| Post/Author/DateTime | Post |
|---|---|
| #1mediumdJul 07, 2008 22:30:20 | The 4e cleric class appears flexible enough to accomodate a "cloth caster" cleric, meaning one that wears cloth armor and disdains melee. I find a cloth-wearing priest more appealing than the battle cleric emphasized in 4e. The battle cleric, in fact, appears far less often in fantasy literature than a robed priest or healer. A cloth-wearing priest also provides a starker contrast to the heavily-armed and -armored paladin. Such a character just needs a bit more range on his at-wills, a reason to wear cloth in the first place, and a wider selection of implements, since he won't have much use for a physical weapon. Here's a "Cloistered Cleric" class variant: ![]() Armor Proficiencies: Cloth Weapon Proficiencies: Quarterstaff, mace, dagger Implement: Holy symbol, staff, mace (scepter) Inner Fire: +3 bonus to armor class when wearing cloth armor or no armor. Divine Reach: Add 5 squares to lance of faith, sacred flame, and healing word. Ancient Prayers: Use Int instead of Cha for the secondary effects of powers with the healing descriptor. Anyone have any opinions or ideas about such a build? |
| #2RavenspyreJul 09, 2008 1:46:18 | Clerics were always a mix of combat warrior ane medic, basically what amounts to a field medic, and few of their powers were outside of the range of touch. 4th edition relieves some of that burden by actually giving them some range with their healing powers. |
| #3inlicereJul 09, 2008 7:03:33 | The 4e cleric class appears flexible enough to accomodate the "cloth caster" style healer seen in WoW or Guild Wars. I find the "robed" cleric more appealing than the tank cleric that 4e ... I came up with a house rule that partially addresses what you're talking about. See this thread... |
| #4Xeviat-DMJul 09, 2008 12:50:36 | I'm under the opinion that 4E is trying to not do "+something" to something else's ability. Now, if you mean Wis to AC instead of Dex or Int, as I think you do, then maybe .... but that definately makes Dex and Int much less important. But, this is a class that doesn't have a conceptual reason for having a high Int or Dex, and with light armor it would need a way to stay competative in the AC department. This is definately something that I'd like to see in D&D. I hate the tank cleric, I always have. Now that 4E has Paladins of all deities, I feel there's less reason for tank clerics. I understand the desire for a "lead from the front" style cleric, and maybe that's a necessary enough role for D&D; I'm not certain. I would have rather seen the Cleric turned into a Priest, with two separate focuses: Enhancing their Allies or Interfearing with their enemies. Blessings or Curses really. The problem with this is that it potentially stretches the definition of a leader, since Curses could fall into Controller territory. But really, what's the difference mechanically between giving someone +2 to attack or giving an enemy -2 to defenses (aside from the number of targets it is usable by). |
| #5darkwing_bmfJul 09, 2008 14:20:15 | May add Wis mod to AC instead of Dex or Int (like the old 3.5e Monk ability). Only works if the cleric is in cloth. I don't think this part is a good idea. The whole *point* of cloth is the lower base AC... so if you want the lowered AC to give you benefits elsewhere, there shouldn't be a "back door" to higher AC using one of the Cleric's primary stats. Now what you *could* do is increase the range of your spells by your wisdom modifier. This will give you increased range while increasing the value of your wisdom attribute, which seems to be what your goal is. |
| #6StevemanJul 09, 2008 15:23:16 | You might want to look into building a Divine Controller class that can also lead. Basically a hybrid Wizard/Lazor Cleric class. |
| #7nemitJul 09, 2008 16:26:26 | Fellow posters are correct in saying the the whole point of cloth armor is to have a much lower AC then any other type of armor. If you want to make a "Priest" who is more spells and less tank you have a couple of things that you can do: Add wisdom modifier to damage with all radiant prayers OR add wisdom modifier to all prayers with th ehealing keyword OR add widom modifier the range of all spells OR add an encounter power that really buffs ("Divine Power") or really heals ("Divine Healing"?) or really hurts you enemies ("Divine Strike") or gives everybody a saving throw bonus for the rest of the encounter (ooh, you could this one "Divine Grace"). All of the these options are good for a less tank more heal/buff/damage cleric. |
