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Modified Cleric
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<blockquote data-quote="Petrosian" data-source="post: 46688" data-attributes="member: 1149"><p>Do you play sorcerers? Endure elements is a GREAT, almost a must, spell, lasting 24 hours, usable on anyone. its the perfect "i got slots left over and its bedtime" spell. 5 pts is not overwhelming but hey, after a svae it helps significantly.</p><p></p><p>Now on to the topic at hand...</p><p></p><p>I use SPONT domain and no SPONT cure/inflict. It works great. The thing people miss is that without healing spells on the fly the cleric, if he wants to heal the party, will be PREPARING them in droves. The vast majority of his spells will be prepared cures or SPONT domain spells and little else. So the clerics become very much representatives of their diety, instead of just some pale simulation of a mage with some spont cures.</p><p></p><p>"- Clerics are not automatically proficient with heavy armor. They are still proficient with light and medium armor and shields. "</p><p></p><p>Trivial change. More agile clerics will result. IMO not needed but not breaking.</p><p></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></p><p>Loss of domain spell unnecessary. Need to address sdomain spells not on cleric list and CAN THEY NOW be prepared as it makes a dif for metamagic.</p><p></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></p><p>DRASTIC power up. Bad idea in general and if you are WEAKENING clerics don't add power up rules.</p><p></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><p></p><p>Does this affect other classes turning? Are you about to make the paladin weaker or will he become the premier turner?</p><p></p><p>Frankly, I wouldn't mess with the staples like turning.</p><p></p><p>***</p><p>IMO and IMX, clerics look strong on paper but do not overshadow anyone. They tend to be the second best at everything except undead and healing. My gripe was the generic nature, with everyone spont-cure-inflict and I fixed that with spont-domain spells. They are a great backup man and usually do not drive the action the way a fighter or a mage or a rogue do.</p></blockquote><p></p>
[QUOTE="Petrosian, post: 46688, member: 1149"] Do you play sorcerers? Endure elements is a GREAT, almost a must, spell, lasting 24 hours, usable on anyone. its the perfect "i got slots left over and its bedtime" spell. 5 pts is not overwhelming but hey, after a svae it helps significantly. Now on to the topic at hand... I use SPONT domain and no SPONT cure/inflict. It works great. The thing people miss is that without healing spells on the fly the cleric, if he wants to heal the party, will be PREPARING them in droves. The vast majority of his spells will be prepared cures or SPONT domain spells and little else. So the clerics become very much representatives of their diety, instead of just some pale simulation of a mage with some spont cures. "- Clerics are not automatically proficient with heavy armor. They are still proficient with light and medium armor and shields. " Trivial change. More agile clerics will result. IMO not needed but not breaking. "- 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.) " Loss of domain spell unnecessary. Need to address sdomain spells not on cleric list and CAN THEY NOW be prepared as it makes a dif for metamagic. "- 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. " DRASTIC power up. Bad idea in general and if you are WEAKENING clerics don't add power up rules. "- 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." Does this affect other classes turning? Are you about to make the paladin weaker or will he become the premier turner? Frankly, I wouldn't mess with the staples like turning. *** IMO and IMX, clerics look strong on paper but do not overshadow anyone. They tend to be the second best at everything except undead and healing. My gripe was the generic nature, with everyone spont-cure-inflict and I fixed that with spont-domain spells. They are a great backup man and usually do not drive the action the way a fighter or a mage or a rogue do. [/QUOTE]
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