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View Full Version : D&D 3.x Class The Sigil Acolyte [3.5 Base Class]



gooddragon1
2018-09-05, 09:44 PM
The Sigil Acolyte

A sigil acolyte makes use of symbolism of their beliefs to produce beneficial and protective magic in tandem with their presence on the front lines where it is most needed.

Adventures: Sigil acolytes adventure for differing reasons depending on their alignments and the domain they have chosen. Some may be motivated by their domain to spread their religion and others to keep it quiet.

Characteristics: Sigil acolytes are similar to paladins in that they are often on the front lines for their cause, but they are often somewhat more scholarly than paladins.

Alignment: Sigil acolytes tend away from evil alignments due to the helpful nature of their magic, but it is possible for them to be of any alignment.

Religion: Sigil acolytes can worship a deity or follow an ideal. This largely shapes how they approach the subject of religion.

Background: Sigil acolytes can be self taught, but they tend to be mentored in the religious aspect of their profession by members of a religious organization

Races: Sigil acolytes tend to be from races with a well developed language which would promote symbolism.

Game Rule Information:
Sigil acolytes have the following game statistics.
Ability Scores: Clergy vigilants generally engage in close combat which requires strength and constitution. A clergy vigilant eventually learns to cast spells based on his Wisdom score.
Alignment: Any
Hit Dice: d8.
Starting Wealth: As paladin.
Starting Age: As rogue.

Class Skills:
The Sigil Acolyte's class skills (and the key ability for each skill) Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana)(Int), Knowledge (Religion)(Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Table: The Sigil Acolyte

SavesSpell per day
LevelBABFRWSpecial0th1st2nd3rd4th

1+1+2+0+0 Domain, Emanate Sigil
20

2+2+3+0+0 Lay On Hands 31

3+3+3+1+1 Bestow Sigil 310

4+4+4+1+1 Emanate Sigil 321

5+5+4+1+1 Lay on Hands Boost 3210

6+6+5+2+2 Bestow Sigil 3221

7+7+5+2+2 Emanate Sigil 33210

8+8+6+2+2 Dual Emanation, Lay on Hands Boost 33221

9+9+6+3+3 Bestow Sigil 33321

10+10+7+3+3 Emanate Sigil 33322

11+11+7+3+3 Lay on Hands Boost 33332

12+12+8+4+4 Bestow Sigil 33332

13+13+8+4+4 Emanate Sigil 33333

14+14+9+4+4 Lay on Hands Boost 33333

15+15+9+5+5 Bestow Sigil, Empowred Emanation 33333

16+16+10+5+5 Emanate Sigil 33333

17+17+10+5+5 Lay on Hands Boost 33333

18+18+11+6+6 Bestow Sigil 33333

19+19+11+6+6 Emanate Sigil 33333

20+20+12+6+6 Bestow Enduring Sigil, Lay on Hands Boost 33333


Class Features

Weapon and Armor Proficiency

Sigil acolytes are proficient with all simple weapons and one martial weapon of their choice, with light armor and with shields (except tower shields).

Emanate Sigil (Su)

At 1st level, a sigil acolyte chooses one sigil which he can continuously emanate above his head that radiates protection to himself and his allies within 30 feet of him. A sigil acolyte may produce or change sigils once per round as a free action. If a sigil acolyte becomes unconscious or otherwise incapable of taking mental actions this ability ceases to function until he can exert the required mental effort. A sigil glows faintly by default, but the sigil acolyte can treat himself as the sigil if desired to hide its presence so long as some part of his skin is exposed.

At 4th level and every 3 levels thereafter, the sigil acolyte gains knowledge of an additional sigil.

At 8th level, the sigil acolyte may have up to two sigils active at the same time. At 15th level, the numerical effects of each active sigil this ability produces are doubled.

Sigil of Fortitude: Allies gain a +2 sacred bonus to fortitude saves.
Sigil of Reflexes: Allies gain a +2 sacred bonus to reflex saves.
Sigil of Willpower: Allies gain a +2 sacred bonus to will saves.
Sigil of Acid Resistance: Allies gain acid resistance 5.
Sigil of Cold Resistance: Allies gain cold resistance 5.
Sigil of Electricity Resistance: Allies gain electricity resistance 5.
Sigil of Fire Resistance: Allies gain fire resistance 5.
Sigil of Sonic Resistance: Allies gain sonic resistance 5.
Sigil of Defense: Allies gain a +2 sacred bonus to AC.
Sigil of Iron: Allies gain DR 1/Cold Iron or DR 2/Cold Iron if they have a CON score of at least 14.
Sigil of Deflection: Attacks against allies have a 10% chance to miss.
Sigil of Vigilance: Allies gain a +2 bonus on spot, listen, and initiative checks.
Sigil of Health: Allies take 1 less point of involuntary ability damage.
Sigil of Spirit: Allies take 1 less point of involuntary ability drain.

