is this balanced?

what do you think about the new cleric class in this post?

  • overpowerd

    Votes: 20 64.5%
  • underpowerd

    Votes: 6 19.4%
  • just right

    Votes: 5 16.1%

kolikeos said:
compared to the original cleric?
i know many people believe the cleric is too powerful, that is why i added those last few words. and nifft, if you can't speak your mind without trying to insult me as well, i'd preffer to not hear what you have to say.
 

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kolikeos said:
nifft, if you can't speak your mind without trying to insult me as well, i'd preffer to not hear what you have to say.

If you think I'm insulting you, you are wrong.

If you think you can stop people from speaking their minds, you are likewise wrong.

-- N
 

Deep breaths, gang.

Remember - we can discuss (and criticize) ideas without insulting or criticizing the people behind those ideas.
 

My vote is overpowered.

Play a favored soul instead of a cleric. Favored Soul is from Complete Divine and is a martial variant of the standard cleric. If you want to be the front line fighter with divine spells instead of the support cleric, that is the way to go. It is balanced IMO because of the limited spell list a la sorcerer and you get no domains.

Or use the Unearthed Arcana variant to lose turn undead and gain the paladin smite evil and aura of courage abilities.
 

I think it increases cleric power to much.

Spontaneous healing doesn't really have an impact on the cleric's power, and turn undead is a mediocre ability at best.

An extra domain is a good ability, martial weapon proficiency is a mediocre ability, an extra spell at each level is a good ability, and scribe scroll is a mediocre ability.

In short, you gain much more than you give up.
 

kolikeos said:
as i said, i don't want to be healing people all the time and i will probably end up the only front liner in the party
Do what some clerics have done in my games and just don't heal people.

Pisses the other players off, but some times a good flame strike or destruction spell is more useful then saving some guy who did something stupid to get the crap kicked out of him.

Save alot your healing for after battles and use wands and staffs.
 

As far as they go, mechanically, I think the changes are just a wee underpowered compared to the Core D&D Adventure needs (healing & turning). Pure mechanically speaking, they seem relatively balanced.

However, from a flavor aspect, I can see these changes as being mostly balanced for specific priestly orders of more militant priests that are more dedicated to the ideals of their patron.

As to specifics:
no spontaneouse healing >> Balances >> two domain spells instead of one

no turn undead .. Balances >> martial weapons proficiency & three domains instead of two

scribe scroll .. Not sure where this really fits into the concept of a more militant and domain focused priest.

JMHO.
 

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