This is the final, final version! I've reinstated the x-bow option and tweaked 'Forbidden Lore' - I felt that as this was the bit that had most of the plus for the class in terms of ability, being 2 levels behind in terms of spell level was a bit weak.... Dark Apostle
Skill Ranks per Level: 4 + Int modifier. This alters the cleric's class skills. Weapon and armour proficiency
Zealot
Restricted Domain
Spontaneous casting and summoning
According to the spell level, the following creatures may be summoned: I: Akata, Dossensus, Bogwiggle
Forbidden lore
Enlighten the Unbeliever
Gifts of the Chosen
1-2: Distracted - the character sees shapes and darting movements in the peripherals of his vision that can cause him to lose focus. He receives a -2 penalty to sense motive, perception, perform, diplomacy, intimidate and bluff skills. However, once per day through bizarre means he can see danger where others do not and may be considered as having rolled a natural 20 for a single initiative check. 3-4: Shakes - the character feels the abyss flowing through him causing him to twitch and shake periodically. He receives a -2 penalty to any stealth, ride, swim, handle animal or acrobatics checks as well as -1 AC. However, once per day the power of the void flows through him and he may automatically pass a single strength based skill or ability check. 5-6: Voices - the character hears voices in his mind from behind the curtain of reality, feeding him garbled information. He receives a -2 penalty to all knowledge checks. However, once per day he has a moment of sheer genius and can apply a single metamagic feat of his choice to a spell. In addition, whenever the Dark Apostle casts a Void domain or summon monster spell he must see if a higher form of madness affects him. The effects stack with a minor madness, however, they can only be affected by one of these higher forms at a time. The form is dependant on the cleric’s level and the effects applicable for the next 24 hours. Unless stated, once afflicted, the cleric may not have the condition removed by any means. A GM must declare at the start of their turn whether a condition is in effect. 3rd level: Mania (Will DC 12) .The character knows what lurks in the abyss and cannot help being fascinated by it. Effect: The character stands quietly, taking no actions other than to stare into space smiling. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, someone drawing a weapon, casting a spell, or aiming a ranged weapon allows the fascinated creature a new saving throw against the fascinating effect. A fascinated creature's ally may shake it free of the condition as a standard action. Duration: D6 rounds - these do not have to be consecutive and can be chosen by the GM. 7th level: Paranoia (Will DC 16) . The character is convinced that the world and all that dwell within it are out to get him. Effect: –4 penalty on Will saves and Charisma-based skill checks; cannot receive benefit from or attempt the Aid Another action; cannot willingly accept aid (including healing) from another creature. Duration: D6 rounds - these do not have to be consecutive and can be chosen by the GM. 14th level: Schizophrenia (Will DC 20) . The character has lost his grip on reality, and can no longer tell the difference between what is real and what is not. Effect: –4 penalty on all Wisdom and Charisma-based skill checks and character suffers from confusion. Duration: D6 rounds - these do not have to be consecutive and can be chosen by the GM. 20th level: Psychosis (Will DC 25) . This complex insanity fills the victim with hate for the world. He cannot help but plot and plan the death and destruction of his friends and enemies alike. In such cases, the GM should assume control of the character whenever his psychosis is in control. Effect: Character becomes chaotic evil Duration: D6 rounds - these do not have to be consecutive and can be chosen by the GM.
Deadmanwalking wrote:
Obviously I will have to wait till the 30th to get my PDF and see the full picture but... I see absolutely nothing in any of the Cardinal descriptions that would make it a "better caster"! In every single D6 cleric homebrew I've seen they get more spells not less in exchange for everything they give up!!! 6 skill points/lvl solves very little in that respect.
Dragon78 wrote: Getting a couple spells from the druid list doesn't make it a druid caster. The Oracle is a spontaneous cleric caster, not a druid one. It is not the same thing. You misunderstood what I meant! A spontaneous druid could (and probably should) almost be made into a new class... an archetype wouldnt do it justice.
