Unchained.... Part 2) The Cleric...


Homebrew and House Rules

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Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
DM Beckett wrote:
The d6 Priest Class, shouldn't get something that's probably even better than armor in many ways to compensate for their flaw of not being able to wear armor. It just seems very backwards to me, and against the theme.

Yeah, a 9th level caster does not need their casting stat to AC. *looks at Oracle*


eh... it probably wouldn't be so bad if they couldn't get armor from anywhere else.

Shadow Lodge

I've never been a fan of Channel Energy. It sounds kind of cool, well, really just the offensive side of it, but in play it really goes downhill fast, basically being best at level 1 and 3, and then steadily getting worse at each level.

Throwing a lot of (basically all of your) resources into it doesn't do much but very slightly prolong the investable a few more levels (at best, and I do mean a few).

So, something I could see maybe working well in an Unchained Cleric would be to change slightly the basic way it works. Instead of having Cha +3 uses per day, maybe instead make it infinite, but instead make it something that can only be used once per Combat, and that includes after combat as well. Or rather twice, once to heal and once to harm.

Extra Channel would then instead be a pool, probably 2/Day you can utilize another Channel as you want.

Every other Channel Feat would then do three things:
1.) Allow you to use that additional ability as part of the 1 heal or 1 harm per combat, (so Elemental Channel allows you to heal or Harm accordingly once per fight, but only affecting that chosen Elemental)
2.) Adds 1d6+1 to your Channel Damage, but only for that one type of Channel
3.) Adds a single use of Channel Energy, but only for that one type.

So, a Good aligned 5th Level Cleric can Channel Energy for 3d6, once per Combat to heal the living and once per Combat to harm Undead, but can otherwise do so as many times per day as there are Combats.

If they take Alignment Channel <Evil>, they can now Channel 1 per combat for each of the following; Heal the Living, Harm Undead, and either Heal or Harm Evil Outsiders, each once per combat. When they do Channel to only affect Evil Undead, they now heal/deal 4d6+1 damage.

If they also took say Elemental Channel <Fire>, they would now be able to Channel Energy once each for Healing Living, Harming Undead, and also either to Heal or Harm both Fire Elementals and Evil Outsiders. The pool for or against Living and Undead would be 3d6, and against Fire Elemental or Evil Outsiders would be 4d6+1.

If they also took Extra Channel, or anything that increased Channel Uses per day, instead has a single pool (rechargeable when they regain spells) to utilize any single use of their Channel Energy more than once per Combat, missing and matching as you wish. So in one combat you might want to use Channel Energy Heal Living twice, and then two combats later, fighting a horde of Ghouls, burn you last use to Channel to Harm Undead twice in that combat.

The once per combat recharge at the start of your first Turn or Surprise Round action in the next combat you are part of. Once it's recharged, you either use it or waste it until the next combat starts.

Quicken and Empower Channel could allow you to utilize multiple uses of your uses per combat to strengthen a single Channel in the form it's normally augmented.

1 Extra uses = makes it a Move Action or adds 1d6+1 to the Damage Dice

2 Extra uses = makes it a Swift Action or makes the Damage Dice deal 1.5 the base damage

3 Extra uses = makes it a Free Action or makes the Damage Dice deal 1.5 the base damage +1d6+1.

So, using the same example above, (and assuming they also had either Empower of Quick Channel Feats, but not Extra Channel), if the Cleric is trying to boost party healing, they could use both a use of Heal Living Channel and any one of the other 3 types to make that Heal the Living Channel either only take a Move Action to do, or to do so for a total of 4d6+1. Or they could use Heal the Living and 2 uses of any of the other three forms to instead make it a Swift Action or to make that Channel Energy Heal 150% of 3d6, (their base Dice for Healing the Living), or all four of their Channel Energy uses per combat to make it either a Free Action or to Heal 150% of 4d6+1.

