Shar - Darkcloak (Character Kit)

Class Information 	Class Information
Racial Requirements 	Any
Ability Requirements 	Wisdom 9
Prime Requisite 	Wisdom
Hit Die Type 	d8
Attack as 	Priest
Save as 	Priest
Advance as 	Priest
Spell Ability? 	Yes
Exceptional Strength? 	No
Exceptional Constitution?	No
Starting Cash (x10 gp) 	3d6
Proficiencies 	Proficiencies
Weapon Slots 	2
Additional Slot 	4
Nonproficiency Penalty 	-3
Nonweapon Slots 	4
Additional Slot 	3
Available Categories 	General, Priest
Bonus Proficiencies 	None
Recommended Proficiencies	Astrology
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==Overview==
Despite Shar's evil alignment and her being the goddess of night, darkness, and loss, there is another side to the goddess, a side that is actually beneficial.
The Darkcloaks are members of Shar's clergy that function as oracles and care-givers to the emotionally damaged. The Darkcloaks bring the bliss of forgetfulness to such troubled souls. The Darkcloaks have actually made some progress in seeing Shar's faith become a socially acceptable one.
==Description==
Darkcloaks, like their names, are clad in long black hoods and cloaks, all trimmed with purple. Their garments are black as midnight, and usually leave little to the imagination. Darkcloaks have a special perfume scent that some people swear has amnesiatic properties, but this has never been proven, and the clergy of Shar is not saying anything on the matter.
Darkcloaks believe that life is full of pain, and only the emotional oblivion of Shar makes it tolerable. Unlike their nightbringer brethren, the darkcloaks actually have compassion towards the sufferers of mental anguish.
Preferring to cultivate a reputation as mysterious folk, the darkcloaks frame their oracular proclamations in obscure riddles and mysterious symbols.
==Special Abilities==
All darkcloaks can see in the dark, courtesy of infravision. This has a range of 60' for those without infravision or adds 60' of infravision for those who have it already. Darkcloaks can cast forget once per level, each day. A darkcloak's augury is always successful, even though
they give the results in riddles and evasive phrases.
A darkcloak of 3rd level or higher can act as an oracle, telling the future for one questioner per day. The base chance of accuracy is 40%, plus 5% per level above 3rd.
Once a day, a darkcloak of 5th level or higher can utter a soothing word that will eliminate one bad memory from the victim, provided the latter allows the darkcloak to use this ability on them.
A darkcloak of 7th level or higher has access to a special perfume. If the smeller fails a save vs. poison when within 5' of a darkcloak, they are affected by a forget spell. One application lasts for a day. Darkcloaks are immune to the perfume's effects. If anyone else wears the perfume, they smell as if sprayed by a skunk (-4 temporary Charisma loss).
Since darkcloaks do some good to people, they can have non-evil priests. Darkcloaks can be true neutral, neutral good, or lawful neutral.
==Special Disadvantages==
Darkcloaks are not suited for combat. They fight at a -2 penalty to hit in bright sunlight, or during the full moon. They are also surprised on a 1-4 on a d10 under those conditions.
Darkcloaks can only take the reversed forms of spells from the Light sphere of clerical magic. Additionally, they cannot take any spells from the Combat sphere of magic.
Despite their benevolence, darkcloaks are often identified with the evils brought by the rest of Shar's faithful and suffer a -2 reaction penalty accordingly.