Vicar (3.5e Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Leziad (talk)
Date Created: 28th June 2016
Status: Almost Finished
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
ArticleUndiscussed.png
Rate this article
Discuss this article

A Vicar is a divine oriented martial adept.

{{{length}}}
"{{{length}}}" is not a number.

1



Martial Maneuvers Full

Vicar[edit]

Fluff Here

Making a Vicar[edit]

Abilities: A Vicar's alignment depend on either her Order or her chosen deity.

Races: Any races which worship Gods or a are spiritual may become Vicars.

Alignment: Any.

Starting Gold: As Monk plus a masterwork version of her Order weapon (as long as the base weapon cost is 200 gp or lower).

Starting Age: Complex.

Table: The Vicar

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Maneuvers
Known
Maneuvers
Readied
Stances
Known
Fort Ref Will
1st +0 +2 +0 +2 Aura, Order, Vicar Specialization 6 4 1
2nd +1 +3 +0 +3 Endurance, Good Blessing 7 4 2
3rd +2 +3 +1 +3 Bestow Blessing, Divine Health 8 5 2
4th +3 +4 +1 +4 Miraculous Recovery 9 5 2
5th +3 +4 +1 +4 Way of the Mender (maximized) 10 6 3
6th +4 +5 +2 +5 Favored Maneuver 11 6 3
7th +5 +5 +2 +5 Hardliner Determination 12 6 3
8th +6/+1 +6 +2 +6 Surge of Grace (Daily) 13 7 3
9th +6/+1 +6 +3 +6 14 7 4
10th +7/+2 +7 +3 +7 Way of the Mender (empowered or maximized) 15 8 4
11th +8/+3 +7 +3 +7 16 8 4
12th +9/+4 +8 +4 +8 Favored Maneuver 17 8 4
13th +9/+4 +8 +4 +8 18 9 4
14th +10/+5 +9 +4 +9 Greater Hardliner Determination 19 9 4
15th +11/+6/+1 +9 +5 +9 Timeless Body, Way of the Mender (empowered and maximized) 20 10 5
16th +12/+7/+2 +10 +5 +10 Surge of Grace (Encounter) 21 10 5
17th +12/+7/+2 +10 +5 +10 22 10 5
18th +13/+8/+3 +11 +6 +11 Favored Maneuver 23 11 5
19th +14/+9/+4 +11 +6 +11 Grace of the Gods 24 11 5
20th +15/+10/+5 +12 +6 +12 Salvation, Way of the Mender (doubled and maximized) 25 12 6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spot (Wis), Survival (Wis), Swim (Str).

Class Features[edit]

All of the following are class features of the Vicar.

Weapon and Armor Proficiency: A Vicar is proficient with all simple weapons and her order weapon (even if it exotic), she is also proficient with medium and light armor as well as all shields (including tower shields).

Maneuvers: You begin your career with knowledge of six martial maneuvers. The disciplines available to you are Anima River, Devoted Spirit and her Order's Discipline.

Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied below). A maneuver usable of the vicar is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels, as shown on Table: Vicar. You must meet a maneuver's prerequisite to learn it. See the table to determine the highest level maneuver you can learn.

Upon reaching 4th level and every even-numbered vicarlevel after that (6th, 8th, 10th, and so on) you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver and exchange for the new one. You can choose a maneuver of any level you like, as long as you observe your restriction on the highest level maneuvers you know; you need not replace the old maneuver with a new maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st, 2nd, 3rd, or 4th level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all four maneuvers you know at 1st level, but as you advance in level and learn more maneuvers you must choose which maneuvers to ready. You ready maneuvers by focusing for 5 minutes. The maneuvers you choose remain readied until you decide to focus again and change them. You need not sleep or rest for any long period of time in order to ready your maneuvers; any time you spend five minutes in thought, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (unless you recover them, as described below).

You can recover a an expended maneuver by praying as a move action. Doing this does not provoke attacks of opportunity. Alternatively you may recover all maneuvers by praying as a 1 round action, however you are flat-footed during your prayer.

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you. At 2nd, 5th, 9th, 14th, and 20th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you currently use as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description.

Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Aura (Su): A Vicar has an aura as a Cleric of her level.

Order: A Vicar belong in an Order, although in some case Order refer to a tradition instead of an actual organization. The details of the Order should be left to the player's discretion and the decision when making the Order will affect the Vicar throughout the class.

Order Alignment: A Vicar's Order is of a certain alignment, if it worship a deity it usually is within one step of the deity's alignment. Otherwise the Vicar herself must either be within one step of her deity's alignment or her order's alignment or risk losing her class features.

Order Discipline: A Vicar has access to one discipline of her choice in addition to Anima River and Devoted Spirit, once this choice is made it cannot be changed.

