Difference between revisions of "Test Page 11"

From Trinity Wiki
Jump to: navigation, search
(Created page with "{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;" ! colspan="9;" style="background:#FBFBFB...")
 
(Light Armor)
 
(15 intermediate revisions by the same user not shown)
Line 1: Line 1:
{| class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
+
Revisiting armor.
! colspan="9;" style="background:#FBFBFB; border:1px solid silver;" align="center"|<div style="margin-left:0px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">The Priest</font></div>
+
|-
+
| colspan="6"|&nbsp;
+
| colspan="3" style="background:#dadada;"|'''Prayers'''
+
|-
+
|width="8%"|'''Level'''
+
|width="8%" align="left"|'''BAB'''
+
|width="5%"|'''Fort'''
+
|width="5%"|'''Ref'''
+
|width="5%"|'''Will'''
+
|width="32%" align="left"|'''Special'''
+
|width="14%"|''Absolute Limit''
+
|width="13%"|''Max Prayer Level''
+
|width="10%"|''Domains''
+
|-
+
|1 || align="left"|+0 || +0 || +0 || +2 || align="left"|Channel || 10 || 1st || 2
+
|-style="background:#ebebeb;"
+
|2 || align="left"|+1 || +0 || +0 || +3 || align="left"|&nbsp; || 13 || 1st || 2
+
|-
+
|3 || align="left"|+1 || +1 || +1 || +3 || align="left"|&nbsp; || 16 || 1st || 2
+
|-style="background:#ebebeb;"
+
|4 || align="left"|+2 || +1 || +1 || +4 || align="left"|&nbsp; || 19 || 2nd || 2
+
|-
+
|5 || align="left"|+2 || +1 || +1 || +4 || align="left"|&nbsp; || 23 || 2nd || 3
+
|-style="background:#ebebeb;"
+
|6 || align="left"|+3 || +2 || +2 || +5 || align="left"|&nbsp; || 27 || 2nd || 3
+
|-
+
|7 || align="left"|+3 || +2 || +2 || +5 || align="left"|&nbsp; || 31 || 3rd || 3
+
|-style="background:#ebebeb;"
+
|8 || align="left"|+4 || +2 || +2 || +6 || align="left"|&nbsp; || 36 || 3rd || 3
+
|-
+
|9 || align="left"|+4 || +3 || +3 || +6 || align="left"|&nbsp; || 41 || 3rd || 4
+
|-style="background:#ebebeb;"
+
|10 || align="left"|+5 || +3 || +3 || +7 || align="left"|Priest Talent || 46 || 4th || 4
+
|-
+
|11 || align="left"|+5 || +3 || +3 || +7 || align="left"|&nbsp; || 52 || 4th || 4
+
|-style="background:#ebebeb;"
+
|12 || align="left"|+6/+1 || +4 || +4 || +8 || align="left"|Priest Talent || 58 || 4th || 4
+
|-
+
|13 || align="left"|+6/+1 || +4 || +4 || +8 || align="left"|&nbsp; || 65 || 5th || 5
+
|-style="background:#ebebeb;"
+
|14 || align="left"|+7/+2 || +4 || +4 || +9 || align="left"|Priest Talent || 71 || 5th || 5
+
|-
+
|15 || align="left"|+7/+2 || +5 || +5 || +9 || align="left"|&nbsp; || 78 || 5th || 5
+
|-style="background:#ebebeb;"
+
|16 || align="left"|+8/+3 || +5 || +5 || +10 || align="left"|Priest Talent || 85 || 6th || 5
+
|-
+
|17 || align="left"|+8/+3 || +5 || +5 || +10 || align="left"|&nbsp; || 93 || 6th || 6
+
|-style="background:#ebebeb;"
+
|18 || align="left"|+9/+4 || +6 || +6 || +11 || align="left"|Priest Talent || 101 || 6th || 6
+
|-
+
|19 || align="left"|+9/+4 || +6 || +6 || +11 || align="left"|&nbsp; || 109 || 6th || 6
+
|-style="background:#ebebeb;"
+
|20 || align="left"|+10/+5 || +6 || +6 || +12 || align="left"|Priest Talent || 118 || 6th || 6
+
|}
+
  
&nbsp;
+
=Overview=
 +
Armor comes in four categories - '''heavy''', '''light''', '''mystic''', and '''clothing'''.
  
=Priest=
+
Armor, regardless of its type, never protects against attacks with the ''indirect'' tag, unless the armor otherwise specifies that it does so.
[[Image:new_priest.png|thumb|250px|right|Tony, iconic priest]]
+
: ''"Through faith, all things are possible."''
+
  
''I'm not sure I like any of these fluff pieces.''
+
'''Heavy Armor''' protects against physical attacks, both targeted and area.
  
In the worlds of Trinity, the Divine is both simultaneously a singular entity and a host of unique individuals. The Divine Spark itself has been sealed away into a metaphysical plane by Gaia herself, due to its meddling; but even so, the power contained within that spark can transcend such boundaries, and
+
'''Light Armor''' protects against physical area attacks and force area attacks.
  
Every living creature that is born enters the world with a soul, a tiny fragment of the power of the Divine itself. Armed with this piece of the Divine, an individual can instill power into another through sheer force of belief and will. To those whom such belief is imparted, the Divine fragment
+
'''Mystic Armor''' protects against force attacks, both targeted and area.
  
