Does the Cleric need better class abilities


Pathfinder First Edition General Discussion

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FuelDrop wrote:

My main issue with clerics is this:

A Wizard spends decades learning the secrets of the multiverse and uses that knowledge to make reality his b*~#&.

A Fighter masters battle, learning to hone his body and skills until his blade is an extension of himself.

A Rogue skulks in the shadows with incredible skill, taking advantage of the slightest lapse of their enemies.

A Cleric begs someone more powerful to come in and solve their problems for them.

See the difference? Made worse at high levels, when while the Wizard can literally create his own world through skill, power, and understanding the universe just that much the Cleric can... ask god to help, pretty please?

Unless you consider the cleric a living conduit, or extension of his god's will. It falls in line with existing theologies in many ways. In Christianity, for example, individual people are called the "body" of Christ, and are expected to be the means by which the will of the divine is exerted on Earth.

It's no stretch to assume that a cleric is granted inner power from his god, which he then harnesses.

That's not a god doing everything for you. That's a god giving you a machine gun and expecting you to pull the trigger.


Also, the cleric doesn't so much ask as call to demand based upon a contractual deal with their deity. They don't say pretty please, they say, "Yo, get this crap done. We had a deal!"

If anything, they're the Lawyers of Pathfinder.

I state this based upon the fact that divine spells happen, PERIOD, and it's not based upon a whim.

Yes, a deity can strip you of your power, but that's always a case in which you violated your half of the contract.


thegreenteagamer wrote:


If anything, they're the Lawyers of Pathfinder.

You know, that's not exactly helping make Clerics more likable...


FuelDrop wrote:
thegreenteagamer wrote:


If anything, they're the Lawyers of Pathfinder.

You know, that's not exactly helping make Clerics more likable...

It certainly takes away the perspective of them as weaklings begging for help. Lawyers may not be universally loved, but they're pretty ubiquitously feared, not for their individual power, but for the power they have when manipulating a higher power (the courts) to do their bidding. Given the chaotic possibility of clerics, I really only used the lawyer analogy to point out that spells aren't begging gods to intervene, they're pretty much calling them out to do so and almost universally being answered.

A more fitting analogy, perhaps, is my previous statement in regard to being given a weapon by their deity. The power is theirs to use however they want, albeit within the confines of their (almost always) very loosely defined alignment/domain/portfolio of the deity restrictions.

They're given a pretty loose set of instructions from the guy they're borrowing a weapon from, but overall it's up to them to do what they want with it.


^Indeed, the Cleric does get along by asking for divine help. Problem for other classes trying to compete with this is that the divine help gets very strong at high levels, with the capstone that if you can pull off getting it granted, a Miracle is more powerful than a Wish while potentially costing less.

The problem for us players is not a lack of power of the Cleric, but a lack of flavor. Picking from the Domains offered by your deity flavors it some, but tends to come up rather bland. As long as we're on Classes that work by asking for divine help, Inquisitor seems not as powerful overall, but quite a bit more interesting, and powerful enough to stay in the running. Warpriest looks like an attempt to rebuild the Cleric to be more interesting, but didn't do as good a job as the Inquisitor (and certainly struggles to live up to the advertisement of being the "Paladin of any alignment" -- seems Inquisitor does this better also) -- the exception is that Warpriest's Sacred Weapon gives a buff to Warpriests whose deity has a lousy favored weapon (must be trying to push their followers to be Warpriests . . .).


thegreenteagamer wrote:

I have been playing in a game with a shaman in our party.

As far as I've seen him play, I'm starting to think of clerics as the new rogue. Seriously, is there anything they can do that a shaman can't do better?

Barring channeling, of course...which the shaman CAN do, but just not as often as a cleric with the same stats. Still, a couple less channels a day is not the big compared to how awesome wandering spirit is.

A shamans spell list is no way near as comprehensive...

Grand Lodge

thegreenteagamer wrote:

Also, the cleric doesn't so much ask as call to demand based upon a contractual deal with their deity. They don't say pretty please, they say, "Yo, get this crap done. We had a deal!"