Order Weapon: A Vicar must choose an Order weapon as it takes it first level in the class, the order weapon must be one she can wield and she automatically is proficient in it. The Vicar's Order Weapon must be chosen from the discipline weapons of Anima River, Devoted Spirit or her Order Discipline or be her deity's favored weapon. If she choose her deity favored weapon, it is treated as a discipline weapon for Devoted Spirits, Anima River and her Order Discipline. A vicar count as her class level -2 fighter for the purpose of meeting prerequisites for feat, although any feats she gain this way only affect her Order weapon.

Vicar Specialization (Ex): A 1st level vicar must choose her specialization from the list below:

Herald: A vicar can often work as a representative of her faith, she either gain Negotiator or Persuasive as a bonus feat. At 5th level she gain the other. A herald vicar also has access to the Eloquent Speech discipline in addition to to Anima River, Devoted Spirit and it Order Discipline.

Soldier of the Faith: A vicar can serve as a soldier in the army of Gods, she become proficient with all martial weapons and may choose any martial weapon as her Order weapon. At 5th level she gain Weapon Focus as a bonus feat.

Pilgrim: A vicar on pilgrimage must be hardy and fast on her feet, she gain an extra hit point per level and her base land speed increase by 10 feet. At 5th level you are constantly under the effect of endure elements and may use know direction as an extraordinary ability at will.

Good Blessing: A 2nd level Vicar add her Charisma bonus to her saving throws against spells and spell-like abilities. If she wear no armor she may also add her Charisma bonus to AC. Both of those abilities do not stack with similar abilities, such as a Monk's AC Bonus or Divine Grace.

Endurance: A 2nd level Vicar gain Endurance as a bonus feat, even if she does not meet the prerequisites.

Bestow Blessing (Su): As a standard action a 3rd level Vicar can bestow the power of a boost by touch as if it was a touch spell, the boost must require a swift action to activate normally.

Divine Health (Su): At 3rd level the Vicar gain Divine Health as the Paladin's ability.

Miraculous Recovery (Su): Whenever a 4th level Vicar recover maneuvers she regain hit point equal to the level of the highest level maneuver recovered, while doing so she glow as the light spell for 1 round thereafter.

Way of the Mender (Su): Whenever a 5th level vicar use one of her maneuver to heal one of her allies (but not herself) the amount of hit point recovered is Maximized.

At 10th level the amount of hit point recovered is either Maximized or Empowered.

At 15th level it is both.

At 20th level the amount of hit points recovered is Maximized and doubled instead.

Favored Maneuver: At 6th level and each 6 level thereafter, the Vicar choose one maneuver she may initiate. She lose this maneuver as a maneuver known and must select another she meet the prerequisite of, however she gain the lost maneuver as a Maneuver-Like Ability which automatically recover 1 full round after being used.

Hardliner Determination (Ex): A 7th level Vicar above 50% hit point ignore any status effect which affect her actions afflicting her for 3 rounds or until she goes lower than 50% of her hit point. The vicar may also take a move action to reset the number of round the effect is delayed to 3 for a single effect. By example she could ignore being stunned, but not taking ability damage from a poison or being dazzled. The duration of the effect does not elapse while you are delaying it. This does not prevent effect which kill the vicar instantly.

At level 14th the Vicar cause the duration of the effects to elapse while she is delaying it.

Surge of Grace (Ex): A 8th level Vicar may, once per day, as an immediate action succeed one saving throw as if she rolled a natural 20.

At 16th level she may use this ability once per encounter.

Timeless Body (Ex): A 15th level Vicar gain timeless body as the Druid's ability.

Grace of the Gods (Sp): A 19th level Vicar may use miracle as a 1 round action once per day, she must still pay any XP or material component required by the spell. In order to use this ability she must have all of her maneuvers readied and upon using this ability all of maneuvers become expended.

Salvation: A 20th level vicar becomes an outsider with the augmented subtype. If she is ever slain, she rises as a geist (deathless if she was good-aligned) and can be raised or resurrected without any level loss. However, while in her ghostly form, she is unable to move more than 30 feet away from her body and is unable to resurrect herself. If her body is desecrated, then destroyed, and then dispersed (if destroyed in a manner that leaves behind some sort of trace that could be used in resurrection, such as being disintegrated), she dies as a creature of her former type as normal.

Ex-Vicar[edit]

Blah Blah Blah Blah



Back to Main Page3.5e HomebrewClassesBase Classes

Leziad's Homebrew (4438 Articles)
Leziadv
Facts about "Vicar (3.5e Class)"
Article BalanceHigh +
AuthorLeziad +
Base Attack Bonus ProgressionModerate +
Class AbilityMartial Maneuvers +
Class Ability ProgressionFull +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Balance +, Bluff +, Climb +, Concentration +, Craft +, Decipher Script +, Diplomacy +, Disguise +, Escape Artist +, Gather Information +, Handle Animal +, Heal +, Hide +, Intimidate +, Jump +, Knowledge +, Listen +, Martial Lore +, Move Silently +, Perform +, Profession +, Ride +, Search +, Sense Motive +, Speak Language +, Spot +, Survival + and Swim +
Skill Points4 +
SummaryA Vicar is a divine oriented martial adept. +
TitleVicar +
Will Save ProgressionGood +