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> Idea for a cleric kit, Sikret - take a look
Kraitok
post Feb 18 2009, 12:22 PM
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Posts: 14
Joined: 10-February 09
From: Okinawa, Japan




I had an idea for a cleric kit that I thought would be interesting. I had a couple of key points in trying to make it beneficial, unique - especially in comparison to the other Cleric kits, but also unique from a Paladin. Furthermore, I wanted there to be opportunities to for quest idea's and lines out of it from a roleplaying perspective. This puts them as beefier than true clerics, although probably worse than a dual r/c or b/c. What are your thoughts?

Heretic - Cleric Kit

Background
===================================
Heretics are the cast out and unbelieving among the divine orders. Beyond simply not having an affity with a Deity, they tend to incite anger among the Deity's followers simply by virtue of thier own chaotic nature. While it's virtually unheard of that a God would venture into the mortal realm to deal with them, neither do they bestow a Heretic with thier blessings. While they are still powerful Clerics in thier own regard, the lack of connection to the divine has it's drawbacks. Disconnected and often hunted by thier past church, they tend to be resourceful and hardy individuals who survive on the run. Indeed, survival seems to be the one thing all true heretics have in common. As such, they benefit from a number of immunities and and prefer to use a shield in combat.

Advantages
===================================
Granted -1 to AC Bonus at levels 1, 7, and 13 for a cumulative -3 AC bonus (possibly -4 at 19?)
+1 Bonus to Saving throws at levels 8 and 16 (8, 12, and 16?)
Gains an additional 1/2 attack per round at levels 5, 10 and 15 (9 & 15?)
Immune to Charm, Hold, Confusion, Fear, and Stun

Disadvantages
===================================
- Cannot Dual-Class
- Suffer a -2 Penalty to Charisma
- Suffer a +1 penalty to casting speed (debating this)
- May not Turn Undead
- Must be of Chaotic Good or Chaotic Evil alignment
- Do not recieve a magical ring from thier Deity at 25th level
- May not specialize in Dual Weilding, Single Weapon Fighting, or Two Weapon Fighting
- Require 13 Intelligence
- (protagonist only - no cleric stronghold)


Keep in mind, I don't have any programming experience, just a couple idea's.




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Kraitok
post Feb 18 2009, 01:00 PM
Post #2





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Posts: 14
Joined: 10-February 09
From: Okinawa, Japan




In regards to advantages and disadvantages, that's ultimately why I posted it. Pump in suggestions, thoughts, etc. I'm currently on my first playthrough of IA and am getting my ass kicked all over the place wink.gif I've thought for a long time that clerics in particular have extremely bland kit choices, and readily admit that the idea on the class I only wrote up in the last hour or so. For the actual spellcasting abilities, I don't think that it would take the backing of a deity to cast spells, it doesn't seem out of context at all that somebody could have an affinity or attunement to the divine without believing in a specific god, or gods at all.

That said, it could certainly be explained via "force" type powers as well, in much the same way as a Sorcerer can cast arcane magic as well as a Wizard, though through much different means. What do you think?
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