Dr. Strangemonkey
First Post
There are two approaches that I favor.
First, in a campaign that had little to no divine magic, there were clerics they were simply very miraculous, I developed what I like to call a 'Jesuit' class who were a bunch of very very adept skill users with little other benefits other than extreme sense of devotion and a certain 'luck' factor to take that into account and the benefit of the respect granted to them from the populous and the gods.
Think of them as bards except without the spells and weaponry, and you could take another skill, such as healing, and get a whole host of special benefits from it in the same way that a bard does, or did, with performance. I could post what I had up here if it is desired.
Second, in Swashbuckling Adventures and Aracana Unearthed there are, or will be, feats that make your character a priest and give your character the social and educational benefits that come with having been trained and ordained as such. In some of my campaigns, these characters, who can come from any class, make up a large portion of the clergy of a church and clerics make up the military and service arms. Often times non-cleric members outrank cleric members since the relationship of the clerics to their deities makes it extremely difficult for them to act outside of the boundaries of the religion whereas the non-cleric members are less limited.
In my opinion, the above arrangement with wizard 'priests' running the show makes a lot more sense for a church devoted to magic than a bunch of wizards kowtowing to some armored guy or gal who's domain barely allows them to use a wand crafted by somebody else.
First, in a campaign that had little to no divine magic, there were clerics they were simply very miraculous, I developed what I like to call a 'Jesuit' class who were a bunch of very very adept skill users with little other benefits other than extreme sense of devotion and a certain 'luck' factor to take that into account and the benefit of the respect granted to them from the populous and the gods.
Think of them as bards except without the spells and weaponry, and you could take another skill, such as healing, and get a whole host of special benefits from it in the same way that a bard does, or did, with performance. I could post what I had up here if it is desired.
Second, in Swashbuckling Adventures and Aracana Unearthed there are, or will be, feats that make your character a priest and give your character the social and educational benefits that come with having been trained and ordained as such. In some of my campaigns, these characters, who can come from any class, make up a large portion of the clergy of a church and clerics make up the military and service arms. Often times non-cleric members outrank cleric members since the relationship of the clerics to their deities makes it extremely difficult for them to act outside of the boundaries of the religion whereas the non-cleric members are less limited.
In my opinion, the above arrangement with wizard 'priests' running the show makes a lot more sense for a church devoted to magic than a bunch of wizards kowtowing to some armored guy or gal who's domain barely allows them to use a wand crafted by somebody else.