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Cleric ideas

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BobbyBrown15
sploenk
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Post  spiriteternal Wed May 29, 2013 2:53 pm

I suggest we have the holy characters (at the very least clerics) be able to concentrate (pray) on their holy symbols and create a 30ft sphere of +1 (scaling) healing and undead fear effect (DC scaling), accessed via their runestone. I would have this effect end if they do anything else such as move or fight or use something, as it would require their full concentration to maintain. This would make holy characters an oasis to adventurers and people in general against the darkness of the undead and help balance them with the limitation of divine favor. I would suggest it scales to the plus per round of healing being same as level of caster and add to save throw on the fear. any ideas or suggestion to this specifically please add to this thread. IF it is about another class, please create another thread. Thanks.
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Post  Animayhem Wed May 29, 2013 3:25 pm

I like the idea though maybe attach it to the holy symbol. Right now clerics have to hold the symbol in their hands to cast turn undead. Also, at least with Rhenallathan,
If Charia says His name searing light is cast.

Also to piggyback on an older suggestion I made, allow the cleric to use the symbol to portal directly their temple. Currently the only quick way for a cleric to get to their temple is at restart through Haggis. Unless you have the travel domain you can not learn any portal spells. One rp reason for this, is that ckerics must pray to their god for divine favor to cast their spells. If during battle that is used up and they attempt to cast they get cursed. If they and only they could portal to their temple they could pray and get some favor back and return to fighting. Another if the cleric hears news which they feel their temple needs to know quickly, then they could port as well.
Granted the temple npc's not active but still you can rp you talked to them.
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Post  sploenk Wed May 29, 2013 3:46 pm

I like this idea, but it should be linked to the amount of favor the cleric has to it's deity, and when it heals/protects others in party that are not followers of the clerics temple it should decrease favor, and if the favor is too low, the cleric and/or the unbelieving party would suffer LIMBO if killed when the clerics favor of their deity is too low, no god claims them and in that case death is permanent Twisted Evil

I agree that a high favored priest should have an aura (self or holy symbol) that would damage the mirrored alignment, and protect the allies, but not without a penalty...

...nice topic!!!!

cheers
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Post  BobbyBrown15 Wed May 29, 2013 3:56 pm

sploenk i do not favor that idea, the limbo one, a god will take those that serve them unless they have commited crimes against their own faith, not for lack of service, if so, no non cleric would ever reach their afterlife.
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Post  spiriteternal Wed May 29, 2013 4:04 pm

Good ideas all and we can even have these things be per day use on the symbol if we thought would be better, so there is a limit of one port a day or something to the temple, and obviously you would have to walk back as it is a one way trip. Keep the ideas coming this is good stuff for priests/priestess's.
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Post  Valerion Wed May 29, 2013 4:06 pm

Oh please Bobby let THAT be the decision of the actual gods.
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Post  spiriteternal Wed May 29, 2013 4:15 pm

And just to add a little. We are not talking about non-clerics after death fate and perhaps the bar should be set a little higher for the clergy to their diety. Just a suggestion.

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Post  Animayhem Wed May 29, 2013 4:51 pm

sploenk wrote:I like this idea, but it should be linked to the amount of favor the cleric has to it's deity, and when it heals/protects others in party that are not followers of the clerics temple it should decrease favor, and if the favor is too low, the cleric and/or the unbelieving party would suffer LIMBO if killed when the clerics favor of their deity is too low, no god claims them and in that case death is permanent Twisted Evil

I agree that a high favored priest should have an aura (self or holy symbol) that would damage the mirrored alignment, and protect the allies, but not without a penalty...

...nice topic!!!!

cheers

I disagree. The decrease in favor is not that the cleric has sinned against their god, is that they need to consistantly pray and/or tithe to their temple to keep their powers up. There is a penalty already built in the cleric's that is the divine favor aspect. All a cleric as to do is to go to theor temple and pray. The idea of the symbol as a porting device would allow the cleric to regain the favor quicker. It is not a sin for a cleric to heal or use their powerson others they are fighting with. Arcanists do not get penalized by gods, they are just limited by how often they can cast spells.

The suggestion Spirit made about the cleric concentration is a good idea as well as limiting like resting how often a cleric can portal to their temple. It should be both ways however which would put them close to an aracnist abilty to portal.
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Post  spiriteternal Wed May 29, 2013 5:02 pm

I would leave it to the powers that be as to full balancing, but as for making them like wizards I would think not. Otherwise we could just call them both wizards and be done. I do agree they are unbalanced right now and is why I suggest giving them more unique powers for balance and I would agree with the point about not further limiting them as divine favor as it is, is probably limiting enough already. As an added thought, if divine limits spellcasting as such we should have portable altars, such as a praying rug, a cleric could take with them to pray at on the go.
Just my thoughts.

