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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 ![]() |
Hmm, what if they casted similar to a sorceror but didnt have to pick spells per level? On the other hand they don't cast as many as a cleric would. This changes them in to somewhat of a quickwitted cleric, more easily able to adapt to certain situations but without the extra spells for the kick. Thoughts?
Thinking on it somewhat, it would make more sense for the class to use the fighter stronghold perhaps, although it wouldnt really matter if you have multiple srngholds installed. I also updated the description, changes are in bold. Advantages and disadvantages are changed somewhat as well. 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. Heretics enjoy an intuitive understanding of divine powers, and as such do not pray for their 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 the church, they tend to be resourceful and hardy individuals who survive on the run or in a fight. 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 and 19 for a cumulative -4 AC bonus (stop at -3?) Gains saving throws as an equal level fighter +1 Bonus to Saving throws at levels 11 and 21 Gains an additional 1/2 attack per round at levels 10, 20, and 30 (12, 21?) Immune to, Hold, Slow and Stun (modified freedom of movement, can be hasted?) Casts spells similar to Sorceror (doesn't memorize spells via spellbook) Free star in Sword and Shield proficiency style Disadvantages =================================== - Cannot Dual-Class - Suffer a -2 Penalty to Charisma - No bous spells from Wisdom - 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 14 Intelligence |
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