| #8mediumdJul 10, 2008 17:02:14 | I'm under the opinion that 4E is trying to not do "+something" to something else's ability. I recall that as a design goal of 4e, although I don't remember where I read it. Now, if you mean Wis to AC instead of Dex or Int, as I think you do, then maybe .... but that definately makes Dex and Int much less important. I don't see a way to create a cloth-caster cleric without throwing in a class ability--specific to that one cleric build--that offers Wis-to-AC (in cloth only, perhaps) or the equivalent ("Inner Fire, +4 AC in cloth"). I don't want a cloth caster that's forced to pump Dex or Int to stay competitive. I'll be interested in seeing how the Monk is handled. Will he have to have 18 Int or Dex to be competitive in cloth? Or will he have a Wis-to-AC deal going? This is definately something that I'd like to see in D&D. I hate the tank cleric, I always have. Now that 4E has Paladins of all deities, I feel there's less reason for tank clerics. I think the cleric is a watered-down Paladin at this point. I know he has a specific role, but I don't see much separating him from the paladin. I really like the WoW- and Guild Wars-style cloth caster healers/nukers. I don't think this part is a good idea. The whole *point* of cloth is the lower base AC... so if you want the lowered AC to give you benefits elsewhere, there shouldn't be a "back door" to higher AC using one of the Cleric's primary stats. Cloth doesn't really lower AC all that much. A wizard is about 1-2 points behind a rogue or a laser cleric in chain. With that said, I don't like the Wis-to-AC game mechanic... Now what you *could* do is increase the range of your spells by your wisdom modifier. This will give you increased range while increasing the value of your wisdom attribute, which seems to be what your goal is. I'd like to see 5 more squares on the cleric ranged prayers. It's odd that the cleric powers are mostly 10 or 20, while the at-wills are 5. |
| #9darkwing_bmfJul 10, 2008 21:58:49 | Ok, it seems like you know what you want and hopefully you'll have fun with it. Good luck! |
| #10mediumdJul 11, 2008 6:29:59 | I noticed that WotC already hinted at a mechanic that sidesteps the Wis-to-AC problem. From the monk-to-4e-ranger conversion notes:Give up your leather and hide armor proficiencies, gaining a +3 bonus to AC when wearing no armor or cloth armor. You’re now only a point behind the normal ranger’s AC. |
| #11Xeviat-DMJul 12, 2008 0:55:15 | I noticed that WotC already hinted at a mechanic that sidesteps the Wis-to-AC problem. That doesn't cover the ability bonus to AC problem. That covers the Armor bonus to AC problem (Hide gives +3). If you feel Monks shouldn't all have high dex or int (I'm shooting for Dex, as I can't see a clumsy Monk), then they would need to have Wis to AC in order to function. Same with the Cleric. As long as that Wis replaces the Dex/Int, though. A "Priest", though, should pump Int in my opinion. I would seek to construct a new class, retaining the current Wis Cleric powers but replacing the Str Cleric powers. If you like where I'm going with this, I'd be more than happy to work with you closely on creating said Priest class. Here are my ideas: The Priest has two paths: Wis and Cha. Both paths utilize Int as their secondary stat; this places them in the same place as the Warlock, needing to pump Int for secondary abilities and competative AC. The Wisdom based powers are focused on giving allies benefits, while the Charisma based powers are focused on giving the enemies penalties (and thus the Charisma build would be "controller-light"). I feel this is fine bleeding, since the DMG lists NPC Clerics as Controller (Leader) for their monster role (Warlords are Soldier (Leader) if you were wondering). I feel this would create a stronger distinction between the Cleric and the Paladin, and it would create a stronger distinction between the Cleric and the Warlord. Yes, there are a lot of nifty Str based powers lost out on due to this, but we might be able to poach them for Paladin stuff. What say you? |