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Post  spiriteternal Sun Jun 23, 2013 7:34 pm

Please do not let this thread die.  Clerics being able to consecrate ground and turn their hly symbols into healing/undead harming 30 ft spheres is really needed to help the cleric class.  The reverse would be true of course a evil cleric would harm from his holy symbol and heal undead.  For full details on my idea, read the first post to this thread.
Thanks,
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Post  Pyro Fang Sun Jun 23, 2013 7:59 pm

[ltr]How about if the cleric can change the power of their symbol so instead of healing the party they instead give permanent protection spells (protection against elements, protection against negative  energy, ect) to those around them until they move or the party member moves out of range of the symbols power and that the high the cleric lvl the more powerful the spells that can be added [/ltr]
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Post  LordSurge Sun Jun 23, 2013 9:41 pm

The divine favour energy bar kind of limits clerics as compared to other casting classes. I think a positive (or negative) energy field emanating from a symbol could be interesting. Maybe it costs a turn attempt to fuel and is limited to 1 round/level, and adds +1 positive energy (healing for living creatures, damage for non-living) per 4 levels, or the reverse.
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Post  Pyro Fang Tue Jun 25, 2013 3:31 pm

W
To add on to spirits idea for having the symbol be able to heal/ hurt others how about having how much in favor the cleric is  with their god affect the power of that so when the cleric is at max favor it works to its full potential but if the cleric is half the max then the power of the healing from the symbol is halved and when the cleric is completely out of favor it just doesn't do a thing
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Post  Animayhem Tue Jun 25, 2013 4:50 pm

Silver Pyro wrote:W
To add on to spirits idea for having the symbol be able to heal/ hurt others how about having how much in favor the cleric is  with their god affect the power of that so when the cleric is at max favor it works to its full potential but if the cleric is half the max then the power of the healing from the symbol is halved and when the cleric is completely out of favor it just doesn't do a thing

I agree. However the cleric symbol is mainly used to be able to turn undead so an option woul be needed to be able to use that.

For some who say that a cleric is uber powerful, they can be for short bursts as any spell they use with or wothout the symbol depletes their favor. Aracnists do not suffer any energy penalties except when they feed they familiar.

What I would like maybe in additon too the healing or in place of healing option is the ability to port to the temple from the battle to pray and gain more favor and be able to return to the battle. This too could be limited as to how many times.
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Post  Pyro Fang Tue Jun 25, 2013 5:33 pm

OfI agree with the port idea seeing how hard it can be to find some of the temples for the gods being able to port to the temple and back to their last location would allow clerics who have no idea where their god's temple to still be able to keep up their favor with their god and there for keeping their spells
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Post  spiriteternal Tue Jun 25, 2013 5:56 pm

I would say that at the very least the symbol should have a home spell, that portals you to the temple even if it does not allow you portaled back.  Also prayer rugs that can be placed in your pack, allowing you a temple on the go so to speak would be beneficial for clerics trying to increase their favor on the road.
Just some idea's
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Post  Animayhem Tue Jun 25, 2013 6:28 pm

spiriteternal wrote:I would say that at the very least the symbol should have a home spell, that portals you to the temple even if it does not allow you portaled back.  Also prayer
rugs that can be placed in your pack, allowing you a temple on the go so to speak would be beneficial for clerics trying to increase their favor on the road.
Just some idea's
SpiritEternal  flower

I like the idea of prayer rugs which maybe could also double as resting for outlying areas without having to light a campfire.

Some may sya why not use scrolls and wands? Wands,if you make them I think are only limited to the fourth circle which would be good for healing. Outside of the merchants in the dm start room, I have yet to see a 24/7 merchant by whoch you can buy cleric scrolls or even blank scrolls.
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Post  Silver Oak Tue Jun 25, 2013 8:26 pm

Pathfinders allows the use of a cleric spell something like this: You cast positive energy its an area effect based on your level you can ignore that many targets.
5th level cleric casts positive energy and ignore 5 enemys......soooooooooooo the allies gain hit points the enemys do not. and I thought it was like 1d6 per level.

You can also use negative energy, the same example 4 people in the party the cleric ignores or selects them and no effect, the goblins in battle all around us take the damage while we do not cause the cleric can select 5 cause of the 5th level who do not take damage.

That is something I have seen used in pathfinders. Pretty sure though the cleric has to select positive or negative as a constant.
Also so I think the enemy might get a will save.



Just my 2 cents

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