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General Tabletop Discussion
*Pathfinder & Starfinder
The Cleric and the Priest: A different take on divine casters
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<blockquote data-quote="Sylrae" data-source="post: 4359994" data-attributes="member: 48520"><p>It's similar to your idea, with the main differences being:</p><p>1. existing domains would stay. in a few instances domains may be combined though.</p><p>2. the changes would only effect clerical, deity based divine casters. Druids wouldnt be effected by this change of mechanics.</p><p>3. There would be some additional changes to the cleric.</p><p>A) The cleric casts spells without selecting them in advance, as described above. They pick them in the heat of the moment but they may not actually get the spell. and if they fail, the spell slot is stuill used up for the day. They would lose heavy armor and shields as default proficiencies.</p><p>B) The cleric has a more limited number of spells per day, and loses heavy armor and shields.(as they gain a spell level is starts at 0 instead of 1, and then goes to 1 for 2 levels before increasing.) If this idea is too complicated I could go fractional like many other class features, but this seems less complicated than fractions. The end result, a cleric only gets 2+1 level 9 spells at 20, and just progresses a bit slower.</p><p>C)The cleric gets a d6 HD, and loses heavy armor and shields.</p><p></p><p>I'm not sure if you were asking in spells could be in multiple domains. I don't see any reason why not if the spell fits. I could make a more spell focused cleric, a sorcerer-like cleric, and a paladin replacement cleric as well from these mods. but oen of the above 3 changes would make the 'standard' cleric.</p></blockquote><p></p>
[QUOTE="Sylrae, post: 4359994, member: 48520"] It's similar to your idea, with the main differences being: 1. existing domains would stay. in a few instances domains may be combined though. 2. the changes would only effect clerical, deity based divine casters. Druids wouldnt be effected by this change of mechanics. 3. There would be some additional changes to the cleric. A) The cleric casts spells without selecting them in advance, as described above. They pick them in the heat of the moment but they may not actually get the spell. and if they fail, the spell slot is stuill used up for the day. They would lose heavy armor and shields as default proficiencies. B) The cleric has a more limited number of spells per day, and loses heavy armor and shields.(as they gain a spell level is starts at 0 instead of 1, and then goes to 1 for 2 levels before increasing.) If this idea is too complicated I could go fractional like many other class features, but this seems less complicated than fractions. The end result, a cleric only gets 2+1 level 9 spells at 20, and just progresses a bit slower. C)The cleric gets a d6 HD, and loses heavy armor and shields. I'm not sure if you were asking in spells could be in multiple domains. I don't see any reason why not if the spell fits. I could make a more spell focused cleric, a sorcerer-like cleric, and a paladin replacement cleric as well from these mods. but oen of the above 3 changes would make the 'standard' cleric. [/QUOTE]
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The Cleric and the Priest: A different take on divine casters
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