| #12mediumdJul 12, 2008 7:44:33 | That sounds like a fun project. And I agree that a priest should pump Int. I tried building a cloistered cleric without an Int pump only to realize that characters in light armor need an Int or Dex pump to stay competitive. WotC painted themselves into a corner: they can't produce a lightly-armored class without giving it a Dex or Int pump. I'm generally satisfied with the cleric chassis, though. Instead of generating a new class, couldn't we shoehorn new Wis/Cha + Int powers into the existing chassis? On the other hand, might that provide too many options to tank and devoted clerics? And if the priest you mentioned is packed with debuffs, what do we leave for the divine controller? |
| #13Xeviat-DMJul 13, 2008 11:05:29 | Controllers are more focused on limiting enemy options than debuffing the enemy. If you look at wizard spells, they're mostly about status effects like daze, stun, slow, immobilize, difficult terrain, and such. Clerics have some too (weaken comes to mind). I wasn't suggesting changing the whole chasis. I only think the Str cleric powers should be removed, and the secondary stat be moved to Int. I don't feel the Str cleric will be missed too much when we have the Paladin and Warlord. |
| #14mediumdJul 13, 2008 11:57:44 | Interesting. The paladin then becomes the "cleric" of the martial gods, like Strength or War, while the priest/cloistered cleric becomes the "cleric" of less physical gods, like Pelor. The "cleric" of a Trickery god could be a divine striker or controller. I find that more satisfying than the one-size-fits-all cleric we have now, with only Divinity feats to distinguish itself. Would you adjust the +Cha powers, like Healing Torch, to +Int, or just layer in a suite of new prayers with Int as a secondary? What do you have in mind for armor, implements, and weapons for your priest? I can't abide a dedicated healer sporting any kind of armor, for example, and I think a class that has little use for weapons should have a suite of implements. |
| #15Xeviat-DMJul 13, 2008 12:11:52 | I think Clerics (I would keep the name, it's very D&D) would still be of the martial gods, just slightly less frequently. Maybe some of the Channel Divinity powers would need to be looked at. The line between a Cleric and a Paladin is more the difference between Leader and Defender. A warpriest of Kord could still be a Cleric, probably Cha focused, standing behind his soldiers giving them words of encouragement and hampering their foes. I would probably adjust the +Cha powers. The flavor becomes not about coercing your deity's favor but knowing the precise prayers and rites to gain that favor. Armor: Cloth only. Implements: Holy Symbols still. Weapons: simple melee and ranged still seems fine. But I don't want the Cleric to be percieved as "only a healer". They're a "leader", and one of the leader functions is healing, but if you can help them take the enemy down before healing is needed, you've saved the group some work. As for multiple implements, maybe there could be others that could work, but the holy symbol is just so iconic. |
| #16generalhenryJul 13, 2008 12:18:00 | Thinking in wizard terms Wis to AC instead of dex/int and defensive staff. |
| #17mediumdJul 13, 2008 16:47:45 | I think Clerics (I would keep the name, it's very D&D) would still be of the martial gods, just slightly less frequently. Interesting, but I don't picture a warpriest of Kord using laser powers. Or even fire powers (Kossuth), or ice powers (Auril), etc., so I can't just reflavor them. Perhaps that's why WotC threw in the Str powers in the first place? I heard a rumor about a "pacifist cleric" class variant, which may end up similar to what I'm proposing here. I would probably adjust the +Cha powers. The flavor becomes not about coercing your deity's favor but knowing the precise prayers and rites to gain that favor. That idea I like, although it reduces MAD for a cloistered cleric variant, perhaps to the point that a single build becomes dominant. We'd definitely need another "ability track," such as the Cha debuffs you mentioned. Armor: Cloth only. Would you go with a flat +3 AC bonus like WotC's ranger-monk, or some other means of boosting armor class? Implements: Holy Symbols still. Definitely. And holy staves. They've been in every edition of D&D that I can remember, although I don't recall any cleric ever carrying one except in a bag of holding. Staff of snakes. Staff of healing. Staff of striking. Staff of resurrection. I'd also like to see some kind of "mace" implement, since there needs to be a reason clerics use a mace beyond first level. Weapons: simple melee and ranged still seems fine. Would your cleric have some Wis or Cha-based physical attacks, then? If so, why not repurpose the current Str powers? but the holy symbol is just so iconic. Definitely. I'd like a feat that offers a benefit to a cleric that actually wields his holy symbol, as the clerics do in fantasy literature and even WotC's art, such as the iconic on PHB page 60. I'm not sure what he did with his feats, though, since he didn't spend them on a weapon or shield proficiency. Perhaps he dumped Str and went full laser? If so, his mace is almost useless. |
| #18mediumdJul 13, 2008 16:56:58 | Thinking in wizard terms WotC appears to have avoided using ability scores for multiple purposes, because in 3e it lead to pink ninjas (the PRC and mutliclass abominations on the Optimization forum) that used a single ability score for attacks, defense, saves, precision damage, etc. I don't think we'll see anything but Int/Dex to AC. Consequently, every lightly-armored class will need an Int or Dex pump to stay competitive. That's why I found the "+3 AC in cloth or no armor" (basically, hide armor) ability of the ranger-monk cleaner than a Wis-to-AC ability. |
| #19mikeejimboJul 13, 2008 22:57:14 | I think the cleric is a watered-down Paladin at this point. I know he has a specific role, but I don't see much separating him from the paladin. I really like the WoW- and Guild Wars-style cloth caster healers/nukers. I play a melee monk in Guild Wars all the time. Usually straight Monk, in fact. I don't need other classes. But that's neither here nor there. For one, I'm a bit insane. Either way, I like the general idea. |
| #20Xeviat-DMJul 14, 2008 9:47:59 | Interesting, but I don't picture a warpriest of Kord using laser powers. Or even fire powers (Kossuth), or ice powers (Auril), etc., so I can't just reflavor them. Perhaps that's why WotC threw in the Str powers in the first place? I heard a rumor about a "pacifist cleric" class variant, which may end up similar to what I'm proposing here. Maybe? I think it was just because Clerics have always been melee warriors because their heals were touch at low levels. That idea I like, although it reduces MAD for a cloistered cleric variant, perhaps to the point that a single build becomes dominant. We'd definitely need another "ability track," such as the Cha debuffs you mentioned. Currently the Cleric is Wis or Str with Cha secondary. I'm suggesting Wis or Cha with Int secondary. Same number of stats. Would you go with a flat +3 AC bonus like WotC's ranger-monk, or some other means of boosting armor class? No, I wouldn't. I'd actually give another trained skill to make up for the lower armor profiencies, but that's just me. There's nothing about the cleric that says to me "I should have better ability to dodge blows when I'm unencumbered". That's in the Monk flavor, but not the Cleric's. Definitely. And holy staves. They've been in every edition of D&D that I can remember, although I don't recall any cleric ever carrying one except in a bag of holding. Staff of snakes. Staff of healing. Staff of striking. Staff of resurrection. I'd also like to see some kind of "mace" implement, since there needs to be a reason clerics use a mace beyond first level. Okay, there were old staffs that were geared towards divine casters. If you like those, they could be recreated. Would your cleric have some Wis or Cha-based physical attacks, then? If so, why not repurpose the current Str powers? Nope, I wouldn't. A priest is not someone who hits people, they're someone who makes other people hit people better. Definitely. I'd like a feat that offers a benefit to a cleric that actually wields his holy symbol, as the clerics do in fantasy literature and even WotC's art, such as the iconic on PHB page 60. I'm not sure what he did with his feats, though, since he didn't spend them on a weapon or shield proficiency. Perhaps he dumped Str and went full laser? If so, his mace is almost useless. To compare with the Wizard, if you really want a staff cleric we could have a staff focus and a holy symbol focus ability like the wizard ones. But I don't think there's room, based on how many abilities the classes usually get. General points out that it actually would be fine for Wis to AC if it replaced Int and Ref. The Wizard gets Attack/Damage, AC, and Ref out of Int, and this cleric would be getting Attack/Damage, AC, and Will out of their Wis. With that, Wis could be the primary stat for all clerics and the secondary stat (Int or Cha) could be adjusted based on the build (Int for cursers, Cha for healers?). I don't like the idea of moving what the stats affect around, but not for balance reasons. |