If anything, they're the Lawyers of Pathfinder.

I state this based upon the fact that divine spells happen, PERIOD, and it's not based upon a whim.

Yes, a deity can strip you of your power, but that's always a case in which you violated your half of the contract.

So basically your model of a cleric is the Istarian KingPriest of Dragonlance?

We saw how that turned out.


Silver Surfer wrote:
thegreenteagamer wrote:

I have been playing in a game with a shaman in our party.

As far as I've seen him play, I'm starting to think of clerics as the new rogue. Seriously, is there anything they can do that a shaman can't do better?

Barring channeling, of course...which the shaman CAN do, but just not as often as a cleric with the same stats. Still, a couple less channels a day is not the big compared to how awesome wandering spirit is.

A shamans spell list is no way near as comprehensive...

Human/Half Elf/Half Orc Favored Class Bonus lets you rob the Cleric list for spells known (though this runs against the spells known FAQ). Furthermore with Wandering Spirit (or Spirit Talker) and Arcane Enlightenment you have access to the whole Wizard/Sorcerer list, though admittedly only a few spells at the time.

Verdant Wheel

there are several cool domains, and many build options for clerics, but even still i too would like to see domains add a little more spice and differentiation to the class.

bearing in mind that cleric is indeed a powerful class, what if in modifying Domains not only were abilities added (weighing in at 1st, 4th, 8th, 12th, 16th, 20th?), but, to compensate, certain spells were removed from a cleric of that Domain's lists?

executed similar to how specialist wizards have forbidden schools?

Dark Archive

I actually like that idea. The fact that a Cleric of Sarenrae or Pharasma can know Animate Dead seems really weird to me. So while a Domain would give you some bonus spells, it'd also give you spells that you just straight can't learn because your deity is like "NOPE."


Anzyr wrote:
Silver Surfer wrote:
thegreenteagamer wrote:

I have been playing in a game with a shaman in our party.

As far as I've seen him play, I'm starting to think of clerics as the new rogue. Seriously, is there anything they can do that a shaman can't do better?

Barring channeling, of course...which the shaman CAN do, but just not as often as a cleric with the same stats. Still, a couple less channels a day is not the big compared to how awesome wandering spirit is.

A shamans spell list is no way near as comprehensive...
Human/Half Elf/Half Orc Favored Class Bonus lets you rob the Cleric list for spells known (though this runs against the spells known FAQ). Furthermore with Wandering Spirit (or Spirit Talker) and Arcane Enlightenment you have access to the whole Wizard/Sorcerer list, though admittedly only a few spells at the time.

Eh?!?! I cant find reference to any of this stuff??

And Ive had a second look at the Shaman list..... it really is not even close to the cleric/oracle list!

Scarab Sages

Seranov wrote:
I actually like that idea. The fact that a Cleric of Sarenrae or Pharasma can know Animate Dead seems really weird to me. So while a Domain would give you some bonus spells, it'd also give you spells that you just straight can't learn because your deity is like "NOPE."

Clerics don't "learn" spells. They pray for them to their deities. Attempting to pray for Animate Dead from Pharasma is not going to give you what you want. Using a scroll of Animate Dead as a Pharasman cleric is likely to result in you losing your cleric powers.


Silver Surfer wrote:
Anzyr wrote:
Silver Surfer wrote:
thegreenteagamer wrote:

I have been playing in a game with a shaman in our party.

As far as I've seen him play, I'm starting to think of clerics as the new rogue. Seriously, is there anything they can do that a shaman can't do better?

Barring channeling, of course...which the shaman CAN do, but just not as often as a cleric with the same stats. Still, a couple less channels a day is not the big compared to how awesome wandering spirit is.

A shamans spell list is no way near as comprehensive...
Human/Half Elf/Half Orc Favored Class Bonus lets you rob the Cleric list for spells known (though this runs against the spells known FAQ). Furthermore with Wandering Spirit (or Spirit Talker) and Arcane Enlightenment you have access to the whole Wizard/Sorcerer list, though admittedly only a few spells at the time.

Eh?!?! I cant find reference to any of this stuff??

