![]() |
The Black Wyrm's Lair Terms of Use |
![]() ![]() ![]() ![]() |
![]() |
![]()
Post
#1
|
|
![]() 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. |
|
|
![]() |
![]()
Post
#2
|
|
![]() ![]() Senior Mod Tester Tactical reputation: 4 Posts: 1112 Joined: 27-March 07 From: UK ![]() |
Personally I don't think the kit's background can justify the combat boosts, particularly the extra attacks. The immunities also don't make sense - I don't see why turning one's back on one's god should lead to any bonuses like this. If you could gain so much by renouncing your faith far more clerics would do it. I'm not convinced about the idea of some kind of force granting spells to clerics who do not follow their god any more.
I quite like the idea of a character who dares to actively defy each and every god (particularly if his own father was one), although this is something different from a heretic. This post has been edited by Raven: Feb 18 2009, 10:52 PM |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 4th May 2025 - 12:35 AM |