A combat can also include things like a room full of traps, or maybe non-immediate environmental hazards. Roughly anything that deals damage, lasts more than one or two rounds, (the thing itself, not the aftereffects), and is a significant threat/CR.


cuatroespada wrote:
eh... it probably wouldn't be so bad if they couldn't get armor from anywhere else.

Exactly, they are quite literally incapable of wearing physical armour. Doing so completely removes ALL powers.

Even a Wiz can get magically enhanced mithral bucker and armoured kilt to rack up some useful AC!

I would say its entirely appropriate for the class..... the ROBED holy man.

To make it different from the D8 you would have to remove armour and shield. And you always have to bear in mind that there is no Mage Armour!

I suppose you could instead do a divine/profane bonus to AC = 1/2 class level (slightly weaker over 20 levels)

If it has no armour, no shield and no way of improving its AC significantly.... things will get messy quickly!


TriOmegaZero wrote:
DM Beckett wrote:
The d6 Priest Class, shouldn't get something that's probably even better than armor in many ways to compensate for their flaw of not being able to wear armor. It just seems very backwards to me, and against the theme.
Yeah, a 9th level caster does not need their casting stat to AC. *looks at Oracle*

What if instead of adding another attribute to AC, the character got a set, scaling bonus?

e.g.: The cleric is shielded from harm by his faith. At first level, while wearing no armor or shield of any kind, he gains a +4 divine bonus to AC. This bonus increases by +1 at 5th level and every 3 levels thereafter, to a maximum of +10 at 20th level.


@dm Beckett

Way too complex a system for what you need.

What is the issue with channeling currently? That it's so limited in uses? That it's so limited in scope without heavy investment? Both? Why not change its uses per day to 1/2 cleric level + charisma modifier? Then expand the effectiveness of the various variant channeling feats. Or, better yet, introduce "channeling powers" that become a cleric class feature, used to provide strong versatility to channeling (similar to the existing feats, but stronger, as the feats should be anyway)

Shadow Lodge

Why is there no Mage Armor? That's extremely easy to get. So if an enemy figures out how crappy you are and offensively casts an AC buff on you, does the Cleric just get boned?

How about Shield? Magic Vestment ON YOUR ROBE <that's part of the spell>?

Isn't a Sacred/Profane Bonus a straight up boost, being one of the rarest bonuses in the in the game?

Or dipping Monk/Sacred Fist?

That's the main reason I don't want a d6 Priest Cleric. Either all of the downsides are going to be completely arbitrary or nearly redundant as they are overcome easily, not actually a weakness at all, or only a penalty in a vacuum.

Secondarily, most of the ideas to strengthen or make it more fun and playable I feel should already be a part of the basic Cleric. Namely something like Social Skill bonuses or political authority as a mouthpiece of a divine being, more focus around a theme, or an ability to use faith as an ability or perform miracles of some type.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Lemmy wrote:

What if instead of adding another attribute to AC, the character got a set, scaling bonus?

e.g.: The cleric is shielded from harm by his faith. At first level, while wearing no armor or shield of any kind, he gains a +4 divine bonus to AC. This bonus increases by +1 at 5th level and every 3 levels thereafter, to a maximum of +10 at 20th level.

Still not terribly convinced until I see the spell list. Because that is where this proposition would be made or broken.

Silver Crusade

Pathfinder Adventure Path Subscriber

Let's just allow Cleric to pick 3+Wis Wizard spells per level in exchange for slow BAB and d6, I mean what can go wrong? ;)


TriOmegaZero wrote:
Lemmy wrote:

What if instead of adding another attribute to AC, the character got a set, scaling bonus?

e.g.: The cleric is shielded from harm by his faith. At first level, while wearing no armor or shield of any kind, he gains a +4 divine bonus to AC. This bonus increases by +1 at 5th level and every 3 levels thereafter, to a maximum of +10 at 20th level.

Still not terribly convinced until I see the spell list. Because that is where this proposition would be made or broken.

It wouldn't be particularly more powerful than the current Cleric. The benefits are countered by the slower AC progression and lack of "add-on" enhancements options.

