Voadam
Legend
Hussar said:But that's the point Thirdwizard. Even if you forego actually having a diety, your character is still entirely bound by his alignment if he's a cleric. A CG priest of no specific god is not a license to heal! Actually, I would think that not having a god or church to fall back on for guidance, and a lack of dogma for a particular faith would make playing a priest without a god even more difficult. You are entirely at the whim of the DM who might decide that you haven't been following the tenets of your alignment closely enough. The trick is, very, very few DM's actually do this.
Most DM's I've found are perfectly content to allow cleric players more than enough latitude when it comes to toeing the line on alignment yet are absolute fascists when it comes to paladins. There should be absolutely no difference. If you are a priest of ______ then every action you take should be scrutinized through the lens of ______'s dogma, whether those teachings are spelled out in the PHB or through the player and the DM hammering them out. A Cleric of Olidamarra better be nicking the silverware once in a while and playing jokes fairly often.
I'm bloody sick of clerical healing batteries that are just fighters with some extra bonuses. You're playing a mortal representative of a divine being!! You know for an absolute fact that that being exists. You know because you've probably bloody well seen him! Even if you haven't, the fact that your belief allows you to perform miracles should be pretty much enough to convince people. Add to that the fact that at higher levels you can actually directly converse with your diety through Contact other Planes and the like, every cleric should be pretty much entirely convinced in the truth of the existence of his or her gawd.
I'm very tired of the double standard that gets applied between Clerics, Druids and Paladins. All three classes should be very difficult to play. Very rewarding but difficult nonetheless.
Clerics don't lose powers for alignment violations.
If they follow a god who has a required code of conduct and they GROSSLY violate that then they lose their powers.
Ex-Clerics
A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).
Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Druids have the following power loss restrictions:
A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Ex-Druids
A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).
Paladins have the following:
Ex-Paladins
A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
I think it is the evil act part that makes paladins different.