Confessor template


Homebrew and House Rules


1 person marked this as a favorite.

so a thread I had awhile back someone gave me a good idea about building a confessor from the Sword of Truth series. Confessors are born not made (well except the first one!) So I put together a template I think would work pretty well for it. Let me know if you see any gaping holes or if its UP/OP for its CR.

Creating a Confessor
“Confessor” is a inherited template that can be added to any living, Fey, Humanoid, monstrous humanoid, or Outsider with a Cha score of 10 or higher. A Confessor uses all the base creature's statisics and special abilities except as noted here.

CR: HD 4 or less, as base creature +1; HD 5+, as base creature +2

Alignment: Any Good

Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves.

Armor class: The Confessor does not gain any bonus to Natural armor

Defenses/Qualities: Immunity to Charm/Compulsion effects; Confessor's Touch; Confessor's Constitution

Speed: As the base creature

Melee: As the base creature

Special Attacks:
Spell-like abilities: A Confessor with a Cha score of 12 or higher has a cumalative number of spell-like abilities set by its HD. These abilities can be used at will (See: Confessor's Constitution). CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher). All confessor Spell-like abilities have a new range of: Touch.

HD Abilities
1-4 Charm Person
5-7 Charm Monster
8-14 Dominate Person
15-20 Dominate Monster

Confessor's Touch: Since a confessor must focus on not using her power when coming into contact with someone, if they comes into contact with a target able to be affected by her spell-like abilities while under the affect of a situation that would require a concentration check, she must make one (See: Concentration check DC table) or be forced to spend her next action using her highest level spell-like ability available on the target if they are within Touch range.

Confessor's Constitution: When a Confessor uses one of her Spell-like abilities, she must make a fortitude save (DC10 + Spell level) or become fatigued. Each use of the confessor's Spell-like abilities beyond the first adds +2 to the DC of the save. If the Confessor is already fatigued and fails this save, she becomes exhausted, and is unable to use her spell-like abilities until the exhausted condition is removed.

Abilities: A Confessor gains a +4 bonus on Cha and Wis and a +2 bonus on Int and Con.

Skills: A Confesor with racial HD has skill points per racial HD equal to 6 + Int mod. Racial class skills are unchanged, and class level skill ranks are unaffected.


What about the ability that makes people die or have you decided not to add that. It looks ok so far.
I have not read the book for a while, but I thought only intimiate touching was an issue. The danger of the ability also was that it could not be dismissed like spells can. If I accidentally charm my buddy in a game I can just dismiss it so even failing the concentration check is not really an issue.
On the other side the other players(not characters) may not be happy if they are permanently dominated.

PS:After reading what I wrote the flavor and power of this one works much better in a novel than in a game.


wraithstrike wrote:

What about the ability that makes people die or have you decided not to add that. It looks ok so far.

I have not read the book for a while, but I thought only intimiate touching was an issue. The danger of the ability also was that it could not be dismissed like spells can. If I accidentally charm my buddy in a game I can just dismiss it so even failing the concentration check is not really an issue.
On the other side the other players(not characters) may not be happy if they are permanently dominated.

PS:After reading what I wrote the flavor and power of this one works much better in a novel than in a game.

yea it was more of a balance between in game power and out of game lore. and the initmate part is because the confessor in the throes of passion can't control her power and thus makes a mind zombie out of their lover. Also there were ways of supressing a confessors power, although most dealt with being shapechanged (not sure why it worked but it did) and I mostly added in the Confessor's touch part so that Confessors that take levels in a caster class might think twice about rendering assistance to their mate via cure etc. . . during the heat of battle


Matthias wrote:
wraithstrike wrote:

What about the ability that makes people die or have you decided not to add that. It looks ok so far.

I have not read the book for a while, but I thought only intimiate touching was an issue. The danger of the ability also was that it could not be dismissed like spells can. If I accidentally charm my buddy in a game I can just dismiss it so even failing the concentration check is not really an issue.
On the other side the other players(not characters) may not be happy if they are permanently dominated.