I like the idea of giving an unarmored option to every class... Ideally, an option that doesn't stack with things like the Monk's bonus to AC. Fighting without armor and/or unarmed shouldn't be a class-specific thing anymore than using a bow or spear, IMO. Some classes should be better at it, but they shouldn't be the only ones who can do it.

Shadow Lodge

Ranishe wrote:

@dm Beckett

Way too complex a system for what you need.

What is the issue with channeling currently? That it's so limited in uses? That it's so limited in scope without heavy investment? Both? Why not change its uses per day to 1/2 cleric level + charisma modifier? Then expand the effectiveness of the various variant channeling feats. Or, better yet, introduce "channeling powers" that become a cleric class feature, used to provide strong versatility to channeling (similar to the existing feats, but stronger, as the feats should be anyway)

Mainly that it is just a terrible ability over all. I do not foresee Paizo ever really making it a worthwhile ability across all levels, as that would basically require gutting it wholesale, but, perhaps, in the spirit of Unchaining the Class, something that can at least partially improve it without really giving it a huge boost might be worth it.

Removing the idea of Stat + 3 uses per day might help, both in making the Class a little less MAD, but also getting rid of one more aspect of book keeping, and making the ability a bit more important overall. I've seen low level play burn through every Channel Energy in and after one fight, and while the intent was to increase the Cleric's ability to prepare non-Cure Spells, in reality, all it does is give everyone else in the party except the Cleric usually a free limited pool of Wands of Cure Light Wounds.

That's a terrible Class Feature.


That's why I also suggested adding options to (meaningfully) use it to enhance versatility. For example:

1) you can imbue allies with channeled energy, granting fast healing that will overall be an increase of channel energy's effect, but over time
2) you can imbue equipment with channeled energy similar to the Paladins divine bond
3) you can, as a swift action, imbue your channel energy into your weapon to deal elemental damage
4) you can deal fire (if positive) or acid (if negative) damage with channel energy
5) you can provide morale bonuses / immunities to fear with your channel energy (and / or cause fear in foes).

Add to this more effective uses later in the game from the above changes & the innate ability to channel in a line, cone or burst, and the ability to heal and harm everything affected (eg channel positive energy to heal allies & harm undead) and I believe channel energy starts looking more attractive.

Note that these 4 ability suggestions are off the top of my head & would certainly require expansion & hard crunch.


I still recommend taking Channel Energy out of the Cleric's core class features and making Channel Energy and variants thereof (including Variant Channeling itself) Domain Powers; in exchange, Clerics get 1 more Domain. Same deal for Spontaneous Casting. (Essential to make this work right: Fix Alignment Channel and Elemental Channel so that they work in ways that actually make sense thematically aso well aso mechanically.)

RPG Superstar 2012 Top 32

What if Channel Energy was 1d10+Cha bonus (plus 1d10 per 2 odd levels), automatically targeted just allies or just opponents (so no need for the Selective Channel feat tax), and you could spend 2 uses to use it as a swift action (so not using up all of your action economy to heal, but still having a cost so you can't spam it every round of every fight)?

Would that fix channeling? Make it useful? A good option, but not always the best option, but not always a weak option?

What if each domain also had a channeling carrier effect? Air might let a target fly for 1 round, Animal might give a target a +1 natural armor bonus per die for 1 round, etc.


The problem with channeling is more inherent. The issue is that the problems it is supposed to be the answer for are mostly rare in this game: area damage.
Typically, one or two people take the brunt of attacks in a party, and typically a party does focus fire damage, since a creature's effectivess is binary when it comes to hitpoints (100% effective, right down to 1 hp left).

So unless you are facing a lot of minion level enemies (and even then, rare that you would then need to worry enough to waste resources on them), or facing a lot of effects that damage the whole party, you will have a lot better options in the action economy.