And Ive had a second look at the Shaman list..... it really is not even close to the cleric/oracle list!

The Human/Half Elf/Half Orc Favored Class Bonus lets you add one spell that is one level lower then what you can cast from the Cleric List to your Spells Known. So that is 20 Cleric Spells (18 if you discount Cantrips) added you your Spells Known list.

Arcane Enlightenment is a Lore Spirit Hex that lets you add a number of Wizard/Sorcerer Spells equal to your CHA modifier to your spells known list. You do need the correct amount of INT to cast them, but the Saving Throw is WIS based so as long you have a 19 INT by 20th level you are good. Best part is that these Arcane spells can be equal to a level you can cast.

Dark Archive

Raisse wrote:
Seranov wrote:
I actually like that idea. The fact that a Cleric of Sarenrae or Pharasma can know Animate Dead seems really weird to me. So while a Domain would give you some bonus spells, it'd also give you spells that you just straight can't learn because your deity is like "NOPE."
Clerics don't "learn" spells. They pray for them to their deities. Attempting to pray for Animate Dead from Pharasma is not going to give you what you want. Using a scroll of Animate Dead as a Pharasman cleric is likely to result in you losing your cleric powers.

Learn, memorize, even think about casting, whatever. The point is that a Domain would give you spells you wouldn't normally get access to as a Cleric, and remove access to some spells that are completely against your chosen deity's beliefs/code/etc.

The Exchange

not a real issue

Dark Archive

1. We're talking hypotheticals
2. Domains, as they stand, are not nearly as good at defining individual Clerics as they should be (except maybe Luck and Travel, which are both super ridiculously strong)
3. Improving Domains by making them more similar to Oracle Mysteries (likely with a larger number of less-powerful options) would go a long way towards making the Cleric less boring, without changing their relative power.


Problem is the Cleric lacks flavor.

I still think it is better if the god the Cleric worships added spells to the Cleric spell list that are appropriate for the gods theme and Divine Portfolio.

Or Improving Domains to make them more like Mysteries with a capstone.

Silver Crusade

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Flavor comes from description, attitude, and character background, not from class abilities. Flavor is something you need to add, or not, when you bring the character to life.

I wish PFS allowed one to a play NPC classes. I'd love to play a very flavorful commoner. Given the low required optimization threshold for PFS success it should work just fine. Sounds like 'hard mode' to me. Please, no cracks about rogues :-)


Magda Luckbender wrote:

Flavor comes from description, attitude, and character background, not from class abilities. Flavor is something you need to add, or not, when you bring the character to life.

I wish PFS allowed one to a play NPC classes. I'd love to play a very flavorful commoner. Given the low required optimization threshold for PFS success it should work just fine. Sounds like 'hard mode' to me. Please, no cracks about rogues :-)

You could just play a wizard with 10 or less int.

Name 'em Rincewind, while you're at it.


My 2 cents is that Channeling should have some way to empower for some extra oomph. Say 1.5x healing at the cost of not damaging undead or not able to apply feats like Turn Undead to it. Right now we can make the radius into a line or cone but nothing for the base damage.

As for the spellist, much like other lists there has been a huge bloat and many spells are highly circumstantial. Good standbyes like Blessing of Fervor just make more sense than Holy Smite since it avoids those problems with saving throws and SR

As for preparing empty slots, that can bite you if you are given little time to sit down to pray. I was caught sans a potentially useful Blessing of Fervor once because I was leaving empty slots and got dumped into combat.

Verdant Wheel

Magda Luckbender,
I hardly think your point about 'flavor' is lost on most of the posters here. But by presuming that nobody here has managed to figure that out for themselves you more or less unnaturally polarize the issue the thread brings up. If your answer to the title is "no" why bother to post at all?

Seranov,
I wish I had the time to pore over all cleric spells and draw up lists of 'forbidden' spells for each domain (or god?) because having slightly different spell lists would go a long way towards increasing the difference in playability across clerics even more. Plus, it'd be a way to balance stronger/weaker domain powers too.

does anybody know anybody who has done this already?


