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The magus archetype in the ACG, replaces spell recall, but not improved spell recall, and as we know that means they do get access to spell recall at 11 as improved spell recall was not replaced by additional features, this situation is similar to the Hexcrafter. Because of this could these archetypes be combined?

A theoretical Eldritch Hexcrafting Scion would then lose all access to spell recall but gain the benefits of both archetypes.

I see three possibilities.

1. It doesn't work they both replace the very exact same class feature. Take your ball and go home.

2. It works but, you get Hex arcana at level 11 since they automatically get Bloodline at level 1 and that cost must be paid first.

3. It works without restriction because the bloodline spell recall replacement kicks in at 11 and the hex arcana one kicks in at 4, because, stuff.

Just curious on opinions on this one.


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Entertaining comments and suggestions. This was crafted for a player of mine that wanted an unarmored divine class that could be specialized or generalized in any number of ways.

The Friar

Elise killed the goblin, flinching as the butt of her staff crushed the skull of the prone figure the size of a child. Sighing when she saw the splatter of its vital juices soiled the hem of her formerly pristine robe. “Wonderful” she thought to herself “Now I have to do laundry, and this day started out so lovely.”
Elise had been performing her monastic duties in the cramped, but well ventilated scriptorium. Copying the various texts might not be exciting, but it had its benefits, she could quote entire texts on matters of faith, and was an authority on the local histories. Elise mused, “It is far too nice a day to be stuck in here.” It was a longing glance outside the window that allowed her to see the rider approaching. With a sigh, she reached for her staff, hauled herself to her feet, and moved to inform her superiors of the incoming guest.
“Stay down” shouted the rough-bred sergeant-at-arms that commanded the detachment of soldiers Elise was ordered to accompany. “They have far too many slingers for us to stand up in this kind of terrain.”
“The sooner we close with them the less we will suffer.” Elise shouted back, which would have been more inspiring if she hadn’t been struck by a sling stone right as she finished talking. Quickly ducking behind a large oak tree whilst muttering a soft prayer and grasping her holy symbol, a wave of invigorating energy washing over her, making pain, doubt disappear, and filling her with exuberance for battle.
One of the less attentive goblins rushed past Elise’s makeshift hiding place, the resulting quick strike from her staff sent the goblin crashing to the ground. A quick glance out from the side of her hiding place culminated in a shower of sling stones that bounced off the oaken shield. “The scriptorium isn’t that bad after all.” Elise muttered to herself as she noticed the goblin twitching at her feet. Once again raising her staff overhead and slamming it down on the defenseless creature, sending more blood and muck splattering against her already defiled garment. Elise’s proximity must have been an affront to the vicious green beasts, because seeing her isolated decided an all out charge might end this meddlesome priestess.
Hand reflexively grabbing her holy pendant, she stepped out from behind her cover, presenting the symbol with confidence, while widening her stance just in case this didn’t work and she absorbed impact. As the screaming horde rushed forward, Elise waited keeping her apprehension in check, till the last moment when all of them were close enough to be in range. Suddenly, and with perfect timing a burst of divine energy roared forth from her holy symbol catching the goblins off guard. The energy washing over the unsuspecting goblins stripping flesh from bone and curdling what remained into cancerous bubbling masses. None remained standing. Elise’s face contorted into a form of instant revulsion as the mortal remains of the little green menaces began to seep into her shoes.
“Oh well” she shrugged to herself “I have to do laundry anyway, what more is a pair of shoes to clean?”
Gathering her now thoroughly defaced robes about her whilst glancing over her shoulder nonchalantly “Come on you lot, I’d like to get this done with and get back to the monastery before nightfall.”
“I desperately want a bath…”

Please note the bolded part of texts.
Out of combat the friar can take on a few duties such as negotiator, and sage though her limited skill points force her to specialize in one of these or the other. She can also be second to none as an out of combat healer if she selects the correct spells and abilities, enabling her party to quickly reenter the fray.
In combat her channeling and spells enable her to contribute, but she pays for her endurance with a sacrifice in raw power. Her middling hit points and lack of armor as well as the short range and area of effect of her channeling ability means she must be extremely careful of her combat positioning. This applies doubly so until she can acquire the Selective Channeling feat. If significant resources (both daily and career) are devoted to it, a friar can be made into an effective melee combatant.
Friars benefit from high Wisdom scores for spells, as well as high Charisma scores to improve the difficulty of resisting her channeling attacks. Constitution for hit points and Dexterity for armor class and initiative are also welcome additions to her statistics; if she is to engage in melee pursuits then Strength is also highly desirable.

