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Two quick thoughts about all these new fangled base classes . . .
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<blockquote data-quote="Dannyalcatraz" data-source="post: 3264309" data-attributes="member: 19675"><p>The core concept was a cleric from a Northern warrior culture based on Finno-Russian legend, particularly from the Kalevala.</p><p></p><p>As a result, he could not have flashy offensive magic. At all.</p><p></p><p>Magic from those legends- at least, from the heroes- was protective, elemental/nature based. This eliminates a lot of big divine spells- no Flame Strikes, no Creeping Dooms. Instead, you might take on an animal's strength, or ward your allies against harm. Perhaps, if you were powerful and had friends among the 4 winds (air-elementals), you could fly. Even the healing magic was greatly subdued. In game terms, most of what the PC had access to on the clerical side was capped at 3th level- those he had Major Access to were largely the "less powerful" spheres like Guardian or Travellers.</p><p></p><p>Because of his culture, he was as home in the woods as anywhere else- think somewhere between Fafhrd & Strider. Thus, his fighting skill was better than the typical Cleric, but since he depended upon stealth & mobility, he could only wear lighter armors- nothing better than chainmail or hide.</p><p></p><p>Because of his duties to his people in time of war, he Inspired Rage rather than Turned Undead...and by rule, that required 3 rounds of chanting.</p><p></p><p>(Inspire Rage was a bit of a stretch- it had no analog in Finno-Russian legend, but Undead are completely absent from what I've read of their legends, and there was no more appropriate use for the character build points. There were no more Spheres or Schools appropriate to the concept, heavier armor was inappropriate, and he already fought as well as he could.)</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 3264309, member: 19675"] The core concept was a cleric from a Northern warrior culture based on Finno-Russian legend, particularly from the Kalevala. As a result, he could not have flashy offensive magic. At all. Magic from those legends- at least, from the heroes- was protective, elemental/nature based. This eliminates a lot of big divine spells- no Flame Strikes, no Creeping Dooms. Instead, you might take on an animal's strength, or ward your allies against harm. Perhaps, if you were powerful and had friends among the 4 winds (air-elementals), you could fly. Even the healing magic was greatly subdued. In game terms, most of what the PC had access to on the clerical side was capped at 3th level- those he had Major Access to were largely the "less powerful" spheres like Guardian or Travellers. Because of his culture, he was as home in the woods as anywhere else- think somewhere between Fafhrd & Strider. Thus, his fighting skill was better than the typical Cleric, but since he depended upon stealth & mobility, he could only wear lighter armors- nothing better than chainmail or hide. Because of his duties to his people in time of war, he Inspired Rage rather than Turned Undead...and by rule, that required 3 rounds of chanting. (Inspire Rage was a bit of a stretch- it had no analog in Finno-Russian legend, but Undead are completely absent from what I've read of their legends, and there was no more appropriate use for the character build points. There were no more Spheres or Schools appropriate to the concept, heavier armor was inappropriate, and he already fought as well as he could.) [/QUOTE]
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Two quick thoughts about all these new fangled base classes . . .
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