I did get some use once through specific gaming of the system (stacking shared damage effects to spread enemy focus fire to the group), so we could take on highly damaging foes with middling defense.. Worked well in that specific setup (oracle of healing, specific magic items, and group built for taking advantage of it).

..

Personally, I think channeling would work better as an effect-based ability (fear to undead, sicken to demons, morale/divine bonus to allies, grant temp hp bonus, etc). Alternative channels to outsiders could do things like strip away defenses, or increase all incoming damage, or grant allies resistances against the creatures effect/element.

This would find far more utility use in combat, and compliment spells instead of being at odds with them.


Out of the 3 threads I've done for Unchaining (Fighter, Cleric, Ninja).... Cleric has both the greatest challenges but also the greatest potential.

The biggest problem in terms of Unchaining D8 cleric is that its main class features are firmly embedded in other classes, making wholesale changes almost impossible.

1) The spell list is directly used by cleric, oracle, warpriest and shaman... you cannot just rip it up and start again!! It has to stay as is regardless of the potential benefits of a redesign.

2) Channeling is also accessible by several classes now and so again presents obstacles in terms of re-design. The only possibility IMO under an Unchaining would be to give the cleric only an option to trade out the existing channeling set up completely in favour of other abilities. This way any changes only affect the cleric in isolation and have no impact on other classes. Changing the existing channeling set up just creates knock on effects in terms of balancing other classes.

3) Domains - to a lesser degree, are also accessible to other classes (druids and inquisitors). Thus changes to spells and/or domain abilities also has problematic knock on effects. Again there would have to be a way of making changes in isolation. Possible but tricky - for example it would have to be made clear that 12th level domain powers were only available to clerics or something like that!)

Taking all the above into consideration, 2 approaches are needed IMO:

1) Unchaining the D8 cleric should revolve around modular options to limit impact on other classes but also to give options to the cleric... eg) choice of spontaneous heal/harm or spontaneous domains, channeling or dice pool for augmenting spells, armour/shield vs bonus feats... etc

2) New D6 class - this would allow design from a fresh canvas as it would be a distinct entity from the D8 cleric. It would still be largely based around the cleric spell list but other class abilities could be introduced without worries over impact on other classes.


Rite Publishing's Secrets of Divine Channeling does (IMHO) a lot to fix channeling by adding additional effects based on the chosen Domains. Basically a much stronger version of Variant Channeling. For example, channeling the Darkness Domain snuffs out all nearby lights, while channeling the Repose Domain prevents nearby corpses from animating. There are also more powerful effects that kick in at higher levels, in addition to a bunch of "meta-Channel" feats.


Harleequin wrote:

{. . .}

1) The spell list is directly used by cleric, oracle, warpriest and shaman... you cannot just rip it up and start again!! It has to stay as is regardless of the potential benefits of a redesign.
{. . .}

Shaman has its own list. Apart from that, if you Unchain all 3 of the remaining classes at once as outlined way above, then no problem. If you need to Unchain in stages, then the old Cleric/Oracle spell list just becomes the Oracle spell list, and the Warpriest still borrows from it.


UnArcaneElection wrote:


Shaman has its own list. Apart from that, if you Unchain all 3 of the remaining classes at once as outlined way above, then no problem. If you need to Unchain in stages, then the old Cleric/Oracle spell list just becomes the Oracle spell list, and the Warpriest still borrows from it.

Yes but Shaman uses cleric list for its FCB....

I really dont think Warpriest or Inquisitor need Unchaining as they always come across as largely well balanced and designed classes. And its extremely unlikely that Warpriest would be Unchained due to the fact that it is a relatively new class.

Yes you could just give over the cleric list to the Oracle, thats true. But then my issue is that realistically are Paizo likely to dedicate space to a new class spell list that will in all likelihood contain a large % of the Oracle list anyway? I doubt it...
The Arcanist as a new class still uses the Wiz/Sorc list as its base even though it has a different mechanic.

With all these discussions, there always has to be a balance between idealism and realism...

