Baphomet

Khezial Tahr's page

264 posts (353 including aliases). No reviews. No lists. No wishlists. 2 aliases.




Looking over several new (to me anyway) books I keep finding references to channeling. The most definative info I've been able to find was that it was connected to Turning Undead with clerics. But other than that I've found only references to it.

I've looked and looked but haven't been able to find anything more definative on it. Anyone know what book or books it's in? In our world, we don't run across too many undead and were wondering if this might help our cleric out.

All your help is appreciated. Thanks!


What do you do when a player wants something different? In this case I have a player who asked "What would you give my cleric if he gave up his 2 domains?"

So, I did what any good DM would do... I stammered like an idiot. But after picking up my jaw from the floor I gave it some thought. He's playing a dwarf, and we discussed them being careful of how they reflect on their family and clan. Based on that we came up with an idea for giving him a spirit companion. One of his ancestors, and ancient hero of the clan.

My biggest problem has been balancing it out with domains though. At first I figured we could have him physicaly manifest a few times a day to aid him, give him some ancient knowledge to feed the story here and there too. I made the spirit a warrior and wanted to use that in what I gave him. Later on I was considering allowing the cleric to go etheral, but I'm still not sure on that one.

Any suggestions or ideas for what else I can give him? I want to make it balance out, but to be honest I'm not sure what else to throw in.


Being new to 3.5 I've absorbed a ton of new info as we've startted playing again. But some of the expansion classes seem a bit... off to me.

In particular is the scout. I have a player who would love to try one, but is concerned that they don't work well system wise. But then I see people who say that of the expanded classes they think it's one of the best. So here are a few questions.

When using skirmish the character must make a 10 ft move fduring the turn. This leaves them a standard attack left. So this means that using skirmish they get one attack per round not including AOO? Looking through their abilities I also noticed they don't get tracking. I checked the errata and didn't see it mentioned either. Wouldn't that be a key feature for the class?

I keep thinking that there is something I'm missing. The player keeps thinking of them as commando types, but I keep getting the impression it's more advanced recon. The kind to hit and run leading the fight to an ambush or away from spellcasters, maybe even circling a fight. Is that closer to what is intended?

All your responses help. Thanks.


After a loooong hiatus from Dungeons and dragons,I've come back and started a campaign in a homespun world. My world is made and we're setting up the party, but have one problem.

The only one who would even consider playing a cleric hates the class. We used to play 2nd ed. and even back then, despite loving clerics, he hated the class without some serious modification.

His argument goes along the line of: "they're weak, they get few abilities compared to, say... druid, the spells are still so-so, and the domains don't add enough. All they are now is a walking healing wand, especially since all their spells inevitably get converted to heal. On top of that they get nothing for skill points. They're limited by their,god, the alignment, and their temple. I don't get it." (Yes, that is a direct quote.)

Just on looking the class over, I can't argue against it either. Even way back when, all our cleric players would quit or change characters. They still look a bit... thin. But as I've never run 3.5 I don't want to tweak too much before I see how things work out.

Has anyone else seen or run across this? Any ideas on how to fix or tweak things to make them fun to play? Any thoughts at all are appreciated.