PS:After reading what I wrote the flavor and power of this one works much better in a novel than in a game.

yea it was more of a balance between in game power and out of game lore. and the initmate part is because the confessor in the throes of passion can't control her power and thus makes a mind zombie out of their lover. Also there were ways of supressing a confessors power, although most dealt with being shapechanged (not sure why it worked but it did) and I mostly added in the Confessor's touch part so that Confessors that take levels in a caster class might think twice about rendering assistance to their mate via cure etc. . . during the heat of battle

I would still apply the cure. It does not remove the effectiveness of the person to think for themselves. It short there is no reason to even account for the possible dominate/charm taking place.

Contributor

I don't see why they're outsiders. Yes, I've read the books.


Sean K Reynolds wrote:
I don't see why they're outsiders. Yes, I've read the books.

I noticed that also.


Sean K Reynolds wrote:
I don't see why they're outsiders. Yes, I've read the books.

Was the only thing I could think of for a being that is basically infused with magic from birth. I added the native subtype because they obviously are not from a different plane, but with the whole Sword of Truth Additive and Subtractive magic I saw that being more like the positive and negative energy planes and someone infused with magic from those planes at birth seemed to fit the bill.

Scarab Sages

This template really strikes me as something that runs parallel to the overarching concepts behind a few of the Inquisitor archetypes.


Telodzrum wrote:
This template really strikes me as something that runs parallel to the overarching concepts behind a few of the Inquisitor archetypes.

Would not surprise me, I know some of the themes of an inquisitor match that of a confessor, albeit the way they are implemented is different.

Also aside from the outsider complaint anyone have any suggestions, comments, looking to playtest it in the next week or two and was hoping to get some balance feedback


I still don't see why curing would not be done if the only side affect is a possibly charmed ally.

I would rather be charmed and healed, knowing the charm can be dismissed than dead.

In short there is no downside like there is in the book.
The problem is making a downside that is not bad enough to make the idea not fun.

If you have good RP'ers you can make the charm/domination also take away from their intelligence so they can't form complex ideas on their own or strategize in combat*, and the duration last for a minimum of X amount of time before it can be dismissed.

*maybe have them be "mindless" as if their int score is - would work.

PS:X will have to be decided by you or the group


wraithstrike wrote:

I still don't see why curing would not be done if the only side affect is a possibly charmed ally.

I would rather be charmed and healed, knowing the charm can be dismissed than dead.

In short there is no downside like there is in the book.
The problem is making a downside that is not bad enough to make the idea not fun.

If you have good RP'ers you can make the charm/domination also take away from their intelligence so they can't form complex ideas on their own or strategize in combat*, and the duration last for a minimum of X amount of time before it can be dismissed.

*maybe have them be "mindless" as if their int score is - would work.

PS:X will have to be decided by you or the group

Good point on the downside. I had made the confessor lose an action essentially (although this could be countered with some adept movement if not the confessors turn), but even if the ability went off there is not a real downside. I think mindless is a it overboard though, perhaps stunned for a round and prone. (thinking along the lines of supplication to their new mistress)


Matthias wrote:
wraithstrike wrote:

I still don't see why curing would not be done if the only side affect is a possibly charmed ally.

I would rather be charmed and healed, knowing the charm can be dismissed than dead.

In short there is no downside like there is in the book.
The problem is making a downside that is not bad enough to make the idea not fun.

If you have good RP'ers you can make the charm/domination also take away from their intelligence so they can't form complex ideas on their own or strategize in combat*, and the duration last for a minimum of X amount of time before it can be dismissed.

*maybe have them be "mindless" as if their int score is - would work.

PS:X will have to be decided by you or the group

Good point on the downside. I had made the confessor lose an action essentially (although this could be countered with some adept movement if not the confessors turn), but even if the ability went off there is not a real downside. I think mindless is a it overboard though, perhaps stunned for a round and prone. (thinking along the lines of supplication to their new mistress)

Stunned and prone that hurts. Stunned already forces you to drop whatever is in your hand. If both are applied they have to spend a move action to pick up a weapon which provokes, and standing up also provokes.

Then again that would make it a have decent consequences without crippling anyone for most of a combat.


someone also forgot to add the Rage (condar) with Black Lightning. Should also make Knowledge Nobility and Royalty as a class skill. I think the Charm Person and Dominate person should be done away with and then add another +2 to the CR because, its not just persons but anything and also, the charms should be no save and permanent. As for the idea of the die effect, its kinda like a suggestion where you tell someone to kill themselves after failing there saves, but with her you add the effect of a phantasmal killer to the suggestion or a finger of death type spell.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Confessor template All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules