| Kaouse |
Atonement is a 5th level spell. The earliest a character can cast it is at 9th level. I'd highly suggest just letting the inquisitor change deities. I mean, if you really want to impose some sort of cost then you could go with the retraining rules and impose a gp penalty, but generally I think every player should be allowed some leeway to alter their classes slightly as they progress.
They might have chosen something last level that they thought might be awesome, only for it to never turn up or not be as useful as they originally thought. Now that they have more experience, should they be forced to play with something they either get no use out of or worse, don't enjoy?
The point of the game is to have fun, and often to escape poor life choices, no?
| Kileanna |
It doesn't seem like your player is trying to do it to exploit the game or to get any kind of benefit, just because she has found an option that fits her character better.
I'd just allow her to change deities and get her to roleplay her character's adaptation to her new faith. Maybe you could even have her making some kind of test of faith to leave her old deity and adopt her new faith (nothing too complicated, just for flavor and for making it relevant for both the character and the game).
Maybe even a short ceremony where she metaphorically leaves her old faith and adopts Milani's faith.
To me, this is too interesting as a roleplaying option, but mechanically I wouldn't impose penalties as it wouldn't be rewarding for a player who is just trying to get the best roleplaying for her character.
| Dave Justus |
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Personally if it was a mostly flavor thing (which is what you said) I'd let them retrain for free, as Kaouse says, it is about fun.
If though it was more about 'power', such as choosing different domains I might require retraining (which doesn't seem to be the case.)
I might have the story require atonement, but I would expect a high level cleric to be willing to cast it for free to pick up a convert like that.