It would be great if each deity was more specific in terms of what it offered clerics but then that in itself would involve re-writing a huge quantity of Paizo material. Are they likely to do that?

Some Unchaining of the D8 cleric could definitely be done with minimum fuss but any significant design ideas could IMO only be realistically implemented in a new D6 class, which by definition would have to be different enough from the D8 class to justify its existence.


Whack-a-Rogue wrote:
Rite Publishing's Secrets of Divine Channeling does (IMHO) a lot to fix channeling by adding additional effects based on the chosen Domains. Basically a much stronger version of Variant Channeling. For example, channeling the Darkness Domain snuffs out all nearby lights, while channeling the Repose Domain prevents nearby corpses from animating. There are also more powerful effects that kick in at higher levels, in addition to a bunch of "meta-Channel" feats.

Variant Channeling is analogous to Paizo general relationship with cleric/class abilities..... Great idea, very poor execution

So many of the abilities are just weak and have such a short duration that they aren't worth it.

Its weird with channeling, Paizo just dont see it.... why would you invest ability score points and feats that you dont have, in something that scales so poorly and is such a poor substitute for actual spells?!!

Shadow Lodge

Harleequin wrote:
UnArcaneElection wrote:


Shaman has its own list. Apart from that, if you Unchain all 3 of the remaining classes at once as outlined way above, then no problem. If you need to Unchain in stages, then the old Cleric/Oracle spell list just becomes the Oracle spell list, and the Warpriest still borrows from it.

Yes but Shaman uses cleric list for its FCB....

I really dont think Warpriest or Inquisitor need Unchaining as they always come across as largely well balanced and designed classes. And its extremely unlikely that Warpriest would be Unchained due to the fact that it is a relatively new class.

Yes you could just give over the cleric list to the Oracle, thats true. But then my issue is that realistically are Paizo likely to dedicate space to a new class spell list that will in all likelihood contain a large % of the Oracle list anyway? I doubt it...
The Arcanist as a new class still uses the Wiz/Sorc list as its base even though it has a different mechanic.

With all these discussions, there always has to be a balance between idealism and realism...

It would be great if each deity was more specific in terms of what it offered clerics but then that in itself would involve re-writing a huge quantity of Paizo material. Are they likely to do that?

Some Unchaining of the D8 cleric could definitely be done with minimum fuss but any significant design ideas could IMO only be realistically implemented in a new D6 class, which by definition would have to be different enough from the D8 class to justify its existence.

Here is the thing about Unchained Classes. They don't have to affect anyone else at all. The Oracle would still utilize the original Cleric/Oracle Spell list, just like if they changed the Wizard, the Sorcerer would still use the Wiz/Sor spell list. Same with the Warpriest, and anyone else that it might apply.

As for rewriting a large quantity of material, I'd say after the Fighter, yes, yes indeed they would potentially do that, but I also don't think it's that much of an endeavor. The Spells themselves are not changing, just which ones they have access to, and possibly at what level. In fact, it could actually be done almost exactly like the Sor/Wiz Spells page in the Core Book, but instead of being broken up by School, it could be done in catergories such as: General, Battle, Healing, Support, Utility, Alignment, etc. . .

Doing it like this, it wouldn't be that difficult to then assign each Deity's Clerics something like 6 Spells "known", but Sarenrae must choose 2 General, 2 Healing, and 2 from any of Support, Healing, or Good.

Harleequin wrote:


Variant Channeling is analogous to Paizo general relationship with cleric/class abilities..... Great idea, very poor execution

So many of the abilities are just weak and have such a short duration that they aren't worth it.

Its weird with channeling, Paizo just dont see it.... why would you invest ability score points and feats that you dont have, in something that scales so poorly and is such a poor substitute for actual spells?!!

The main reason is because they view Channeling as an ability that is very critical at low levels, (especially because healing was not as common among so many classes earlier on), and also because a large part of the intent was to have that pool available instead of needing to use Spells on it, that is, to allow the Cleric to use their spells for other things instead.

