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Kassil wrote:


Pish. Just shorten the scream to the first two letters. It's very shoutable at that point, even if more comical.

Heh, I can just imagine it now.

The dwarves use the cover of night to approach the orcish encampment. As the first rays of dawn shed light on them, one dwarf rises up to challenge thier hereditary enemies. He shouts the name of his god and begins his charge against the weary night guard. The orcs at the nearest watch post recognizes the shout and immediately brace for the attack. After the dwarf has halved the distance to his chosen target, he again shouts the god's name. One orc now whispers to his companion "If he shouts 'Its off to work we go' after that..."


I don't see this as much of a problem, but I may be a bit biased as I do enjoy divine casters more.

The reason I don't see it being that bad is that while the cleric has full access to their own spell list (provided the spell is within thier level and alignment restrictions) they have fewer feats to spend on item creation. In addition, provided you stay within the core contents, the number of spells available to the wizard to learn do outnumber those for the cleric.

Finally, I'm a little confused on the rules, but if a wizard were working on a comparative 1st level spell ring wouldn't it be worth it for them to copy the spell to thier book first? To copy a 1st level spell into the spellbook would cost a wizard 150gp (50 gp fee/spell level to study spellbook + 100 gp cost/page to write it into own book). Using scrolls to make the same ring, they would end up paying the same amount. 2000gp ring => 2 days creation time => 2 1st level scrolls required at caster level 3 => 2 scrolls x 25 gp x 1 (spell level) x 3 (caster level) = 150 gp


While I agree the feat is definitely worth having because it makes life so much easier, it isn't completely necessary, even for a battle healer.

As a few examples:

Party takes on a single dragon. If the cleric takes a few steps in the right direction, they should be able to channel getting most of the party without getting the dragon in the radius. Even if the cleric has to get the dragon inside the radius, it may still be worth healing the dragon if it allows the rest of the party to sustain damage output at a higher level.

Party takes on a horde of monsters that take one hit to drop. Because healing caps out at your maximum health, the channelling won't have any noticable effect on the monsters. Either they're healthy or dead.

Party 1 takes on party 2 where party 2 has selective channeling. After party 2's cleric has channeled, the cleric of party 1 may want to risk a channeling if the benefit he supplies his enemies is minimal. In the examples you gave, I would consider having the cleric hold his action for after the other cleric and before his next party member's turn. That way he doesn't have to worry about healing any extra damage and rendering another party member's turn worthless.

Personally, I'll still be taking the feat as I wouldn't have to think as hard about the tactics or moving into the right spot. I also agree there aren't many better choices at first level for a cleric, I just wanted to point out that a cleric can still function without it.


There are already a few limits to the spells that clerics can cast. Fortunately/Unfortunately (dependent upon your point of view), there are comparatively few such spells. A good cleric, for example, could not cast an evil spell.

While I wouldn't like to see the spell options dramatically drop down, one alternative option would be to expand upon the mechanic of alignment based spells. I wouldn't be too upset about seeing clerics with the fire domain unable to cast spells with the water descriptor and vice versa (unless the cleric took both domains - crazy nature deities).