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<blockquote data-quote="Storyteller01" data-source="post: 1953625" data-attributes="member: 20931"><p>Haven't read the whole thread, so cry foul if this has been said before...</p><p></p><p>The Exorcist power class from MGP may be useful. Only costs $2 to $3. Basically a cleric that loses their spontaneous healing ability in lew of more versatile uses of their Turning ability, as well as more uses of that ability per day. High level Exorsists can turn Undead and fey, as well as banish elementals and demons/devils. I believe they can lengthen the time a turn takes to increase its potency. They can also 'detect' when someone is charmed, under a compulsion, or possessed. Higher level Exorcists can actually target the possessor/enchanter by casting the spells though the victim. </p><p></p><p>They gain the ability to spontaneously cast domain spells in later levels, but it's the Wards and Benedictions that really add to the class. They take time to cast, but the benefits tend to be worth it. </p><p></p><p>Need a weapon that does extra damage to that demon? Can you cast Magic weapon? Sacrifice X turns for the day, and the weapon will do Xd6 to said type of creature.</p><p></p><p>Need a ward? Can you cast protection from evil? Sacrifice some turns for the day, and create a circle that the creature type cannot enter (Will save every round or be thrown 10 feet away from the circle). </p><p></p><p>You can even 'store' the ability for as long as a month, but youm do not regain your turn uses per day until the ward/benediction is used.</p><p></p><p>The bit about having to learn the wards and benedictions was a bit off. You can simply house rule that they already know them. The power level scales with the amount of turns sacrificed for the day, and the amount of available turns also scales with the character level.</p></blockquote><p></p>
[QUOTE="Storyteller01, post: 1953625, member: 20931"] Haven't read the whole thread, so cry foul if this has been said before... The Exorcist power class from MGP may be useful. Only costs $2 to $3. Basically a cleric that loses their spontaneous healing ability in lew of more versatile uses of their Turning ability, as well as more uses of that ability per day. High level Exorsists can turn Undead and fey, as well as banish elementals and demons/devils. I believe they can lengthen the time a turn takes to increase its potency. They can also 'detect' when someone is charmed, under a compulsion, or possessed. Higher level Exorcists can actually target the possessor/enchanter by casting the spells though the victim. They gain the ability to spontaneously cast domain spells in later levels, but it's the Wards and Benedictions that really add to the class. They take time to cast, but the benefits tend to be worth it. Need a weapon that does extra damage to that demon? Can you cast Magic weapon? Sacrifice X turns for the day, and the weapon will do Xd6 to said type of creature. Need a ward? Can you cast protection from evil? Sacrifice some turns for the day, and create a circle that the creature type cannot enter (Will save every round or be thrown 10 feet away from the circle). You can even 'store' the ability for as long as a month, but youm do not regain your turn uses per day until the ward/benediction is used. The bit about having to learn the wards and benedictions was a bit off. You can simply house rule that they already know them. The power level scales with the amount of turns sacrificed for the day, and the amount of available turns also scales with the character level. [/QUOTE]
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