Magda Luckbender wrote:

Flavor comes from description, attitude, and character background, not from class abilities. Flavor is something you need to add, or not, when you bring the character to life.

I wish PFS allowed one to a play NPC classes. I'd love to play a very flavorful commoner. Given the low required optimization threshold for PFS success it should work just fine. Sounds like 'hard mode' to me. Please, no cracks about rogues :-)

Does description, attitude, and character background add any abilities.

All the Cleric has is boring class abilities and Flavor does come class abilities.

Shadow Lodge

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xavier c wrote:
All the Cleric has is boring class abilities and Flavor does come class abilities.

Clerics have gods, which gives them all the flavor they need. I can't even wrap my head around your stance.


TOZ wrote:
xavier c wrote:
All the Cleric has is boring class abilities and Flavor does come class abilities.
Clerics have gods, which gives them all the flavor they need. I can't even wrap my head around your stance.

My stance is the gods don't really add anything to the Cleric.

That is why i suggested Improving Domains to make them more like Mysteries with a capstone. or adding spells to the Cleric spell list that are appropriate for the gods theme and Divine Portfolio.


And when i say flavor.I mean flavorful class abilities.

Grand Lodge

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xavier c wrote:
My stance is the gods don't really add anything to the Cleric.

Then Paizo has wasted a lot of wordcount on writing information about religious practices, holy days, and tenants. Including deity-specific domain and spell list adjustments.

Silver Crusade

This has been an interesting thread to read.

As someone who plays clerics, lots of them, i find one of the things I trip over is the action Economy. They don't have anything they can do as a swift or free action.

However, clerics in my opinion, can play very differently.

In PFS for example I have a cleric of Sarenrae, a cleric of Asmodeus, and a cleric of pharasma. in a home carrion crown game i have a cleric of Iomedae.

They all play very differently. The cleric of Sarenrae is a healer.

The cleric of asmodeus a barrister. He will only heal party members if they enter a contractual agreement with him. In one scenario where the group was in Minkai in the dragon empires, where people don't speak taldane common, he was "selling" charges of his comprehend languages wand for a "future favor". The GM reminded me that the spell only lasted for a minute. I 'or my character replied " I know...this means more favors for my character. He doesn't feel it is his problem if the other characters don't do their due diligence.

The cleric of Pharasma, is different from the other two. When the town mayer was pleading with our band of adventures to help their town to find a way to appease the local fire god. The volcano was going to erupt and they wouldnt' be able to get out the old young and infirm."

My character commented "Why does it matter if you get them out? after all it may just be their time. We don't want to interfere with their fate. "

The mayer was at a loss of words and blinked.

So I think no two clerics are alike.


I think fate is more 'They run and run and struggle but still get covered in lava.' That is their fate. if they run and run and get away then that is their fate as well.


TriOmegaZero wrote:
xavier c wrote:
My stance is the gods don't really add anything to the Cleric.
Then Paizo has wasted a lot of wordcount on writing information about religious practices, holy days, and tenants. Including deity-specific domain and spell list adjustments.

What do religious practices, holy days, and tenants have to do with the Cleric's class abilities. Any class can worship a god but the Cleric gets there powers from there god (religious practices, holy days,tenants) don't have any thing to do with the Cleric's class abilities.Will maybe tenants do so they don't lose there power

deity-specific domain adjustments aren't adding much they only change like 2 or 3 spells.And that was for gods that had problems with there domain spells like Pharasma.

Grand Lodge

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If your character is nothing but class abilities to you, your playstyle is too foreign to me to have any common ground on which to relate.


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xavier c wrote:
TriOmegaZero wrote:
xavier c wrote:
My stance is the gods don't really add anything to the Cleric.
Then Paizo has wasted a lot of wordcount on writing information about religious practices, holy days, and tenants. Including deity-specific domain and spell list adjustments.

What do religious practices, holy days, and tenants have to do with the Cleric's class abilities.

Everything?

They do have this niggling bit where you have to act a certain way or your god removes your priestly status.


TriOmegaZero wrote:
If your character is nothing but class abilities to you, your playstyle is too foreign to me to have any common ground on which to relate.

