Level 13 cleric walks into room. Say he's facing a wiz 13, and 2 fighter 13 of evil alignment. Unless they kill him before he can act, they die (or counter spell, or anti-magic shell). One holy word and the room is clear. No saving throw, no nothing.
Bead of Karma?Hussar said:Umm, a holy word spell only deafens and blinds those targets since they are one level below the clerics effective level with the good domain. What am I missing?
Only if the cleric's patron god is like that of the Abrahamic faiths. Most gods don't do that.MummyKitty said:The other thing about Clerics is they typically have more obligations than other players. Let's face it, if they are devout and passionate enough their religion to actually gain powers from their deity, they must be out there evangelizing and have a big target on their shield for any religion that opposes them (and we all know how well different religions get along, even ones that are supposedly "good" in alignment).
Again, only if the cleric's religion is highly organized and stratified into an active hierarchy. This is not to be taken for granted, as there are cults where this is not true in whole or in part.Plus, most religions have a structure where the "lower level" members are obligated to obey what their superiors say. Clerics may not have as much freedom to do what they want as other classes.
By the RAW, you can play a cleric that doesn't have a patron god- and thus don't have to deal with any of this. Don't expect godly dependancy to be the norm.That's why so much detail is put into religions and deities in most game worlds. This gives the cleric "quirks" that guide their behavior. Yes, rogues have their thieve's guilds and knights have their codes of honor, but I would play a cleric as adhering more strictly to their religious guidelines. If they don't, guess what? No spells for you!
MummyKitty said:The other thing about Clerics is they typically have more obligations than other players. Let's face it, if they are devout and passionate enough their religion to actually gain powers from their deity, they must be out there evangelizing and have a big target on their shield for any religion that opposes them (and we all know how well different religions get along, even ones that are supposedly "good" in alignment). Plus, most religions have a structure where the "lower level" members are obligated to obey what their superiors say. Clerics may not have as much freedom to do what they want as other classes.
That's why so much detail is put into religions and deities in most game worlds. This gives the cleric "quirks" that guide their behavior. Yes, rogues have their thieve's guilds and knights have their codes of honor, but I would play a cleric as adhering more strictly to their religious guidelines. If they don't, guess what? No spells for you!
Corinth said:Only if the cleric's patron god is like that of the Abrahamic faiths. Most gods don't do that.
Again, only if the cleric's religion is highly organized and stratified into an active hierarchy. This is not to be taken for granted, as there are cults where this is not true in whole or in part.
By the RAW, you can play a cleric that doesn't have a patron god- and thus don't have to deal with any of this. Don't expect godly dependancy to be the norm.