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*Pathfinder & Starfinder
Mages vs Clerics
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<blockquote data-quote="Kae'Yoss" data-source="post: 3401568" data-attributes="member: 4134"><p>I'd say that in neutral circumstances, the cleric has the advantage. He has the HP to survive a couple of evocations (and the means to protect himself), and is hard to affect with spells needing fort or will saves (since both saves should be quite high). </p><p></p><p></p><p></p><p>They're called domains, and they're there, but don't work like they do in NWN (NWN changed them quite a bit): Your domain choices are limited by your deity (no trickery if you're a cleric of a deity of Truth and Honour), they all have a granted power, and one spell of levels 1-9 each. </p><p></p><p>Clerics get, in addition to their normal spell slots, one extra slot per spell level. This slot can only be used by domain spells, and domain spells may only use that slot. Some of those spells aren't usually on the Cleric's spell list, and some are found only on domain lists (like holy smite, a spell on the Good domain).</p><p></p><p></p><p></p><p>The cleric's power is meant as an incentive for players to play clerics, so healing is commonly available. In earlier editions, people were often reluctant to play priests, and often someone was forced to play the cleric (or tricked into playing one), like the RPG newblood being told to play the cleric. 3e made sure clerics are not just walking first-aid kits.</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 3401568, member: 4134"] I'd say that in neutral circumstances, the cleric has the advantage. He has the HP to survive a couple of evocations (and the means to protect himself), and is hard to affect with spells needing fort or will saves (since both saves should be quite high). They're called domains, and they're there, but don't work like they do in NWN (NWN changed them quite a bit): Your domain choices are limited by your deity (no trickery if you're a cleric of a deity of Truth and Honour), they all have a granted power, and one spell of levels 1-9 each. Clerics get, in addition to their normal spell slots, one extra slot per spell level. This slot can only be used by domain spells, and domain spells may only use that slot. Some of those spells aren't usually on the Cleric's spell list, and some are found only on domain lists (like holy smite, a spell on the Good domain). The cleric's power is meant as an incentive for players to play clerics, so healing is commonly available. In earlier editions, people were often reluctant to play priests, and often someone was forced to play the cleric (or tricked into playing one), like the RPG newblood being told to play the cleric. 3e made sure clerics are not just walking first-aid kits. [/QUOTE]
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