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View Full Version : Yet another Anti-CZ attempt



belboz
2007-11-29, 05:18 PM
No, I have nothing against Czechoslovakia :smallsmile:. This is yet another attempt to solve, not the general overpowering of clerics, but a *specific* problem--the Clericzilla.

In fact, this isn't even a nerf--it's an exchange of the power to fight for the power to support the rest of the party. In that way, it's a bit similar to the cloistered cleric, but the emphasis is still on *martial* support: An image of the cleric as important presence on the battlefield, just not at the front line (yes, CCs can be very effective on the battlefield--but they're not *oriented* that way).

The change is this. The following spells, in their Clerical versions, are changed as shown:


Divine Favor
Cleric 2
Range: Touch
Target: Creature Touched
Calling upon the strength and wisdom of a deity, you grant the creature you touch a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have over 2 (at least +1, maximum +3). The bonus doesn’t apply to spell damage.


Divine Power
Cleric 5
Range: Touch
Target: Creature Touched
Calling upon the divine power of your patron, you imbue the creature touched with strength and skill in combat. It gains additional base attack bonus equal to your caster level/4, round all fractions down. This may give it additional attacks. It also gains a +6 enhancement bonus to Strength and 1 temporary hit point per caster level over 2.


Entropic Shield
Cleric 2
Range: Touch
Target: Creature Touched
A magical field appears around the creature you touch, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at the creature for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.


Righteous Might
Cleric 6
Range: Touch
Target: Creature Touched

This spell causes the creature you touch to grow, doubling its height and multiplying its weight by 8. This increase changes its size category to the next larger one, and it gains a +4 size bonus to Strength and a +2 size bonus to Constitution. It gains a +2 enhancement bonus to your natural armor. It gains damage reduction 3/evil (if you normally channel positive energy) or damage reduction 3/good (if you normally channel negative energy). At 14th level this damage reduction becomes 6/evil or 6/good, and at 17th level it becomes 9/evil or 9/good (the maximum). The creature's size modifier for AC and attacks changes as appropriate to its new size category. This spell doesn’t change the creature's speed. Determine space and reach as appropriate to its new size.

(The rest of the spell's description applies as is.)



Martial classes (such as paladins) with access to these spells are not affected by the change--they cast the spells with their current level, description, and range.

There is now no reason for a cleric, in an ordinary party, to cast, say, divine power on himself and outshine the fighter. At most, he should cast divine power on *both* of them--and the fighter will still shine brighter in terms of whacking things with sticks.