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Post by Scott on May 17, 2009 8:57:31 GMT -5
I thought there was another thread around, but I can't find it. For clerics of Pelor, I give them the following power: Cure spells will always heal a minimum amount equal to the level of the cleric, but never exceeding the maximum norm for the spell.
Starting at 3rd level, the cleric gets a strength spell/day as a bonus spell. Do you think this is too much? Should there be an experience point cost, or maybe make is an available spell the cleric could memorize as one of his normal allotment?
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Post by grodog on May 19, 2009 21:24:38 GMT -5
I'd add it to their spell list, and it's not a big advantage by itself. The healing power, however, is substantial. I'd probably charge a 5% XP penalty for these benefits, myself.
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Post by Merkholz on May 20, 2009 1:45:29 GMT -5
Instead of increasing the output of each curing spell I've considered adding more cure spells as freebies in addition to the normal amount of spells, an extra cure light on level 1, an extra cure serious on level 8 and an extra cure critical on level 10. Throw in a strength spell at level 3 or 5 and it seems a good pay-off for a 5% extra xp.
M
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Post by Scott on May 20, 2009 6:19:11 GMT -5
I don't think the healing power is that big. You're not giving them anything. It just weeds out bad rolls. A cure light woulds spell will still only heal up to 8 hit points, it just won't heal less than that if it's cast by an 8th, or higher, level cleric. Clerics of St. Cuthbert can get ESP, Friends, or shillelagh bonus spell once/day at no experience charge. I can't recall if Pelor's clerics are charged for their bonus spells. Would a strength spell 1/day be more of an advantage than those powers?
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GT
Wizard
Duke of Indiana, Knight Commander
Posts: 2,032
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Post by GT on May 20, 2009 16:59:51 GMT -5
I like the healing and the strength, but I think I'd also give the higher level clerics something akin to the Druid Sunray spell... it's only fitting, and undead beware! ^__^
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Post by Scott on May 20, 2009 17:03:13 GMT -5
I did in my original version, but cut it because I thought it was too powerful.
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GT
Wizard
Duke of Indiana, Knight Commander
Posts: 2,032
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Post by GT on May 20, 2009 17:11:10 GMT -5
Well, Pelor IS a powerful god! WORSHIP HIM< O LUKEWARM FOLLOWERS OF NEUTRALITY, AND HUMBLE HIS FOES!!!! (Uhhh, that was his solar speaking. No, really! ^__^)
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Post by amalric on Jun 2, 2009 16:00:49 GMT -5
I like the healing and strength bonuses, but what level would the Sunray come in? 12th? Higher?
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Post by GRWelsh on Jun 2, 2009 23:11:32 GMT -5
I don't think these abilities are overpowered, or that is necessary to charge a % penalty for them. I like the little touches to make different clerics distinct from each other. Anything to get players to take clerics is a good thing...
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Falconer
Enchanter
Knight Bachelor
AD&D, Middle-earth, Star Trek TOS
Posts: 330
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Post by Falconer on Jun 3, 2009 13:02:54 GMT -5
In my campaigns there always seem to be two clerics and a druid among the mix. I think it’s because they don’t like dying!
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Post by Scott on Jun 3, 2009 13:23:01 GMT -5
It's rare I can get a single player to play a cleric or druid. They're usually NPCs or henchmen.
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GT
Wizard
Duke of Indiana, Knight Commander
Posts: 2,032
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Post by GT on Jun 3, 2009 18:03:16 GMT -5
I played a cleric in Tim Kask's dungeon at GaryCon. I was very popular!
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