Acolyte: A Replacement Paladin for every god [Archive] - Wizards Community

Post/Author/DateTimePost
mrurbanitesmiley

07-17-05, 12:03 AM
Flavor: Acolytes are soldiers of the faith. They are like clerics, only with less magic and more martial prowess. They fill the role paladins fill, only they are available to every religion, not just Lawful Good religions.

ACOLYTE
Alignment: Within 1 step of deity
Hit Die: d10.

Class Skills
The Acolyte’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Acolyte
— Spells per Day —
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Turn undead — — — —
2nd +2 +3 +0 +0 — — — —
3rd +3 +3 +1 +1 Bonus Feat — — — —
4th +4 +4 +1 +1 0 — — —
5th +5 +4 +1 +1 1st Domain 0+1 — — —
6th +6/+1 +5 +2 +2 1+1 — — —
7th +7/+2 +5 +2 +2 1+1 — — —
8th +8/+3 +6 +2 +2 Bonus Feat 1+1 0+1 — —
9th +9/+4 +6 +3 +3 1+1 0+1 — —
10th +10/+5 +7 +3 +3 1st Domain Ability 1+1 1+1 — —
11th +11/+6/+1 +7 +3 +3 1+1 1+1 0+1 —
12th +12/+7/+2 +8 +4 +4 1+1 1+1 1+1 —
13th +13/+8/+3 +8 +4 +4 Bonus Feat 1+1 1+1 1+1 —
14th +14/+9/+4 +9 +4 +4 2+1 1+1 1+1 0+1
15th +15/+10/+5 +9 +5 +5 2nd Domain 2+2 1+2 1+2 1+2
16th +16/+11/+6/+1 +10 +5 +5 2+2 2+2 1+2 1+2
17th +17/+12/+7/+2 +10 +5 +5 2+2 2+2 2+2 1+2
18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat 3+2 2+2 2+2 1+2
19th +19/+14/+9/+4 +11 +6 +6 3+2 3+2 3+2 2+2
20th +20/+15/+10/+5 +12 +6 +6 2nd Domain ability 3+2 3+2 3+2 3+2

Class Features
All of the following are class features of the Acolyte.
Weapon and Armor Proficiency: Acolytes are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Turn Undead (Su):When a Acolyte reaches 1th level, she gains the supernatural ability to turn or rebuke undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. Her turning of undead is exactly the same as a cleric.
Spells: Beginning at 4th level, a Acolyte gains the ability to cast a small number of divine spells, which are drawn from the Cleric spell list. A Acolyte must choose and prepare her spells in advance.
To prepare or cast a spell, a Acolyte must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Acolyte’s spell is 10 + the spell level + the Acolyte’s Wisdom modifier.
Like other spellcasters, a Acolyte can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Acolyte. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Acolyte indicates that the Acolyte gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The Acolyte does not have access to any domain spells or granted powers, as a cleric does.
A Acolyte prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A Acolyte may prepare and cast any spell on the Acolyte spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a Acolyte has no caster level. At 4th level and higher, her caster level is one-half her Acolyte level.
Bonus Feat: At 3rd level, and every 5 levels thereafter, the Acolyte gains a feat that is either a fighter bonus feat, a divine feat, or the Extra Turning feat.
Domains:At 5th level, a Acolyte gains one of the domains granted by his god, and gains 1 domain spell slot per level. At 15th level, he gains a second domain, and an additional domain spell slot per level.
Domain Ability: at 10th level the Acolyte gains an ability based off the domain he picked at 5th level. At 20th level, he gains an ability based off the domain he picked at 15th level. All abilities are on the table below.
Air Domain: You may expend a turning attempt to fly for 10 minutes with good maneuverability and a speed equal to your land speed.
Animal Domain: You may Wild Shape once per day as a 4th level druid.
Chaos Domain: You may Smite Law once per day as a paladin of your level smites evil.
Death Domain: You may expend a turning attempt before making an attack once per round. If the attack hits, you gain temporary HP equal to the amount of damage you deal.
Destruction Domain: You may Smite Anything once per day as a paladin of one half your level smites evil.
Earth Domain: You gain a burrow speed of 10 feet/round
Evil Domain: You may Smite Good once per day as a paladin of your level smites evil.
Fire Domain: You may expend a turning attempt to gain Fire Resistance 20+your charisma bonus for 1 hour
Good Domain: You may Smite Evil once per day as a paladin of your level smites evil.
Healing Domain: You gain the Lay on Hands ability as a paladin of ½ your level.
Knowledge Domain: You gain the bardic knowledge ability as a bard of your level.
Law Domain: You may smite Chaos once per day as a paladin of your level smites evil.
Luck Domain: You may expend a turning attempt as a free action once per round to gain a +2 bonus to any check.
Magic Domain: You may expend a turning attempt to activate detect magic or read magic as a spell like ability as a wizard of ½ your level.
Plant Domain: You may speak with plants, and you gain the Woodland Stride ability of a second level druid.
Protection Domain: You may expend a turning attempt to gain a sacred bonus to your AC equal to your charisma for 1 hour.
Strength Domain: You may expend a turning attempt to gain a sacred strength bonus equal to your charisma modifier for 1 hour
Sun Domain: You get +2 to your turning checks, and you glow like a torch at all times (you may suppress both abilities with a standard action, and reactivate it with a free action. The two abilites are tied (you cannot have one on and the other off)
Travel Domain: Your land speed increases by 10 feet/round
Trickery Domain: You may expend a turning attempt to use cast Change Self as a spell like ability as a wizard of ½ your level.
War Domain: You gain the weapon specialization with your deities favored weapon, even if you don’t meet the prerequisites.
Water Domain: You gain a swim speed equal to your land speed, and may hold your breath underwater for a number of hours equal to your constitution score

Notes:
1: I'm sorry about the poor formatting, but i don't know how to get it to work... They have the same stats as paladins, only with domain spells, in case there is any confusion.
2: I know it's probably weak compared to the paladin, but it's just a 1st draft.

Any ideas?
Earthcrosser599

07-17-05, 04:47 AM
If you REALLY feel ambitious, make a specific paladin adjustment for each deity.

I saw this one Fharalanghn variant where instead of smite evil, he got to choose either Smite Slow-Moving Creature, which worked against things that had a landspeed less than 20 feet, or Smite Follower of Urbanus, which explains itself (the guy said that it made sense; you can't travel to the horizon everyday if you're stuck in the city.)
mrurbanitesmiley

07-18-05, 01:42 AM
:bump:
Anyone?
Any comments?