Spells

A sigil acolyte casts divine spells, which are drawn from the cleric spell list. A sigil acolyte must choose and prepare his spells in advance (see below).

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

Like other spellcasters, a sigil acolyte can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sigil Acolyte. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Sigil Acolyte indicates that the sigil acolyte gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

Sigil acolytes meditate or pray for their spells. Each sigil acolyte must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a sigil acolyte can prepare spells. A sigil acolyte may prepare and cast any spell on the sigil acolyte spell list and the ones granted by his chosen domain, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells

A sigil acolyte’s deity influences his alignment, what magic he can perform, his values, and how others see him. A sigil acolyte chooses one domain from among those belonging to his deity. A sigil acolyte can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If a sigil acolyte is not devoted to a particular deity, he still selects one domain to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the sigil acolyte access to the domain spells as part of his spells known as well as a granted power. The sigil acolyte gets the granted powers of the domain selected.

With knowledge of the domain spells at their given spell levels, a sigil acolyte can prepare them in the appropriate slots as he would do with any other spell he has on his spells known list.

Lay on Hands (Su)

At 2nd level, a sigil acolyte can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his class level × his Charisma bonus (if any). A sigil acolyte may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a sigil acolyte can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The sigil acolyte decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

At 5th level and every 3 levels thereafter, a sigil acolyte adds his class level to his lay on hands healing pool (he adds a total of 5 at 5th level, 8 at 8th level for a total of 13 bonus at 8th level, and so on up to 75 at 20th level).

Bestow Sigil (Su)

At 3rd level, a sigil acolyte learn a sigil which can be bestowed on himself or an ally within close range (25 feet + 5 feet per 2 caster levels) by expending an unexpended spell slot. Bestowing a sigil is usually a swift action and does not provoke an attack of opportunity. Bestowed sigils last 1 round per 2 caster levels (round up) and are treated as though the expended spell was one level lower while in antimagic areas (this ability may be used in antimagic areas if the sigil acolyte succeeds on a DC 20 will save, otherwise the ability fails and the spell slot is still expended). Treat bestowed sigils like magic items (caster level as caster level for the class) for the purpose of dispelling them. Bestowed sigils may be visible to normal sight or not at the discretion of the sigil acolyte and may also glow faintly if he so chooses.

At 6th level and every 3 levels thereafter, a sigil acolyte learns a new sigil he can bestow.

At 20th level, the duration of bestowed sigils is cha modifier (if any) + 1 round per 2 caster levels (rounded up).

Healing Sigil: Ally gains fast healing equal to the spell level expended.
Spell Sigil: Choose a single spell you know that affects a single creature for a duration greater than 1 round each time you learn this sigil. You may apply that spell as a sigil on a creature through this ability so long as you expend a spell slot with level at least equal to the chosen spell. Bestowing a spell sigil is a swift action regardless of the casting time of the spell, the effect uses the sigil duration rather than the spell duration, the range it can be applied is close range, and it only affects one target even if the spell could affect more targets.
Heroic Sigil: Ally gains a sacred bonus to attack and damage rolls equal to the spell level expended. This sigil gains bonus duration based equal to the charisma modifier of the sigil acolyte (if any).
Brilliant Sigil: Ally gains a sacred bonus equal to the spell level expended on INT, WIS, and CHA checks as well as skill checks with those key attributes.
Prowess Sigil: Ally gains a sacred bonus equal to the spell level expended on STR, DEX, and CON checks as well as skill checks with those key attributes.
Alacritous Sigil: Ally gains the ability to move up to 10 feet per spell level expended as a free action once per round with any form of movement they have available to them. This movement provokes attacks of opportunity as normal.
Potency Sigil: Ally gains a sacred bonus to their caster level equal to the spell level expended.
Lucky Sigil: Ally may make a number of d20 rolls each round equal to the spell level expended with two dice and take the better of the two results.
Entangling Sigil: Ally may reduce the movement speeds of any enemy they strike by 10 feet per level of the spell expended (to a minimum of half normal speed) for 1 round after they strike that enemy.
Freeing Sigil: Ally has a 25% chance per spell level expended each round to gain the benefits of a freedom of movement effect and protection from evil effect for that round. This sigil requires a standard action to bestow rather than a swift action.

