I want to remove deities from my game world what should be affected? I've already considered the affects on the classes especially the cleric and paladin, deity specific spells (like weapon of the deity from MoF), and religion. For the last I'm going to still have religions around, some local, some more international, but their priests will not have any powers because unlike the default for D&D gods will not really exist or at least there is no guarantee. As for spells I'll just do some renaming or removal as I see fit. At this point this post will diverge, I'm going to present a new class to replace the cleric and paladin that I need evaluated, but if you the reader do not wish to look at another homebrew class then you may care instead to think of other game element affected by the absence of gods.
New Class
The mechanical structure of the cleric is fine so I don't want to tamper with it too much, but I need a new source of power for it. I was thinking of borrowing from the paladin that the cleric's power is from their inner strength. This means that the class' main stat will be CHA. I've already dropped the Sorceror in my homebrew as I combined it with the wizard into one INT-based arcane caster so there's an opening for a nine level caster for CHA.
Besides the source of magic, this class' domain power as to go because it was a special grant by the deity for the clerics to focus on the god's specialty. No god means no specialty. This creates a bit of a vacuum in the class because domains with theiir spell variety, extra slots and new powers were pretty good. My solution to this is to borrow more powers from the Paladin and just dump that class altogether. Now this new class, which I'll call a Paladin if they choose to channel positive energy or a Blackguard if they channel negative energy, with get some abilities from the Paladin/Blackguard models. I was thinking Aura of Courage/Fear, but after that I'm not sure. Maybe one free martial weapon proficiency since the Paladin and Blackguard had the best BAB. Class skills would be the Paladin's or the Blackguard's depending on whether they choose positive or negative energy channeling at level one. There will be no alignment constraints, but good must channel postive, evil negative and neutral gets to pick.
The Paladin class will be dropped altogether as I don't like the half-caster idea anyway. The Blackguard PrC is gone too.
Let me just explain these changes in context with my other class changes.
Rogue, Druid, Fighter, Monk: As PHB
Bard: Quite a bit different, but same concept
Ranger: No spells, combo ranger and barbarian abilities (except rage, which is now a racial ability of Orcs)
WIzard: Semi-spontaneous casting replaces Sorceror and Wizard; INT-based
Sorceror, Barbarian, Paladin: Gone
So my question ends of being what do I grant in place of domains (which I am adamant about dropping to include Paladin/Blackguardish stuff)? I prefer not to have mounts or familiars though.
New Class
The mechanical structure of the cleric is fine so I don't want to tamper with it too much, but I need a new source of power for it. I was thinking of borrowing from the paladin that the cleric's power is from their inner strength. This means that the class' main stat will be CHA. I've already dropped the Sorceror in my homebrew as I combined it with the wizard into one INT-based arcane caster so there's an opening for a nine level caster for CHA.
Besides the source of magic, this class' domain power as to go because it was a special grant by the deity for the clerics to focus on the god's specialty. No god means no specialty. This creates a bit of a vacuum in the class because domains with theiir spell variety, extra slots and new powers were pretty good. My solution to this is to borrow more powers from the Paladin and just dump that class altogether. Now this new class, which I'll call a Paladin if they choose to channel positive energy or a Blackguard if they channel negative energy, with get some abilities from the Paladin/Blackguard models. I was thinking Aura of Courage/Fear, but after that I'm not sure. Maybe one free martial weapon proficiency since the Paladin and Blackguard had the best BAB. Class skills would be the Paladin's or the Blackguard's depending on whether they choose positive or negative energy channeling at level one. There will be no alignment constraints, but good must channel postive, evil negative and neutral gets to pick.
The Paladin class will be dropped altogether as I don't like the half-caster idea anyway. The Blackguard PrC is gone too.
Let me just explain these changes in context with my other class changes.
Rogue, Druid, Fighter, Monk: As PHB
Bard: Quite a bit different, but same concept
Ranger: No spells, combo ranger and barbarian abilities (except rage, which is now a racial ability of Orcs)
WIzard: Semi-spontaneous casting replaces Sorceror and Wizard; INT-based
Sorceror, Barbarian, Paladin: Gone
So my question ends of being what do I grant in place of domains (which I am adamant about dropping to include Paladin/Blackguardish stuff)? I prefer not to have mounts or familiars though.