The divine is not a Force to be trifled with. While Magic may claim to rewrite the laws of the world, and Psionics may claim to find loopholes in the rules, the Divine does not meddle with such pedestrian affairs - no, he merely commands the world, and it bends to his will. There is no modification, no manipulation: the priest speaks, and the world obeys.
+
'''Clothing''' is not combat armor, and thus does not protect against any attacks.
  
The priest taps into the Divine itself for the inspiration and power to bend the world to his will. However, such power is not readily attained by mortals - only beings that are actively worshipped may grant this power to their followers, and so the priest is greatly tied to his patron Saint or Lucavi, for to fall out of favor means to lose the power to alter reality at will.
+
: '''''Example:''' Frank the Fighter is wearing heavy armor. He can make armor saves against being stabbed with a sword (targeted physical), or against a dragon's tail sweep (area physical), but not against a magic missile (targeted force) or fireball (area force).''
  
==Game Rule Information==
+
: '''''Example:''' Timmy the Thief is wearing light armor. He can make armor saves against a fireball (area force), or against a dragon's tail sweep (area physical), but not against a magic missile (targeted force) or being stabbed with a sword (targeted physical).''
Priests have the following game statistics.
+
  
'''[[The_Forces#Force_Alignment | Force Alignment]]:''' Divine.
+
: '''''Example:''' Mac the Mage is wearing mystic armor. He can make armor saves against a magic missile (targeted force), or against a fireball (area force), but not against being stabbed with a sword (targeted physical) or a dragon's tail sweep (area physical).''
  
'''[[The_Forces#Force_Resistance | Force Resistances]]:''' NI 5 + level, VI 5 + level.
+
When you are attacked, if you are wearing armor that protects against that attack form, you make an ''armor save''. This is a straight d20, but can be modified by... things.
  
'''Abilities:''' Wisdom, above all, is paramount to the priest. Without personal insight and understanding, he cannot begin to fathom how his words can alter reality.
+
In general, there are three ranges for the ''armor save'': '''no effect''', which means the armor doesn't provide any protection against the attack; '''half damage''', which means that you take half the damage you would have from the attack; and '''critical''', which means you take half the damage you would have ''unless you spend an action point'', which then reduces the damage you would have taken to zero and treats the attack as though it were a miss instead of a hit.
  
: '''''Special:''' If using the Faith ability score, the priest's prayers are based off of Faith, rather than Wisdom (in essence, whenever you see "Wisdom," replace it with "Faith").
+
The armor save effect stacks with effects such as ''protect'' or ''barrier''. So if you have ''protect'' and get a "half effect" result on your armor save against a physical attack, you take quarter damage, not half.
  
'''Hit Die:''' d6.
+
I think we want three armors for each type at the basic level. Because there are a lot fewer armor types, there are going to need to be a lot more armor enhancements.
  
'''Class Skills:''' The priest's class skills (and the key ability for each) are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (Religion) (Int), [[Knowledge_Forces|Knowledge (The Forces)]] (Int), Search (Per), Speak Language, and Prayercraft (Wis).
+
<div id="Armor">
 +
{|class="collapsible" width="98%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! colspan="7;" style="background:#000000;"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ARMOR</font></div>
 +
|-
 +
|colspan="1"|&nbsp;
 +
|colspan="3" style="background:#D7D7D7;"|'''Armor Save'''
 +
|colspan="3"|&nbsp;
 +
|-
 +
!width="11%" align="left"|Name
 +
|width="12%"|''No Effect''
 +
|width="12%"|''Half Damage''
 +
|width="12%"|''Critical''
 +
!width="13%"|Movement
 +
!width="13%"|Speed
 +
!width="14%"|Cost
 +
|-style="background:white;" align="left"
 +
|colspan="7;" style="background:#AABFBF; padding-left: 2em;"|'''CLOTHING'''
 +
|-
 +
|align="left"|Clothes || --- || --- || --- || -0 || -0 || Some
 +
|-align="left"
 +
|colspan="7;" style="background:#9CBA7F; padding-left: 2em;"|'''HEAVY ARMOR'''
 +
|-
 +
|align="left"|Mail || 1-12 || 13-19 || 20 || -0 || -0 || Some
 +
|-style="background:#D7D7D7;"
 +
|align="left"|Cuirass || 1-10 || 11-19 || 20 || -1 || -0 || Some
 +
|-
 +
|align="left"|Plate || 1-8 || 9-18 || 19-20 || -1 || -2 || Some
 +
|-align="left"
 +
|colspan="7;" style="background:#EFA0A0; padding-left: 2em;"|'''LIGHT ARMOR'''
 +
|-
 +
|align="left"|Jack || 1-12 || 13-19 || 20 || -0 || -0 || Some
 +
|-style="background:#D7D7D7;"
 +
|align="left"|Coat || 1-10 || 11-19 || 20 || -1 || -0 || Some
 +
|-
 +
|align="left"|Gear || 1-8 || 9-18 || 19-20 || -1 || -2 || Some
 +
|-align="left"
 +
|colspan="7;" style="background:#F9CCA7; padding-left: 2em;"|'''MYSTIC ARMOR'''
 +
|-
 +
|align="left"|Vestments || 1-12 || 13-19 || 20 || -0 || -0 || Some
 +
|-style="background:#D7D7D7;"
 +
|align="left"|Robe || 1-10 || 11-19 || 20 || -1 || -0 || Some
 +
|-
 +
|align="left"|Raiment || 1-8 || 9-18 || 19-20 || -1 || -2 || Some
 +
|}
 +
</div>
  
