Non-Spellcasting Clerics

I know this has come up before, but I've seen a few published classes in places like 'All for One and One for All.'

Does anyone have a favorite non-spellcasting priest/cleric class?

Or has someone tried one of the previously mentioned and found it worked really well?

I just watched the Mission and I loved the Black Robe and I'm really interested in finding a class that would fit that sort of adventure, not too mention the obvious applications to a Musketteer's campaign.
 

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First off, I am not entirely sure this is what you are hoping for but it is what I think you mean...

How about taking the Expert class (from the DMG) and picking the class skills as Healing, Knowledge (Religion) , etc ...

Then bumping up the saves, hd, bab, etc to keep the character on par with the other classes..

taking away spell casting is a big loss to the cleric class so be sure you can back it up with lots of gained benefits (an expanded class skill selection and number of skill points per level would be the first place to start).

maybe some extra feats at various levels (every other level like fighter bonus feats but choose different "cleric/priest" feats ?)

just my two cents.
 

hmmm, Soldiers of God?

I'd never thought of approaching the problem that way.

I'd be more tempted to use fighter as the base class, assuming the feat choices balancing out all the spellcasting and special abilities of the other classes, and then adjust for the lack of weapon profeciences and lower BAB.

I'd switch the class over the cleric saving throws and fighting progression.

For the lack of any weapons and armor profeciency other than simple and light, or less, I think 8 skill points per level would be suffiecient.

I can't think of what to give the class in return for a downgrade to a d8 hit die. Maybe the tradesmen ability from Swashbuckling adventures, two ranks for the price of one skill point on craft, knowledge, and profession abilities, or some spell-like bless and bane abilities?

I think there are other ways to do it, but I like the idea of picking from a priest feat list.
 

I guess the real question is, what use are you going to be in an adventuring group? The only effective healing in 3E is magic, so if you're giving up magic you have to gain in other areas.

Monk and Rogue would work well, if you want a combat-limited sort of thing. Fighter is good if you want to be good in combat, and it allows you to use your Feats for non-combat stuff like Educated (FR).
Even levels of NPC classes like Aristocrat and Expert could be useful.

But, if you don't want to be good in combat, I'd say drop the concept now, too much of D&D is combat-based.
 

hmm, kinda of like that paladin isn't it?

I guess this would be more geared toward a "I help all" character though:D

hmm, why not just be a cleric/fighter, it's so much easier:o
Or just make a fighter with a few tweaks to get his skills up or something

I'm not exactly sure how you want to use this though, sooo...
 

Priestly Wonderfulness

Well, traditionally, these sorts of characters are useful by virtue of some combat training, very high social and knowledge skills, a firm dedication to their ideals, the ability to pursuade people to their point of view, good traveling and language skills, and some limited 'magical' abilities, like sacraments, blessings, exorcisms, and such.

I would probably use such a character class in a Swashbuckling adventures setting as a non-militant alternative to the Inquisitor class or a less courtly version of the Courtier.

I should specify that I think low levels of magical abilites are cool. There priest class in All for One had an improved laying on of hands ability. I think that is a little iffy, but an ability to cure disease and really improve the value of 'traditional' medicine, ala Miracle Max, is certainly a part of the tradition.
 

Spatzimaus said:
I guess the real question is, what use are you going to be in an adventuring group? The only effective healing in 3E is magic, so if you're giving up magic you have to gain in other areas.

Herbs can heal as well. In fact there is a natural herb mentioned in Tome & Blood that heals 1d6 (I believe) of damage per application. Taking profession (Herbalism) should help out in this regard.

I also think you could invent something with the alchemy skill that would serve the same purpose.
 

True

Swashbuckling Adventures gives Rangers the ability to go out into the woods, make a wilderness lore check, and come back with herbs enough to heal 1d6 for every 5 points of check they made. Later they could use the same mechanic to make poison.

I liked that system a lot, made the Ranger a bit more useful and unique despite a total lack of spells.

Plus it made it possible to free the cleric from the pigeon-hole of combat medic.
 
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