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1. Ectoplasmic Spell - does it work in the reverse, can a pc that casts ethereal jaunt use this to affect creatures on the material plane? 2. Intesified Spell - Does the caster level limit increase by 5 or the amount of dice rolled. Ex. fireball increases to 15d6 with a CL of 15 since it goes up 1 for 1. Now does the same level pc who casts magic missle max out at 10d4 or 7d4 (since 5 more levels technically equates to 2 extra dice)? ![]()
Recipe for the Balanced PF Cleric 1. Add 3 oz. power powder
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First Cleric I played was the standard 3.5 healer. Becoming completely overpowered by the Radiant Servant prestige class, access to the spell compendium, and divine metamagic + spell trigger feats pretty much made him able to fill any role better than the primary classes meant for it (the warmage kept me on my toes for damage output). That being said, playing a cleric in pathfinder was like going from heroine to flintstone vitamins. While this point has been made time and time again, I'm personally hooked on the variety of ways that a class is able to respond to a given situation, combat or otherwise (wizards and monks now keep me occupied). 2 reasons caused me to drop my kingmaker cleric after 9 levels and almost half a year. Foremost was that I wrote his story into a corner and couldn't continue with the group as is, my fault and not contingent on the class itself. The next however was because he couldn't nearly keep up with the escalation of difficulty in combat. I've been playing D&D and pathfinder for a long time, so the the character planning wasn't amatuer'ish. Close range combat couldn't keep him standing long enough and long range abilities were so variable dependant that it just kept him in reserve out of ineffectiveness. While this doesn't prove that the cleric class itself isn't worth playing, the fight design themselves may have been a contributing factor, to me clerics seem to be one of the least adaptive classes, especially to changing conditions in short term circumstances. While they can fill just about any role with time and preperation, the current variety of abilities thay have access to just doesn't sit well with me. Though I'll probably get my fix with the new round of paizo books coming out soon. ![]()
psionichamster wrote:
As soon as we dismiss the rationale that (in game) 1. The pcs who are expanding the kingdom's power are singlehandedly going out into the wilderness and exterminting the most powerful threats. 2. At some point, building districts that serve all the needs of the people. (without metagaming the downfalls of some of these building bonuses, I'm looking at you luxory store...) 3. That monarchs tend to have that power and leeway when the kingdom is successful. Then I'll concede that the withdrawel system can be abused and should be limited with in game response from the gm. Out of game I agree, with a group of people that know how to work the system, that this free money can seriously cripple game difficulty. My only suggestion is that any bp taken out of the economy should likewise be used to fuel projects that indirectly serve roleplay. Rather than crafting the +5 vorpal longsword for the king/queen, spend those resources putting up permanant magical effects to protect the castle (anti-magic fields, teleport circles, etc). |