I can understand the thought process. It's not that a character is nothing but class abilities, but that the two things are not necessarily related.

My character is a tea-sipping, idiosyncratic gentleman who insists on good manners all the time, enjoys playing backgammon, and believes gnomes to be squeaky-voiced gnashers who will sneak into women's rooms at night and violate them if given the opportunity. He stands up for the common man, is a mild drinker, and has a soft spot for women with red hair. He is fascinated by clockwork, thinks Tuesdays are just plain evil, and is incredibly punctual, to the point where if someone else is even two minutes late he will waste more time berating them than they ever did arriving late. He believes cats of all kind are creatures created by Asmodeus himself, while dogs and other lupine creatures are clearly sent from the likes of Cayden Cailen, even though that is impossible as he walked the land as a mortal long after they existed. He polishes his shoes to an exquisite shine, but oddly enough, doesn't care how worn or travel stained his clothes are.

I could go on, but I think that gives a rather good picture of the character.

Now, what does any of that have to do with class abilities?


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Basically, giving a character class fluff does not make the class more enjoyable. Fluff can be given to any character, regardless of class.

Grand Lodge

thegreenteagamer wrote:
Basically, giving a character class fluff does not make the class more enjoyable. Fluff can be given to any character, regardless of class.

Yeah, but he's saying that class ability fluff is the only thing that matters. And I just don't get that.

I imagine he has the same complaints about Fighters too.


My character is not all class abilities to me i am not talking about my
character.I am talking about the Cleric as a class does not get any cool class abilities.

Did you not see the Occult Adventures Playtest classes. there are some classes that have full spellcasting and get cool class abilities. But all the Cleric gets is Channel.

Wizards even get Arcane Discoveries.

Grand Lodge

xavier c wrote:
But all the Cleric gets is Channel.

I know you don't care about them, but they also get Domains. Which allows my cleric to move full speed in full plate.


TriOmegaZero wrote:
thegreenteagamer wrote:
Basically, giving a character class fluff does not make the class more enjoyable. Fluff can be given to any character, regardless of class.
Yeah, but he's saying that class ability fluff is the only thing that matters. And I just don't get that.

No i'm not


TriOmegaZero wrote:
xavier c wrote:
But all the Cleric gets is Channel.
I know you don't care about them, but they also get Domains. Which allows my cleric to move full speed in full plate.

Look all i am saying is that the cleric could be better.Domains could be better. they could more like Mysteries with a capstone

Grand Lodge

Nobody is arguing against that. So, what would you like to do about it?

Would this help you at all? What about this one?


All the god fluff can be fulfilled by playing a fighter and paying attention to holy days and being religious in accordance to which deity the character follows. So the god fluff isn't really a bonus point to clerics, since anyone can be religious.

When I modified clerics for my home games, I gave them an ability at mid-level that allowed them to enter a symbolic state, giving them an appearance that is "fitting" for a manifestation of their deity, allowing them to cast spells and use abilities without needing a divine focus (since they basically became one), but it severely hampered their ability to disguise themselves while in that state.

I think this type of small flavourful ability is what clerics need.

Scarab Sages

xavier c wrote:

My character is not all class abilities to me i am not talking about my

character.I am talking about the Cleric as a class does not get any cool class abilities.

Did you not see the Occult Adventures Playtest classes. there are some classes that have full spellcasting and get cool class abilities. But all the Cleric gets is Channel.

Wizards even get Arcane Discoveries.

Wizard's Arcane Discoveries are feats (that have the special option of being picked in place of wizard bonus feats).

There are numerous feats that enhance, interact with or modify Channel Energy. There are many more domains and subdomains that wizard schools and subschools.

Oracles get spontaneous casting, a curse, a mystery that grants spell access and gives a list of revelation options.

Clerics get prepared casting, their deity's weapon proficiency, channel energy (based on their deity), a pair of domains (selected from their deity's portfolio) which grant spell access and a set of domain powers.

I will grant that clerics don't have many class based decisions to make as they level up, but the choices they make in their deity, domains and feats drastically changes the way the character plays, making clerics one of the most diverse classes out there.

