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| Lole09-14-05, 09:19 PM | ok folks. my dm thought my idea for a pacifist was cool and wondered if i could make the apostle of peace PrC into a full core class. am working on it. wondering what you guys think and if you have any other idea's i could add to it. Missionary of Peace A follower of the ways of peace, a Missionary of Peace believes that might does not always make right. Forsaking any combative arts or spells, they believe that the way to end a fight is peaceably with no blood shed by either side. This peace loving outlook enables them to cultivate many powers that allow them to protect themselves and others from harm or heal any harm others do to their allies or the Missionary. Abilities: Wisdom determines how powerful a spell a Missionary of Peace can cast, how many spells he can cast per day, and how hard those spells are to resist (see Spells, below). A high Constitution score improves a Missionary’s hit points, and a high Dexterity increases his Armor Class. Alignment: Any Good Hit Die: d4 Class Skills The Missionary of Peace’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Wis), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (none), Spellcraft (Int) and Spot (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions. Skill Points at 1st Level: (4 + Int modifier) X 4 Skill Points at Each Additional Level: 4 + Int Modifier Base Attack Bonus: As Wizard Base Saving Throw: As Monk Spells Per Day: As Cleric Spell List: As Apostle of Peace with additions i have decided yet. Class Features All of the following are class features of the Missionary of Peace. Weapons and Armor Proficiencies: Missionaries of Peace are proficient with no weapons or armor. Since a Missionary of Peace is proficient with no weapons, they take a -4 penalty to all attack rolls. Also, since they are not proficient with any armor or shields, they take the armor check penalty of the armor (and/or shield) to all attack rolls and all Strength-based and Dexterity-based ability and skill checks. Note also that if a Missionary of Peace wears any armor, they lose all Missionary of Peace abilities and cannot cast spell for 24 hours. Aura: The power of a Missionary of Peace’s aura of good (see the detect evil spell) is equal to his Missionary of Peace level, just like a cleric of a good deity. Spells: The Missionary of Peace has the ability to cast divine spells from the Missionary of Peace spell list. To cast a Missionary of Peace spell, the missionary must have a Wisdom score of at least 10 + spell level, so a missionary with a Wisdom of 9 or lower cannot cast spells. Missionary of Peace bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the Missionary of Peace’s Wisdom modifier. A missionary of peace prepares and cast spells just as a cleric does. Spontaneous Casting: A missionary of peace can channel stored spell energy into healing spells that the missionary did not prepare ahead of time. A missionary can “lose” any prepared missionary spell in order to cast any cure spell of the same level or lower (a cure spell is any spell with “cure” in its name). Turn Undead: A missionary of peace can turn undead as a good cleric of his missionary of peace level would. If he also a cleric (or paladin), he adds his missionary levels to his effective cleric levels to determine his turning capability. Bonus Feats: A missionary of peace has Sacred Vow and Vow of Nonviolence as bonus feats at 1st level. Feat Restriction: A missionary of peace cannot take any feat from the following list: Armor Proficiency (Any), Blind-fight, Cleave, Combat Expertise, Combat Reflexes, Deceitful, Exotic Weapon Proficiency, Far Shot, Great Cleave, Greater Two-weapon Fighting, Greater Weapon Focus, Greater Weapon Specialization, Improved Bull Rush, Improved Critical, Improved Grapple, Improved Overrun, Improved Precise Shot, Improved Shield Bash, Improved Sunder, Improved Trip, Improved Two-weapon Fighting, Manyshot, Martial Weapon Proficiency, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Rapid Reload, Rapid Shot, Ride-by Attack, Shield Proficiency, Shot on the Run, Simple Weapon Proficiency, Spirited Charge, Spring Attack, Stunning Fist, Tower Shield Proficiency, Trample, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus, Weapon Specialization, Whirlwind Attack, or any other combat related (damage causing) feats from other rulebooks. Any other suggestions would be lovely. thank you very much for the help. |
| Raelifin09-14-05, 09:36 PM | Idea: As an ability give some version of a constant sanctuary spell. It could have any number of drawbacks or be any level, just throwing it out there. Recommendation: Make a table. I know they are a :censored: to make, but when I see a class the first thing I look for are the [code] blocks. Idea: Give a bonus to AC like a monk's, but make it divine. (A little weaker, makes it so it doesn't stack with shield of faith and whatnot.) |
| Verelor09-14-05, 10:02 PM | Pretty good. Belogns in BoeD. |
| CravesLove09-17-05, 04:20 AM | Perhaps grant the Vow of Peace at a certain level (around 5+ maybe). Then require that the vow be intact to advance further in the class. Perhaps allow them to take the weapon proficeincy feats, maybe with a 'blunt only' restriction. Then make it so that they default to subdual damage, and take a -4 when trying to cause lethal damage. I suggest this because both Vow of Nonviolence and Vow of Peace allow the use of subdual damage. Looking forward to reading what you come up with, Fitz |
| BelRex09-17-05, 11:46 AM | I tried a similar conversion, but could get no help working on it :P So lets see how I can help you, so I can keep a copy. Even with the Vow of Peace you can still use simple non masterwork weapons, with his already low BaB, the -4 is probably too much. So I would personally take that away, and add in all simple weapons, with the additional line of..can only deal lethal damage to constructs and undead. If they don't have subdual strike then they automatically get the -4 on attack rolls. Are you going to make him take the vow of poverty? If so, some of the info you posted is just extra(everybody who has an exalted feat already has the aura of good). I attempted to give him sacred vow and vow of poverty at first level, you get vow of non violence at that level also. At 2nd level you get vow of peace, but you take away his normal feat at 3rd level, then progress as normal. I would add back censure demons, and add in his spontaneous casting paragraph, that they are allowed to spontaneously cast sanctified spells as a cleric is. Even if he is not going to be in combat much, you could just give him a D6 for HD. If you look at the AoP you have to be 10th level to take it, and most classes that could take it have a d8 to begin, combined with the d4 of the Prc..it would balance out to a d6. Another good thing about a non violent character is that you will spend most of your time as the party's diplomat. Perhaps you could give him Skill Focus(Diplomacy) at some point? Under your abilities, you might wanna add something about Charisma, it is important for turning and censuring. I would take off the list of bonus feats he cannot take, if he is non violent, then he wouldn't worry about them anyway. As I said earlier..he could do damage to constructs and undead normally. Some novel idea to think about, is giving them an exalted companion(protectar, lantern archon, musteval, or the eladrin one) of some sort. You could treat them as a familiar..or as an normal companion. A AoP with a Protectar(miniatures handbook) would be a nice combination. Perhaps you could give them the feat, Celestial Cohort(as draconic cohort from Draconomican, but on with celestials) Anyway, I hope some of that helps. |