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*Pathfinder & Starfinder
New cleric system?
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<blockquote data-quote="Starfox" data-source="post: 5844157" data-attributes="member: 2303"><p>I liked 3E clerics, but thought that they should vary much more depending on their patron and/or domains. There should be very little similarity between a priest of Athena and one of Artemis. Athena's cleric would be somewhat like the ordinary DnD cleric, while Artemis' cleric would be an archer and hunter roaming the forest.</p><p></p><p>* Not all clerics should be tanks - and those who choose lighter armor could gain abilities like Evasion to compensate.</p><p>* Clerics should have a skill list much more dependent upon patron/domains.</p><p>* Domains/patron should matter a lot more, for both abilities and spell selection.</p><p></p><p>This all sounds a lot like the 2ed Specialty Priest, but those were lackluster - most of them gave up a lot of the normal cleric's powers and gained very little in return.</p><p></p><p>In a world that is not monotheistic or dualistic, the very christian clerics and miracles (some are even directly from the bible) just doesn't fit. The way the 4E cleric (and 3E cleric too,if you exclude domains) was to me not really a cleric, but more of an "Astral Magician", a spellcaster focusing the energy of the outer planes (as opposed to arcane casters who focus more on the inner planes). </p><p></p><p></p><p></p><p>We already have this, in a way. It is called experience points. A player cleric should have a patron that values the adventures the cleric is having - else what is the point of adventuring? So when the adventure is successful and gives xp, the cleric increases in favor, and thus power.</p></blockquote><p></p>
[QUOTE="Starfox, post: 5844157, member: 2303"] I liked 3E clerics, but thought that they should vary much more depending on their patron and/or domains. There should be very little similarity between a priest of Athena and one of Artemis. Athena's cleric would be somewhat like the ordinary DnD cleric, while Artemis' cleric would be an archer and hunter roaming the forest. * Not all clerics should be tanks - and those who choose lighter armor could gain abilities like Evasion to compensate. * Clerics should have a skill list much more dependent upon patron/domains. * Domains/patron should matter a lot more, for both abilities and spell selection. This all sounds a lot like the 2ed Specialty Priest, but those were lackluster - most of them gave up a lot of the normal cleric's powers and gained very little in return. In a world that is not monotheistic or dualistic, the very christian clerics and miracles (some are even directly from the bible) just doesn't fit. The way the 4E cleric (and 3E cleric too,if you exclude domains) was to me not really a cleric, but more of an "Astral Magician", a spellcaster focusing the energy of the outer planes (as opposed to arcane casters who focus more on the inner planes). We already have this, in a way. It is called experience points. A player cleric should have a patron that values the adventures the cleric is having - else what is the point of adventuring? So when the adventure is successful and gives xp, the cleric increases in favor, and thus power. [/QUOTE]
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