Cleric and druid casting reduction, what abilities would they gain? [Archive] - Wizards Community

Post/Author/DateTimePost
EvilVegan

08-31-06, 09:38 AM
I'm working on reducing cleric and druid's casting ability to make them closer to a bard (or more precisely closer to 2nd edition, where they capped out at lower level spells, which made up for their THAC0 and armor)

For druid I was going to do the following:
Change SNA 1-9 into a spell-like ability usable 1-4 times a day.
Improve wildshape. I was thinking maybe grant floating feats that are usable while wildshaped, such as multiattack, imp. natural, imp. crit. I wasn't sure if I should limit this to a specific form, perhaps like a totem animal.
Improved animal companion. I thought maybe grant the size increases from hit die so that you don't have to continually switch out your companion for a new one after travelling w/ them for so long. (It always seemed a bit callous.) Again I thought perhaps tying this to totem animals. Maybe even make your animal companion normal until needed, at which time they beef up as a full round action. You know "by the power of grey skull" and all that mess.
Create wildshape/SNA synergy where if you summon an ally while in the same form (wolves while a wolf (dire,legendary, or normal) for example) your summons would gain morale bonuses depending on your level.
Improved healing abilities involving heal checks. (cause you know herbs and can magically enhance their use)
Maybe brew potions for free, and can do it w/o an alchemist lab.


For cleric I was thinking something like :
More domain abilities or more domains per cleric.
Lay on hands (as paladin or blackguard)
Proficiency in deities's weapon. Improved war domain ability to grant specialization after 8th.
Organizational favors.
???



What other abilities would you think fit, or what do you think is overpowered?

The spell progression I'm thinking would look like:

0 1st 2nd 3rd 4th 5th 6th
3 0 — — — — —
4 1 — — — — —
4 2 — — — — —
4 2 0 — — — —
4 3 1 — — — —
5 3 2 — — — —
5 4 2 0 — — —
5 4 3 1 — — —
5 5 3 2 — — —
5 5 4 2 0 — —
6 5 4 3 1 — —
6 5 5 3 2 — —
6 5 5 3 2 0 —
6 5 5 3 3 1 —
6 5 5 4 3 2 —
6 5 5 4 3 2 0
6 5 5 5 4 3 1
6 5 5 5 4 3 2
6 5 5 5 5 4 3
6 5 5 5 5 4 4

I'm of course changing some spells around to reduce their spell level, and was also going to be using a more dedicated full caster that gets a lot of the higher level cleric spells, but has a poor BAB and no armor.
CaoSlayer

08-31-06, 02:30 PM
I would personally dont give them nothing at all, since this is supoused to be a nerf...

umm, maybe you can grant them access to the strongest spells using the old quest spells rules from second edition... that means allowing them to cast level 8-9 spells but only one time in their life each spell, call them lesser miracle and greater miracle available about level 15 the lesser and 18 the greater one and usable only once per day.
Arcane Guyver

08-31-06, 04:56 PM
Druid - get Brew Potion at 1st level (regardless of prereqs), as well as a bonus feat at 5th, 10th, 15th & 20th levels (metamagic, item creation & wild feats). It'd be kinda cool if druids could rebuke/command animals & plants. Just a thought.

Cleric - get Brew Potion at 1st level (regardless of prereqs), as well as a bonus feat at 4th, 8th, 12th, 16th & 20th levels (metamagic, item creation & divine feats). Maybe an extra domain at 10th & 20th levels.
EvilVegan

09-01-06, 10:25 AM
Both of those are strong suggestions. I was actually thinking about making this a potion heavy campaign w/ rituals replacing a lot of higher level spells.