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*Pathfinder & Starfinder
The Cleric and the Priest: A different take on divine casters
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<blockquote data-quote="Sylrae" data-source="post: 4351289" data-attributes="member: 48520"><p>This came about because I believe the cleric is overpowered. It's essentially a Wis statted Wizard, with just as much casting ability, full armor, d10 hd, bab 3/4, better saves, more skill points, and all those domain powers. The domain powers alone almost make up what the bonus feats the wizard has are worth.</p><p></p><p>Cleric Casting:</p><p></p><p>Clerics pray for their spells as needed, no memorization. The gimme can be orisons and spells 3 or 4 levels below their maximum available level can be memorized. Everything else is a direct entreaty to their deity or its proxies.</p><p></p><p>In game the effect of this can be a Religion roll (DC 10 + spell level or spell level x2) and a full round action. This gives more opportunity for disruption and general phuquetyness since they're giving up a whole round.</p><p></p><p>This cleric mechanic is by Derro. it's the only option for the standard cleric (Full armor and what not).</p><p></p><p>Priest:</p><p></p><p>As Wizard, but Cleric Spell List. Casting via Wisdom.</p><p>Light Armor Proficiency. No Shields.</p><p>Automatic Proficiency with the favored weapon of the priest's chosen diety.</p><p></p><p>4 Skill pts per level.</p><p></p><p>d6 HD</p><p></p><p>Domains Via Deity like a cleric. Can't use spells from opposed domains.</p><p></p><p>+1 spell per spell level per day, from the Deity's Domain Spells.</p><p></p><p>Domain Powers are granted as well via diety.</p><p></p><p>Domains:</p><p>Air</p><p> - Earth</p><p>Animal</p><p>Chaos</p><p> - Law</p><p> - Chaos</p><p>Death</p><p> - Healing</p><p> - Good</p><p>Destruction</p><p> - Law</p><p> - Craft</p><p>Earth</p><p> - Air</p><p>Evil</p><p> - Good</p><p>Fire</p><p> - Water</p><p>Good</p><p> - Evil</p><p> - Diabloic</p><p> - Demonic</p><p> - Corruption</p><p>Healing</p><p> - Death</p><p> - Repose</p><p>Knowledge</p><p>Law</p><p> - Chaos</p><p> - Destruction</p><p>Luck</p><p> - Law</p><p> - Planning</p><p>Magic</p><p>Plant</p><p>Protection</p><p>Strength</p><p>Sun</p><p> - Moon</p><p> - Darkness</p><p>Travel</p><p>Trickery</p><p> - Law</p><p>War</p><p> - Healing</p><p>Water</p><p> - Fire</p><p></p><p>FR Domains</p><p>Balance</p><p> - Chaos</p><p>Cavern</p><p>Charm</p><p>Cold</p><p> - Fire</p><p>Craft</p><p> - Destruction</p><p>Darkness</p><p> - Sun</p><p>Drow</p><p> - Elf</p><p>Dwarf</p><p> - Orc</p><p>Elf</p><p> - Drow</p><p> - Orc</p><p>Family</p><p>Fate</p><p> - Chaos</p><p>Gnome</p><p>Halfling</p><p>Hatred</p><p> - Healing</p><p>Illusion</p><p>Mentalism</p><p>Metal</p><p>Moon</p><p> - Sun</p><p>Nobility</p><p>Ocean</p><p> - Fire</p><p>Orc</p><p> - Dwarf</p><p> - Elf</p><p>Planning</p><p> - Chaos</p><p> - Luck</p><p>Portal</p><p>Renewal</p><p> - Destruction</p><p>Repose</p><p> - Healing</p><p>Retribution</p><p>Rune</p><p>Scalykind</p><p>Slime</p><p>Spell</p><p>Spider</p><p>Storm</p><p>Suffering</p><p> - Good</p><p>Time</p><p>Trade</p><p> - Tyranny</p><p>Tyranny</p><p> - Trade</p><p>Undeath</p><p> - Healing</p><p>Watery Death</p><p> - Fire</p><p> - Healing</p><p></p><p>BoVD Domains</p><p>Bestial</p><p>Corruption</p><p> - Good</p><p>Demonic</p><p> - Good</p><p>Diabolic</p><p> - Good</p><p>Greed</p><p>Pain</p><p></p><p>If you guys see any connections I missed, with the opposing domains and such. Obviously if a particular deity has 2 opposing domains as its domains then you can have both.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 4351289, member: 48520"] This came about because I believe the cleric is overpowered. It's essentially a Wis statted Wizard, with just as much casting ability, full armor, d10 hd, bab 3/4, better saves, more skill points, and all those domain powers. The domain powers alone almost make up what the bonus feats the wizard has are worth. Cleric Casting: Clerics pray for their spells as needed, no memorization. The gimme can be orisons and spells 3 or 4 levels below their maximum available level can be memorized. Everything else is a direct entreaty to their deity or its proxies. In game the effect of this can be a Religion roll (DC 10 + spell level or spell level x2) and a full round action. This gives more opportunity for disruption and general phuquetyness since they're giving up a whole round. This cleric mechanic is by Derro. it's the only option for the standard cleric (Full armor and what not). Priest: As Wizard, but Cleric Spell List. Casting via Wisdom. Light Armor Proficiency. No Shields. Automatic Proficiency with the favored weapon of the priest's chosen diety. 4 Skill pts per level. d6 HD Domains Via Deity like a cleric. Can't use spells from opposed domains. +1 spell per spell level per day, from the Deity's Domain Spells. Domain Powers are granted as well via diety. Domains: Air - Earth Animal Chaos - Law - Chaos Death - Healing - Good Destruction - Law - Craft Earth - Air Evil - Good Fire - Water Good - Evil - Diabloic - Demonic - Corruption Healing - Death - Repose Knowledge Law - Chaos - Destruction Luck - Law - Planning Magic Plant Protection Strength Sun - Moon - Darkness Travel Trickery - Law War - Healing Water - Fire FR Domains Balance - Chaos Cavern Charm Cold - Fire Craft - Destruction Darkness - Sun Drow - Elf Dwarf - Orc Elf - Drow - Orc Family Fate - Chaos Gnome Halfling Hatred - Healing Illusion Mentalism Metal Moon - Sun Nobility Ocean - Fire Orc - Dwarf - Elf Planning - Chaos - Luck Portal Renewal - Destruction Repose - Healing Retribution Rune Scalykind Slime Spell Spider Storm Suffering - Good Time Trade - Tyranny Tyranny - Trade Undeath - Healing Watery Death - Fire - Healing BoVD Domains Bestial Corruption - Good Demonic - Good Diabolic - Good Greed Pain If you guys see any connections I missed, with the opposing domains and such. Obviously if a particular deity has 2 opposing domains as its domains then you can have both. [/QUOTE]
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