'''Skill Points at Each Level:''' 4 + Int.
+
&nbsp;
  
'''Alignment:''' As a priest, you must maintain an alignment appropriate to your patron Saint or Lucavi. While this generally means you must remain within one step of your patron's alignment, some patrons have stronger or weaker restrictions on their priests' alignments ([[Lucavi#Crusader|Crusader]], for instance, requires that you be lawful neutral). Read your patron's individual description for more information.
+
=Armor Enhancements=
 +
Descriptions of armor enhancements. This section is divided into a separate section for each armor type, as well as a generic category that can be applied to any armor.
  
: '''''[[Journey:_Ethos|Ethos]]:''' As a priest, you must maintain an ethos acceptable to your patron. Read your patron's individual description for more information; you must meet all the requirements listed.
+
You can temporarily disable an armor's property as a free action; reactivating a property is a standard action.  
  
'''Starting Age:''' Moderate.
+
==Heavy Armor==
 +
<div id="Adamant Plate">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#009900;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ADAMANT PLATE</font></div>
 +
|-style="background:white;" align="left"
 +
|Heavy armor, with a breastplate made of an adamantine alloy.
 +
|-align="left"
 +
|'''Armor - Heavy'''
 +
|-align="left"
 +
|'''Rarity:''' Common
 +
|-align="left"
 +
|style="background:#80CC80; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|You gain ''innate protect (piercing)''.
 +
|}
 +
</div>
  
'''Starting Gold:''' 5d4 x 10gp.
+
&nbsp;
  
'''Favored By:''' None.
+
<div id="Angmallen Plate">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#009900;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ANGMALLEN PLATE</font></div>
 +
|-style="background:white;" align="left"
 +
|An alloy of iron and gold, angmallen is unusually receptive to the Forces.
 +
|-align="left"
 +
|'''Armor - Heavy'''
 +
|-align="left"
 +
|'''Rarity:''' Common
 +
|-align="left"
 +
|style="background:#80CC80; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|This armor treats the number of socketed ''materia'' as one fewer (minimum 0); this counts as an item bonus.
 +
|}
 +
</div>
  
==Class Features==
+
&nbsp;
All of the following are class features of the priest core class.
+
  
<div id="Proficiencies">
+
<div id="Celenegil Mail">
{| class="collapsible" width="98%" style="text-align:left; clear:both; font-size:75%; font-family:verdana;"
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
! style="background:#FBFBFB; border:1px solid silver;" align="left"|<div style="margin-left:15px;"><font color="black" style="font-size:13.5px; font-family:tahoma;">Proficiencies</font></div>
+
! style="background:#0070dd;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">CELENEGIL MAIL</font></div>
 +
|-style="background:white;" align="left"
 +
|An alloy of orichalcum and mythril, celenegil is an incredibly strong, light alloy.
 +
|-align="left"
 +
|'''Armor - Heavy'''
 +
|-align="left"
 +
|'''Rarity:''' Uncommon
 +
|-align="left"
 +
|style="background:#80B8EE; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|You gain ''innate immunity (lag)''.
 +
|-align="left"
 +
|You gain a +10 foot item bonus to your movement speed.
 
|}
 
|}
'''Weapons:''' All simple weapons.
+
</div>
  
'''Armor:''' Light armor, no shields.
+
&nbsp;
  
'''Implements:''' [[D20_Mechanic:_Implements#Icons|Icons]].
+
<div id="Eternal Mail">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#0070dd;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">ETERNAL MAIL</font></div>
 +
|-style="background:white;" align="left"
 +
|"The time put into its craftsmanship is transferred into every ring of the mail, giving the wearer a temporal buffer of sorts." - ''Holding the Line: Memoirs of a Defender''
 +
|-align="left"
 +
|'''Armor - Heavy'''
 +
|-align="left"
 +
|'''Rarity:''' Uncommon
 +
|-align="left"
 +
|style="background:#80B8EE; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|You gain ''innate immunity (slow)''.
 +
|-align="left"
 +
|You gain ''innate immunity (stop)''.
 +
|}
 +
</div>
  
'''Prayers (Di):''' The priest uses the power of words, the manifestation of the Divine. When he speaks words in the tongue of creation, he may reshape the world to his liking. There are three types of such manifestations - utterances, incantations, and recitations - which are collectively referred to simply as ''prayers''. All prayers share the following qualities.
+
&nbsp;
  
