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<blockquote data-quote="BradfordFerguson" data-source="post: 4022188" data-attributes="member: 20048"><p><strong>Cleric 6</strong></p><p>Str 16 +3 (gained +2 STR @ level 2)</p><p>Dex 10</p><p>Con 14 +2 </p><p>Int 10 </p><p>Wis 18 +4 (gained +2 WIS @ level 4)</p><p>Cha 14 +2</p><p></p><p>HP: 45 Bloodied: 22 (1/2 HP total)</p><p>AC: 23 (+4 vs giants?)</p><p>Init: 0, Move: 20'</p><p></p><p>Fort: 7, Refex: 3, Will: 9</p><p></p><p><strong>ATTACK</strong></p><p>full attack: +10 hit, 9 damage, x3 crit (masterwork warhammer)</p><p></p><p><strong>SPECIAL</strong></p><p>Combat Caster: auto success combat casting</p><p>Turn Undead x/day</p><p>Domain Specials?</p><p>Dwarf Specials?</p><p></p><p></p><p><strong>SPELLS</strong></p><p>3rd: 4/day: Bestow Curse, Dispel Magic, Remove Condition, Cure Serious Wounds 19 HP. </p><p>2nd: 5/day: Divine Gift, Resist Energy, Silence, Cure Moderate Wounds 15HP.</p><p>1st: 5/encounter: Divine Favor, Doom, Sanctuary, Cure Light Wounds 9HP.</p><p></p><p></p><p><strong>SKILLS (trained)</strong></p><p>Piety +12 (know: religion, heal, spellcraft)</p><p>Diplomacy +10</p><p></p><p></p><p><strong>EQUIPMENT</strong></p><p>half-plate? (whatever is +7), masterwork warhammer, large steel shield</p><p>(unfinished)</p><p></p><p></p><p>THOUGHTS: Maybe I should let the player pick a 1st-level spell that could be cast at will? Hmmm.</p><p></p><p>After a night's sleep... The sample cleric feels a bit "safe" to me. The way I have set up spell use still feels "Vancian" to me. Nothing really screams cool, fun, AWESOME to me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p>I wonder if a cleric's spells should be set up similar to a sorcerer's. Here's how I would do it: each game session, the player can choose 3 spells from each level that they want to be able to cast and then they can cast any combo of those spells X times per day. The player would also be able to change spells if they visited a temple. Their choice would still be limited by my (above) cleric spell list that eliminated over 110 spells from the list.</p><p></p><p>So I'm editing the post!</p><p></p><p>I still need to alter the presentation of the spells section. I may add spell cards that the player can reference without need of the PHB. In addition, spells will be rewritten so that they will require a minimum number of rolls (and the players will be doing the rolling).</p></blockquote><p></p>
[QUOTE="BradfordFerguson, post: 4022188, member: 20048"] [b]Cleric 6[/b] Str 16 +3 (gained +2 STR @ level 2) Dex 10 Con 14 +2 Int 10 Wis 18 +4 (gained +2 WIS @ level 4) Cha 14 +2 HP: 45 Bloodied: 22 (1/2 HP total) AC: 23 (+4 vs giants?) Init: 0, Move: 20' Fort: 7, Refex: 3, Will: 9 [b]ATTACK[/b] full attack: +10 hit, 9 damage, x3 crit (masterwork warhammer) [b]SPECIAL[/b] Combat Caster: auto success combat casting Turn Undead x/day Domain Specials? Dwarf Specials? [b]SPELLS[/b] 3rd: 4/day: Bestow Curse, Dispel Magic, Remove Condition, Cure Serious Wounds 19 HP. 2nd: 5/day: Divine Gift, Resist Energy, Silence, Cure Moderate Wounds 15HP. 1st: 5/encounter: Divine Favor, Doom, Sanctuary, Cure Light Wounds 9HP. [b]SKILLS (trained)[/b] Piety +12 (know: religion, heal, spellcraft) Diplomacy +10 [b]EQUIPMENT[/b] half-plate? (whatever is +7), masterwork warhammer, large steel shield (unfinished) THOUGHTS: Maybe I should let the player pick a 1st-level spell that could be cast at will? Hmmm. After a night's sleep... The sample cleric feels a bit "safe" to me. The way I have set up spell use still feels "Vancian" to me. Nothing really screams cool, fun, AWESOME to me. :( I wonder if a cleric's spells should be set up similar to a sorcerer's. Here's how I would do it: each game session, the player can choose 3 spells from each level that they want to be able to cast and then they can cast any combo of those spells X times per day. The player would also be able to change spells if they visited a temple. Their choice would still be limited by my (above) cleric spell list that eliminated over 110 spells from the list. So I'm editing the post! I still need to alter the presentation of the spells section. I may add spell cards that the player can reference without need of the PHB. In addition, spells will be rewritten so that they will require a minimum number of rolls (and the players will be doing the rolling). [/QUOTE]
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