Talk:Savage Priest (3.5e Class)

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Please update the Developer Log whenever you introduce a new change.

Place the date and time as displayed below whenever a new update is added, then the bullets containing the update for easy referencing.
Not Yet Implemented features are listed as (NYI); these are likely upcoming changes, namely mechanical and class altering.


NEW

>DATE<
>TIME<
  • EDIT(S) MADE

2/16/13
2:58PM
  • Added general information.
  • Added ability score priority information.
  • Added race information.
  • Added Alignment information.
  • Added starting gold.
  • Added starting age.
  • Added Anointing of the Animal Soul at birth. Savage Priests, before gaining any levels at all, gain supernatural influence over animals, specifically felines, canines and those that are ursine, along with their Magical Beast counterparts.
  • Added Beast Ally at birth. Savage Priests, before gaining any levels at all, gain supernatural notoriety among usually hostile feline, canine, and ursine creatures, and their Magical Beast variants, causing them to act with a Friendly attitude instead of Hostile.
  • Added Turn Undead at birth. Savage Priests, before gaining any levels at all, gain the supernatural ability to turn or destroy undead creatures, regardless of their alignment as a Savage Priest.
  • Added Spirit-bound Weapon at level 2. Any battleaxe handled by a Savage Priest is treated as having the Returning and Ghost Touch weapon enhancements for as long as the Savage Priest wields them.
  • Added Chosen of the Wild at level 3. Savage Priests are permanently transformed into a hybrid similar to a lycanthrope, and gain the following benefits; 10ft movement speed increase, no movement penalty for wearing heavy armor, +1 magical claws which deal 1d6 damage and advance in damage dice every 4 levels following 3rd level, Damage Reduction 3/Cold Iron every 3 levels following 3rd (the same goes for the +1 AC as Dodge, Fast Healing 1, +1 Strength, Constitution and Wisdom), and immunity to Fear, Sleep and Transmutation effects (unless desired), along with Scent and Low-Light.
  • Added Evoke at level 4. Savage Priests may cast a supernatural spell that deals direct damage or damage over time. Evoke Harm deals nature (acid) damage equal to caster level + Wisdom modifier immediately to the targeted creature. Evoke: Harm ignores damage reduction and temporary hit points, striking its hit points directly. Evoke Wounds causes nature (acid) damage equal to caster level, and deals Wisdom modifier in nature (acid) damage every turn there after at the start of the Savage Priest's turn. A creature afflicted by Wounds may attempt a Fortitude save (DC 15 + Savage Priest's Wisdom modifier) to not suffer damage for that round from Wounds. Evoke: Wounds can only be ended by any effect which removes the Bestow Curse spell, such as Remove Curse.
  • Added Merciless Combatant at level 6. During a full-round action a Savage Priest may instead make one melee or ranged attack instead of all of their normal full-round melee or ranged attacks, and utilize their Evoke spell in the same round.
  • Added Aura Torrent at level 6. Savage Priests gain twice as much benefit from allied auras or presence, and have a 50% chance per turn to become immune to an enemy's aura or presence for 24 hours.
  • Added Purge Corruption at level 7. Savage Priests are immune to disease and poison, and when an enemy attempts to inflict them with one, the attack is redirected to all enemies (up to their Wisdom modifier) within 5ft of the Savage Priest, who must then make the appropriate save or suffer the disease's or poison's effect.
  • Added Vicious Counterspell at level 8. Savage Priests may make an attack of opportunity using Evoke should a target further than 15ft from them cast a spell and fail to do so defensively.
  • Added Timeless Body at level 10. Savage Priests no longer suffer aging penalties.
  • Added Superior Merciless Combatant at level 12. A Savage Priest may make two melee attacks in a full-round action and cast one Evoke spell in the same round.
  • Added Flurry at level 14. Every successful melee attack made by a Savage Priest allows them a 50% chance to gain one bonus attack at full Base Attack Bonus. Flurry cannot trigger attacks off itself; Flurry attacks cannot cause Flurry attacks.
  • NYI Improvised Attack at level 5. A Savage Priest may use the head or butt of an axe to inflict Bludgeoning damage instead of Slashing.
  • NYI Rebuking Counterspell at level 15. A target effected by Evoke from Vicious Counterspell is Silenced until the start of the Savage Priest's next turn.
  • NYI Master of Merciless Combat at level 16. A Savage Priest may make a full-round action and cast one Evoke spell in the same round.
- AF

2/13/13
6:38PM
  • Design Concepts:
  • d10 HD
  • Ability Focus: Wis > Con > Str
  • Proficiencies: Heavy Armor, One-Handed Axe
  • Neutral Alignment
  • Turning (As Cleric of same Level). Supernatural ability.
  • Stacking DR 3/Cold Iron every 4 levels. Extraordinary ability.
  • Fast Healing 1 every 4 levels. Extraordinary ability.
  • One-Handed Axes have passive and permanent Returning (magic effect) when wielded by a Savage Priest. Does not take up enchantment slot on weapon. Supernatural ability.
  • Chosen of the Wild: Permanent Invocation-like (Champion of the Ferine) effect. Extraordinary ability.
  • Force of Will: Can break nullification such as Anti-Magic Field or resist Dispel Magic and such effects with a bonus Will-based roll.
  • Aura Tap: Draws upon auras and presences it is positively (or negatively) effected by in order to imbue spells (class feature) with special benefits, one at a time per round. Supernatural ability. (See Design Document-Self)
  • Evoke Power:
  • Standard Action (may be used in conjunction with Full Round Action, resulting in one axe attack (melee or thrown) and one Evoke Power effect)
  • Requires one free hand.
  • Supernatural ability.
  • Has no Verbal or Material components, only Semantic.
  • Similar to Eldritch Blast ability of Warlocks.
  • Save is Reflex based (unless noted).
  • Deals nature (acid) damage and one of the following; piercing, slashing or bludgeoning (unless noted).
  • Evoke: Wounds: DoT effect (each round), (x)d4 + 1/2 Wis mod, only dispelled by effects which remove Bestow Curse. Save avoids damage this turn. Applies Aura Tap only when cast initially.
  • Evoke: Harm: Direct damage effect. (x)d10 + Wis mod damage to target.
  • Evoke: Mending: You heal the target for your Wis modifier every turn for 3 turns. 1 turn cooldown.
  • Evoke: Recovery: You heal the target for (x)d8 + Wis mod. 3 turn cooldown.
  • Imbue:
  • Free Action
  • Requires one free hand.
  • Supernatural ability.
  • Has no Verbal or Material components, only Semantic.
  • Functions similarly to Empowerment (Champion of the Ferine) and imbues weapon with specific property to enhance combat effectiveness of the Savage Priest.
  • Imbue Rending Blade: All attack rolls made with this weapon are increased by +1/Savage Priest level. Successful attacks by this weapon deal an added (x)d4 physical damage immediately, and (x)d4 physical damage every turn (Fort vs DC 15 + Savage Priest level ends).
- AF

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