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Acolyte

Acolytes are NPC clerics. 

Alignment: Any.

Hit Die: d6.

Class Skills

The acolyte's class skills (and the key ability for each skill) are Craft (Int), Heal(Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Table: Acolyte

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialSpells per Day
0th1st2nd3rd4th5th
1st+0+0+0+2 Aura, Domains, Orisins, spontaneous casting31
2nd+1+0+0+3
42
3rd+1+1+1+3 Channel Energy 1d6421
4th+2+1+1+4 431
5th+2+1+1+4 431
6th+3+2+2+5 Channel Energy 2d6432
7th+3+2+2+5 4421
8th+4+2+2+6 4431
9th+4+3+3+6 4432
10th+5+3+3+7 Channel Energy 3d64432












Class Features

All of the following are class features of the Acolyte NPC class.

Weapon and Armor Proficiency

Acolyte are skilled with all simple weapons and martial weapons. Acolyte are proficient with any Light and Medium types of armor.

Aura (Ex)

A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (seedetect evil for details).

Spells

An Acolyte casts divine spells, which are drawn from the Acolyte spell list. Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.

To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept's spell is 10 + the spell level + the adept's Wisdom modifier.

Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day during which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.

Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Adept. In addition, she receives bonus spells per day if she has a high Wisdom score.

Where Table: Adept indicates that the adept gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

Each adept has a particular holy symbol (as a divine focus) depending on the adept's magical tradition.

Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Domains

A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignmentdomains still applies.

Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.

In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

  • A complete listing of cleric domains can be found here: Cleric Domains

Spontaneous Casting

A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).


Acolyte Spell List

Acolyte choose their spells from the following list:

0th Level: create water, detect magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Stabilize, Virtue.

1st Level: AntHaul, bless water, bless, burning hands, command, comprehend languages, cure light wounds, dancing lantern, detect all, detect undead, divine favor, diagnose disease, magic weapon,remove fear, remove sickness, sanctify corpse, sanctuary, shield of faith, sun metal, tracking mark, touch of truth telling, unbreakable heart, weapons against evil endure elements, obscuring mist, protection from chaos, protection from evil, sleep.

2nd Level: aid, align weapon, angelic aspect, ant haul, communal, augury, blessing of courage and life, burst of radiance, calm emotions, consecrate, delay disease, endure elements, communal, gentle repose, protection , communal, remove paralysis, reiteration lesser, cure moderate wounds,

3rd Level: , cure serious wounds,daylight, neutralize poison, remove curse, remove disease,tongues, create food and water, magic circle against, remove blindness/ deafness, spiritual weapon, zone of truth, bear's endurance, bull's strength, cat's grace, delay poison, resist energy

Channel Energy (Su)

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

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