Divine Subclasses etc

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One Two Three Five
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Divine Subclasses etc

Post by One Two Three Five » Mon Jun 26, 2017 7:52 am

Some of these are a little involved and could be easily simplified, just throwing out ideas.

For Cleric:
Inquisitor
Loses 7, 8, 9 casting.
Gains Inquisition: Pick a selection of various paths that give a small permanent bonus/active ability.
Gain Judgement: Player tool 2? That gives a specific, x [time] per level bonus to something relevant to your inquisition. Examples: scaled AB boost, scaled damage boost, caster level boost, DR, healing, etc.
Gain Brand: Mark a single target, once per day, for destruction, making them vulnerable to damage from a relevant source.

Inquisition Examples:
Black Powder: 1 free gonne slug on rest (with cooldown), Judgement adds divine damage to gonne shots.
Cordoria: Defensive/Movement speed boost when in the bounds of Pax Cordoria. Judgement increases ab and 'damage' while in subdual mode.
Spellkiller: Gain increased defenses against magic. Judgement: On hit dispel?


Oracle
Is converting cleric to cha-casting possible? That'd- be perfect, and cover this and favored soul pretty well. Anyway.
Loses: One domain
Loses: Armor proficiency heavy, medium
Gain: Oracle's Curse. An uncurable negative that gains a few bonuses as you level.
Gain: Mystery; scaling powers based on your remaining domains.

Oracle Curse Examples:
Clouded Vision- replicated with a huge penalty to spot (and possibly search?), spells like true sight, see invisibility, ultravision never work on you. Gain: Scaling listen bonus, "darkvision," Blindsight capstones.

Haunted: Malicious spirits follow you, occasionally dealing damage when you fail reflex saves, cause crafting checks to go haywire, etc. Gain some 'ghosty' mage spells over time.

Powerless Prophecy: Negatives to initiative, but gain uncanny dodge, reflex saves.

Tongues: In combat, your character's speech is garbled. Gain additional language slots, bonus to learning languages, and a lore-esque language-understanding bonus as you level.

*For Paladins

Sword of Corellon: Elf or half-elf only. Chaotic Good.
Lose: Lay on Hands
Lose: Detect Evil
Gain: x per day/level Raise Dead that only functions on elves and half-elves.
Gain: Scaling bonuses to held weapons (extra divine damage?) but only for longswords, rapiers, and bows.

Combat Healer
: Any Good
Lose: Smite Evil
Lose: Heavy Armor Prof
Gain: Increased uses of lay on hands
Gain: Increased uses of cure disease
Gain: 1+1/10 levels Raise Dead
The devil does not need any more advocates
Clerics are just socially acceptable warlocks.

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