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Cleric and their gods

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DaringCommander11
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Cleric and their gods

Post by DaringCommander11 »

I was wondering if there are any bonuses to clerics for the gods they pick beyond domain spells. Like in BG2, the special abilities clerics got. A cleric of Mask may get thiefing stuff for example or a cleric of some death god get bonuses to undead related stuff.
Real commanders display their battle skill on the front lines.

I've got something to say to you dwarven bigots: "Harglukkin phuul naubol jhal waela rothen ulu ussa!"

He died a natural death as a dagger in the chest naturally kills you.

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Onyx
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Post by Onyx »

From what i know from 3E rules, the domians give you some extra abilities. So if you choose fire domian you get turn/rebuke fire creatures. It's stuff like that, but i don't know if BIS will put that kind of stuff in ther game.
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baileyatbrats
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Post by baileyatbrats »

This is not the appropriate forum, but I believe this to be the most poorly developed class in D&D. (Still)
Clerics in 1st and 2nd were mostly based on Medvieval crusaders with some modifications slipping in.
I think one's god should dictate a lot more about how one behaves. Mayan preists should be very different from Egyptian presists for example.

How one views life and death should affect your spells and how you fight weather or not you heal etc.
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Post by Nippy »

In 3rd edition PnP rules, yes you would get different benefits for each god. You are allowed to pick two domains from the gods portfolio and these domains carry advantage spells within them (i.e. the Repose domain is the good's version of the Death domain, it gives the Cleric the opportunity to cast undead bane spells and more destructive death spells.

The domains possible are:

Air, Animal, Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing, Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun, Travel, Trickery, War, and Water.


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baileyatbrats
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Post by baileyatbrats »

Golly.
Thanks.

I guess I figured thay didn't improve it much, so ignored Clerics.


This makes room for a Cleric who's more than just a medic picking up after his dead friends.
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Nippy
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Post by Nippy »

Originally posted by baileyatbrats
Golly.
Thanks.

I guess I figured thay didn't improve it much, so ignored Clerics.


This makes room for a Cleric who's more than just a medic picking up after his dead friends.
No problem, I'm here to help, I'm learning new stuff everyday too!
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Post by baileyatbrats »

Yeah.
I brought the PH to work.
I don't know if I'll like Clerics any more, but at least I'll read up on them.
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DaringCommander11
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Post by DaringCommander11 »

Thanks. I'm very familier with the 3E Cleric (my favorite class actually) but I wasn't sure if they were entire brought over to IWD2 (attacks of opertunity weren't). Does anyone know the domains they are using and for what gods (it is a forgotten realms game).

baileyatbrats- The cleric was drasticly improved for 3E at least. It is up to the DM to make sure they stay true to their god. They also can't cast certain spells based on their alignment (which is infuenced by their god.) All requirements a cleric should have are really role-playing stuff and more or less up to the players and DM not the rule makers.
Real commanders display their battle skill on the front lines.

I've got something to say to you dwarven bigots: "Harglukkin phuul naubol jhal waela rothen ulu ussa!"

He died a natural death as a dagger in the chest naturally kills you.

Magga Cammara
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