Beopere wrote:
Good to hear!... What I find very disappointing is that without any self-bias or arrogance, I think the archetype is more interesting and worthwhile playing than ANY current cleric archetype. I think it has a real sense of divine flavour.... you look at it and say "Now that cleric is serious about his worship!!" I think you always have to look at the bigger picture with these things: 1) Its only 1/day and short range and to 1 target. 2) Dont focus on the individual ability too much but see whether it fits in with the overall power balance of the class - IMO it does easily. 3) Frightened isnt that bad....you do not "lose control" of your character in any way.... you just have to attempt to flee. In doing so you might well have to fight or cast spells... etc 4) The duration averages at 3-4 rounds... hardly encounter ending. 5) The PC is supposed to be a high servant of the abyss, he absolutely should have something along these lines. Think about it from a RP perspective - you are exposing the mortal brain to something indescribably wrong and alien.... even if you manage to stop your brain from overloading being staggered or shaken is a bit too tame. 6) Certain creatures are immune to fear based effects 7) Look at the Void Wizard's special abilities in comparison.... I think I have been very conservative! 8) I was very close when tweaking things to upping the useage to 2/day at 12th...even with that I think the power balance would still be absolutely fine. I always look very carefully at balance when I'm designing archetypes and I genuinely think I have been quite conservative with the Dark Apostle all things considered. There are v.few (if any) archetypes that I'm aware of that could potentially suffer the level of hindrance that mine could on a daily basis. Ps I'm working on another cleric archetype... "The Reaper"
Here is the final version... as always tell us what you think! Dark Apostle
Skill Ranks per Level: 4 + Int modifier. This alters the cleric's class skills. Weapon and armour proficiency
Zealot
Restricted Domain
Spontaneous casting and summoning
According to the spell level, the following creatures may be summoned: I: Akata, Dossensus, Bogwiggle
Forbidden lore
Enlighten the Unbeliever
Gifts of the Chosen
1-2: Distracted - the character sees shapes and darting movements in the peripherals of his vision that can cause him to lose focus. He receives a -2 penalty to sense motive, perception, perform, diplomacy, intimidate and bluff skills. However, once per day through bizarre means he can see danger where others do not and may be considered as having rolled a natural 20 for a single initiative check. 3-4: Shakes - the character feels the abyss flowing through him causing him to twitch and shake periodically. He receives a -2 penalty to any stealth, ride, swim, handle animal or acrobatics checks as well as -1 AC. However, once per day the power of the void flows through him and he may automatically pass a single strength based skill or ability check. 5-6: Voices - the character hears voices in his mind from behind the curtain of reality, feeding him garbled information. He receives a -2 penalty to all knowledge checks. However, once per day he has a moment of sheer genius and can apply a single metamagic feat of his choice to a spell. In addition, whenever the Dark Apostle casts a Void domain or summon monster spell he must see if a higher form of madness affects him. The effects stack with a minor madness, however, they can only be affected by one of these higher forms at a time. The form is dependant on the cleric’s level and the effects applicable for the next 24 hours. Unless stated, once afflicted, the cleric may not have the condition removed by any means. A GM must declare at the start of their turn whether a condition is in effect. 3rd level: Mania (Will DC 12).The character knows what lurks in the abyss and cannot help being fascinated by it. Effect: The character stands quietly, taking no actions other than to stare into space smiling. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, someone drawing a weapon, casting a spell, or aiming a ranged weapon allows the fascinated creature a new saving throw against the fascinating effect. A fascinated creature's ally may shake it free of the condition as a standard action. Duration: D6 rounds - these do not have to be consecutive and can be chosen by the GM. 7th level: Paranoia (Will DC 16). The character is convinced that the world and all that dwell within it are out to get him. Effect: –4 penalty on Will saves and Charisma-based skill checks; cannot receive benefit from or attempt the Aid Another action; cannot willingly accept aid (including healing) from another creature. Duration: D6 rounds - these do not have to be consecutive and can be chosen by the GM. 14th level: Schizophrenia (Will DC 20). The character has lost his grip on reality, and can no longer tell the difference between what is real and what is not. Effect: –4 penalty on all Wisdom and Charisma-based skill checks and character suffers from confusion. Duration: D6 rounds - these do not have to be consecutive and can be chosen by the GM. 20th level: Psychosis (Will DC 25). This complex insanity fills the victim with hate for the world. He cannot help but plot and plan the death and destruction of his friends and enemies alike. In such cases, the GM should assume control of the character whenever his psychosis is in control. Effect: Character becomes chaotic evil Duration: D6 rounds - these do not have to be consecutive and can be chosen by the GM.
Hi Mark I always love to see a new cleric archetype (especially if its clothy!)..... but the description for this one has me concerned: "Cardinal (a politics-heavy cleric with 6 skill points per level)" This description combined with the book subject matter obviously strikes me as an archetype with a heavy emphasis on skill points, skill ranks, discussion and debate.... not at all IMO the areas where the cleric needs help/directing. Hope I’m mistaken and not jumping the gun (apologies if I am)! As demo'd by the Herald Caller - 4 pts/level is absolutely fine when it is allied to abilities that provide a useful impact in other areas. Conversely, the Cloistered Cleric is an excellent example of emphasis in an unnecessary area combined with neglect in others. I’ve always felt that too many cleric archetypes don’t provide a really different ‘flavour’ or the concept is great but the execution is lacking. Hope you understand where I’m coming from! Really looking forward to seeing the Vigilante in its full Batman glory!! ;))
666bender wrote:
The archetype is designed (albeit poorly) as more caster... The dip makes it worse at this and compensates by making it a sub-optimal low AC fighter that has expended 5 feats in the process! You have to remember the cleric is feat starved! WIS to AC helps avoid damage at low levels but not a lot once you get to 8-9th onwards, especially if you're trying to hit things on a regular basis like this build indicates. Even a basic chain shirt gets you +6AC. Battle clerics are a sub-par choice at the best of times let alone when you're as squishy as an Eccl!
Its just not worth it. If you really want to play the archetype accept that you are gonna be uber-hitable in melee. Save your cash, feats/traits and action economy for stuff to improve your casting. Things like Magic Vestment are OK but using up slots and action economy for Prot Evil type stuff is just a waste IMO. I would almost go as far to say unless you have access to Mirror Image then dont play the archetype....
SmiloDan wrote:
Thanks... that was one of the prime factors behind the design! I do feel these days that archetype design has fallen flat. Too much...."Replace A with B and C with D - done." I like archetypes with personality! SmiloDan wrote: What I would do is create a list of aberrations that can be summoned. You know 3 of these at 1st level, plus 1 per rank in Knowledge (dungeoneering). That should limit "summoners freeze" at the table. Sounds good although if the PC builds up their Knowledge ranks wouldnt that necessitate a huge summon list? SmiloDan wrote: For Forbidden lore, I would grant a bonus cantrip/orison at 1st, and 1st-9th spells at odd levels 3-19. This would replace Channel Energy. Yup sounds good.... was tempted to make the spell choice from any divine source (a nod to the 3.5 Archivist!) instead of from any domain/subdomain... a slight improvement... dont know whether its enough to upset the balance though? Thought the idea might be more thematically appropriate? SmiloDan wrote:
Interesting... so the Dark Apostle would constantly be afflicted by a low level madness? Maybe rolled from a choice of 3 via D6 everyday? Would have to be fairly party friendly to make it viable. So they would potentially be making multiple saves/day and the madness would be level based as above? If that is the case some form of balancing in terms of slight improvement to Forbidden Lore (as suggested above) would be fair I think. Either that or improved use of Enlighten the Believer eg) 2/day at 12th or Panicked instead of frightened?? Cheers for the feedback!
TheHealerYouAlwaysWanted wrote:
IMO probably better to have Channel smite + Guided hand + conductive weapon This now opens things up to more caster cleric types who have dumped STR but need a Plan B. With a decent damage dealing favoured weapon or one that has decent reach, things could get very interesting! WIS to hit... Weapon damage + channel damage + domain ability :)) The key is the 2 feat cost so the domain ability has to be good to make it worthwhile.
TheHealerYouAlwaysWanted wrote:
In that case channel smite + conductive weapon > channel ray + conductive weapon It says specifically for channel smite that it is a swift action through any melee weapon, leaving you room for a domain power on top (ie the 1/round).
Chess Pwn wrote: that's why the exploiter wizard is so awesome. Getting the exploits and the faster spell progression. Unnecessary, OP and unthematic archetype.... was designed purely to stop the wizard crying about the arcanist. Shaman as well.... poorly designed, thought out and ultimately OP. If they insisted on making it a hybrid class it should have been druid/witch. But to be honest the idea was perfectly set up for a spontaneous druid type base class.
I'm hoping for some much needed cleric love.... possibly in the form of a new archetype ;)) Shameless plug for my own bit of Lovecraft (latest tweak at the bottom).... Dark Apostle "To sleep perchance to dream...."
Tweaked and clarified in a couple of places..... Dark Apostle Some clerics are willing to tamper with their own sanity, in order to be elevated in the sight of the masters of the Dark Tapestry and gain terrible new powers. A Dark Apostle is a high priest of a Great Old One or Outer God, fervently dedicated to granting their masters access to the material world. Skill Ranks per Level: 4 + Int modifier. This alters the cleric's class skills. Weapon and armour proficiency
Zealot
Restricted Domain
Spontaneous casting and summoning
According to the spell level, the following creatures may be summoned:
Forbidden lore
Enlighten the Unbeliever
Gift of the Chosen
3rd level: Mania (Will DC 12).The character knows what lurks in the abyss and cannot help being fascinated by it. Effect: The character stands quietly, taking no actions other than to stare into space smiling. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, someone drawing a weapon, casting a spell, or aiming a ranged weapon allows the fascinated creature a new saving throw against the fascinating effect. A fascinated creature's ally may shake it free of the spell as a standard action. Duration: D6+1 rounds - these do not have to be consecutive and can be chosen by the GM. 7th level: Paranoia (Will DC 16). The character is convinced that the world and all that dwell within it are out to get him. Effect: –4 penalty on Will saves and Charisma-based skill checks; cannot receive benefit from or attempt the Aid Another action; cannot willingly accept aid (including healing) from another creature. Duration: D6+1 rounds - these do not have to be consecutive and can be chosen by the GM. 14th level: Schizophrenia (Will DC 20). The character has lost his grip on reality, and can no longer tell the difference between what is real and what is not. Effect: –4 penalty on all Wisdom and Charisma-based skill checks and character suffers from confusion. Duration: D6+1 rounds - these do not have to be consecutive and can be chosen by the GM. 20th level: Psychosis (Will DC 25). This complex insanity fills the victim with hate for the world. He cannot help but plot and plan the death and destruction of his friends and enemies alike. In such cases, the GM should assume control of the character whenever his psychosis is in control. Effect: Character becomes chaotic evil Duration: D6+1 rounds - these do not have to be consecutive and can be chosen by the GM.
The issue is that a Battle Cleric ends up spending all of its time, money, skills, feats... etc on becoming a second rate warrior at the expense of its best quality.... 9th level casting! The Warpriest is set up from the outset to gain synergy between its fighting ability and its spell list.... when a cleric tries this it falls short - so much investment. Battle Oracles also do a better job. Once a cleric gains 4th level spells, THAT should be the priority, not attempting to hit things like a 2nd rate warrior!!! If you REALLY want to hit things.... play a warrior!
Atarlost wrote:
Oooooohh no..... Battle Oracle over Battle Cleric everytime. Warpriest made the Battle Cleric redundant overnight.
IMO if you have a strong battle focus then you would be much better off with a Warpriest. If however you are primarily support then cleric is a much better bet. I think the days of 'Battle Clerics' are over. As you level up trying to hit things productively with a physical weapon becomes increasingly inefficient.
Gorbacz wrote: Gift of the Chosen is still problematic. Can the GM activate Madness any time? Before a roll made by a player? After a roll? Because leaving it vague and having people fight each other over whether the GM could apply the -4 to Will before a save against dominate person or after the dice are rolled can kill game tables. I would say the GM has to state at the start of his turn that he is activating the effect. Will tweak. Gorbacz wrote: Are these effects mind-affecting? How does it interact with anything that makes you immune to mind-adffecting effects? Is it Su, Ex or SLA? Can it be dispelled? I'm pretty much looking for them to be impossible to shake off. Will tweak. Gorbacz wrote: Bonus question: Android Dark Apostle? Yes - Gift of the Chosen is divine in nature and is imparted on them by their deity in the form of a test of their sanity. Gorbacz wrote: Tricky Bonus Question: Dark Apostle with 1 level of Spiritualist, can he or she shunt the madness into the phantom? No Gorbacz wrote: Why is the Mania effect inconsistent with the fascinating condition RAW? Is it intentional? Intentional - the effect RAW was a bit too easy to shake off, this version is slightly harder. Gorbacz wrote: Considering that 99% of such Clerics will be CE from the get go, the Psychosis is actually the least problematic of all madness types. Completely disagree - worshippers of Great Old Ones/Outer Gods can be everything from CG going through all the shades of neutrality to CE.This character is for people who are into their roleplay not just their roll play Also in this case having psychosis is worse than 'just being CE' since you also completely lose control of your character to the GM. Gorbacz wrote: In any case, why not use the existing rules for insanity types and make them last 24h instead of having GM making arbitrary decisions as to when do they trigger? From my experience there are two kinds of GMs: those who will forget about the effect altogether, and those who will go out their way to make sure it's a PITA for everyone at the table. 24 hour effects?!?!... No way.... it would throw the balance completely off. First and foremost this is designed to be a PC. The fact that the effects have a limited duration and are saveable for a reasonably optimised character is a deliberate part of the balance and RP process. The saves should only be failed occasionally - any more and it spoils it as a PC. Would consider changing duration to D6+1 rounds - to give it a smidge more ooomph!! At the end of the day good and bad GMs will be good and bad GMs irrespective of what is and isnt going on!! Gorbacz wrote: Enlighten the Unbeliever: Fort save against fear effect? Yup
