Fix any Class


Homebrew and House Rules

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Ventnor wrote:
JosMartigan wrote:
Goth Guru wrote:
GreyWolfLord wrote:
Lathiira wrote:
Vidmaster7 wrote:
if anyone knows why clerics originally could only use blunted weapons you get plus 5 cool points. (later they added gods favored weapons)
Clerics were originally based a bit on various orders of the Middle Ages. They were not forbidden to fight in the Crudades (or against the heathens in general), but rather forbidden to shed blood. So they were allowed to bash someone's head in (cranial fluid didn't count I guess?), but not skewer them. With this basis, clerics could not thus use weapons unless they were bludgeoning. And they hated giant slugs forever after LOL

Until they discovered massive quantities of salt. After that, many Monasteries were built by the sea.

Disclaimer: if you can't understand the sarcasm, the above is a joke.

Don't worry, I took it with a grain of salt:)

Although it's a ridiculous amount of work, I really liked the idea of specialty priests back in AD&D. They had custom weapon and armor proficiency and alternate "turn undead" capabilities (i.e. a specialty priest of an earth god could "turn" air-elemental type creatures),or something to replace that ability.

Here I go on my "why can't we cherry pick" rant again, but it would be fantastic to have a number of abilities under each domain that can alter base class abilities, not just add-on domain powers. That way each priest would be very unique and have different tactics.
Something like, Clerics start with light armor and simple weapon proficiencies, but if they have the war domain they become proficient with martial weapons and heavy armor, or if they have the Natire domain they become proficient with longbows and short bows?

Yeah that's a great place to start. Of course it's still an issue to balance the class correctly so someone taking two domains doesn't become a monster while another person is gimped to the point of being stillborn. Number of class skills, skill points, channeling, spell-list, there would be a lot of moving parts to consider to balance out the class. Might be best to not have a general use class but take the idea for a homebrew that has a specific set of gods so the variables are better controlled. I don't know at this point . . .


Pathfinder Lost Omens Subscriber

maybe a few distinct classes that can only select specific domains? each with a specific focus with cleric left as the generalist?


JosMartigan wrote:
Ventnor wrote:
JosMartigan wrote:
Goth Guru wrote:
GreyWolfLord wrote:
Lathiira wrote:
Vidmaster7 wrote:
if anyone knows why clerics originally could only use blunted weapons you get plus 5 cool points. (later they added gods favored weapons)
Clerics were originally based a bit on various orders of the Middle Ages. They were not forbidden to fight in the Crudades (or against the heathens in general), but rather forbidden to shed blood. So they were allowed to bash someone's head in (cranial fluid didn't count I guess?), but not skewer them. With this basis, clerics could not thus use weapons unless they were bludgeoning. And they hated giant slugs forever after LOL

Until they discovered massive quantities of salt. After that, many Monasteries were built by the sea.

Disclaimer: if you can't understand the sarcasm, the above is a joke.

Don't worry, I took it with a grain of salt:)

Although it's a ridiculous amount of work, I really liked the idea of specialty priests back in AD&D. They had custom weapon and armor proficiency and alternate "turn undead" capabilities (i.e. a specialty priest of an earth god could "turn" air-elemental type creatures),or something to replace that ability.

Here I go on my "why can't we cherry pick" rant again, but it would be fantastic to have a number of abilities under each domain that can alter base class abilities, not just add-on domain powers. That way each priest would be very unique and have different tactics.
Something like, Clerics start with light armor and simple weapon proficiencies, but if they have the war domain they become proficient with martial weapons and heavy armor, or if they have the Natire domain they become proficient with longbows and short bows?
Yeah that's a great place to start. Of course it's still an issue to balance the class correctly so someone taking two domains doesn't become a monster while another person is gimped to the point of being stillborn....

That's why, for Pathfinder 2.0, I want Paizo and Green Ronin to get together to make an unholy hybrid of Pathfinder with Mutants & Masterminds . . . .

D&D under TSR shortly before the takeover by Wizards of the Coast had a good idea with Player's Option, although it would have needed a lot of cleaning up for practical purposes.

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