| #21mediumdJul 15, 2008 13:58:47 | No, I wouldn't. I'd actually give another trained skill to make up for the lower armor profiencies, but that's just me. There's nothing about the cleric that says to me "I should have better ability to dodge blows when I'm unencumbered". That's in the Monk flavor, but not the Cleric's. Now that you mention that, I agree. I'm running out of ways to give a cloistered cleric competitive AC. I really don't want him in chain, though. It doesn't make sense to me that a healer/nuker would strap on a suite of scale and pick up a sword and shield once his sermon is over. To compare with the Wizard, if you really want a staff cleric we could have a staff focus and a holy symbol focus ability like the wizard ones. But I don't think there's room, based on how many abilities the classes usually get. I wouldn't give clerics implement bonuses as class features, just a wider selection of implements, so that my cloistered cleric has something to hold in his hands instead of a useless mace. Warlocks don't have implement bonuses as class features either. Some bonuses sneak in the back door, such as with the Rod of Corruption, of course, and some cleric implements could do much the same. General points out that it actually would be fine for Wis to AC if it replaced Int and Ref. The Wizard gets Attack/Damage, AC, and Ref out of Int, and this cleric would be getting Attack/Damage, AC, and Will out of their Wis. With that, Wis could be the primary stat for all clerics and the secondary stat (Int or Cha) could be adjusted based on the build (Int for cursers, Cha for healers?). I don't like the idea of moving what the stats affect around, but not for balance reasons. Wis-to-AC steps around the "flat +3 AC" requirement, and then I don't have to adjust the other cleric powers to target on Int instead of Cha. I find Wis-to-AC about as sensical as Int-to-AC (if you can out-think an archer, you can "wisely" get out of his line of fire, too), and Wis-to-AC has some traction because of its inclusion in past editions. |
| #22mediumdJul 15, 2008 14:09:37 | I play a melee monk in Guild Wars all the time. Usually straight Monk, in fact. I don't need other classes. I didn't like the execution of the GW monk, since I found his single-target nukes disappointing (he wasn't enough of a "striker" for me), such that I had trouble soloing with him. I liked the concept, though, and his art. WoW did much the same with the priest, creating a kind of leader/striker with talent trees that emphasize either his leader abilities (holy) or his secondary striker abilities (shadow). |
| #23herrproofJul 19, 2008 8:57:31 | Now that you mention that, I agree. I'm running out of ways to give a cloistered cleric competitive AC. I really don't want him in chain, though. It doesn't make sense to me that a healer/nuker would strap on a suite of scale and pick up a sword and shield once his sermon is over. I was thinking in another thread: What about an ability that puts a power (i call it a BeliefShell, could be an Aura power, etc) against an oncoming attack? the enemy attacks, i raise my beliefshell, and if I win I negate the effects of the attack. Clearly I lose all and every attack I could get against the attacker... I am uncertain if the check could be based on the _virtual_ (melee) attack I could muster at the same moment, or a pool base (basically a new stat)... This is not a bonus to che AC per se, and gives a chance 'to avoid being hurt' in a pacific way, tolerable act of acting to the servants of the most peaceful deities. I like what are you trying to accomplish, that is something I could need as well. Thank you. |
| #24Xeviat-DMJul 19, 2008 19:50:32 | I don't know. I still say having Int be the secondary ability for all clerics, like it is for all Warlocks, would be just fine. I forsee Monks being Str and Wis with Dex as a secondary. All light armored characters are going to need Int or Dex as a secondary, but I can't think of a light armored character who isn't known for being more agile or smarter than average. |