And for the record, my clerics are:
- A hammer toting cleric of Torag (Defense subdomain, Travel domain)
- A grungy cleric of Gozreh (Growth Subdomain, Feather Subdomain), with a flying tiger the size of an elephant
- A cantankerous old (ex)pirate Cleric/Wizard/Mystic Theurge of Nethys (Divine subdomain, Fate Inquisition) who's pursuing any methods he can to return his wife (a devout cleric of Pharasma) to life, despite her stubborn insistence that it was her time (and refusing Raise dead)


Weapon prof doesn't matter that much in some cases since stuff like dagger already is taken from Simple Weapons. Perhaps redo it as 'If a cleric follows a deity that provides weapon proficiency with a weapon they can already use, they instead get weapon focus'.

So it doesn't become a dead ability(Such as dwarves getting warhammer automatically.)

Verdant Wheel

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a lot of the discussion around here uses language that falsely polarizes the issue. nobody is saying either A) only class abilities enable thematic differentiation or B) class abilities are entirely divorced from thematic differentiation.

Clerics get Domains and Channel. for some, this is enough to differentiate one cleric from another. other posters feel that it'd be worth it to consider opening up the class even more to expand on the differentiability. at least in discussion (this is not the homebrew thread after all).

i think that when looking at the cleric, who has legacy inheritance, then at oracle, one might surmise that although pretty similar overall, Mysteries have a slightly greater impact on differentiation than Domain and Channel.

so to me, a good question to ask, acknowledging that cleric is indeed a powerful class, is how could we squeeze a little more differentiability out of the class without simply increasing it's edge over other classes? in short, what would be a good (actual) trade-off?

Shadow Lodge

One way to do it is to look at some of the other Classes a bit, and steal. Druid for example, (probably the most powerful class with the Wizard), gets little things throughout, like Resist Nature's Lure, Timeless Body, and Nature Sense. Granting a Cleric maybe a +2 on Know Religion and Planes, Resistance to the Abilities of Outsiders/Undead, or something like that would be very cool.

Another issue is the Cleric is one of the most MAD classes in the game. A few ways to mitigate that would be great, but honestly I'm not sure how to do that. The easy answer is to make Channel Wis-based, but I also kind of think the basic Cleric concept should be charismatic. What might work is to sort of steal from the Inquisitor and let them use Wis for Diplomacy, but that might be too strong?

Domains, just need something more. A quick way to do it might be to allow a spell to be added tot he class spell list at certain levels, but doing so might also rob from some Archtypes, and also wouldn't really help fill out the levels. Another Domain ability, or maybe two added to most Domains. The Elemental Domains in particular. It would also be cool if the Domains gave you Specialization in a Skill.

The class really does need some choices to make after level 1. To me the easiest 3 types to identify would be a Martial Cleric, Spellcaster Cleric, or Channeling Focused Cleric, similar to the Ranger's Fighting Style.

Maybe the Martial Cleric treats their level as Fighter levels for the ability to take Feats for the Deity's Favored Weapon, and gets a free Weapon Focus.

The Spellcaster Cleric can Aid Another as a Swift Action a number of times per Day and gets the ability to trade out a new Feat for the ability to add non-Cleric spells to their list, (still must be proper Alignment). Alternatively, maybe an ability to treat a certain number of spells as Silent or Stilled, and to be Prepped even if they are not normally able to pray at their normal time.

Maybe the Channel Cleric ignores prereqs for Channel Feats (any Feat that alters Channel Energy) except for Level, d6 dice for Channel Energy, or Skill Point requirements. So a good Cleric could take Rebuke Undead (Negative Energy), but still could not take Quick Channeling until they had Know Religion 5.

RPG Superstar 2012 Top 16

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To truly make clerics unique and special you'd have to restrict the spell list by god, increase the relevance of domains, and have class abilities dependent on the god.

it is the god worshipped, not the domains, that are the ultimate definition of the cleric. Domains differentiate the clerics OF a god, but the religion itself is always the single most important thing that defines a cleric.