HD: d8

Alignment: A friar’s alignment must be within one step of her deity’s either along the chaos/law axis, or the good/evil axis.

BAB: Medium

Fort: Poor Ref/Will: Good

Class Skills: The friar's class skills are Acrobatics (Dex), Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Survival (Wis).

Skill Ranks Per Level: 4+ Int modifier

Weapon and Armor Proficiencies: A friar is proficient with the quarterstaff. A friar is not proficient with any armor or shield. Furthermore if a friar wears any armor or shield she loses access to her spells and abilities granted by the friar class until she removes those items.

1. Aura, Channel Energy (1d6), Orisons, Quarterstaff Mastery, Rites, Spells
2. Rites
3. Channel Energy (2d6)
4. Syncretism (1st)
5. Channel Energy (3d6)
6. Rites
7. Channel Energy (4d6), Syncretism (2nd)
8. Rites
9. Channel Energy (5d6)
10. Syncretism (3rd)
11. Channel Energy (6d6)
12. Rites
13. Channel Energy (7d6), Syncretism (4th)
14. Rites
15. Channel Energy (8d6)
16. Syncretism (5th)
17. Channel Energy (9d6)
18. Rites
19. Channel Energy (10d6), Syncretism (6th)
20. Divine Synthesis

Spells Per Day: as inquisitor
Spells Known: as inquisitor

Class Features:

Please note the bolded parts of text, they differ from general class features.

Spells: A friar casts divine spells drawn from the Cleric Spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.

A friar’s highest level of spells is 6th. Cleric spells of 7th level and above are not on the friar class spell list, and a friar cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of Cleric spells of 7th level or higher.

To learn or cast a spell, a friar must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a friar’s spell is 10 + the spell level + the friar’s Wisdom modifier.

A friar can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Friar. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A friar’s selection of spells is extremely limited. A friar begins play knowing four 0-level spells and two 1st-level spells of the friar’s choice. At each new friar level, she gains one or more new spells as indicated on Table: Friar Spells Known. (Unlike spells per day, the number of spells a friar knows is not affected by her Wisdom score. The numbers on Table: Friar Spells Known is fixed.)

Upon reaching 5th level, and at every third friar level thereafter (8th, 11th, and so on), a friar can choose to learn a new spell in place of one she already knows. In effect, the friar “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level cleric spell she can cast. The friar may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Aura (Ex): A friar of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel Energy (Su): Regardless of alignment, any friar can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A friar may choose to channel positive or negative energy whenever she uses this ability.

Channeling energy causes a burst that either damages or heals creatures depending on energy type in a 30-foot radius centered on the friar. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two friar levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the friar's level + the friar's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. This is a standard action that does not provoke an attack of opportunity. A friar may choose to include themselves in this effect.

A friar may channel energy a number of times per day equal to 3 + half of her friar levels (minimum 1) + her charisma modifier per day. In addition, as a full round action that provokes an attack of opportunity, the friar may convert an unused spell slot into additional uses of channel energy equal to the level of the spell slot sacrificed.

A friar must be able to present her holy symbol to use this ability.

Orisons: Friars learn a number of orisons, or 0-level spells, as noted on Table: Friar Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Quarterstaff Mastery (Ex): The friar gains Quarterstaff Master as a bonus feat at first level even if she does not meet the prerequisites.

Rites (Su or Ex): At 1st , 2nd, 6th, 8th, 12th, 14th, and 18th level a friar uncovers a new connection to her deity that grants her powers and abilities. They may be chosen from the following list. A Rite with an asterisk (*) modifies the channel energy class feature. Only one of these may modify the channel energy class feature at a time. Modifying the channel energy class feature using these abilities is a swift action. Unless otherwise noted each rite may only be selected once. The save DC for these abilities are the same as the friar’s channel energy class feature unless otherwise noted. Improved Channel increases the save DC of all the following supernatural abilities, but does not apply to residual effects of these abilities such as the catching fire portion of Litanies of Fire and Flame.

Syncretism (Ex): At 4th level and every 3 levels thereafter (ex. 7th, 10th, 13th, 16th, 19th) a friar may add a spell from another divine casting class to her list of spells known. This spell may not exceed the level of spell listed next the Syncretism ability in the Table: Friar. This also adds the spell to her friar spell list.

Divine Synthesis (Su): At level 20 a friar may, as a full round action that provokes attacks of opportunity, use unused channel attempts to recover a spent spell slot by sacrificing a number of channel attempts equal to the level of the spell slot to be recovered.