| #25herrproofJul 20, 2008 0:38:03 | I don't know. I still say having Int be the secondary ability for all clerics, like it is for all Warlocks, would be just fine. I'll admit I do not like that, even if I can agree such an event is highly probable. Personally I am inclined to see the cloistered cleric (I call it a bookish, or nook-oriented, one) as the no phisically trained type [and cloth is the only armor I can see him in], with no desire and no bent for anything other than knowledge exchanges, advice exchanges, and so on. No blood lust, no power lust etc... To construct such a being within the actual ruleset is not a small wish ;) [even this type of being deserves its adventuring lot in life, though, or so I belief] |
| #26mediumdJul 20, 2008 11:03:11 | I don't know. I still say having Int be the secondary ability for all clerics, like it is for all Warlocks, would be just fine. I agree. I've tried various versions of Wis-to-AC, but they're not as satisfactory as +3 AC & Int/Dex. High Int, and a lack of emphasis on Cha, also works for a "cloistered" character, as well. I forsee Monks being Str and Wis with Dex as a secondary. All light armored characters are going to need Int or Dex as a secondary, but I can't think of a light armored character who isn't known for being more agile or smarter than average. Good point. |
| #27herrproofJul 20, 2008 14:01:36 | I agree. I've tried various versions of Wis-to-AC, but they're not as satisfactory as +3 AC & Int/Dex. High Int, and a lack of emphasis on Cha, also works for a "cloistered" character, as well. I was wandering if someone could speculate in the concept of allowing incorporeality effects, or even full incorporeal state , to some kind of kind priests ;) . I have in my pantheon a deity more than willing to help those who set themselves aside from mortal frames or mindsets, only from the non-evil site of alignments...:D how much could it cost? Feats? powers? as someone noted elsewhere, incorporeality in only a way to lessen the phisical grip of the material state of being, as it lacks phasing powers, fly - or levitate effects etc... that's not (albeit til now) something that given to a PC disrupts every DD4 cosmverse, I think... -- |
| #28theonlyjettJul 24, 2008 21:36:19 | This may or may not be what you want, but here's what I've been working on a little bit. Show Acolyte "The Light will prepare our way this day." CLASS TRAITS Role: Controller. You control the battle field by healing allies and attacking multiple foes at range, both dealing damage and adding negative statuses. Power Source: Divine. Your talents have developed from your devotion to your deity, faith, or philosophy, and the study of the holy texts related to it. Key Abilities: Intelligence, Wisdom, Constitution Armor Proficiencies: Cloth Weapon Proficiencies: Dagger, quarterstaff Implements: Holy Symbol, staff Bonus to Defense: +2 Will Hit Points at 1st Level: 10 + Constitution score Hit Points per Level Gained: 4 Healing Surges per Day: 7 + Constitution Modifier Trained Skills: Religion. From the class skills list below, choose four more at first level. Class Skills: Arcana (Int), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Religion (Int) Build Options: Holy Acolyte, passionate acolyte Class Features: Divine path, Channel Divinity, Implement, Ritual Casting Acolytes are devoted followers of a deity, faith, or philosophy. Typically, they do not follow just one deity, but rather tend to serve a philosophy while respecting the authority and power of many deities. The Light is a figurative expression used by many to encompass all things they see as good. These things include, love, wisdom, knowledge, charity, and good health. As an acolyte, you use your intelligence and wisdom to manipulate the battle to your favor. Acolytes spend many years in parishes and monasteries studying ancient texts and handed down stories of the gods, devils, heroes, and other powers that have helped shape the world. To them, knowledge is power and ignorance is as unto sin. Creating an Acolyte The acolyte has two basic builds to start: the healing acolyte and the damage acolyte. Acolytes rely on Intelligence for their attacks and Wisdom for their healing abilities. Healing/Control Acolyte A healing acolyte tries to control the field by healing allies and hindering enemies with it's control