* You may vocalize a prayer as a move action. You are not limited to vocalizing one prayer each round.
+
<div id="Genji Plate">
* Vocalizing a prayer provokes attacks of opportunity.
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
* Prayers are subject to Divine Inhibition (DI).
+
! style="background:#0070dd;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">GENJI PLATE</font></div>
* Prayers do not allow saving throws.
+
|-style="background:white;" align="left"
* Prayers can be prevented by ''namelessness'', a condition that some Forces can cause.
+
|Made for those who strike first and fast.
* Prayers are prevented by ''innocence'', a condition that causes a creature's effective hit points to always be treated as higher than a priest's absolute limit.
+
|-align="left"
* A creature affected by ''faith'' can always be affected by a priest's prayers, even if their current hit points are above their absolute limit.
+
|'''Armor - Heavy'''
* Utterances and incantations can be reversed, producing a thematically opposite effect.
+
|-align="left"
* You must make a Truespeak check to vocalize a prayer; you can intensify a prayer by voluntarily increasing the Truespeak DC.
+
|'''Rarity:''' Uncommon
* You must be able to speak to use prayers, but ''silence'' and other similar effects do not stop prayers.
+
|-align="left"
* The ''mute'' and ''babel'' status effects prevent the usage of prayers.
+
|style="background:#80B8EE; padding-left: 2em;"|'''PROPERTY'''
* With any prayer, you can target a creature within line of sight, regardless of distance.
+
|-align="left"
* Prayers do not stack with themselves or other prayers.
+
|This armor does not have a ''speed penalty''.
 +
|-align="left"
 +
|This armor does not have a ''movement penalty''.
 +
|}
 +
</div>
  
Prayers also interact with the Faith ability score, as follows.
+
&nbsp;
  
* Creatures with a negative Faith modifier are harder to affect with prayers, treating their effective hit points as higher for purposes of the absolute limit (see below).
+
<div id="Maximillian">
* Creatures with a positive Faith modifier are easier to affect with prayers, treating their effective hit points as lower for purposes of the absolute limit (see below).
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
* A creature with a 0 Faith is immune to utterances.
+
! style="background:#a335ee;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">MAXIMILLIAN</font></div>
 +
|-style="background:white;" align="left"
 +
|This armor bears the crest of 'The Last Knight,' whomever that may be.
 +
|-align="left"
 +
|'''Armor - Heavy'''
 +
|-align="left"
 +
|'''Rarity:''' Rare
 +
|-align="left"
 +
|style="background:#D19AF7; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|When you make an ''armor save'' with this armor, if you get at least ''half effect'', you can spend a ''healing surge''. If you do, you gain ''reraise'' for 5 rounds, instead of healing.  
 +
|-align="left"
 +
|You gain an item bonus to your ''healing surge value'' equal to your attunement bonus.
 +
|-align="left"
 +
|You gain two additional ''healing surges'' each day; this counts as an item bonus.
 +
|}
 +
</div>
  
If you choose to improve a prayer's Truespeak DC by intensifying it, you may only increase the DC by a maximum of your petitioner level.
+
&nbsp;
  
To use a prayer, you must have a Wisdom score of 9 + [(prayer's level) x 2].
+
<div id="Mirror Plate">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#a335ee;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">MIRROR PLATE</font></div>
 +
|-style="background:white;" align="left"
 +
|Polished to a sheen, it reflects more than just the light.
 +
|-align="left"
 +
|'''Armor - Heavy'''
 +
|-align="left"
 +
|'''Rarity:''' Rare
 +
|-align="left"
 +
|style="background:#D19AF7; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|You gain ''innate reflect''.
 +
|-align="left"
 +
|You gain ''innate immunity (radiance)''.
 +
|-align="left"
 +
|When a creature uses a ''gaze attack'' against you, you can make an ''armor save''; if your result is an ''armor critical'', the origin of the ''gaze attack'' becomes the target of the attack instead.
 +
|}
 +
</div>
  
You gain additional prayers known, if your Wisdom score is sufficiently high. Consult the table on the right to determine additional prayers known ('''''Note:''' Unlike other priest abilities based on Faith, if the Faith score is used, you still use Wisdom to determine bonus prayers known).
+
&nbsp;
  
At 4th level, and every four levels after, you may choose to swap out prayers you know for new ones. For each type of prayer - utterance, incantation, and recitation - you may swap out a prayer you know for one you do not, of the appropriate type. You cannot swap out bonus prayers from a high Wisdom in this fashion.
+
<div id="Mythril Mail">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#009900;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">MYTHRIL MAIL</font></div>
 +
|-style="background:white;" align="left"
 +
|Mythril woven and worked into rings is both lighter and sturdier than steel.
 +
|-align="left"
 +
|'''Armor - Heavy'''
 +
|-align="left"
 +
|'''Rarity:''' Common
 +
|-align="left"
 +
|style="background:#80CC80; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|You gain ''innate protect (slashing)''.
 +
|}
 +
</div>
  
'''Truespeech (Di):''' As a petitioner, priests are trained in the language of the Divine itself, which it used to give names to everything that existed, exists, and will exist. Though mortal tongues are not made to form such speech, the divine languages - Saigue and Lucavic - are similar enough facsimiles that priests can use them to alter reality.
+
&nbsp;
  
