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Post by Nodata on Jul 9, 2011 0:28:08 GMT -5
- Changed Greater Sanctuary to allow for standard save.
- Changed Divine Power to only give the cleric +6 to str instead of sending him to 18 no matter what.
- Changed casting for Clerics to only require a holy symbol equipped if they're turning undead.
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Post by Zombie Ninja on Jul 9, 2011 13:06:20 GMT -5
- Changed Greater Sanctuary to allow for standard save.
- Changed Divine Power to only give the cleric +6 to str instead of sending him to 18 no matter what.
- Changed casting for Clerics to only require a holy symbol equipped if they're turning undead.
Questions: You changed the base spell, right? So it will be changed for Sorc/Wiz as well? Also, it already had a Will Save on it, so now does it have that save plus your new one? Just the new one? Is it a Will Save? Divine Power used to not do anything for str if you were already 18+, will this still be the case? Will it add the +6 str regardless?
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Post by Nodata on Jul 9, 2011 15:21:29 GMT -5
Questions: You changed the base spell, right? So it will be changed for Sorc/Wiz as well? Also, it already had a Will Save on it, so now does it have that save plus your new one? Just the new one? Is it a Will Save? Divine Power used to not do anything for str if you were already 18+, will this still be the case? Will it add the +6 str regardless? Base spell, yes. There was no save previously. Divine Power: Increases your str by +6 no matter what str you already have.
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Post by Zombie Ninja on Jul 9, 2011 15:51:56 GMT -5
That's a pretty significant buff to divine power, just so you know.
Also, you're right about the GSanc, So it is basically regular sanc now?
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Post by Nodata on Jul 9, 2011 16:05:59 GMT -5
No, it still lasts turns instead of rounds.
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Post by Goat on Jul 9, 2011 17:59:12 GMT -5
It's a regular sanc, but longer duration and a higher save.
Also, the reason for the change from +6 strength from set-to-18 strength is the reason I got through Hordes of the Underdark with a 6 strength no-magic-items melee cleric.
So, it's a buff for those with strength of 13+, and a nerf for those below 12 strength.
I think the idea was "Having power is fine, but you shouldn't be able to completely override your strength score a whole lot times per day."
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Post by Goat on Jul 9, 2011 18:01:06 GMT -5
Woah, haven't slept in a day or two, let me rephrase that.
Let's say you've got a 6 strength cleric. You cast divine power. You get a full +12 to strength. At a certain level, you can go a long time without taking any points into strength.
And before that point, I guess you could somehow get by with full progression spellcasting.
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Post by Goat on Jul 9, 2011 19:56:47 GMT -5
Or, if you're worried it gives clerics too much of an edge, you can change the targeting so that it works on party members.
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Post by Zombie Ninja on Jul 9, 2011 19:57:27 GMT -5
All I have to say is it's a straight buff and I like it Anyone who knows anything about cleric can get an 18+ str no problem, so works for me! Edit: I pose this query for you, Chuck. Will empowered spell make it +9? As it is supposed to affect all numbers by 1.5?
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Post by Nodata on Jul 9, 2011 20:51:13 GMT -5
All I have to say is it's a straight buff and I like it Anyone who knows anything about cleric can get an 18+ str no problem, so works for me! Edit: I pose this query for you, Chuck. Will empowered spell make it +9? As it is supposed to affect all numbers by 1.5? Probably not.
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