Greatbear
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Of the eleven core classes, it seems to me that the cleric was changed the least. The channel energy rules make a lot more sense than the 3rd edition turning rules did and they got a few new domain powers. But that's about it. Most of the other classes got new options to make them more customizable. Even in the Advanced Player's Guide, while many of the other classes got new archetypes to try out, all clerics got were subdomains, which are really just variant domains.
So what can we do to make the cleric more customizable?
One idea I had was to regroup the spells into Faith spells and Domain spells. Faith spells (such as bless and magic weapon) are available to all clerics, while domain spells can only be cast by a cleric who selects that particular domain. For example, all the fire-based spells would be put under the fire domain while all the spells relating to undead and negative energy would be in the death domain. Spells that related to particular alignments would belong in the appropriate alignment domain. For example, protection from evil and hallow would belong to the good domain.
Any other thoughts?
| Skaorn |
One thing I had considered before I found PF in Beta was doing away with the extra spells and just provide a list of abilities you could select that related to the domain. For instance, Trckery and Knowledge domains might give you the option of taking +1 skill points per Cleric level. This would be a lot of work and require a lot of good ideas on my part.
The second idea I had was to start all clerics off with 1 Domain and give them additional domains as they progressed in level. This represented their faith getting stronger. At 15th level you got a fourth and final domain. You might be able to hammer something like this into PF.
Beckett
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Some things that would really help:
1.) Drop the alignment restrictions on Channeling, and to allow a choice of different Channeling options at character creation. (This would really need some better Channeling feats though as well).
2.) Switch the way the Domain and Domain spells work. Some Domains need more variaty of spells, but also instead of just giving you a 1/day option of the Domain Spell Slot, they are added to the Clerics Spell List completely. This would make a Fire Cleric more of a Fire Cleric rather than a few Fire spells once in a while.
3.) Do some more work on general philosophies and godless Cleric types. Both in Golarion and in general PathFinder.
If there are to be any Cleric Archtypes, that will help as well, and maybe the Complete Magic will have some good Clericish Feats?
Marc Radle
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| Oliver McShade |
Other option i would like to see
Anyway, those are some option i would like to see in the future. To allow cleric to be more custmizable.
| Skaorn |
The problem with clerics is that they appear very customizable at a distance, due to domains, but really aren't. You don't have that much to play around with when you actually look at them. They trade a lot of flavor stats for good base stats (BAB, Saves, Full Caster, and d8 HD). This leave us with Channel, Domains, and Spontaneous Casting to tinker with, which isn't that much.
I'd personally rather keep the Channel ability then some of the other options mentioned, it's too useful.
As I stated earlier, when I was looking at updating 3.5 clerics I looked at domains. Having thought about how I'd make a Cleric more customizable in Pathfinder, here are some of the ideas I came up with:
*1st- Get rid of the Domain slots. The spells granted by a Domain are added to the Cleric's spell list instead. This is to balance out adding a few other things.
*2nd- give Clerics slots for Domain abilities in their progression and add a few more domain abilities to each domain. 1st 4th, and every four levels after that would be good, of course this would mean each domain would need 6 abilities (I'll get into that in a moment). Instead of getting all your Domain abilities for free when you reach the proper levels, you'd have to select from the Domains you have for availible abilities.
*3rd- You can either choose two domains or specialize in one. If you specialize in one you get the bonus domain slot and/or the ability to Spontaniously cast your Domain Spell. The trade off is that you don't get to choose the Domain abilities you get as you have to take the ones in your one domain.
*4th- I might also throw in a generalist Cleric too. One that doesn't worship a specific god and has no Domains. Instead give them a starting bonus like +2 Skill Points a level, Heavy Armor, or something similar. As they get Domain abilities they'd get things like being able to cast spells that oppose their alignment, spontaniously casting both Cure and Cause spells, and channel either positive or negative energy.
It would be a lot of work, but I think it would give the Cleric a lot more variety.
| KaeYoss |
One idea I had was to regroup the spells into Faith spells and Domain spells. Faith spells (such as bless and magic weapon) are available to all clerics, while domain spells can only be cast by a cleric who selects that particular domain.