Chaotic, Evil, Good, Lawful Spells:
A friar may not cast spells with an alignment opposed to the friar’s alignment or her deity's alignment. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages:
A friar's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

A friar who grossly violates the code of conduct required by her god loses all spells and class features, except for quarterstaff proficiency, the Quarterstaff Master feat, and any Rite that is listed as an extraordinary ability (ex). She cannot thereafter gain levels as a friar of that god until she atones for her deeds (see the atonement spell description).

Rites available:

Benediction of Rejuvenation (Su)*: A friar that uses the channel energy class feature modified by this ability grants Fast Healing 1 + one for every five friar levels to creatures that would have been healed by her channel energy. This ability lasts until the creature leaves the radius of the friar’s channel energy ability up to one minute. This Rite may be selected twice, doing so increases the duration to two minutes and removes the prohibition against leaving the friar’s channeled energy radius. In either case this ability ends if the recipient takes any damage.

Divine Staff (Ex): A friar may use any quarterstaff they hold as a divine focus for spells, or the channel energy class feature. Furthermore she may add her wisdom modifier as a competence bonus to attack and damage rolls with a quarterstaff.

Domain Adherence (Su): A friar may select a domain from her deities’ list of domains. She adds the domain spells to her list of spells known and class spell list. This Rite may be selected up to two times each time granting access to a different domain. This does not give her access to spells of higher than 6th level, nor does it add 6th level or higher spells to her class list.

Enforced Reverence (Su): A friar may force a creature within the range of her to make a will save or be dazed. This effect can last up to one round per two friar levels. Maintaining this ability requires a standard action from the friar, if the friar decides to move out of range of her channeling energy class feature or takes any damage then this effect ends immediately. Using this ability consumes one use of the channel energy class feature. This is a mind-affecting effect. If the friar spends two uses of the channel energy class feature this ability loses the mind-affecting descriptor.

Expansive Faith (Ex): This Rite increases the radius of the friar’s channel energy class feature by 10ft. This Rite may be taken up to two times.

Exuberance of the Divine (Su)*: When a creature is healed by the friar’s channel energy ability modified by this Rite, they gain a plus one morale bonus to attack and damage rolls with weapons per four friar levels (minimum one). This bonus lasts one round. A Friar may spend an additional use of channel energy class ability to increase the duration to one minute.

Friar’s Faith (Su): A friar gains their Charisma modifier as an insight bonus to AC (minimum one). As an immediate action a friar may spend one use of her channel energy class ability to increase this bonus by four for one round.

Friar’s Flurry (Ex): The friar gains Two-Weapon Fighting as a bonus feat. At 8th level she gains Improved Two-Weapon Fighting as a bonus feat, at 15th level she gains Greater Two-Weapon Fighting as a bonus feat. The friar need not meet the prerequisites to gain these feats, but they may only be used with a quarterstaff.

Glorious Rapidity (Su): A friar may sacrifice one use of her channel energy class ability to move her base land speed. Using this ability is a swift action; however, this movement still provokes attacks of opportunity.

Glorious Renewal (Su): A friar adds one point of healing per die when she chooses to use channel energy to heal creatures. This feature does not affect healing done by Benediction of Rejuvenation.

Guard! Parry! Dodge! (Ex): When wielding a quarterstaff with two hands the friar gains a plus one shield bonus to AC. When wielding a quarterstaff with one hand they gain a plus two shield bonus to AC. The friar may add the magical enhancement bonus of the quarterstaff to this shield bonus, but not any bonus from enchantments such as frost, flaming or similar weapon properties.

Judgment of Ice and Snow (Su)*: When a friar channels energy to harm creatures she may switch the damage type to cold. This changes the save to fortitude, and those who fail are fatigued for one round per two friar levels. A character may attempt a DC 15 Fortitude save once per round to remove the fatigued condition. The fatigued condition from this ability does not stack to exhaustion with this or any other fatigue effect. This Rite is only available to friars who worship a deity with the Water or Weather Domain.

Litanies of Fire and Flame (Su)*: When a friar channels energy to harm creatures she may switch the damage type to fire. This changes the save to reflex and those who fail catch on fire dealing 1d6 fire damage per round the flames persist. The flames last for one round per two friar levels unless extinguished by a DC 15 Reflex save or are extinguished by any means that would end a non-magical fire (see p. 444 CRB). This Rite is only available to friars who worship a deity with the Fire or Sun Domain.

