Wednesday, 24 August 2011

Investigative Archetypes

For the second issue of Horrors of the GOW. Stefen and I are looking at doing something more low-magic, high investigation for a feel. Here is one of the archetypes that Stefen has written. Feel free to tear it apart, that is always part of the process.

Clergyman (Cleric)
Class Skills: Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis).
Skill Ranks per Level: 4 + Int modifier
Weapon and Armor Proficiencies: The clergyman is proficient with all simple weapons but not with armor or shields.
Divine Focus (Su): The clergyman begins play with a holy symbol that lends him great resources of inner will and divine power during times of strife. Once per day he may use the object to cast any one divine spell he can cast without using a spell slot. As long as he bears the holy symbol he gains a +2 morale bonus to saves against fear and a +2 morale bonus to concentration checks. If the holy symbol is lost or destroyed, it can be replaced after 24 hours in a special ritual which takes 8 hours to complete.
Forbidden Knowledge (Su): The clergyman, while a devout follower of his own faith, understands there are other sources of power forbidden by the church. His research has led to him to such discoveries. He replaces the powers and spells of one of his domains with the Dark Tapestry or Stars subdomain. Once this choice is made it can not be changed.
Get Back! (Su): The clergyman may wield his holy symbol as a weapon against undead. He may place the symbol against the form of an undead creature as a melee touch attack. A successful hit deals 1d6 points of positive energy per two cleric levels. A Will save halves the damage (DC 10 + ½ cleric level + Charisma modifier). At 11th level this acts as disruption against evil undead. The clergyman may use this ability a number of times per day equal to 3 + his Wisdom modifier.
Power over Undead (Su): The clergyman receives Command Undead or Turn Undead as a bonus feat. He can channel energy a number of times per day equal to 3 + Wisdom modifier, but only to use the selected feat. The clergyman can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 cleric level + Charisma modifier. This replaces channel energy.
Ritual Caster (Ex): The clergyman possesses the patience and knowledge to better work incantations. He gains a +2 competence bonus on all skill checks when performing an incantation.

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