abilities. Wisdom should be your primary score and Intelligence your secondary. Constitution should be a close third. A healing acolyte should take the Holy Path or Purity Path. Suggested Feat: Suggested Skills: Suggested At-Will Powers: Suggested Encounter Power: Suggested Daily Power: Damage/Control Acolyte Damage acolytes don't mind getting a little dirtier in the damage department. Area effect prayers, enemy status affecters, and straight up damage are the choice of abilities taken here. A damage acolyte should take the Purity Path or Disgraced Path. Suggested Feat: (Human feat: Action Surge) Suggested Skills: Suggested At-Will Powers: Suggested Encounter Power: Suggested Daily Power: Acolytes and Deities Acolytes often choose a specific god who embodies the ideals of the acolyte. Many of the gods do, however, have attributes desirable to acolytes. Therefore, many acolytes give respect and limited devotion to the ideals of several of the gods, being more than willing to call upon whichever one they may be in need of when it's necessary. Acolytes do revere the gods and do not call on them flippantly. Their study of the divine and of the cosmos gives them a certain perspective whereas they see the place of the gods better than most. They realize that the gods are limited and not all powerful in the sense that most people believe. They know, that for better or worse, the gods are in the same struggle for good and for life in all of existence as everybody else. In this way, most of the gods tend to respond to the call of acolytes, knowing full well that the acolytes are their allies in this struggle. Acolyte Class Features Acolytes are students of theology and cosmology. They don't really do melee fighting, but rather, make use of the power of their faith to strike at enemies and help those on need. They also have the class features described below. Divine Path Acolytes typically follow one of three paths depending largely on their personality. There is most often no formal training for acolytes. Rather, they study individually, causing their paths to vary from acolyte to acolyte. The path you choose determines the following acolyte abilities: At-Will Prayer: Your path determines at least one of your two at-will abilities. Channel Divinity: Your path determines one of your two Channel Divinity Class Feature powers. Path Features: Each path grants an additional class feature. Holy Path An acolyte of the holy path places the well being of others over himself. He chooses to focus on the healing aspects of his divine power. At-Will Prayer: Radiant Blast Channel Divinity: Divine Mettle Healer's Lore: Your study of healing allows you to make the most of your healing prayers. When you grant healing with one of your acolyte powers that has the healing keyword, add your Wisdom modifier to the hit points the recipient gains. Or, when you use a prayer with the radiant keyword, you may choose to deal additional radiant damage equal to your Wisdom modifier. You can't do both to one power. Purity Path An acolyte of the purity path chooses the way of purity, placing himself firmly on the side of the Light, and purifying the evil he sees around him. At-Will Prayer: Burning Field Channel Divinity: Divine Knowledge Refiner's Fire: Your study of purity through fire allows you to make the most of your fire prayers. When you use a prayer with the fire keyword, you may choose to deal additional fire damage equal to your Wisdom modifier, or increase the blast or burst area by 1. Disgraced Path An acolyte of the disgraced path has chosen to tap into the dark powers available from the cosmos and from within himself. He accepts that dark does not necessarily mean evil and often struggles within himself to justify his choices. Although other acolytes usually don't outright shun him, they are often wary around him. At-Will Prayer: Necrotic Blast Channel Divinity: Fate's Misfortune Darkness Within: Your study of darkness allows you to make the most of your necrotic prayers. When you use a prayer with the necrotic keyword, you may choose to deal additional necrotic damage equal to your Wisdom modifier, or increase the range by 5. Channel Divinity Once per encounter you can invoke divine power, perhaps calling on the favor of a particular deity to wield their power for their cause. You can learn other uses for this feature by taking the divinity feats in Chapter 6 of