And needless to say, making up restricted spell lists for every single religion is not a task PF is ever going to undertake. That aspect of play is left to the PC's and style of play.

===Aelryinth


Anzyr wrote:


Human/Half Elf/Half Orc Favored Class Bonus lets you rob the Cleric list for spells known (though this runs against the spells known FAQ). Furthermore with Wandering Spirit (or Spirit Talker) and Arcane Enlightenment you have access to the whole Wizard/Sorcerer list, though admittedly only a few spells at the time.

The problem is that the ability is not allowed by the FAQ which makes it not strictly legal. At best its a grey area and anyway its using up a favoured class bonus that a cleric wouldnt have to.

In addition Arcane Enlightenment is OK but nothing to get too excited about since it requires a Charisma of AT LEAST 16 to make worthwhile (would give you 3 bonus spells) and an intelligence of AT LEAST 14 (gives access to level 4 spells). This along with other stuff takes your Shaman into seriosuly MAD territory.... something only even feasible in a 25 point game.

A Samsaran cleric with half a dozen pinched divine spells is very well covered indeed. Even though I hate it the Ecclesiutheurge does offer a wider spell list still

And although Im not a fan of positive channeling, negative channeling can be very tasty. The half elf class bonus could have you selective quickened channeling 2 x 20 D6 nuclear bombs by 20th!!


I just dont get all the talk about how sorting out the cleric class is sooo hard.... 3PPs have done it without even doing that much!


Silver Surfer wrote:
Anzyr wrote:


Human/Half Elf/Half Orc Favored Class Bonus lets you rob the Cleric list for spells known (though this runs against the spells known FAQ). Furthermore with Wandering Spirit (or Spirit Talker) and Arcane Enlightenment you have access to the whole Wizard/Sorcerer list, though admittedly only a few spells at the time.

The problem is that the ability is not allowed by the FAQ which makes it not strictly legal. At best its a grey area and anyway its using up a favoured class bonus that a cleric wouldnt have to.

The ability to add the spell is a feature of the class. Therefore it is fully in compliance with the FAQ.

Verdant Wheel

barring a large collaborative effort or exhaustive solo escapade in the homebrew section, which if undertooken properly would have the scope of the entire splat (all core/advanced/ultimate non-regional books), it's true that talk here likely is only in circles.

i guess what i look for in homebrew, in general, for the most part, is non-negative contributions whose added complexity justifies the fix to the perceived problem at a decent ratio of work (on behalf of the players juggling yet more house rules as well as the DM) to game enhancement.

unfortunately, unlike 2nd edition's organization of divine spells into Spheres (in addition to Schools), PF (and 3.0/3.5) make the legwork in attempting such a feat of archival well beyond the scope of what most people here are prepared to do. for free.

maybe, for each Domain (or God?), the addition of two skills, the addition of a few more powers to choose from, and the 'addition' of one forbidden spell from each level, could strike such a ratio as to be declared worth doing.

unfortunately again, i cannot step up to the task.


Sigh. Me share secrets. How troll clerics do domains.

Fix choices beyond first level. Fix more flavor. Fix all domain spells off-list. Yea trolls!

Save DCs usual.

Look close! Every or exclusive!

Troll clerics spend "domain points" equal CL. {price} below. Exists feat "Two extra domain points" can be taken lots.

When re-spend?
- when go up level
- when pray hour in temple/shrine where clergy work/live full-time
- when deity wants (GM say, "In dream told when first step into evil tomb will have chance re-spend.")

Ancient Troll Lore wrote:

EARTH DOMAIN - TROLL VERSION

(Was Earth with Caves, Metal, and Radiation subdomains.)

Out-of-Combat Abilities

{1} Knowledge (Dungeoneering) becomes a class skill. If already a class skill, gain a +2 insight bonus on that skill.

{1} Receive Skill Focus (Knowledge (Dungeoneering)) as a bonus feat.

{2} Gain the ability to speak Terran.

