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Community
General Tabletop Discussion
*Pathfinder & Starfinder
to fix clerics, give them wizard BAB?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 350368" data-attributes="member: 3146"><p>Since this is already crossing over into house rules, these are my suggestions:</p><p></p><p>If you're convinced that clerics are too powerful (I'm not) remove the heavy armor proficiency and reduce their HD to a d6. You can also change the persistant spell feat to be ineffective with Divine Power and Divine Favor. This will dramatically reduce the combat effectiveness of clerics without completely neutering the class.</p><p></p><p>If you want to make clerics more distinct, play around with the ability to turn undead. I'd advise replacing it with other divine feats from DotF or Kingdoms of Kalamar Players' Guide (be careful with that though--their channel positive and negative energy feats were thrown together with what can only be described as a complete and wanton disregard for game balance). IMHO this is dramatically superior to allowing spontaneous casting of domain spells. The spontaneous casting of domain spells makes clerics far far more powerful as they are able to cast large numbers of spells that are normally (and with good reason) restricted to wizards and sorcerors. I allowed this in my campaign at one point in time and my travel and healing domain cleric could have the entire party continually flying. That kind of ability is otherwise reserved for sorcerors who choose fly as one of their only 3rd level spells (or their only 3rd level spell at 6th level). Introducing the tactical options of a high level game at least two levels in advance (5th level in this case whereas very few sorcerors pick fly as their 1st 3rd level spell and if they do, that's their only one) is a very bad thing for game balance.</p><p></p><p>Also anything that removes clerics' spontaneous healing ability is a major change in the balance and structure of D&D 3e which assumes the ready availability of large amounts of healing. A party without a cleric will often resort to lots of cheesy tricks (for instance, a fighter/barbarian with one level of wizard and a wand of shield) in order to avoid the large amounts of damage that monsters dish out. And even that isn't really effective by the time characters reach level 7+.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 350368, member: 3146"] Since this is already crossing over into house rules, these are my suggestions: If you're convinced that clerics are too powerful (I'm not) remove the heavy armor proficiency and reduce their HD to a d6. You can also change the persistant spell feat to be ineffective with Divine Power and Divine Favor. This will dramatically reduce the combat effectiveness of clerics without completely neutering the class. If you want to make clerics more distinct, play around with the ability to turn undead. I'd advise replacing it with other divine feats from DotF or Kingdoms of Kalamar Players' Guide (be careful with that though--their channel positive and negative energy feats were thrown together with what can only be described as a complete and wanton disregard for game balance). IMHO this is dramatically superior to allowing spontaneous casting of domain spells. The spontaneous casting of domain spells makes clerics far far more powerful as they are able to cast large numbers of spells that are normally (and with good reason) restricted to wizards and sorcerors. I allowed this in my campaign at one point in time and my travel and healing domain cleric could have the entire party continually flying. That kind of ability is otherwise reserved for sorcerors who choose fly as one of their only 3rd level spells (or their only 3rd level spell at 6th level). Introducing the tactical options of a high level game at least two levels in advance (5th level in this case whereas very few sorcerors pick fly as their 1st 3rd level spell and if they do, that's their only one) is a very bad thing for game balance. Also anything that removes clerics' spontaneous healing ability is a major change in the balance and structure of D&D 3e which assumes the ready availability of large amounts of healing. A party without a cleric will often resort to lots of cheesy tricks (for instance, a fighter/barbarian with one level of wizard and a wand of shield) in order to avoid the large amounts of damage that monsters dish out. And even that isn't really effective by the time characters reach level 7+. [/QUOTE]
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to fix clerics, give them wizard BAB?
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