Using these languages in this manner is difficult, however: in order to successfully use prayers, a priest must make a Truespeak check. A priest's bonus on a truespeak check is 3 + his petitioner level + his Wisdom modifier. You can never take 20 on a Truespeak check, and can only take 10 if you expend a ''channel divine'' use (see below). Truespeak checks are further modified by how you refer to a creature; if you know a creature's ''truename'' - that is, the name the Divine itself gave to it - you gain a +4 bonus to your truename check. If you must refer to a creature by a nickname (such as referring to a monster by a physical description, rather than the name of it), you suffer a -2 penalty to your truename check.
+
<div id="Platina Plate">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#009900;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">PLATINA PLATE</font></div>
 +
|-style="background:white;" align="left"
 +
|An alloy of steel and platinum, this armor glints brilliantly in sunlight.
 +
|-align="left"
 +
|'''Armor - Heavy'''
 +
|-align="left"
 +
|'''Rarity:''' Common
 +
|-align="left"
 +
|style="background:#80CC80; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|You gain ''innate immunity (shadow)''.
 +
|}
 +
</div>
  
'''Learning Truenames:''' Learning a truename of a creature requires meditation, study, and research. A priest must make a Knowledge check relevant to the creature's creature type with a DC of at least 25, and spend at least one week in research with access to a library or similar institution. You must have a creature's given name in order to find its truename. The base DC of this check is 25, further modified by the creature's notoriety, age, and measures taken to prevent its truename from being learned.
+
&nbsp;
  
'''Utterances (Pr):''' Utterances are the most powerful form of prayer a priest can vocalize. These are words and phrases that cause some kind of hindering or harmful effect to foes, or a helpful effect to allies. All utterances are subject to a priest's ''absolute limit'': an utterance vocalized by a priest cannot affect an unwilling creature whose current hit points is greater than the priest's absolute limit. A willing creature can be affected by an utterance regardless of its current hit points.
+
==Light Armor==
 +
<div id="Scatterlight Suit">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#009900;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">SCATTERLIGHT SUIT</font></div>
 +
|-style="background:white;" align="left"
 +
|This tight-fitting suit is covered with a thin layer of material that scatters light.
 +
|-align="left"
 +
|'''Armor - Light'''
 +
|-align="left"
 +
|'''Rarity:''' Common
 +
|-align="left"
 +
|style="background:#80CC80; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|As a swift action, you gain ''invisible'' until the end of your next turn, or until you take damage. While this ability is active, you cannot make ''armor checks'' with this armor.
 +
|}
 +
</div>
  
At each priest level, your base absolute limit is as shown on the table above. You gain a bonus to your absolute limit equal to your petitioner level x your Wisdom modifier. Improving your petitioner level (through feats such as ''Versed in the Force'') improves your absolute limit as though they were priest levels.
+
&nbsp;
  
: '''''Example:''' A 9th-level priest has a Wisdom of 17 (so a +3 modifier). At 9th level, a priest has a base absolute limit of 36. The priest adds 27 to this (9 x 3), for a total of 63. The priest's absolute limit is 63 hit points.
+
==Mystic Armor==
 +
<div id="Kilimweave Shirt">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#009900;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">KILIMWEAVE SHIRT</font></div>
 +
|-style="background:white;" align="left"
 +
|A shirt woven in the Kilimweave style, incorporating ''materia'' into its construction.
 +
|-align="left"
 +
|'''Armor - Mystic'''
 +
|-align="left"
 +
|'''Rarity:''' Common
 +
|-align="left"
 +
|style="background:#80CC80; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|This armor treats the number of socketed materia as one fewer (minimum 0); this counts as an item bonus.  
 +
|}
 +
</div>
  
If the Faith ability score is being used, creatures with a Faith modifier - either positive or negative - modify their effective hit points for purposes of the absolute limit.
+
&nbsp;
  
A creature with a positive Faith modifier subtracts their Faith modifier '''&#215;''' their Hit Die from their current hit points to determine their effective hit points for purposes of the absolute limit.
+
<div id="Ghostphase Armor">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#000000;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">GHOSTPHASE ARMOR</font></div>
 +
|-style="background:white;" align="left"
 +
|This thin white-and-gray mantle fades away near the bottom.
 +
|-align="left"
 +
|'''Armor - Light, Mystic'''
 +
|-align="left"
 +
|'''Rarity:''' Varies
 +
|-align="left"
 +
|style="background:#B7BDC5; padding-left: 2em;"|'''PROPERTY (Uncommon)'''
 +
|-align="left"
 +
|As a swift action, gain ''insubstantial'' until the end of your next turn.
 +
|-align="left"
 +
|style="background:#EDD28B; padding-left: 2em;"|'''PROPERTY (Rare)'''
 +
|-align="left"
 +
|As a swift action, gain ''insubstantial'' and ''phasing'' until the end of your next turn.
 +
|}
 +
</div>
  
A creature with a negative Faith modifier adds their Faith modifier '''&#215;''' their Hit Die to their current hit points to determine their effective hit points for purposes of the absolute limit.
+
&nbsp;
  
A creature with a Faith score of 0 is immune to utterances; in effect, their effective hit points are considered above the priest's absolute limit, regardless of how many hit points the creature actually has.
+
<div id="Lorist's Robe">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#009900;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">LORIST'S ROBE</font></div>
 +
|-style="background:white;" align="left"
 +
|A hooded robe that completely covers the wearer's body.
 +
|-align="left"
 +
|'''Armor - Mystic'''
 +
|-align="left"
 +
|'''Rarity:''' Common
 +
|-align="left"
 +
|style="background:#80CC80; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|You gain an item bonus to ''force attack'' rolls equal to your attunement bonus.
 +
|}
 +
</div>
  
