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#1
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![]() Forum Member 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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#2
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Forum Member Posts: 55 Joined: 30-June 06 ![]() |
I want to add my two cents:
I like the idea. A chaotic, but tough and rough, always on the run type of rogue cleric. Since always fighting to survive and escape for his life (being hunted and troubled by many) he will have better fighting abilities. Extra attacks are good idea, but they should not gain them faster than fighters. Level 5 is too early for a half extra attack, fighters get it at lvl 7 IIRC. So heretics should get it even later. I think gaining spells from a force or philosophy is a nice idea, and I am sure Sikret can implement it nicely. As for disadvantages, maybe they should not get bonus spells from high WIS. Still, you may make the WIS a prime req. with minimum of 15 so players can not abuse this by dropping it for bonus points at character creation. Also, they may use fighter class saving throws, they no longer has the divine grace which protects the other clerics and gives them substantial saving throws vs poison/death even at lvl 1. This will be a good disadvantage as they will be more suspectible to Finger of Death of IA at low-mid levels. (evil grin) |
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