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Belmont

Belmonts are entrusted with the duty of slaying undead and other creatures of the night. They wield sacred whips, bear holy crosses, and employ holy water that make them formidable enemies of the creatures of darkness.

The belmont is an archetype of the cleric class.

Alignment

Belmonts must be of non-evil alignment.

Weapon Proficiency

A belmont is only proficient with the whip, dagger, and throwing axe.

This ability replaces the cleric’s standard weapon proficiencies.

Limit Break (Su)

At 1st level, the belmont receives the Limit Break (Grand Cross).

Grand Cross (Su): This Limit Break allows the belmont to present his holy symbol, damaging undead and evil outsiders. Undead and evil outsiders within a 30-ft.-radius of the belmont take 1d6 points of holy damage per cleric level and are inflicted with the Frightened status effect for 1 round + 1 round per four cleric levels after 1st. A successful Will save (DC 10 + half of the cleric’s level + his Charisma modifier) reduces the damage by half and negates the status effect.

This ability replaces one of the cleric’s standard deific order’s Limit Breaks.

Improved Whip Proficiency (Ex)

A belmont’s natural comfort with the movement of his whip and the effort required to attack with it allows him to not provoke attacks of opportunity when making an attack with the whip. In addition, when making an attack with the whip against undead creatures, the belmont uses his cleric level as his base attack bonus and the damage is always considered lethal.

This ability replaces the deific order’s favored weapon.

Vampire Hunter

Beginning at 1st level, a belmont gains the Vampire Hunter Tradition as a bonus feat.

This ability replaces spell proficiency.

Sacred Whip (Su)

At 1st level, a belmont imbues any whip he wields with divine energy against the undead. While attacking and damaging undead creatures with his whip, he gains a +1 sacred bonus to attack and damage rolls. This bonus increases by +1 at 6th level and every five cleric levels thereafter.

This ability replaces aura of resolve.

Vial of Holy Water (Su)

At 2nd level, a belmont is very adept at infusing holy water with his deity’s divine energy to create powerful vials that he can hurl at his undead enemies. Drawing the components of, creating, and throwing a vial requires a standard action that provokes an attack of opportunity. Thrown vials have a range of 20 feet and use the Throw Splash Weapon special attack. Vials are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus. On a direct hit against an undead creature, a belmont’s vial inflicts 1d6 points of holy damage + additional damage equal to the belmont’s Charisma modifier.

The damage of a belmont’s vial increases by 1d6 points at every even-numbered cleric level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from a belmont’s vial is always equal to the vial’s minimum damage (so if the vial would deal 2d6+4 points of holy damage on a direct hit, its splash damage would be 6 points of holy damage). Undead caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + half of the cleric’s level + his Charisma modifier.

This ability replaces channel energy.

Whip Crack (Ex)

At 4th level, the belmont gains Whip Mastery as a bonus feat even if he does not meet the prerequisites. When an undead creature whose number of Hit Dice is less than or equal to half of the belmont’s level takes damage from the belmont’s whip, it is shaken for 1 round. This does not stack with other fear effects.

This ability replaces blessing of the faithful.

Holy Cross (Su)

At 7th level, a belmont can present his holy symbol against an undead creature within 30 feet. The undead creature takes an amount of holy damage equal to the belmont’s level plus his Charisma modifier and must make a Will save (DC 10 + half of the cleric’s level + his Charisma modifier) or become panicked, fleeing for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. The belmont can use this ability a number of times per day equal to 3 + his Charisma modifier.

This ability replaces prayer.