I love Aaron’s approach to myths and legends, both faithful and creative. This comes out in his novels and also in the gaming material he writes, like this archetype that could easily be my favorite among all those I published here.
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Baptist
Half-wild and bravely outspoken, baptists are clerics who dwell on the outskirts of society in the bordering wilderness. Without churches of their own to preach in, they make do with natural bodies of water to aid in purifying their congregations.
Weapon and Armor Proficiencies: A baptist is proficient with light and medium armor. He treats hide armor had an armor check penalty of 0 and a speed of 30 feet. A baptist is not proficient with his deity’s favored weapon.
Skills: A baptist adds Survival to his list of class skills.
Water Domain: A baptist gains only one domain; the Water Domain. He gains this domain even if his deity does not possess it.
This alters domains.
Improved Grapple: A baptist gains Improved Grapple as a bonus feat, even if he does not possess the requirements. In addition, if he is grappling a foe in a least 3 feet of water, then the foe has no air to breathe. See the Suffocation rules.
Channel Energy: A baptist does not gain the channel energy class feature.
Lay On Hands (Su): Starting at 1st level, a baptist gain the lay on hands feature, treating his cleric level +1 as his paladin level. In addition, when he uses lay on hands while standing or swimming in a natural body of water, the effect uses d8s instead of d6s.
Mercy (Su): A baptist gains the mercy class feature, as per the paladin.
Water Terrain: Starting at 5th level, a baptist gains Water as a favored terrain, treating his cleric level as his ranger level.
Head of the Congregation (Su): Starting at 19th level, a baptist becomes a sacred vessel of his diety’s authority. He gains DR/5 vorpal.
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