Thomas LeBlanc
RPG Superstar 2012 Top 32
|
Son of Skinsaw (Cleric)
Every murder is part of Norgorber's plan and the son of Norgorber ensures the plan does not falter. He is a master of imitation, stealing others' identities to cover up his murders and shifting the blame. Madness defines the son of Skinsaw and guides his actions. His religious texts are often encoded within mundane books.
Deity: The son of Skinsaw must select Norgorber as his deity.
Class Skills: The cleric's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). These skill replace the normal cleric skills.
Psychosis: All sons of Skinsaw suffer from madness. This madness takes the form of psychosis. The effects of this madness are reduced through service to Norgorber and he refrains from plotting the death or destruction of fellow worshipers and close allies. The madness shines in his eyes and he gains a +2 bonus to Intimidate checks. The psychosis can only be removed by a powerful miracle, limited wish, or wish spell cast by anyone except a worshiper of Norgorber.
Skinsaw's Due: Once a year, the son of Skinsaw must sacrifice one humanoid creature to Norgorber in an elaborate ritual. The son of Skinsaw must spend 500 gp per cleric level in expensive incense, candles and other religious paraphernalia. Failure to complete this ritual causes the full effects of the psychosis to take effect, removes the +10 competence bonus to Bluff to hide his insanity, and instead causes a -10 bonus to Bluff to hide his insanity.
Toxic Butcher (Ex): At 1st level, the son of Skinsaw is trained in the use of poison and cannot accidentally poison himself when applying poison to a blade. At 2nd level, the son of Skinsaw gains a +1 saving throw bonus against poisons. This bonus increase by +1 every two levels. At 7th level, he can apply poison to a weapon as a move action, instead of a standard action. At 15th level, he can apply poison to a weapon as a swift action.
Imitating Mask (Sp): At 1st level, a son of Skinsaw can don a mask and can alter his appearance as disguise self for 10 minutes per day per antipaladin level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. In addition to the bonus to Disguise checks, he also receives a +1 circumstance bonus to Bluff. This bonus increases by +1 at 3rd level and every two levels thereafter. The mask is not magical, but used as a focus and conduit to his god.
Channel Negative Energy: The toxic butcher and imitating mask abilities replace channel energy.
Thomas LeBlanc
RPG Superstar 2012 Top 32
|
I have a player using this archetype atm and it seems the replacement of chennel energy is not quite balanced. I am looking for ideas to add a little bit of power to the archetype based on the Golarion portfolio of Norgorber: secrets, poison, madness. I had toyed with the idea of a bonus versus poison but not sure.