Post by fang_of_fenris on May 12, 2008 17:53:30 GMT -5
I don't know whether to count Legend of the Five Rings (L5R) at D20 system or just a highly elaborated-upon Campaign Setting. Either way, here's something interesting.
In Oriental Adventures (D&D's prelude to L5R), there's a base class that is, in short, better than a Cleric. Why, you may ask? Here's my answer:
The class, called Shaman (not Complete Divine Spirit Shaman) has a few short-comings when compared to the Cleric, but a heap of bonuses that tip the scales back again.
First, the similarities: same B.A.B. values, same Ref/Will saves (Fort is weaker), same spell progression, including domain spells, and an ability to turn undead. Finally, the two classes have a similar array of skills and can both be played at any alignment.
Now, here's the places where Shaman falls short. For Turning Undead, the Shaman receives this ability at 3rd level rather than 1st and the Shaman is considered a Cleric minus two levels for the parts of Turn Undead that require level checks. Downer. Additionally, the Shaman only gets hit die at D6 rather than the Cleric's D8, and their proficiencies only extend to simple weapons and light armor (big drawback).
There, that's the sucky part. Now, here's where the Shaman wins!: First off, the Shaman's lack of Martial weapon proficiencies is offset by the fact that they start 1st level with Unarmed Strike and gain a series of Bonus Feats (4, 8, 12, 16, 20) that greatly enhance these unarmed strikes. Secondly, the Shaman's reduced ability with Turning Undead is offset by the fact that they ALSO get to keep an Animal Companion as the Druid class. Additionally, for kicks, the Shaman gets access to a 3rd Domain (11th level) for spell-casting that the Cleric will never see. Finally, the Shaman gets two abilities that allow him/her/it to see ethereal creatures plainly at any given time, and they add their Charisma modifier to ALL saving throws.
Now that I compare directly, the Shaman class probably wouldn't be as exactly good as a Cleric on the front line of things, but as a second-line supporter, this class reigns supreme.
In Oriental Adventures (D&D's prelude to L5R), there's a base class that is, in short, better than a Cleric. Why, you may ask? Here's my answer:
The class, called Shaman (not Complete Divine Spirit Shaman) has a few short-comings when compared to the Cleric, but a heap of bonuses that tip the scales back again.
First, the similarities: same B.A.B. values, same Ref/Will saves (Fort is weaker), same spell progression, including domain spells, and an ability to turn undead. Finally, the two classes have a similar array of skills and can both be played at any alignment.
Now, here's the places where Shaman falls short. For Turning Undead, the Shaman receives this ability at 3rd level rather than 1st and the Shaman is considered a Cleric minus two levels for the parts of Turn Undead that require level checks. Downer. Additionally, the Shaman only gets hit die at D6 rather than the Cleric's D8, and their proficiencies only extend to simple weapons and light armor (big drawback).
There, that's the sucky part. Now, here's where the Shaman wins!: First off, the Shaman's lack of Martial weapon proficiencies is offset by the fact that they start 1st level with Unarmed Strike and gain a series of Bonus Feats (4, 8, 12, 16, 20) that greatly enhance these unarmed strikes. Secondly, the Shaman's reduced ability with Turning Undead is offset by the fact that they ALSO get to keep an Animal Companion as the Druid class. Additionally, for kicks, the Shaman gets access to a 3rd Domain (11th level) for spell-casting that the Cleric will never see. Finally, the Shaman gets two abilities that allow him/her/it to see ethereal creatures plainly at any given time, and they add their Charisma modifier to ALL saving throws.
Now that I compare directly, the Shaman class probably wouldn't be as exactly good as a Cleric on the front line of things, but as a second-line supporter, this class reigns supreme.