the Player's Handbook. You begin with two of the following 3 powers. One is given to you automatically by your path and you may choose one more. Channel Divinity: Divine Mettle Acolyte (Holy) Feature Your unswerving faith in the midst of battle enables a nearby creature to resist a debilitating affliction. Encounter - Divine Minor Action - Close burst 10 Target: One creature in burst Effect: The target makes a saving throw with a bonus equal to your Wisdom modifier. Channel Divinity: Fate's Misfourtune Acolyte (Disgraced) Feature Encounter - Divine Immediate Interrupt - Close burst 10 Trigger: One creature in burst succeeds at a saving throw. Effect: The target must roll his saving throw again. Channel Divinity: Divine Knowledge Acolyte (Purity) Feature Your knowledge of the Divine comes in handy. Encounter - Divine Special: You may choose another At-Will from the acolyte At-Will level 1 Prayer list. You may use this At-Will as if it were a Channel Divinity ability. Ritual Casting You gain the Ritual Caster feat as a bonus feat, allowing you to use magic rituals (see Chapter 10 of the Player's Handbook). You possess a ritual book, and it contains 3 rituals you have mastered: Gentle Repose, Comprehend Language, and one others of your choice. Implement Acolytes make use of holy symbols and staves to focus their divine energy through. They must be holding the implement for it to work. For instance, an acolyte may very well wear his holy symbol around his neck, but he must grab it in order to use it. Acolytes can use the holy symbols of a god or gods that they revere, or it may be a symbol of the Light, or a personal, valuable item. They may use the same staves as wizards do, but may also (with proper rituals and materials) upgrade a mundane staff to be either a typical magical staff, or be considered a holy symbol. Acolyte Powers Your divine powers are called prayers. Some are better for each path, but you can choose any of them when making a power selection. Level 1 At-Will Prayers Life Transfer Acolyte Prayer 1 You call on dark knowledge to allow you to steal some life essence from your foe to temporarily bolster an ally. At-Will - Divine, Necrotic, Radiant Standard Action - Ranged 10 Target: One creature Attack: Intelligence vs. Fortitude Hit: 1d6 necrotic or 1d8 radiant damage, and an ally adjacent to the target gains temporary hit points equal to your Wisdom modifier. Increase damage to 2d10 necrotic or 1d8 radiant at 21st level. Radiant Blast Acolyte Prayer 1 Radiant energy lights up your foe. At-Will - Divine, Implement, Radiant Standard Action - Ranged 10 Target: One creature Attack: Intelligence vs. Reflex Hit: 1d8 radiant damage, and an adjacent ally receives +2 to all attack roles on the target until the start of your next turn. Increase damage to 2d8 at 21st level. Purity Blast Acolyte Prayer 1 You blast your foe with bright, purifying energy, dazing him. At-Will - Divine, Implement, Radiant, Fire Standard Action - Ranged 10 Target: One creature Attack: Intelligence vs. Reflex Hit: 1d6 fire or 1d8 radiant (choose one) damage, and target is dazed (save ends). Increase damage to 2d6 fire or 2d8 radiant at 21st level. Burning Field Acolyte Prayer 1 You try for multiple targets using a prayer you learned for helping farmers. At-Will - Divine, Implement, Fire Standard Action - Area burst 1 within 10 squares Target: Each creature in burst Attack: Intelligence vs. Reflex Hit: 1d6 fire damage Increase damage to 2d6 at 21st level. Purify Acolyte Prayer 1 Evil abounds and it must be burnt from the world! At-Will - Divine, Implement, Necrotic, Fire Standard Action - Area 1 square in 10 squares Target: Each creature in area Attack: Intelligence vs. Reflex Hit: 1d6 fire or necrotic (choose one) damage, Increase damage to 2d6 at 21st level. Effect: The power's area is filled with holy fire or dark fire. Any creature that enters the area or starts their turn there takes necrotic or radiant (same choice as above) damage equal to your Wisdom modifier (minimum 1). The fire remains in place until the end of your next turn. You can dispel it earlier as a minor action. Necrotic Blast Acolyte Prayer 1 You lash out with your anger, hoping to rid the world of this filth. At-Will - Divine, Implement, Necrotic Standard Action - Ranged 10 Target: One creature Attack: Intelligence vs. Reflex Hit: 1d10 necrotic damage Increase damage to 2d10 at 21st level. |