Liturgical Knowledge (Ex): The friar may add her wisdom modifier in addition to her intelligence modifier to all knowledge and spellcraft checks.

Maneuver Mastery (Ex): The friar has mastered one combat maneuver. She selects one maneuver when selecting this Rite. Whenever she is attempting the selected maneuver, she uses her friar level in place of her base attack bonus (in addition to any base attack bonus gained from other classes). This Rite may be taken multiple times, each applying to a different combat maneuver.

Pride Goeth… (Ex): The friar gains Tripping Staff as a bonus feat, at 4th level she gains Improved Trip as a bonus feat, and at 8th level she gains Tripping Twirl as a bonus feat. She gains these feats without needing to meet the prerequisites, but may only use them with a quarterstaff.

Reckoning from on High (Su)*: When a friar channels energy to harm creatures she may switch the damage type to electricity. This changed the save to reflex, and those who fail are blinded for 1 round as well as dazzled for one round per two friar levels, a character may attempt a DC 15 Reflex save once per round to end the dazzled effect. This Rite is only available to friars who worship a deity with the Air or Weather Domain.

Saving Grace (Ex): The friar gains evasion.

Shun the Faithless Unbeliever (Su): A friar adds one point of damage per die when she chooses to use channel energy to damage creatures. This Rite has no affect on any lingering effects from other Rites such as Litanies of Fire and Flame.

Speak Softly… (Ex): The friar is treated as having base attack bonus equal to her class level for the purposes of the Power Attack feat. At 6th level the friar also gains the benefit of the Double Slice feat even if she does not have the prerequisites. The friar must have the Power Attack Feat and Two-Weapon Fighting (or the Friar’s Flurry Rite) before taking this Rite.

Stigmatic Affliction (Su)*: When a creature takes damage from the friar’s channel energy class feature causes it begins to bleed, taking 1 point of damage + one point for every five friar levels, per round. The bleeding can be stopped by a DC 15 Heal check or any effect that heals damage. If not stopped the bleeding lasts for a number of rounds equal to half the friar’s class level.

Unwavering Devotion (Su): A friar with this Rite increases her channel energy class feature by 1d6. This Rite may be selected up to three times, but may not be selected twice in a row whether the selection came from natural advancement in the friar class or from the Extra Rite feat.

Whirling Staff (Ex/Su): As a full-round, a friar can maneuver their weapon to deflect non-incorporeal melee and ranged attacks. Maintaining this ability is a move action. A friar may augment this as a free action by spending one use of her channel energy class ability, when she does so the miss chance increases to 50% for one round, on the following round the miss chance returns to 20%. If a friar loses access to supernatural abilities whether because of a loss of class features or an anti-magic field she retains the ability to use Whirling Staff, but she may not augment the ability by spending channel energy uses. The friar may end this ability as a free action.

Zealotry (Su)*: When a friar channels energy she may choose to deliver the energy to a single target by melee touch attack. When using this ability the amount of damage healed is increased by 50% (multiply the final result by 1.5 and round down). When using this ability to deal damage the target does not receive a will save to reduce the damage. This can only target one creature per round. This Rite may be taken two times. Upon taking this Rite a second time the channeled energy becomes a ranged touch attack, and may be used on any target within the range of the friar’s channel energy class feature.

Bonus Feat (Ex): A friar may take any of the following feats for which she meets the prerequisites in lieu of a Rite. Alternatively this may be spent any metamagic feat for which she meets the prerequisites.
Alignment Channel, Channel Smite, Channel Smite (Greater), Command Undead, Elemental Channel, Extra Channel, Improved Channel, Selected Channel, Turn Undead, Quick Channel.

Thanks and goodnight

Think about it.

It rips the resistances, okay but then gives a +2 (untyped I would argue it should be racial not that it matters) sv vs fire cold elec, which has a distinct possibility of reducing the damage by far more than 5 and still applies to those situations from enviromental stuff that the resistances bounce. It kills the SLA Darkness which can be useful but takes alot of preplanning for an at will cantrip/orison of your choice slightly less power for the ability to customize.

It doesn't change your type to humanoid. Which is actually a mixed bag since there aren't as many anti humanoid spells out there as people think, but there are some nasty anti outsider spells (Holy Smite and its cousins). So you aren't enlarging or reducing but not getting held or charmed and once you go up against an opposite aligned cleric and get geeked by his alignment nuke you might be wishing you were just a human so I consider this a wash maybe even a disadvantage as the game gets around level 7.

Just curious what are yalls opinions.