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Class record

Acolyte

Healer / Support

Tier
1
Difficulty
3 / 5
Main role
Healer
Secondary role
Support

Rules reference

Class mechanics

Entry requirements and the complete level-by-level advancement path.

Entry

Requirements

Divine's Chosen breakthrough or be human.

Advancement

Progression

  1. UnlockKey ability
  2. Level 2Ability 1
  3. Level 3Skills
    You gain +5 skill points to spend in Appraise, Medicine, Religion, Magic, History, Insight, Negotiation, Intimidation or Common Knowledge. You can exchange any skill point for 2 expertise points, but must spend them in these skills.
  4. Level 4Ability 2
  5. Level 5Heart
    You gain +1 to Presence.
  6. Level 6Ability 3
  7. Level 7Soul
    You gain +1 to either Power or Toughness.
  8. Level 8Ultimate ability

Identity & lore

Class overview

Acolytes are practitioners of the mysterious power known as Faith, which is believed to be the oldest form of magic. In a world where The Church of Kari reigns as the most dominant religion, most Acolytes, about 95%, are Human, and nearly all of them, around 99%, belong to the Church.

Acolytes are people with a special calling, blessed with the power to perform miracles thanks to their deep faith. They're part of a bigger community that includes other Acolytes, priests, and sometimes even Paladins. Because of this, they can usually find a safe place to rest and get help in churches and temples wherever they go.

With their healing and protective abilities, Acolytes are essential members of any party, making sure their friends stay safe and well during tough battles.

Tactical guidance

Playing Acolyte

Acolytes are the main healers of groups of new adventurers, being the only tier 1 class with the capability to heal others.

Their primary tool for this is Cure Touch. The mana cost is high, but it is still more efficient (and cheaper) than drinking a potion. Keep in mind that it does provoke attacks of opportunity, so position yourself behind the ally you're healing if they are in melee combat.

Light's Care is  some efficient after combat healing. It heals for the same amount as Cure Touch for a fraction of the mana cost. It also has the benefit of allowing the target to prevent an injury to themselves if they went down in combat.

What makes an acolyte truly valuable for a newbie group is Angel's Embrace. It has no mana cost and reduces the damage an ally takes by a large amount. The range is short, so most acolyte's prefer a melee weapon. Since you are using your RP to help others, be wary that you don't put yourself in a position where the enemy can focus you as your RP dwindles.

Miracle: Sanctuary creates a small but durable barrier that can be used both offensively and defensively. When used defensively, it can give your allies a moment of reprieve, letting them drink a potion before going for a round two. It can also be used to trap an enemy inside the barrier, isolating it from its allies while your own allies wail on it.

Acolyte

Class features

Abilities unlocked

Complete rules for every ability granted by Acolyte.

Class feature
Grants+5 skill pointsReligion

Benefit 1

You gain proficiency in light armor, shields and a single common group of weapons. This group may include Channeling Weapons, even though they aren't consider common weapons. (But you only get 1 of the possible channeling weapons).

Benefit 2

You gain +5 skill points in the Religion skill. You can exchange any skill point for 2 expertise points, but must spend them in this skill.

Benefit 3

You are welcome at establishments for your religion and they are obligated to help you with lodging, advice, food and sometimes equipment.

Benefit 4

Upon Mastery of the class, you gain Elemental Mastery in your chosen Divine's element (or Holy if just human).

Ability

Cure Touch

2 AP3 MP
Range
Touch
Keywords
Healing, Spell

You heal the target for 11 + Power x 2

Requirements

-
1 MP
Range
Touch
Keywords
Encounter Conclusion,Healing

At the end of combat you may use 1 Encounter Conclusion action to heal a single target for 11 + Power x 2 and grant them First Aid. First Aid: The target can expend an Encounter Conclusion Action to prevent one injury to themself.

Requirements

-
1 RP
Range
15ft
Keywords
Shield,Spell,Aid,Safe

You grant the target ally Angel’s Embrace, which grants a Shield against the triggering attack that blocks damage equal to 5 + (2 x Toughness).

Requirements

A creature other than you is attacked.

2 AP2 MP
Range
5ft radius centered on self

You create an immobile sphere of protection in a 5ft radius that prevents all entry into and out of it. The Shield has health points equal to 20 + Toughness x 8. Attacks and Magical Effects cannot be casted out of or into the Sanctuary, which functions as line-of-sight blocking for the purposes of abilities. Sanctuary lasts until the start of your next turn unless you pay Upkeep (1 Mana). The Spell also ends when the Shield’s health points are reduced to zero.

Requirements

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