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<blockquote data-quote="perivas" data-source="post: 45218" data-attributes="member: 2746"><p>In a few of the recent campaigns I have been in, we all noticed that the cleric seems to now be overpowered in DnD, 3rd edition, when compared to some of the other classes. This seems especially true when people aren't min/maxing. The cleric's inherent powers are just better than the others. So, in a new campaign I'll be running, I've decided to tweek the cleric a bit.</p><p></p><p>Here's what I have come up with, what does this community think?</p><p></p><p>New Cleric Class</p><p></p><p>- All powers are the same except as noted below.</p><p>- Clerics are not automatically proficient with heavy armor. They are still proficient with light and medium armor and shields.</p><p>- Clerics do not get the extra domain spell per day. Clerics do not spontaneously cast cure/inflict spells. Instead, the cleric has access to all of the domains of his/her deity and can spontaneously cast spells from these domains. (I liked this change because it made picking one's god matter not only in the roleplaying aspect but in inherent powers as well.)</p><p>- Clerics do not receive the powers from two domains automatically. Instead, they choose a power from among his/her deity's domains at levels 1, 5, 10, 15 and 20.</p><p>- Anyone turning undead use the tables below:</p><p> Turning Check Result Most Powerful Undead Affected</p><p> Up to 0 Always fail</p><p> 1 - 3 CL - 5</p><p> 4 - 6 CL - 4</p><p> 7 - 9 CL - 3</p><p> 10 - 12 CL - 2</p><p> 13 - 15 CL - 1</p><p> 16 - 18 CL</p><p> 19 - 21 CL + 1</p><p> 22 - 24 CL + 2</p><p> 25+ CL + 3</p><p>- Clerics may only attempt to turn once per encounter.</p></blockquote><p></p>
[QUOTE="perivas, post: 45218, member: 2746"] In a few of the recent campaigns I have been in, we all noticed that the cleric seems to now be overpowered in DnD, 3rd edition, when compared to some of the other classes. This seems especially true when people aren't min/maxing. The cleric's inherent powers are just better than the others. So, in a new campaign I'll be running, I've decided to tweek the cleric a bit. Here's what I have come up with, what does this community think? New Cleric Class - All powers are the same except as noted below. - Clerics are not automatically proficient with heavy armor. They are still proficient with light and medium armor and shields. - Clerics do not get the extra domain spell per day. Clerics do not spontaneously cast cure/inflict spells. Instead, the cleric has access to all of the domains of his/her deity and can spontaneously cast spells from these domains. (I liked this change because it made picking one's god matter not only in the roleplaying aspect but in inherent powers as well.) - Clerics do not receive the powers from two domains automatically. Instead, they choose a power from among his/her deity's domains at levels 1, 5, 10, 15 and 20. - Anyone turning undead use the tables below: Turning Check Result Most Powerful Undead Affected Up to 0 Always fail 1 - 3 CL - 5 4 - 6 CL - 4 7 - 9 CL - 3 10 - 12 CL - 2 13 - 15 CL - 1 16 - 18 CL 19 - 21 CL + 1 22 - 24 CL + 2 25+ CL + 3 - Clerics may only attempt to turn once per encounter. [/QUOTE]
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