target heal and a Goddess of Winter grants biting winds. Also of the four generic spells, one should be the heal of that level (and stronger than a channelled heal - I believe every priest can heal their flock occasionally), and one should be "Priest's aura" for the God or your primary domain - for Pelor that's light coming from you that heals slightly, grants diplomacy bonusses, and repels undead, whereas for a generic Goddess of Winter, it's effectively icy armour that causes you to be more intimidating and leave frosty footprints wherever you walk. A third should be a group blessing (again domain or God dependent). And that leaves only one spell to pick per level that isn't strictly domain dependent. [/QUOTE]
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How martial should the Cleric be?
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