I'd actually say that even the idea behind Variant Channeling was poor. I mean, the most basic concept of using Channeling to do other things is good, but that's where it stops. Every other aspect of it is both poorly implemented and based on poor ideas. Again, it doesn't really stack with itself, but instead grants just another thing you can, (or in this case MUST) do rather than the normal option. It's a very complex system that I see people mess up all the time. Except it's also still based entirely on what sorts of targets are even effected by your Channeling. For instance:

Quote:
Earth: Heal—Creatures gain a DR 1/adamantine until the end of your next turn. This DR improves by 1 at 5th level and every 5 levels thereafter. This does not allow recipients to overcome DR/adamantine with their own attacks. Harm—All squares in the area are treated as difficult terrain for 1 minute.

That's kind of cool, I can, as a Positive Energy Cleric give a little buff to the party, (it's thematic, if super, super weak), or instead of blasting Undead slam my hammer on the ground and mess with zombies. Except that I can't. Only a Negative Energy Cleric can do that last part, and they wouldn't be able to affect Undead at all.

Quote:
A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm.

and

Quote:
Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel.

The other big one I often see is:

Quote:
Rulership: Heal—Creatures gain a channel bonus on Diplomacy checks and to the DC of their language-dependent and charm effects until the end of your next turn. Harm—Creatures are dazed for 1 round.

People say it's so great when combined with Versatile Channeler, (which allows you to Channel both Positive and Negative Energy), except that . . .

Quote:
When you create a cleric character, decide whether she uses the standard form of channel energy or a variant presented here based on one aspect of her deity’s portfolio. Once this choice is made, it cannot be altered.

and

Quote:
A variant channeling either modifies positive channeled energy when used to heal or modifies negative energy when used to harm.

. . . still only allows you to pick one, and only one option, and it still only effects those targets that would have been effected by a normal Channel Energy of that type, so no Dazing Undead. You can pick one of:

    + Diplomacy Checks and DC's vs Living (Positive Energy used to Heal)
    Daze Living (Negative Energy used to Harm)

You never have the option to use Negative Energy to Heal or Positive Energy to Harm.


Just a bit curious about some things typed on the first page why

Harleequin wrote:
No followers of a ‘philosophy’

for the Unchained Cleric.


@DM Beckett: If you also Unchained Channeling (and Domains) so that it comes with certain Domains, it becomes easier to fix the variants -- instead of being awkwardly tacked onto a core class feature, it gets thematically attached to your deity (AND NOT your alignment). If you have some dualistic deity who offers Domains that offer Positive and Negative Channeling or variants thereof, no problem -- just pick those Domains. (In this proposal, you get to pick 1 more Domain than with Cleric As Written, to make up for removing Channel Energy and Spontaneous casting as core class features.) Want to emulate a Classic Healer Cleric? Pick Curing as one of your Domains -- offers vanilla Positive Energy Channeling as an active Domain Power that can be selected as early as 1st level, and offers Spontaneous Casting of Cure-series spells as a passive Domain Power that can be selected as early as 1st level (use feat Extra Domain Power if you want to get both online immediately(*)). Don'the want to be a Healbot? Don't select the Curing Domain.

(*)Subject to balance tweaking -- if getting 1 Domain Power at a time is too much of a nerf, it might be necessary to award more than 1 at 1st level, although this introduces the potential problem of making the class too dip-friendly in the case of Domain Powers that are already great at 1st level, especially if they do not scale much.

RPG Superstar 2012 Top 32

5th Edition ties "Channel Energy" (Divine Channeling) to Domain.

Every cleric can use it to Turn Undead, but each domain gives you one or two special uses. For example, the Life domain gains Preserve Life, which heals folk, the Tempest lets you do maximum damage with a lightning attack, the War domain gives you a +10 on an attack roll (which is A LOT with bounded accuracy!). Stuff like that.

