Prime Requisite: WIS and CON
Requirements: None
Hit Dice: 1d6
Maximum Level: 14
Solitaries are madmen, prophets and wanderers.
Divine champions of a deity, faith or philosophy, they often challenge or at
least stand apart from the established hierarchy of their deity, faith or
philosophy. Occasionally persecuted as a heretic, a solitary’s divine
inspiration can often force change, or at least recognition, from the establishment.
A Lawful solitary might be an anchorite living in a small cottage at the base
of a great city’s cathedral, a Neutral solitary might be a hermit wandering the
wilderness, and a Chaotic solitary might be an anarchist seeking the
destruction of civilization or a murderer whose crimes are an homage to his
dark deities.
At first level, solitaries hit an
unarmored foe (AC 0) with an attack throw of 10+. Like clerics, they advance in
attack throws and saving throws by two points every four levels of experience. Solitaries
cannot wear armor heavier than leather, cannot use shields and are limited to
fighting with the traditional weapons of their order. All solitaries are
trained by an order, defined by the deity, faith or philosophy of its members.
Judges are encouraged to create orders specific to their campaign setting. Otherwise,
when a solitary is created, select an order for the character from the
Alignment-based Orders table below based upon the character’s alignment. Write
down the allowed traditional weapons and special abilities of the order. Each order
teaches the use of a selection of traditional weapons, two or more special
abilities at 1st level or later, two mysteries, and four proficiency selections
which are added to the Solitary Proficiency List as potential class proficiency
choices. All solitaries may fight wielding a weapon two-handed or wielding a
weapon in each hand.
Alignment-based Orders
Alignment
|
Weapons
|
Special Abilities
|
Mysteries
|
Proficiency List
|
Lawful
|
battle axe, mace, spear, sword,
two-handed sword, war hammer
|
1st level: aura of protection, lay
on hands
|
Crusade, Good
|
Combat Trickery (force back, overrun),
Healing, Sensing Evil
|
Neutral
|
dagger, hand axe, spear and any bow or crossbow
|
3rd level: accuracy +1 to all
attack throws with missile weapons, 5th level: precise shot as an
elven ranger, 7th level: sharpness once per 8 hours; each use takes 1
round (10 seconds)
|
Crusade, Nature
|
Precise Shooting, Running,
Swashbuckling, Weapon Finesse
|
Chaotic
|
battle axe, dagger, flail, great axe,
morning star, whip
|
1st level: aura of protection,
5th level: sensing good, 9th level: charm person once per day;
each use takes 1 round (10 seconds)
|
Crusade, Evil
|
Ambushing, Berserkergang, Familiar,
Kin-Slaying
|
Mysteries
Mystery
|
1st level, 2nd level, 3rd level, 4th
level and 5th level spells gained
|
Crusade
|
Resist Cold, Resist Fire, Striking,
Vigor, Sword of Fire
|
Evil
|
Protection from Good, Choking Grip, Winged
Flight, Animate Dead, Finger of Death
|
Good
|
Protection from Evil, Enthrall, Winged
Flight, Death Ward, Dispel Evil
|
Nature
|
Locate Animal or Plant, Speak with
Animals, Call Lightning, Skinchange, Call Dragon
|
A solitary may turn undead as a
cleric. Solitaries may cast divine spells as a divine caster. See the solitary’s
spell repertoire below. A solitary adds the spells associated with his
mysteries to his repertoire. Beginning at 5th level, a solitary may brew
potions, scribe scrolls, and research spells. At 9th level, a solitary is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, a solitary may learn and cast ritual divine spells of great power (6th and 7th level), and craft magical constructs such as golems and animated statues. If chaotic, the solitary will become able to create necromantic servants and even become undead himself. These activities are explained in the Campaign chapter of the ACKS Rulebook.
Solitaries may use any magic item usable
by clerics.
Upon attaining 9th level, a solitary faces
a choice: whether to continue to walk a path outside of the society of his
deity, faith or philosophy, or whether to choose a new path to bring change to
the society of his deity, faith or philosophy. A solitary choosing the latter
path can build or claim a retreat. If the solitary is currently in favor
with his god, he may buy or build his retreat at half the normal price due to
divine intervention. When the solitary establishes his retreat, 5d6x10 0th
level soldiers and 1d6 1st-3rd level solitaries will serve him. These followers
are completely loyal (morale +4). While in the solitary’s service, his
followers must be provided food and lodging, but need not be paid wages. Solitary’s
retreats are otherwise identical to cleric’s fortified churches, as detailed in
the Campaign chapter of the ACKS Rulebook.