So you want to make them more customisable by making them less versatile? Take away most spells and only give back some of them via domains.
That's like making lots of different fighter classes, one for each weapon group, and only allowing them to take feats for their weapon group.
Beckett
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Im a huge fan of dropping/altering/reducing both Domains and/ Channeling in favor of offering other abilities. Both combat and non-combat related. 4+Int Skills seems like it should have been obvious as a base, but 6+ may be to much. Maybe instead it could be 4+, and using Wis instead of Int for Knowledge and Craft skills?
| SmiloDan RPG Superstar 2012 Top 32 |
Maybe every cleric can get Channel Energy (healing) and then 2 more varieties of Channel Energy based on their domain choices?
Fire clerics could channel fire, Air clerics could channel wind, Trickery clerics could channel stealth or invisiblity, etc. etc., with feats designed for each domain to customize them further.
CHANNEL TYPES
Channel Air
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability the benefits of a feather fall spell for a number of rounds equal to your Charisma bonus (minimum 1 round). In addition, they gain a sacred bonus on Constitution checks to hold their breath equal to your Charisma bonus for a number of minutes equal to your caster level.
Channel Animal
You can spend one of your daily uses of channel energy as a standard action and affect all animals within the area of effect of your channel energy ability with a Wild Empathy check with a bonus equal to your caster level + your Charisma modifier. In addition, you can spend one of your daily uses of channel energy as an immediate action and grant all animals in the area of effect of your channel energy ability the use of any 1 trick, as described in the Handle Animal skill description.
Channel Artifice
You can spend one of your daily uses of channel energy as a standard action and choose to either restore hit points to any constructs in the area of effect or damage any constructs in the area of effect equal to your normal channel energy amount.
IMPROVED CHANNEL TYPES
Improved Channel Air
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability the benefits of a fly spell for a number of rounds equal to your Charisma bonus (minimum 1 round). In addition, they gain a sacred bonus on Constitution checks to hold their breath equal to your level for a number of minutes equal to your level.
Improved Channel Animal
You can spend one of your daily uses of channel energy as a standard action and affect a number of hit dice of animals and magical beasts equal to your channel energy result with an animal trance spell. Alternatively, you can spend a full round action to channel energy and affect a number of animals equal to your Charisma bonus with a dominate animal effect.
Improved Channel Artifice
You can spend one of your daily uses of channel energy as a standard action and choose to use either a minor creation or fabricate effect.
GREATER CHANNEL TYPE
Greater Channel Air
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability the benefits of a fly spell for a number of minutes equal to your level. In addition, they gain a sacred bonus on Constitution checks to hold their breath equal to your level for a number of hours equal to your level.
Greater Channel Animal
You can spend one of your daily uses of channel energy as a standard action and affect a number of hit dice of animals and magical beasts equal to your channel energy result with an animal trance spell. Alternatively, you can spend a full round action to channel energy and affect a number of animals equal to your Charisma bonus with a dominate animal effect.
Greater Channel Artifice
You can spend one of your daily uses of channel energy as a standard action use either an animate objects or major creation effect.
Ultimate Channel Air
You can spend one of your daily uses of channel energy as an immediate action and grant all allies within the area of effect of your channel energy ability the benefits of an overland flight or wind walk effect for a number of hours equal to your level. In addition, they do not need to breathe for a number of hours equal to your level.
Ultimate Channel Animal
You can spend one of your daily uses of channel energy as a standard action and grant your allies the benefits of the animal shapes effect.
Ultimate Channel Artifice
You can spend one of your daily uses of channel energy as a standard action and grant all targets you choose with in the area of effect an iron body or polymorph any object effect
| Viktyr Korimir |
For me, customizing a Cleric is about the spell list.
In my games, Clerics have a very limited class spell list and three Domains. Instead of preparing spells, a Cleric may cast any spell she knows at any time, provided she has a slot available. The end effect is that they have much smaller spell lists, and those lists are much more strongly affected by their Domain choices.