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New class: Cleric/Paladin alternative
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<blockquote data-quote="Vespucci" data-source="post: 5576634" data-attributes="member: 6675688"><p>I think you need to decide what this class is doing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Originally, the Cleric was a crusader, a warrior-priest in service of his faith. The Paladin was a servant of good and law, who normally had a good relationship with gods of the same alignment. Despite that distinction being blurred in most 3.x, the concepts still exert a powerful influence over class abilities. So, when I look at your Cleric, it seems to me that you haven't changed the concept from the standard assumption (warrior-priest) - but you've used the Paladin's alignment powers shtick.</p><p></p><p>I would recommend that the smite and detect abilities function on <em>infidels</em>, regardless of alignment. Because Lawful and Good gods often play well together, allied faiths might not count as infidels - but a lot of Evil gods war with one another and their clerics should be smiting each other early and often. Double the smite damage when hitting priests (loosely defined) of rival faiths, double it for the particular enemies of the faith (e.g. Elven deities will probably double smite orcs) and halve it for smiting the godless (unless the god really hates bugs or snakes).</p><p></p><p>Divine Touch should allow evil Clerics to heal their own wounds. Evil gods aren't dumb. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Divine Aura should either be a generic benefit for the faithful, or a deity specific modifier. Same criticism for Divine Sword - it's too general <em>and</em> too specific - and I also recommend looking at the Paladin in <em>Trailblazer</em> for some ideas on how to make this ability scale to level.</p></blockquote><p></p>
[QUOTE="Vespucci, post: 5576634, member: 6675688"] I think you need to decide what this class is doing. :) Originally, the Cleric was a crusader, a warrior-priest in service of his faith. The Paladin was a servant of good and law, who normally had a good relationship with gods of the same alignment. Despite that distinction being blurred in most 3.x, the concepts still exert a powerful influence over class abilities. So, when I look at your Cleric, it seems to me that you haven't changed the concept from the standard assumption (warrior-priest) - but you've used the Paladin's alignment powers shtick. I would recommend that the smite and detect abilities function on [I]infidels[/I], regardless of alignment. Because Lawful and Good gods often play well together, allied faiths might not count as infidels - but a lot of Evil gods war with one another and their clerics should be smiting each other early and often. Double the smite damage when hitting priests (loosely defined) of rival faiths, double it for the particular enemies of the faith (e.g. Elven deities will probably double smite orcs) and halve it for smiting the godless (unless the god really hates bugs or snakes). Divine Touch should allow evil Clerics to heal their own wounds. Evil gods aren't dumb. ;) Divine Aura should either be a generic benefit for the faithful, or a deity specific modifier. Same criticism for Divine Sword - it's too general [I]and[/I] too specific - and I also recommend looking at the Paladin in [I]Trailblazer[/I] for some ideas on how to make this ability scale to level. [/QUOTE]
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New class: Cleric/Paladin alternative
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