Exorcist (Character Kit)

Exorcist
Class: mystic
Ability Requirements: Wis 15 Con 12
Prime Requisite: Wisdom
Hit Die: d8
Attack as: : mystic
Save as: : mystic
Advance as: Exc. Strength?  no
Spell Ability?  As : mystic
Exc. Constitution?  no
Starting Cash: 2d4
Proficiencies
Weapon Slots:2
Additional Slot:5
Nonproficiency Penalty: -4
Nonweapon Slots:5
Additional Slot:3
Available Categories:General, arcane
Bonus Proficiency: Recommended religion
Proficiencies: Forbidden lore, sixth sense
Description: Exorcists are religious specialists who are trained and empowered to banish evil spirits. Unlike most religious figures on Gothic Earth, exorcists do have spiritual powers (mystic spells) to help them in their spiritual warfare against evil. Through elaborate rites that may   include dancing, drumming, beating a possessed person on the soles of the feet, liberal use of holy water, or many other means, the exorcist hopes to drive away the spiritual forces of the Red Death, preventing them from causing harm to the bodies and souls of humanity. Specific creatures that exorcists are particularly effective in combatting include ghosts, haunts, odems, carrionettes, ghostlights, even fiends (in some campaigns), as well as other monsters capable of dominating or possessing their victims. They also have heightened powers against all forms of undead.
Roleplaying: Exorcists are serious about their work and very devoted to their religion. Not all of them are dour and grim, but most are. Their determination to com bat the forces of evil in the world along with their special abilities to do so more than makes up for their lack of humor. Generally, exorcists have completed many years of training to learn their skills and perfect their devotion. Most exorcists should be at least middle-aged.
Special Benefits: Exorcists turn undead as if they were 1 level higher than their actual level. Since Exorcists derive their mystical powers from a source of good, they are less likely to attract the attention of the Red Death with their spellcasting. In most cases, the chance of failing a powers check is half what it would normally be — i.e., one- half the spell’s level (round up) or, in the case of a spell from the Necromantic sphere, the spell’s level. The exception to this rule is described under special hindrances, below.
Special Hindrances: The next sphere learned by an exorcist after mastering or abandoning the sphere of All must be Protection. Exorcists must be Lawful Good. As mentioned above, Exorcists are not as susceptible as most characters to the evil influence of the Red Death in their spellcasting. However, if an Exorcist does betray his or her faith by using a spell for evil purposes, the chance of fail- ing the powers check is twice what it would normally be — double the spell’s level, or quadruple the level of a Necromantic spell. Similarly, if an Exorcist is ever required to make a powers check because of an evil act such as theft or murder, the chance of failure is doubled.
Category:Character Kit
Category:Character Kit Dragon Magazine