The Acolyte

A devotee of an old faith, a crusader of a new one. All who find their calling to a divine being name themselves acolytes.

1.

Devotion, Character Advancement

2.

Guidance

3.

Blessing

4.

-

5.

Ability Increase, Character Advancement

6.

Guidance

7.

Blessing 2

8.

-

9.

Character Advancement

10.

Ability Increase,Guidance

11.

Blessing 3

12.

-

13.

Character Advancement

14.

Guidance

15.

Ability Increase, Blessing 4

16.

-

17.

Character Advancement

18.

Guidance

19.

Final Blessing

20.

Ability Increase

Saving Throws

Fortitude : Novice

Reflex : Novice

Will : Trained

 

 

HP : 10 + 5/lvl

Starting Equipment : Acolytes begin play with Acolyte's Kit and 50 s.

Skill Increases :  Theology and Spellcraft

Weapons : See Devotion

Defenses : See Devotion

 

Devotion:

At level 1 Acolytes choose how they will devote themselves to their god. This choice is made at level 1 and cannot be changed.

 

Zealot

Those who walk the path of the zealots forgo the power of magic, opting instead to channel their divine power through combat. They gain with a level of proficiency in a class of weapons and a Defense skill.

Cleric

Serving as pillars of the society they belong two they balance their martial training with magical study to obtain a balance of the two. They begin with a proficiency level in a branch of magic and in a class of weapons.

Priest

By studying magic, and combining it with gifts of their god priests become the harbingers of diefic power. They begin with a proficiency level in a branch of a magic and in Defense skill.

 

Guidance

At level 2 Acolytes gain access to the Guided Hand ability if they chose the Zealot devotion, and Enlightened Spell ability if they became a priest. A cleric may choose either but once the choice is made they cannot change it. At level 6, 10, 14, and 18 the acolyte gains another use of this ability.

Guided Hand

The Acolyte utters a silent request for aid (a free action) against an opponent whose goals are opposed to his gods Area's of Concern. This designates that opponent as a target for divine retribution manifesting in advantage in all attacks against that enemy. If he is put into a position where he already has advantage he instead gains a +2 to the attacks for that round instead. This effect lasts until the beginning of his next turn.

Enlightened Spell

As a swift action the Acolyte can empower a spell when acting in the interests of their god. This raises the effective level of the caster by 4 for the purposes of the spells effects, including any amplified effects.

 

Blessings:

Starting at level 3 the Acolyte chooses a blessing from her deity. At levels 7, 11, 15, and 19 she chooses another but they must be from an Area of Concern of her God.

A list of blessings and their effects can be found here : Blessings

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