A solitary who does not establish a
retreat instead gains a single devoted apprentice. This apprentice will be a
level 5 henchman who makes himself known to the solitary. The apprentice does
not count against the number of henchman the solitary may hire. Also, the
apprentice will begin with a +4 on all future morale rolls, as if the
apprentice had gained four levels while in the solitary’s service. The apprentice must be provided food and
lodging, but need not be paid wages.
Solitary Proficiency List (24 + 4 = 28): Battle
Magic, Beast Friendship, Command, Contemplation, Diplomacy, Divine Blessing,
Divine Health, Endurance, Fighting Style, Knowledge (history), Laying on Hands,
Leadership, Loremastery, Magical Engineering, Martial Training, Mystic Aura, Prestidigitation,
Profession (judge), Prophecy, Quiet Magic, Righteous Turning, Sensing Power, Theology,
Unflappable Casting, Weapon Focus
Experience
|
Level
|
Title
|
Hit Dice
|
Special Abilities
|
1
|
2
|
3
|
4
|
5
|
0
|
1
|
Aspirant
|
1d6
|
||||||
1,500
|
2
|
Novice
|
2d6
|
Divine spellcasting
|
1
|
||||
3,000
|
3
|
Initiate
|
3d6
|
3
|
|||||
6,000
|
4
|
Disciple
|
4d6
|
3
|
1
|
||||
12,000
|
5
|
Immaculate
|
5d6
|
Magic research (minor)
|
3
|
3
|
|||
24,000
|
6
|
Preceptor
|
6d6
|
3
|
3
|
1
|
1
|
||
50,000
|
7
|
Justiciar
|
7d6
|
3
|
3
|
3
|
1
|
1
|
|
100,000
|
8
|
Solitary
|
8d6
|
4
|
4
|
3
|
3
|
1
|
|
200,000
|
9
|
Master
|
9d6
|
Retreat or apprentice, magic research
|
4
|
4
|
4
|
3
|
3
|
300,000
|
10
|
Master, 10th lvl
|
9d6+1*
|
5
|
5
|
4
|
4
|
3
|
|
400,000
|
11
|
Master, 11th lvl
|
9d6+2*
|
Ritual spells
|
5
|
5
|
5
|
4
|
4
|
500,000
|
12
|
Master, 12th lvl
|
9d6+3*
|
7
|
7
|
5
|
5
|
4
|
|
600,000
|
13
|
Master, 13th lvl
|
9d6+4*
|
7
|
7
|
7
|
5
|
4
|
|
700,000
|
14
|
Grand Master
|
9d6+5*
|
8
|
7
|
7
|
7
|
5
|
*Hit point modifiers from constitution are
ignored
Solitary Spells
First Level Divine Spells
1 Cure
Light Wounds*
2 Light*
3 Remove
Fear*
Second Level Divine Spells
1 Bless*
2 Shimmer
3 Spirtual
Weapon
Third Level Divine Spells
1 Continual
Light*
2 Cure
Disease*
3 Remove
Curse*
Fourth Level Divine Spells
1 Cure
Serious Wounds*
2 Dispel
Magic
3 Neutralize
Poison*
Fifth Level Divine Spells
1 Commune
2 Strength
of Mind*
3 True
Seeing
Custom Class Build Information
Hit Dice
|
Fighting
|
Thievery
|
Divine
|
Arcane
|
1
|
1b (Thief)
|
0
|
2
|
0
|
Trade-Offs
Custom: exchange full spell progression
and a spell list of 10 spells per level for 133% spell progression and a spell
list of 5 spells per level
Reduce weapon selection from Broad to Narrow
for 2 custom powers
XP Calculation: 500 + 500 + 500 = 1500 at
2nd level
Designer’s Notes
To my knowledge, the mechanical concept behind
this class was born in 3rd Edition. That mechanical concept is that of a
focused cleric or a “divine sorcerer”. It manifested in a variety of forms,
including the mystic, favored soul and oracle. As a game master in particular,
I’ve enjoyed adding NPCs using these classes, and I wanted something similar in
ACKS. Of course, cleric or priestess/witch will more than suffice for many, but
they weren’t quite what I was looking for in this case. Finding what I was
looking for proved more difficult than I had imagined. Eventually I thought of
the custom exchange I used for the Solitary, which accomplished in a much more
simple fashion what I was trying to do through many different, ultimately more
complicated means.
I chose to leverage my Templar Alignment-based Temples for the initial Solitary Alignment-based Orders. The Special Abilities and Proficiency List additions are identical. Weapons selection is similar, but reduced from Broad to Narrow, and, of course, the Mysteries are unique to the Solitary. This may not show off the Solitary at its best, but I think it provides a good baseline.
interesting
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