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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: 14 Joined: 10-February 09 From: Okinawa, Japan ![]() |
That tracks. When I was going over the concept I hadn't checked the tables or any of that yet. I agree, it should be after a warrior gets his. The ruff and tumble rogue cleric idea was pretty much what I was going for as well. What about an extra 1/2 attack at 10, 18, and 25? Even make it in the neighborhood of 10-20-30 or just 10-20. My only thought is that without at least a fair number of attacks per round there still won't be much incentive to play one over a b/c or r/c due to thier melee abilities. At the same time, equal footing with extra defense isn't fair either. Would they get the bonus saving throws with the fighter saving throw table or no? It could come out interesting either way.
Perhaps more emphasis on thier shield? I think having a rogueish cleric with blunt weapons and a shield would make it interesting. Everything tends to go towards 2h and dual weild, I think it would be neat to have a class that actually used one other than when they needed an immunity to something. Think defensive powerhouse, but forced to the front, and not innately offensive like other builds. |
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