===

Man of the Aura (man of the hour :P)
I saw the sign, and it said people with no wisdom modifier bonus need not apply...

Just a class I was inspired to make. I seem to like making clerics/healers that focus on fighting.

Alabenson
2018-09-06, 01:42 PM
My first impression after reading the class over is that it would be near Tier-1 levels of powerful until about level 8, after which the class's potency drops rather precipitously. The main issue is that the class essentially has full access to the Cleric spell list up to 4th level spells with the same rate of progression until they just stop receiving new spell levels after level 7.
Now, the class trades medium/heavy armor proficiency, a strong Will save, one Domain, some spells per day and (most importantly) Turn Undead for 2 more skill points, full BaB and a handful of underwhelming class features, so I would say that the Cleric is still the stronger class during most of levels 1-8, but it's not by a particularly huge margin. After that, though, the class rapidly becomes less impressive as it falls farther behind the Cleric until it ends up roughly on par with the Paladin.

Overall, I'd put the class on the low end of Tier 4 overall, mostly on the strength of having even partial access to one of the Big 3 spell lists.

gooddragon1
2018-09-06, 01:50 PM
My first impression after reading the class over is that it would be near Tier-1 levels of powerful until about level 8, after which the class's potency drops rather precipitously. The main issue is that the class essentially has full access to the Cleric spell list up to 4th level spells with the same rate of progression until they just stop receiving new spell levels after level 7.
Now, the class trades medium/heavy armor proficiency, a strong Will save, one Domain, some spells per day and (most importantly) Turn Undead for 2 more skill points, full BaB and a handful of underwhelming class features, so I would say that the Cleric is still the stronger class during most of levels 1-8, but it's not by a particularly huge margin. After that, though, the class rapidly becomes less impressive as it falls farther behind the Cleric until it ends up roughly on par with the Paladin.

Overall, I'd put the class on the low end of Tier 4 overall, mostly on the strength of having even partial access to one of the Big 3 spell lists.

Definitely too strong early on then, but is the concept fun to play?

aimlessPolymath
2018-09-06, 02:37 PM
I would say not quite.

The Sigil idea as a modified marshall aura is pretty good, but I think it's not that interesting to use until level 4, when you have a choice to make- at low levels, you're just standing there inspirationally. The sigil of defense is also the most generally helpful out of all of them- the rest are more specialized. I'd give another sigil to start with.

Bestow Sigil is pretty neat, with moderately impactful effects, but it's still held back by the essentially poor scaling of the class. It also slightly bothers me that the sigils here aren't named similarly to those in Emanate Sigil, and that they don't seem to be connected- are they different kinds of sigils?
It's reminiscent of a cleric's ability to spontaneously cast Cure X Wounds.

One idea I just had would be to have Bestow Sigil give one of the sigils available through Emanate Sigil. The affected ally benefits from the bestowed sigil instead of the currently emanated sigil, and the effects are increased by the spell level of the spell expended.

Alabenson
2018-09-06, 04:48 PM
Definitely too strong early on then, but is the concept fun to play?

I think the concept has potential, but the main problem with the class is scaling, particularly because most of its interesting abilities really stop getting stronger after level 7. There are a few steps I think you could take to fix this, the main one being adjusting the class's spell progression. What I think would work much better for what you seem to be going for (a divine gish with a focus on buffing his allies) would be to use the spell progression for the duskblade, ideally with a more customized spell list. This would give the class a more steady progression of abilities, while a pared down spell list would give the class more focus.

Related to this, what I might also suggest would be to decouple the class's bestow sigil ability from it's spell casting. Give it a use per day limitation equal to 3 + ability mod (I'd lean towards Wis to cut down on MAD) and give both it and Emanate Sigil a steady increase in power over the course of levels 1-20. That will keep the benefits relevant at all levels while allowing the class's spellcasting at higher levels to have more uses than fueling Bestow Sigil.