---

{1} Gain a +1 insight bonus on Perception, Knowledge (Geography), Stealth, and Survival when underground.
or
{3} Gain the Ranger's Favored Terrain (Ex) ability with the Underground terrain. This does not make you eligible when feats, items, or abilities might grant additional favored terrains. This does make you eligible when feats, items, or abilities modify an existing favored terrain bonus.

Sensory/Movement Abilities

{1} Earth Sight (Su): Add the following spells to your spell list: detect metal (1st), detect secret doors (1st)

{4} Wall Movement (Su): Add the following spells to your spell list: spider climb (2nd), earth glide (4th), passwall (5th)

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{1} Lesser Tremorsense (Su): Gain tremorsense 5'.
or
{6} Minor Tremorsense (Su): Gain tremorsense 10'.
or
{12} Major Tremorsense (Su): Gain tremorsense 15'.

Resistance Abilities

{2} Lesser Acid Resistance (Su): Gain resist acid 5.
or
{5} Minor Acid Resistance (Su): Gain resist acid 10.
or
{11} Major Acid Resistance (Su): Gain resist acid 20.
or
{17} Acid Immunity (Su): Gain immunity to acid.

Combat Abilities

{1} Stone Blaster (Su): Add the following spells to your spell list: stone call (2nd), stone discus (2nd)

{2} Metal Fists (Su): As a standard action, your fists become metal. For CL rounds, attacks with your fists ignore the hardness of items with a hardness of 10 or less.

{2} Irradiating Touch (Sp): As a standard action that provokes attacks of opportunity, you can irradiate any unattended object for CL rounds. You are immune, but any other creature that passes within 5 feet of it must succeed at a Fortutude save or become sickened.

{#} Acid Dart (Sp): As a standard action, attack one close-range target with a ranged touch attack dealing 1d6 per # acid damage. You must wait 1d6 rounds before using this ability again.

{#} Acid Spray (Sp): As a standard action, attack 15' cone with twice # acid damage. A Foritude save halves the damage.

{#} Rooted to Earth (Ex): When standing on solid ground, gain +# to CMD

Spellcasting Abilities

{2} Statue Gardener (Su): Add the following spells to your spell list: flesh to stone (6th), stone to flesh (6th)

{3} Metal Manipulator (Su): Add the following spells to your spell list: mirror polish (1st), heat metal (2nd), heart of the metal (3rd), major creation (metal only) (5th), wall of iron (6th), iron body (8th).

{4} Metal Blaster (Su): Add the following spells to your spell list: molten orb (2nd), pellet blast (3rd), conjure deadfall (4th), iron body (8th).

{4} Pit Maker (Su): Add the following spells to your spell list: create pit (2nd), spiked pit (3rd), hungry earth (5th), hungry pit (6th).

{5} Lesser Earth Metamagic (Su): When preparing spells with the [earth] or [metal] descriptors, you may add the following metamagic even if you do not have the metamagic feats: Consecrate Spell, Disruptive Spell, Heighten Spell, Merciful Spell.

{6} Greater Earth Metamagic (Su): When preparing spells with the [earth] or [metal] descriptors, the total metamagic applied raises the level of the modified spells one less than otherwise (minimum zero levels raised).

{CL/2} Blessing of Earth (Su): When casting spells with the [earth] descriptor, gain +1 CL, increase the saving throw DC by 1, and treat target creatures with SR as having an SR of 5 lower.

{CL/2} Blessing of Metal (Su): When casting spells with the [metal] descriptor, gain +1 CL, increase the saving throw DC by 1, and treat target creatures with SR as having an SR of 5 lower.

Domain Spells

First: magic stone or expeditious excavation or stone fist or stone shield
Second: defoliate or magic stone or soften earth and stone or tremor blast
Third: create holds (yes, a level early)
Fourth: blight or spike stones or stoneskin or volcanic storm
Fifth: wall of stone
Sixth: move earth or communal stoneskin
Seventh: elemental body IV (earth only) or rampart
Eighth: earthquake or horrid wilting
Ninth: clashing rocks or elemental swarm (earth spell only) or imprisonment or world wave (earth only)

Your turn. Do Fire/Arson/Ash/Smoke. Be awesome.

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