Dr. Strangemonkey
First Post
I think a lot of designing a priest class depends on what sort of clergy your local church tends to provide.
Though I do tend to think that in nearly all cases you'd be looking at a decrease in armor proficiencies, hit points, and saving throws and picking up increased skill points, list, and spell use/special abilities.
I once made up a very skill based priest class for a Swashbuckling Adventures campaign, and it seemed to work pretty well though I didn't have much room to test it in.
There was a priest class put out in a Three Musketeers supplement that some company did. Titled something like All for One. Seemed to be all right, was a little spell heavy for my purposes. But that would indicate that it allowed the class to cast 4 spells as opposed to none.
Though I do tend to think that in nearly all cases you'd be looking at a decrease in armor proficiencies, hit points, and saving throws and picking up increased skill points, list, and spell use/special abilities.
I once made up a very skill based priest class for a Swashbuckling Adventures campaign, and it seemed to work pretty well though I didn't have much room to test it in.
There was a priest class put out in a Three Musketeers supplement that some company did. Titled something like All for One. Seemed to be all right, was a little spell heavy for my purposes. But that would indicate that it allowed the class to cast 4 spells as opposed to none.