Shadow Lodge

Looking over the actual class, I don't think it's nearly as bad as you had described it, albeit it's pretty obviously an NPC class designed for against the players.

The Forbidden Knowledge ability is pretty cool, and something I hope further Archetypes start to use more often, (you get a +2 Profane bonus to Cleric Knowledge Skills, and can make checks untrained, <which technically everyone can already, so they probably meant for a result higher than 10>, and double bonus for info related to Great Old Ones).

I don't like that they use Cha for Spellcasting, thinking it would have been better to use Wis for everything else instead (and more thematic), but it is what it is, and it does also cut down on the Cleric's MAD overall.

-2 against Mind-effects is nasty, but they only fail their save against Insanity and Confusion effects if the caster is higher level, so it's not totally detrimental. Especially as an NPC character, more likely than not it will be a few levels higher than the party, so has a built in weakness, but not one that's an auto-win.

It's Channeling ability is interesting, and one in principle that I like better than the base Channel Energy because it's not that duality crap. They don't need to pick between healing or harming and instead it's just a normal area effect. It hits anything that has flesh, targets Fort rather than Will, (bonus), and they can still take some Channel Feats to boost it, (in addition to it working off of their casting stat). I never see anyone use Negative Energy to heal undead, so who cares that they can't, and they can still utilize Incorporeal Undead or Skeletons just fine. Command Undead sucks anyway as it offers a daily Save to keep your murder machines from going after you, but unlike with spells, you don't know if the magic worked or not, so it's very unreliable and very risky, and generally speaking, things like Negative Energy Affinity or the Death Domain offer no protection here.

The final ability, Maddening Gaze is also interesting, especially as something that in most cases an enemy will be using against you, and while it does offer a save, it doesn't outright negate the entire effect, and at the higher levels, is nasty either way.

The fact that it retains minimal Armor and weapon proficiency, and can forgo 4 Know Skills in favor of putting points in other skills like Bluff with a high Cha means it has a much easier time pretending to be a member of another, less threatening Faith as well.

Liberty's Edge

Hey everyone - for those looking for a cleric/divine type of class with low BAB and HD, full 9th level cleric casting, simple weapons, no armor, better channeling, and other interesting divine abilities ...

I'd like to present the just released New Paths 9: The Priest from Kobold Press!

Features things like:

  • Access to more domains and the ability to cast more than one domain spell
  • Full divine (cleric/oracle) spell casting using a unique casting mechanic
  • More domains and can cast either 1 or 2 bonus domain spells per
  • Divine Gift class ability which allows the priest to perform various divine acts at a moments notice
  • Improved Channeling
  • Sacred Bond
  • New feats (including Powerful Channel)
  • A new archetype: Chosen of Nature
  • ... and more

For those looking for this type of class, please consider checking it out. Thanks so much!!


Pathfinder Lost Omens Subscriber

If i were to redo the 9th level divine caster

1/2 BAB, good Will Save, Wizard progression
Prof in simple weapons and shields

Domains should stay
Channel energy would stay

Then I would implement a talent system like the archanist with a few neat abilities. Stuff that augments spell casting and their domains and what not most likely and a few abilities based off of charisma so that channeling may get some love.

probably give domains special talents to take as well...

Liberty's Edge

Marc Radle wrote:

Interesting thread!

In fact, as I read through it, I got pretty stoked, because Kobold Press (publisher of the New Paths Compendium, Deep Magic etc.) has a new class coming out soon that I think, based on the comments in this thread, will make folks very happy :)

You didn't hear that from me though :)

Hey everyone! Just wanted to let you know the Expanded and Updated New Paths Compendium Hardcover is now available right here on Paizo.com!!

Expanded and Updated New Paths Compendium Hardcover

Features the Priest plus 11 other new classes (plus archetypes, spells, feats, and more)

Hope you check it out :)


I would suggest looking far back in time.

Tome of Magic from AD&D 2nd Edition. Specialty Priests and Spheres of Magic.

Best time I had with divine casters and a pantheon.

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