My revision of the akolite class, incorporating a number of Airwalkrr's suggestions. I've changed the name, trimmed the skill list a bit, weakened axiomatic strike and added a chanting ability with flavors of the bard class. I considered the fast healing angle, but found it not quite the flavor I wanted, not to mention hard to balance.
I figured the goal is to extend HP, and there are three ways to do that. The first is the most obvious, healing. Temporary HP also has the effect, but I find it a hard to use mechanism. The third way is to prevent the damage in the first place. So I gave the akolite some shielding type abilities. Directly reducing damage taken through DR and energy resistance rather than upping avoidance or the like.
Let me know what you think, and I'll get back to writing up my thoughts on the class fluff.[sblock=Akolite]
AKOLITE
Alignment:
Any lawful.
Hit Die:
d6.
Class Skills:
The akolite’s class skills (and the key ability for each skill) are:
Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (wis), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int) and Spot (wis)
Skill Points at 1st Level:
(6 + Int modifier) ×4.
Skill Points at Each Additional Level:
6 + Int modifier.
Code:
Saves Spells Per Day Spells Known
Lvl BAB For Ref Wil Special 0 1st 2nd 3rd 4th 5th 6th 0 1st 2nd 3rd 4th 5th 6th
1 +0 +0 +2 +2 Domain, Aura, Akolite’s Chant, 2 - - - - - - 4 - - - - - -
Shield of Law (1/-)
2 +1 +0 +3 +3 Bonus Feat 3 0 - - - - - 5 2* - - - - -
3 +2 +1 +3 +3 Warding (1) 3 1 - - - - - 6 3 - - - - -
4 +3 +1 +4 +4 3 2 0 - - - - 6 3 2* - - - -
5 +3 +1 +4 +4 3 3 1 - - - - 6 4 3 - - - -
6 +4 +2 +5 +5 3 3 2 - - - - 6 4 3 - - - -
7 +5 +2 +5 +5 Axiomatic Strike (Lawful) 3 3 2 0 - - - 6 4 4 2* - - -
8 +6 +2 +6 +6 3 3 3 1 - - - 6 4 4 3 - - -
9 +6 +3 +6 +6 Restore Order 3 3 3 2 - - - 6 4 4 3 - - -
10 +7 +3 +7 +7 Shield of Law (2/-) 3 3 3 2 0 - - 6 4 4 4 2* - -
11 +8 +3 +7 +5 3 3 3 3 1 - - 6 4 4 4 3 - -
12 +9 +4 +8 +5 Warding (2) 3 3 3 3 2 - - 6 4 4 4 3 - -
13 +9 +4 +8 +5 3 3 3 3 2 0 - 6 4 4 4 4 2* -
14 +10 +4 +9 +5 Axiomatic Strike (+1d6) 4 3 3 3 3 1 - 6 4 4 4 4 3 -
15 +11 +5 +9 +5 4 4 3 3 3 2 - 6 4 4 4 4 3 -
16 +12 +5 +10 +10 4 4 4 3 3 2 0 6 5 4 4 4 4 2*
17 +12 +5 +10 +10 Voice of the Lawgiver 4 4 4 4 3 3 1 6 5 5 4 4 4 3
18 +13 +6 +11 +11 4 4 4 4 4 3 2 6 5 5 5 4 4 3
19 +14 +6 +11 +11 Shield of Law (3/-) 4 4 4 4 4 4 3 6 5 5 5 5 4 4
20 +15 +6 +12 +12 Warding (3) 4 4 4 4 4 4 4 6 5 5 5 5 5 4
* Provided the akolite has a high enough Charisma score to have a bonus spell of this level.
Class Features:
All of the following are class features of the akolite.
Weapon and Armor Proficiency
An akolite is proficient with all simple weapons, plus the longsword, rapier, and short sword. Akolites are proficient with light armor and shields (except tower shields).