Fiddled with the design a bit in terms of balance and flavour.... havent fleshed out the summoning list yet though. As always feedback please! Dark Apostle Some clerics are willing to tamper with their own sanity, in order to be elevated in the sight of the masters of the Dark Tapestry and gain terrible new powers. A Dark Apostle is a high priest of a Great Old One or Outer God, fervently dedicated to granting their masters access to the material world. Skill Ranks per Level: 4 + Int modifier. This alters the cleric's class skills. Weapon and armour proficiency
Zealout
Restricted Domain
Spontaneous casting and summoning
According to the spell level, the following creatures may be summoned:
Forbidden lore
Enlighten the Unbeliever
Gift of the Chosen
3rd level: Mania (Will DC 12).The character knows what lurks in the abyss and cannot help being fascinated by it. Effect: The character stands quietly, taking no actions other than to stare into space smiling. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, someone drawing a weapon, casting a spell, or aiming a ranged weapon allows the fascinated creature a new saving throw against the fascinating effect. A fascinated creature's ally may shake it free of the spell as a standard action. Duration: D6 rounds - these do not have to be consecutive and can be chosen by the GM. 7th level: Paranoia (Will DC 16). The character is convinced that the world and all that dwell within it are out to get him. Effect: –4 penalty on Will saves and Charisma-based skill checks; cannot receive benefit from or attempt the Aid Another action; cannot willingly accept aid (including healing) from another creature. Duration: D6 rounds - these do not have to be consecutive and can be chosen by the GM. 14th level: Schizophrenia (Will DC 20). The character has lost his grip on reality, and can no longer tell the difference between what is real and what is not. Effect: –4 penalty on all Wisdom and Charisma-based skill checks and character suffers from confusion. Duration: D6 rounds - these do not have to be consecutive and can be chosen by the GM. 20th level: Psychosis (Will DC 25). This complex insanity fills the victim with hate for the world. He cannot help but plot and plan the death and destruction of his friends and enemies alike. In such cases, the GM should assume control of the character whenever his psychosis is in control. Effect: Character becomes chaotic evil Duration: D6 rounds - these do not have to be consecutive but can be chosen by the GM.
Unlike a lot of others I dont like PrC like Evangelist that allow complete class progression (granted there is a 1 level sacrifice involved)..... for me there should be a real sacrifice involved going PrC. A gain in power and/or versatility in an aspect of your class for sacrifice/loss in other aspects of your class. If you have a base class that already gets loads of class abilities as you level up then you absolutely should not be able to gain a load more on top for the sake of a feat and some skill ranks!!! Thats why I quite like how Paizo currently design most of the PrC. If you're a witch, sorceror, shaman... etc then you should have your access to more abilities restricted unless you are prepared to give up a lot in return.
Gulthor wrote:
Everytime I read up on that archetype, I kind of do a double take.... RAW its amazing...I kind of think it needs FAQing! For example...a cleric with Liberation as one of its domains by 8th level can effectively grant the entire party a permanent Freedom of Movement spell!
Gorbacz wrote: Gift of the Chosen is something that is not going to come up, ever. So if this is supposed to be a flaw that balances being able to spam Chokers at level 1, it needs to be reworked. Gift of the Chosen was mainly for RP reasons.... anything Lovecraft has to have some madness involved! Even without it I think the class is pretty well balanced. I would certainly be open to bumping the DC's up by 1 and/or introducing a new madness at say level 4. You have to bare in mind that whether a DC is passed will be strongly influenced by initial point buy and that a save will have to be made every day. In order for this to work as a PC class the saves for Gift of the Chosen should only be failed very occasionally....otherwise things WILL spiral out of control!! Under the current summoning rules a choker wouldnt be able to be summoned until 2nd level and to be honest a choker is hardly a game breaking monster for a PC to summon. I would put Color Spray as a spell far more likely to end encounters at low levels. |