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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Possible alternate cleric spellcasting
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<blockquote data-quote="Elder-Basilisk" data-source="post: 258335" data-attributes="member: 3146"><p>It wasn't actually intentional abuse by my player. It simply ended up giving the party more resources than I wanted them to have and made a bunch of situations that should have been difficult for the party way too easy due to the tactical advantage of flying. I thought about this a bit and came to this conclusion:</p><p></p><p>A sorceror could do the same thing at sixth level. However, the sorceror would limit his high level spell capability to the fly spell in order to do that. The cleric who spontaneously casts travel and healing domain spells doesn't suffer from that drawback. He can prepare Invisibilty Purge, Searing Light, Cure Serious Wounds (domain slot), and Summon Monster III. If he then needs healing, he can convert those spells. If he needs mobility, he can convert them to fly spells. The cleric ends up with the same power as the sorceror but with a lot more versatility.</p><p></p><p>I think that your suggestion of limiting domains to one per cleric and eliminating the domain spell slot entirely would go a ways towards eliminating this problem.</p><p></p><p>For the record, my experience with the party's previous cleric (war and luck domains) (before he died in a really nasty ambush by a mummy, a necromancer, and a horde of bolstered skeletons) was that he prepared almost all heal spells and occasionally used them for his domains spells instead. This suggests that the rule might have the unintended consequence that clerics with the healing domain would actually cast the widest array of non-healing spells (since they could spontaneous them to cures if it was needed).</p><p></p><p>What I've been thinking of doing to differentiate clerics from each other was play with the turning ability. Clerics of one faith turn undead. Clerics of Vecna rebuke/control them. Clerics of Erythnul don't do anything with undead--they get barbarian rage instead. I'd probably give clerics of Hextor the Divine Might ability but not Rage (or maybe martial weapon proficiency and a bonus feat or two from the fighter list). My players have pretty much stayed within one small part of my campaign world though so a lot of these changes haven't been playtested.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 258335, member: 3146"] It wasn't actually intentional abuse by my player. It simply ended up giving the party more resources than I wanted them to have and made a bunch of situations that should have been difficult for the party way too easy due to the tactical advantage of flying. I thought about this a bit and came to this conclusion: A sorceror could do the same thing at sixth level. However, the sorceror would limit his high level spell capability to the fly spell in order to do that. The cleric who spontaneously casts travel and healing domain spells doesn't suffer from that drawback. He can prepare Invisibilty Purge, Searing Light, Cure Serious Wounds (domain slot), and Summon Monster III. If he then needs healing, he can convert those spells. If he needs mobility, he can convert them to fly spells. The cleric ends up with the same power as the sorceror but with a lot more versatility. I think that your suggestion of limiting domains to one per cleric and eliminating the domain spell slot entirely would go a ways towards eliminating this problem. For the record, my experience with the party's previous cleric (war and luck domains) (before he died in a really nasty ambush by a mummy, a necromancer, and a horde of bolstered skeletons) was that he prepared almost all heal spells and occasionally used them for his domains spells instead. This suggests that the rule might have the unintended consequence that clerics with the healing domain would actually cast the widest array of non-healing spells (since they could spontaneous them to cures if it was needed). What I've been thinking of doing to differentiate clerics from each other was play with the turning ability. Clerics of one faith turn undead. Clerics of Vecna rebuke/control them. Clerics of Erythnul don't do anything with undead--they get barbarian rage instead. I'd probably give clerics of Hextor the Divine Might ability but not Rage (or maybe martial weapon proficiency and a bonus feat or two from the fighter list). My players have pretty much stayed within one small part of my campaign world though so a lot of these changes haven't been playtested. [/QUOTE]
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Possible alternate cleric spellcasting
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