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*Pathfinder & Starfinder
The Priest (Cleric based, molds to religions better)
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<blockquote data-quote="Merlion" data-source="post: 1702465" data-attributes="member: 10397"><p>I had considered that, but not all priests are any of those things. So I had some of the Domains increase skill points.</p><p></p><p></p><p></p><p> </p><p></p><p>Typos. When i near the end of a first draft I get a little fevered.</p><p></p><p></p><p></p><p> </p><p></p><p></p><p>Hmm yes well I was already considered having Protection grant more armor than it does. I may go back an re-evaulte, however for various reasons I would only have a few with no armor, such as Magic and Trickery. </p><p></p><p></p><p> </p><p></p><p></p><p>It might be interesting to do Animal Empathy and 1st, then Animal Companion at 6th, and an animal form at 11th perhaps.</p><p></p><p></p><p></p><p> </p><p></p><p>Luck was a diffacult one. I had trouble deciding wether to have it increase Spellcasting, or something else. </p><p></p><p>As for the powers, well I kept the original Luck Domain ability. The 6th level ability is an un-losable Stone of Good Luck (actually its slightly better because it applies to all checks). And then Evasion. Evasion might be a little weak for 11th level. Any suggestions are very welcome.</p><p></p><p></p><p></p><p> </p><p></p><p>Whats the signifigance of a rapier? Basicaly this is just a way to up combat ability a bit more. And I wanted it to be open to be the deities favored weapon in the event its a martial weapon.</p><p></p><p></p><p> </p><p></p><p>The reason I did this is because some war gods do have simple favored weapons, and so you'd have redundant profciency. This way a Priest of, say, Erthynul, can wield a Morningstar and become profcient in, say longbow or something as a complentary weapon.</p><p></p><p></p><p></p><p>My biggest worries with this class are: That it might be a little underpowered. That its a little...odd that they stop getting abilities at 11th level. And some of the Domains trouble me a bit, particularly Destruction, Sun, Luck, Trickery and others. Some of them I had a hard time deciding wether they should enhance spellcasting or combat. Some its hard to find apropriate spells for. Some it was hard to decide on granted powers.</p><p></p><p>I think I will eventually write some more spells for some of the Domains (especially Destruction and Sun) to try and flesh them out with more spells that are more apropriate.</p><p></p><p>but, suggestions are always welcome.</p></blockquote><p></p>
[QUOTE="Merlion, post: 1702465, member: 10397"] I had considered that, but not all priests are any of those things. So I had some of the Domains increase skill points. Typos. When i near the end of a first draft I get a little fevered. Hmm yes well I was already considered having Protection grant more armor than it does. I may go back an re-evaulte, however for various reasons I would only have a few with no armor, such as Magic and Trickery. It might be interesting to do Animal Empathy and 1st, then Animal Companion at 6th, and an animal form at 11th perhaps. Luck was a diffacult one. I had trouble deciding wether to have it increase Spellcasting, or something else. As for the powers, well I kept the original Luck Domain ability. The 6th level ability is an un-losable Stone of Good Luck (actually its slightly better because it applies to all checks). And then Evasion. Evasion might be a little weak for 11th level. Any suggestions are very welcome. Whats the signifigance of a rapier? Basicaly this is just a way to up combat ability a bit more. And I wanted it to be open to be the deities favored weapon in the event its a martial weapon. The reason I did this is because some war gods do have simple favored weapons, and so you'd have redundant profciency. This way a Priest of, say, Erthynul, can wield a Morningstar and become profcient in, say longbow or something as a complentary weapon. My biggest worries with this class are: That it might be a little underpowered. That its a little...odd that they stop getting abilities at 11th level. And some of the Domains trouble me a bit, particularly Destruction, Sun, Luck, Trickery and others. Some of them I had a hard time deciding wether they should enhance spellcasting or combat. Some its hard to find apropriate spells for. Some it was hard to decide on granted powers. I think I will eventually write some more spells for some of the Domains (especially Destruction and Sun) to try and flesh them out with more spells that are more apropriate. but, suggestions are always welcome. [/QUOTE]
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