'''Incantations (Pr):''' Incantations are a weaker form of prayer that priests can use. Unlike utterances, incantations have no limit on the sort of creature they can affect.
+
&nbsp;
  
'''Recitations (Pr):''' Recitations are prayers a priest can use to modify his own existence, by reciting his own truename continually with slight variations. A recitation can be maintained on your turn by expending a swift action. While using a recitation, you cannot use other prayers. Maintaining a recitation does not require a Truespeech check - once you have made the initial check, you can continue maintaining the recitation indefinitely.
+
<div id="Mistle Robe">
 +
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
 +
! style="background:#009900;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">MISTLE ROBE</font></div>
 +
|-style="background:white;" align="left"
 +
|A smooth robe made from layers of cloth interwoven with fibers taken from mystic plants.
 +
|-align="left"
 +
|'''Armor - Mystic'''
 +
|-align="left"
 +
|'''Rarity:''' Common
 +
|-align="left"
 +
|style="background:#80CC80; padding-left: 2em;"|'''PROPERTY'''
 +
|-align="left"
 +
|You gain ''innate immunity (sealed)''.
 +
|}
 +
</div>
  
'''Domain (Di):''' When you take your first level in priest, you must select a Saint or Lucavi as your patron. You gain access to your [[Priest_Domains|patron's domain]], which grants you an additional priest class skill, an additional weapon or armor proficiency, and a number of additional powers (dependent upon the domain). In addition, your patron's domain automatically adds new prayers to your prayers known upon gaining access to the appropriate prayer level.
+
&nbsp;
  
'''Know Thyself:''' Upon taking your first level in priest, you gain knowledge of your own truename.
+
<div id="Repulsing Armor">
 
+
{|class="collapsible" width="90%" style="border:1px solid silver; text-align:center; clear:both; font-size:75%; font-family:verdana;"
'''Channel Divine (Di):''' As a priest, you are able to tap into the power of the Divine, though diluted by the separation between the Divine itself and the world. You gain a number of ''channel divine'' uses per day equal to 3 + your Charisma modifier.
+
! style="background:#009900;" align="left"|<div style="margin-left:15px;"><font color="white" style="font-size:13.5px; font-family:tahoma;">REPULSING ARMOR</font></div>
 
+
|-style="background:white;" align="left"
For purposes of Divine feats from other sources, ''channel divine'' uses count as ''turn undead'' attempts (and so you can use them to fuel Divine feats that require their expenditure).
+
|Inlaid with esoteric runes, this armor can repel even though most persistent foes.
 
+
|-align="left"
Most patron's domains grant a power that allows you to expend a ''channel divine'' use for a purpose relevant to the patron.
+
|'''Armor - Mystic'''
 
+
|-align="left"
In addition, all priests can use ''channel divine'' uses to focus their prayers, imbuing their words with just a touch of Divine power that enables their will to be understood, even if their words are not. When you use a prayer, you may expend a ''channel divine'' use to take 10 on the Truespeak check to use the prayer.
+
|'''Rarity:''' Common
 
+
|-align="left"
'''Priest Talent:''' At 10th level, and every two levels thereafter, the priest learns a new ability. He may select one of the following special features; unless otherwise specified, each ability can be selected only once.
+
|style="background:#80CC80; padding-left: 2em;"|'''PROPERTY'''
 
+
|-align="left"  
* ''Chosen Faithful:'' You may select another priest ability granted by your patron's domain.
+
|As a standard action, you can activate this item's power. It remains active for a Brief duration (5 rounds).
* ''Deific Providence:'' Through your connection to a deity, your ability to call upon the Divine is greater than that of other priests. You can expend two uses of ''channel divine'' to take 20 on a Truespeech check to vocalize a prayer. Doing so requires no additional time, and can be done under stress. (''Prerequisites:'' Patron must be a Deity)
+
|-align="left"
** ''Soulsight (Di):'' Your connection to the Divine through your patron allows you to see the world in terms of the Divine, allowing you to sense the Truenames of creatures and objects near you as they change. When you look at a creature or object within 120 feet whose Truename you know, you treat them as though you had specified such a creature as a subject of the ''status'' spell, but can also access "meta" information regarding them (such as hit points, non-obvious status conditions, precise alignment information, and similar information that would not necessarily be available to a character through normal methods). This effect is automatic and does not allow for DI, but disabling your access to the Divine negates it (it reactivates immediately and automatically as soon as it is able). (''Prerequisites:'' Deific Providence)
+
|style="background:#80CC80; padding-left: 2em;"|'''POWER'''
* ''Gaze into the Soul (Di):'' While you have ''true seeing'' or similar effects active, you can attempt to gaze through a creature's eyes into their soul, learning their Truename. To do so, you must take a full-round action to make a Sense Motive check against DC 15 + the creature's Hit Die + the creature's Charisma modifier. If you succeed, you learn the creature's Truename. The target is always aware that you are taking this action (though may not be aware of what it means), and any creature with at least 1 rank in Prayercraft immediately who witneses this action recognizes what you are doing. Creatures with Divine Inhibition add their DI to the DC of the Sense Motive check. Creatures without eyes are immune to this effect.
+
|-align="left"
* ''One Voice, Two Words:'' When you vocalize a recitation, you can instead choose to vocalize two at once. To do so, add half the Truespeech DC of the lower-level recitation to the DC of the higher: this is the DC to vocalize both simultaneously.
+
|'''Power ('''Activated'''):''' Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction.
** ''Choir of the Soul:'' When vocalizing a single recitation, you can now vocalize other prayers while doing so. Vocalizing prayers with a recitation active is a standard action. (''Prerequisites:'' One Voice, Two Words)
+
|}
* ''Overwhelming Soul:'' Increase your base absolute limit by +5. You can take this talent multiple times; each time you do, its effect stacks.
+
</div>
* ''Rewrite the World (Pr):'' You gain knowledge of the ''[[D20_Mechanic:_The_Impossible#Rewrite_the_World|rewrite the world]]'' prayer. (''Prerequisites:'' Petitioner level 16th+, must be able to access 6th level prayers)
+
* ''Words of Power:'' You gain knowledge of one additional utterance, incantation, or recitation of your choice. You can take this talent multiple times.
+
* ''Feat:'' The priest may select a bonus feat in place of a talent.
+
 
+
==Ex-Priests==
+
A priest who grossly violates his patron's code of conduct, fails to maintain and observe his patron's dogma, or fails to keep his alignment/ethos within acceptable bounds loses access to his domain and all powers associated with it. He can still attempt to use prayers, but suffers a -10 penalty to all Truespeech checks, his effective petitioner level for all prayers is halved, and his absolute limit is quartered.
+
 
+
A priest ignores these penalties if he has innate Divine alignment (indicated by innate Nature and Void Inhibitions), but still loses access to his patron's domain and associated powers.
+
  
'''Patron Saint:''' If you have a Saint as your patron, you may either attempt to atone for your transgressions and regain your good standing as a petitioner (moderate difficulty), attempt to acquire patronage from a different Saint (hard difficulty), or attempt to acquire patronage from a Lucavi (easy difficulty).
+
&nbsp;
 
+
'''Patron Lucavi:''' If you have a Lucavi as your patron, you may either attempt to atone for your transgressions and regain your good standing as a petitioner (hard difficulty), attempt to acquire patronage from a different Lucavi (easy difficulty), or attempt to acquire patronage from a Saint (medium difficulty).
+
 
+
=Prayers=
+
Because of how Domains work, it would simply be too much to list every Domain's prayer list here.
+
 
+
As such, refer to the Domains page for the prayer lists.
+
 
+
=Design Notes=
+
While the Truename system we utilized ([http://www.bruised.nl/extern/TheWayWordsWork.pdf ''The Way Words Work'']) was mostly functional, there are still issues with skill-based casting that cannot be resolved in d20. Even in removing the majority of the skill-based aspects, the Divine casting system has always had its warts.
+
 
+
This redesign has a few majors goals:
+
 
+
* Rebalance absolute limit, with an eye for new HP progressions.
+
* Examine the prayer types, simplify and streamline their mechanics.
+
* Modify how domains work, returning to the original 3.5 model of each patron having multiple domains.
+
** Redesign how priests access prayers, removing the central list.
+
 
+
Also... maybe make Esuna functional.
+
 
+
So the important thing here is that the augmentations are going away; and chances are good that reversals are going to go, as well (or be simplified; their presentation, at the very least, needs to be fixed). Divine casting is going to be purely by absolute limit and nothing else (as this particular Trinity has moved to a "hard limits" type of casting, and Divine needs to reflect that).
+
 
+
[[category:Mechanics]]
+
[[category:Base Classes]]
+
[[category:Divine]]
+

Latest revision as of 10:55, 15 June 2017

Revisiting armor.

Overview

Armor comes in four categories - heavy, light, mystic, and clothing.

Armor, regardless of its type, never protects against attacks with the indirect tag, unless the armor otherwise specifies that it does so.

Heavy Armor protects against physical attacks, both targeted and area.

Light Armor protects against physical area attacks and force area attacks.

Mystic Armor protects against force attacks, both targeted and area.

Clothing is not combat armor, and thus does not protect against any attacks.

Example: Frank the Fighter is wearing heavy armor. He can make armor saves against being stabbed with a sword (targeted physical), or against a dragon's tail sweep (area physical), but not against a magic missile (targeted force) or fireball (area force).
Example: Timmy the Thief is wearing light armor. He can make armor saves against a fireball (area force), or against a dragon's tail sweep (area physical), but not against a magic missile (targeted force) or being stabbed with a sword (targeted physical).
Example: Mac the Mage is wearing mystic armor. He can make armor saves against a magic missile (targeted force), or against a fireball (area force), but not against being stabbed with a sword (targeted physical) or a dragon's tail sweep (area physical).

When you are attacked, if you are wearing armor that protects against that attack form, you make an armor save. This is a straight d20, but can be modified by... things.

In general, there are three ranges for the armor save: no effect, which means the armor doesn't provide any protection against the attack; half damage, which means that you take half the damage you would have from the attack; and critical, which means you take half the damage you would have unless you spend an action point, which then reduces the damage you would have taken to zero and treats the attack as though it were a miss instead of a hit.

The armor save effect stacks with effects such as protect or barrier. So if you have protect and get a "half effect" result on your armor save against a physical attack, you take quarter damage, not half.