Spells:
An akolite casts divine spells, which are drawn from the cleric spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an akolite must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an akolite’s spell is 10 + the spell level + the akolite’s Charisma modifier. An akolite can’t cast spells of an alignment opposed to his own. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Like other spellcasters, an akolite can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Charisma score. When the table indicates that the akolite gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The akolite’s selection of spells is extremely limited. An akolite begins play knowing four 0-level spells of your choice. At most new akolite levels, he gains one or more new spells, as indicated on the table. (Unlike spells per day, the number of spells an akolite knows is not affected by his Charisma score; the numbers on the table are fixed.)
Upon reaching 5th level, and at every third akolite level after that (8th, 11th, and so on), an akolite can choose to learn a new spell in place of one he already knows. In effect, the akolite "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level akolite spell the akolite can cast. An akolite may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, an akolite need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Aura (Ex):
An akolite has a particularly powerful lawful aura (see the detect evil spell for details).
Domain:
An akolite gains access to the spells and domain power of the Law domain. The akolite automatically knows the spells of the Law domain for those levels for which he can cast akolite spells. These spells do not count against his number of spells known as shown on the table.
Akolite’s Chant:
Once per day per akolite level, an akolite can utter mystic chants to produce magical effects on those around him (usually including himself, if desired). Each ability requires both a minimum akolite level and a minimum number of ranks in the Knowledge (Religion) skill to qualify; if an akolite does not have the required number of ranks in the skill, he does not gain the akolite’s chant ability until he acquires the needed ranks.
Starting an akolite’s chant effect is a standard action. Some akolite’s chant abilities require concentration, which means the akolite must take a standard action each round to maintain the ability. Even while using an akolite’s chant that doesn’t require concentration, an akolite cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf akolite has a 20% chance to fail when attempting to use akolite’s chant. If he fails, the attempt still counts against his daily limit.
Shield of Law (Su):
An akolite with 3 or more ranks in Knowledge (Religion) can use his chant to provide a mystic shield to his allies (including himself), protecting them from physical harm. To be affected, an ally must be able to hear the akolite chant. The effect lasts for as long as the ally hears the akolite chant and for 5 rounds thereafter. An affected ally receives damage reduction (1/-). At 10th level, and 19th level, this bonus increases by 1 (2/- at 10th, 3/0 at 19th).
Bonus Feat:
At 2nd level, an akolite may select either Investigator or Negotiator as a bonus feat.
Warding (Su):
An akolite of 3rd level or higher, with 6 or more ranks in Knowledge (Religion) can use his chant to counteract harmful magics used against his allies (including himself), reducing the effects slightly. To be affected, an ally must be able to hear the akolite chant. The effect lasts for as long as the ally hears the akolite chant and for 5 rounds thereafter. An affected ally receives Resist All 1. At 12th level, and 20th level, this bonus increases by 1 (Resist All 2 at 10th, Resist All 3 at 19th).
Axiomatic Strike (Su):
At 7th level, an akolite is able to channel the power of Law into his attacks. The akolite’s unarmed attacks, as well as any weapons he wields, are treated as lawful-aligned for the purpose of overcoming damage reduction. At 14th level, the akolite's attacks deal an additional 1d6 points of damage against all of chaotic alignment, similar to an axiomatic weapon. This damage bonus does not stack with the damage bonus from weilding an axiomatic weapon.
Restore Order (Su):
An akolite of 9th level or higher, with 12 or more ranks in Knowledge (Religion) can use his chant to end the lingering effects of spells used against his allies (including himself, if he is able), providing a second chance to shrug off the effect. To be affected, an ally must be touched by the akolite. An affected ally receives a new saving throw against a single ongoing spell effect, of the akolite’s choice. If the save succeeds, the effect is ended. If the save fails, the effect continues without change. Each ally may only be targeted by one Restore Order per day.
Voice of the Lawgiver: (Sp)
At 17th level, an acoylte is able to speak a single word, calling down the power of Law on his foes. Once per day, as a spell like power, he can cast Dictum (at his akolite caster level) using his charisma as the casting stat.
Ex-Akolites:
An akolite who becomes non-lawful in alignment loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as an akolite until he atones (see the atonement spell description).[/sblock]