the spontaneous divine caster

darkbard

Legend
unearthed arcana introduces an alternate mechanic to handle clerics and druids much as a sorcerer. in essence, the cleric [or druid] loses the versatility of the complete spell list in return for a core group of spells at each spell level plus domain spells; these core and domain spells can be cast in any combination, just as a sorcerer. the trade-off is ostensibly that though the cleric loses versatility, it makes up for this by increased punch [need six blesses a day? no problem. four magic weapons? piece of cake.].

personally, i love this option. in fact, it has been my experience that clerics tend to rely on a core list of spells from day to day anyhow [even with spontaneous healing, etc.], so the trade-off the cleric makes is minimal. from a flavor perspective, it also sits better with me that an agent of a divine power can call upon the power to work a limited number of miracles. the idea of filling the shopping cart with miracles [hmmm... today i think i'll need to bless some water, command a couple of times and perhaps cast sanctuary!] ahead of time never seemed to work from a flavor perspective.

sure, this may increase the need for planning a bit: your character doesn't know lesser restoration, so you better stock up on scrolls since you can't just swap out a cure wounds spell to restore your barbarian buddy's sapped strength. but i think that's a good thing.

what are your opinions or experiences? am i missing something with what i think to be an under-utilized alternative?
 

log in or register to remove this ad

darkbard said:
unearthed arcana introduces an alternate mechanic to handle clerics and druids much as a sorcerer. in essence, the cleric [or druid] loses the versatility of the complete spell list in return for a core group of spells at each spell level plus domain spells; these core and domain spells can be cast in any combination, just as a sorcerer. the trade-off is ostensibly that though the cleric loses versatility, it makes up for this by increased punch [need six blesses a day? no problem. four magic weapons? piece of cake.].

personally, i love this option. in fact, it has been my experience that clerics tend to rely on a core list of spells from day to day anyhow [even with spontaneous healing, etc.], so the trade-off the cleric makes is minimal. from a flavor perspective, it also sits better with me that an agent of a divine power can call upon the power to work a limited number of miracles. the idea of filling the shopping cart with miracles [hmmm... today i think i'll need to bless some water, command a couple of times and perhaps cast sanctuary!] ahead of time never seemed to work from a flavor perspective.

sure, this may increase the need for planning a bit: your character doesn't know lesser restoration, so you better stock up on scrolls since you can't just swap out a cure wounds spell to restore your barbarian buddy's sapped strength. but i think that's a good thing.

what are your opinions or experiences? am i missing something with what i think to be an under-utilized alternative?

I tried something like this. It was met with unrestrained bitching and moaning from my players about how the cleric is sorely underpowered with the changes made. My players are pretty min-maxy, although they'd deny it if I accused them of being so. So any "suboptimal" character choices are essentially non-existent in my campaigns.
 

i hear you, but i guess my point was to ask if this really does create a sub-optimal character. in essence, the cleric will gain better casting versatility over the course of 24 hours, and it is rare for clerics to prepare anything other than the same set of spells over and over again.
 


don't have miniatures handbook [can't swallow spending 30 bucks for about 70 pages of rpg material] and i'm pretty sure favored souls can't turn undead [though i may be wrong on that].
 

darkbard said:
don't have miniatures handbook [can't swallow spending 30 bucks for about 70 pages of rpg material] and i'm pretty sure favored souls can't turn undead [though i may be wrong on that].

You'll find the Favored Soul in Complete Divine, I think.
 



What do you propose for all the necromantic prestige classes that require it then? Just leave that little part out? (I like the idea, because I agree that it makes undead scary again, but I was wondering how to more flesh out that idea.....)
 

Well, I'd leave it out and see if the PCs care. If no one wants to go for a class that requires Turn Undead, then you have no problems. If they do then I'd take a few domains and give them the ability to turn undead instead of their normal ability.
 

Remove ads

Top