I think we want three armors for each type at the basic level. Because there are a lot fewer armor types, there are going to need to be a lot more armor enhancements.

ARMOR
  Armor Save  
Name No Effect Half Damage Critical Movement Speed Cost
CLOTHING
Clothes --- --- --- -0 -0 Some
HEAVY ARMOR
Mail 1-12 13-19 20 -0 -0 Some
Cuirass 1-10 11-19 20 -1 -0 Some
Plate 1-8 9-18 19-20 -1 -2 Some
LIGHT ARMOR
Jack 1-12 13-19 20 -0 -0 Some
Coat 1-10 11-19 20 -1 -0 Some
Gear 1-8 9-18 19-20 -1 -2 Some
MYSTIC ARMOR
Vestments 1-12 13-19 20 -0 -0 Some
Robe 1-10 11-19 20 -1 -0 Some
Raiment 1-8 9-18 19-20 -1 -2 Some

 

Armor Enhancements

Descriptions of armor enhancements. This section is divided into a separate section for each armor type, as well as a generic category that can be applied to any armor.

You can temporarily disable an armor's property as a free action; reactivating a property is a standard action.

Heavy Armor

ADAMANT PLATE
Heavy armor, with a breastplate made of an adamantine alloy.
Armor - Heavy
Rarity: Common
PROPERTY
You gain innate protect (piercing).

 

ANGMALLEN PLATE
An alloy of iron and gold, angmallen is unusually receptive to the Forces.
Armor - Heavy
Rarity: Common
PROPERTY
This armor treats the number of socketed materia as one fewer (minimum 0); this counts as an item bonus.

 

CELENEGIL MAIL
An alloy of orichalcum and mythril, celenegil is an incredibly strong, light alloy.
Armor - Heavy
Rarity: Uncommon
PROPERTY
You gain innate immunity (lag).
You gain a +10 foot item bonus to your movement speed.

 

ETERNAL MAIL
"The time put into its craftsmanship is transferred into every ring of the mail, giving the wearer a temporal buffer of sorts." - Holding the Line: Memoirs of a Defender
Armor - Heavy
Rarity: Uncommon
PROPERTY
You gain innate immunity (slow).
You gain innate immunity (stop).

 

GENJI PLATE
Made for those who strike first and fast.
Armor - Heavy
Rarity: Uncommon
PROPERTY
This armor does not have a speed penalty.
This armor does not have a movement penalty.

 

MAXIMILLIAN
This armor bears the crest of 'The Last Knight,' whomever that may be.
Armor - Heavy
Rarity: Rare
PROPERTY
When you make an armor save with this armor, if you get at least half effect, you can spend a healing surge. If you do, you gain reraise for 5 rounds, instead of healing.
You gain an item bonus to your healing surge value equal to your attunement bonus.
You gain two additional healing surges each day; this counts as an item bonus.

 

MIRROR PLATE
Polished to a sheen, it reflects more than just the light.
Armor - Heavy
Rarity: Rare
PROPERTY
You gain innate reflect.
You gain innate immunity (radiance).
When a creature uses a gaze attack against you, you can make an armor save; if your result is an armor critical, the origin of the gaze attack becomes the target of the attack instead.

 

MYTHRIL MAIL
Mythril woven and worked into rings is both lighter and sturdier than steel.
Armor - Heavy
Rarity: Common
PROPERTY
You gain innate protect (slashing).

 

PLATINA PLATE
An alloy of steel and platinum, this armor glints brilliantly in sunlight.
Armor - Heavy
Rarity: Common
PROPERTY
You gain innate immunity (shadow).

 

Light Armor

SCATTERLIGHT SUIT
This tight-fitting suit is covered with a thin layer of material that scatters light.
Armor - Light
Rarity: Common
PROPERTY
As a swift action, you gain invisible until the end of your next turn, or until you take damage. While this ability is active, you cannot make armor checks with this armor.

 

Mystic Armor

KILIMWEAVE SHIRT
A shirt woven in the Kilimweave style, incorporating materia into its construction.
Armor - Mystic
Rarity: Common
PROPERTY
This armor treats the number of socketed materia as one fewer (minimum 0); this counts as an item bonus.

 

GHOSTPHASE ARMOR
This thin white-and-gray mantle fades away near the bottom.
Armor - Light, Mystic
Rarity: Varies
PROPERTY (Uncommon)
As a swift action, gain insubstantial until the end of your next turn.
PROPERTY (Rare)
As a swift action, gain insubstantial and phasing until the end of your next turn.

 

LORIST'S ROBE
A hooded robe that completely covers the wearer's body.
Armor - Mystic
Rarity: Common
PROPERTY
You gain an item bonus to force attack rolls equal to your attunement bonus.

 

MISTLE ROBE
A smooth robe made from layers of cloth interwoven with fibers taken from mystic plants.
Armor - Mystic
Rarity: Common
PROPERTY
You gain innate immunity (sealed).

 

REPULSING ARMOR
Inlaid with esoteric runes, this armor can repel even though most persistent foes.
Armor - Mystic
Rarity: Common
PROPERTY
As a standard action, you can activate this item's power. It remains active for a Brief duration (5 rounds).
POWER
Power (Activated): Whenever an enemy moves into an adjacent square, you can push that enemy 1 square as an immediate reaction.