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<blockquote data-quote="Hypersmurf" data-source="post: 2365987" data-attributes="member: 1656"><p>Er?</p><p></p><p>Let's look at the cleric class in the 3.5 PLAYER'S HANDBOOK, shall we?</p><p></p><p><em>Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). <strong>Clerics who don’t worship a specific deity</strong> but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.</em></p><p><em></em></p><p><em>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.</em></p><p><em></em></p><p><em><strong>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.</strong></em></p><p><em></em></p><p><em>Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.</em></p><p><em></em></p><p><em>Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s <strong>(if he has one).</strong> Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.</em></p><p></p><p>Or the Spiritual Weapon spell, in the 3.5 PLAYER'S HANDBOOK:</p><p><em>The weapon that you get is often a force replica of your deity’s own personal weapon. <strong>A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time.</strong> The weapons associated with each alignment are as follows.</em></p><p><em></em></p><p><em>Chaos: Battleaxe</em></p><p><em>Evil: Light flail</em></p><p><em>Good: Warhammer</em></p><p><em>Law: Longsword</em></p><p></p><p>Looks to me like the 3.5 PLAYER'S HANDBOOK certainly allows clerics who don't worship a deity to gain powers...</p><p></p><p>-Hyp.</p></blockquote><p></p>
[QUOTE="Hypersmurf, post: 2365987, member: 1656"] Er? Let's look at the cleric class in the 3.5 PLAYER'S HANDBOOK, shall we? [i]Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). [b]Clerics who don’t worship a specific deity[/b] but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment. 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. [b]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.[/b] Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected. With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot. Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s [b](if he has one).[/b] Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.[/i] Or the Spiritual Weapon spell, in the 3.5 PLAYER'S HANDBOOK: [i]The weapon that you get is often a force replica of your deity’s own personal weapon. [b]A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time.[/b] The weapons associated with each alignment are as follows. Chaos: Battleaxe Evil: Light flail Good: Warhammer Law: Longsword[/i] Looks to me like the 3.5 PLAYER'S HANDBOOK certainly allows clerics who don't worship a deity to gain powers... -Hyp. [/QUOTE]
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