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The Panacea (Inquisitor Variant)
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<blockquote data-quote="Chronologist" data-source="post: 5665828" data-attributes="member: 81796"><p>I'm going to be playing in a 6th level Pathfinder game, and I'm trying to design a base class that fills the role of a Cleric or a Paladin, while focusing on group healing and group combat boosts. Here is my current idea, based partially on the Inquisitor, but taking a little from the Paladin and Gunslinger as well.</p><p></p><p>The Panacea</p><p></p><p>d8 hit dice, medium attack bonus, proficient with simple and martial weapons, with all armor, and with light and heavy shields. Good fortitude and will saves.</p><p></p><p>Class Features</p><p> </p><p>Grit: The Panacea has a pool of Grit, like a Gunslinger, totaling a number of points equal to their Charisma modifier plus 1/2 their Panacea level. These points can only be used to fuel Panacea class features. A Panacea recovers a point of Grit whenever she successfully makes a critical hit against an opponent or drops a creature to 0 or less hit points. A Panacea may not gain additional Grit through the expenditure of feats, nor may she take feats that have a prerequisite of Grit, unless she also has a level of Gunslinger, at which point the feats only apply to her Gunslinger levels and Grit pool.</p><p></p><p>Group Judgment: At 1st level, a Panacea can activate a Judgment as an Inquisitor of her level by spending a point of Grit. The benefits last for a number of rounds equal to 1/2 her class level + her Charisma modifier, and it affects the Panacea and all allies within 5 feet per class level. At 8th level she gains Second Judgment, at 15th level she gains Third Judgment, at 20th level she gains Final Judgment.</p><p></p><p>Holy Aura: At 1st level a Panacea grants additional defense to all allies within her Group Judgment radius and herself. They gain a +1 bonus to saves against disease, poison, fear, petrification, paralysis, charm, compulsion, and death. At 4th level and every 3 levels thereafter this bonus increases by 1, to a maximum of +6 at 16th level. At 19th level a Panacea selects one of these effects, and all allies within the radius are immune instead.</p><p></p><p>Holy Blast: At 2nd level a Panacea can spend a point of Grit in order to deal 1d6 damage per 2 Panacea levels to all creatures within a 15 foot cone (reflex save half). The damage is 1/2 fire and 1/2 holy.</p><p></p><p>Lay on Hands: At 2nd level, as the Paladin class feature, but it costs 1 Grit to activate.</p><p></p><p>Mercy/Cruelty: At 3rd level, and every 3 levels thereafter, the Panacea gains a single Mercy from the Paladin list. She may apply it whenever she uses Lay on Hands. She also gains the corresponding Cruelty from the Antipaladin list (advanced player's guide) and may apply one of them to her Holy Blast. A Panacea may not gain additional Mercies or Cruelties through feats.</p><p></p><p>Divine Bond: At 5th level, a Panacea gains a Divine Bond, as a Paladin, but it must be with a weapon. Activating the Divine Bond costs 1 point of Grit and lasts for 1 round per Panacea level.</p><p></p><p>Vital Strike: At 6th, 11th, and 16th level, a Panacea gains the Vital Strike, Improved Vital Strike, and Greater Vital Strike feats (respectively), regardless of her base attack bonus.</p><p></p><p></p><p>I think the class has a lot of potential, and it seems in like with the Inquisitor and the Paladin in terms of power.</p><p></p><p>Opinions?</p></blockquote><p></p>
[QUOTE="Chronologist, post: 5665828, member: 81796"] I'm going to be playing in a 6th level Pathfinder game, and I'm trying to design a base class that fills the role of a Cleric or a Paladin, while focusing on group healing and group combat boosts. Here is my current idea, based partially on the Inquisitor, but taking a little from the Paladin and Gunslinger as well. The Panacea d8 hit dice, medium attack bonus, proficient with simple and martial weapons, with all armor, and with light and heavy shields. Good fortitude and will saves. Class Features Grit: The Panacea has a pool of Grit, like a Gunslinger, totaling a number of points equal to their Charisma modifier plus 1/2 their Panacea level. These points can only be used to fuel Panacea class features. A Panacea recovers a point of Grit whenever she successfully makes a critical hit against an opponent or drops a creature to 0 or less hit points. A Panacea may not gain additional Grit through the expenditure of feats, nor may she take feats that have a prerequisite of Grit, unless she also has a level of Gunslinger, at which point the feats only apply to her Gunslinger levels and Grit pool. Group Judgment: At 1st level, a Panacea can activate a Judgment as an Inquisitor of her level by spending a point of Grit. The benefits last for a number of rounds equal to 1/2 her class level + her Charisma modifier, and it affects the Panacea and all allies within 5 feet per class level. At 8th level she gains Second Judgment, at 15th level she gains Third Judgment, at 20th level she gains Final Judgment. Holy Aura: At 1st level a Panacea grants additional defense to all allies within her Group Judgment radius and herself. They gain a +1 bonus to saves against disease, poison, fear, petrification, paralysis, charm, compulsion, and death. At 4th level and every 3 levels thereafter this bonus increases by 1, to a maximum of +6 at 16th level. At 19th level a Panacea selects one of these effects, and all allies within the radius are immune instead. Holy Blast: At 2nd level a Panacea can spend a point of Grit in order to deal 1d6 damage per 2 Panacea levels to all creatures within a 15 foot cone (reflex save half). The damage is 1/2 fire and 1/2 holy. Lay on Hands: At 2nd level, as the Paladin class feature, but it costs 1 Grit to activate. Mercy/Cruelty: At 3rd level, and every 3 levels thereafter, the Panacea gains a single Mercy from the Paladin list. She may apply it whenever she uses Lay on Hands. She also gains the corresponding Cruelty from the Antipaladin list (advanced player's guide) and may apply one of them to her Holy Blast. A Panacea may not gain additional Mercies or Cruelties through feats. Divine Bond: At 5th level, a Panacea gains a Divine Bond, as a Paladin, but it must be with a weapon. Activating the Divine Bond costs 1 point of Grit and lasts for 1 round per Panacea level. Vital Strike: At 6th, 11th, and 16th level, a Panacea gains the Vital Strike, Improved Vital Strike, and Greater Vital Strike feats (respectively), regardless of her base attack bonus. I think the class has a lot of potential, and it seems in like with the Inquisitor and the Paladin in terms of power. Opinions? [/QUOTE]
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The Panacea (Inquisitor Variant)
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