Difference between revisions of "Priest: Deprecated"
GnomeWorks (Talk | contribs) (Created page with 'I have decided that the cleric class is not an appropriate class for Trinity. As such, it has been replaced by the priest, a class that uses the Truename magic system from ''Tome…') |
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Deny Passage Prevent creatures from entering or leaving the area. | Deny Passage Prevent creatures from entering or leaving the area. | ||
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Latest revision as of 17:17, 27 February 2015
I have decided that the cleric class is not an appropriate class for Trinity. As such, it has been replaced by the priest, a class that uses the Truename magic system from Tome of Magic.
Note that the system has undergone extensive modification to accomodate the needs of Trinity; all changes will be noted in the class description.
The Priest Utterances Known Max Utterance Level Level BAB Fort Ref Will Special So / To / Ma Sou / Too / Map 1 +0 +0 +0 +2 Domain 2 / -- / -- 1st / --- / --- 2 +1 +0 +0 +3 3 / -- / -- 1st / --- / --- 3 +1 +1 +1 +3 4 / -- / -- 2nd / --- / --- 4 +2 +1 +1 +4 5 / 2 / -- 2nd / 1st / --- 5 +2 +1 +1 +4 6 / 2 / -- 2nd / 1st / --- 6 +3 +2 +2 +5 7 / 3 / -- 3rd / 1st / --- 7 +3 +2 +2 +5 8 / 3 / -- 3rd / 2nd / --- 8 +4 +2 +2 +6 9 / 4 / 1 3rd / 2nd / 1st 9 +4 +3 +3 +6 10 / 4 / 1 3rd / 2nd / 1st 10 +5 +3 +3 +7 11 / 5 / 1 4th / 2nd / 1st 11 +5 +3 +3 +7 12 / 5 / 2 4th / 3rd / 1st 12 +6/+1 +4 +4 +8 13 / 6 / 2 4th / 3rd / 2nd 13 +6/+1 +4 +4 +8 14 / 6 / 2 4th / 3rd / 2nd 14 +7/+2 +4 +4 +9 15 / 7 / 3 5th / 3rd / 2nd 15 +7/+2 +5 +5 +9 16 / 7 / 3 5th / 4th / 2nd 16 +8/+3 +5 +5 +10 17 / 8 / 3 5th / 4th / 3rd 17 +8/+3 +5 +5 +10 18 / 8 / 4 5th / 4th / 3rd 18 +9/+4 +6 +6 +11 19 / 9 / 4 6th / 4th / 3rd 19 +9/+4 +6 +6 +11 20 / 9 / 4 6th / 5th / 3rd 20 +10/+5 +6 +6 +12 21 / 10 / 5 6th / 5th / 4th
Contents
Priest
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.
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.
Game Rule Information
Priests have the following game statistics.
Force Alignment: Divine.
Force Resistances: NI 5 + level, VI 5 + level.
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.
Hit Die: d6.
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 (The Forces) (Int), Search (Per), Speak Language, and Prayercraft (Wis).
Skill Points at Each Level: 4 + Int.
Alignment: Any.
Starting Age: Moderate.
Starting Gold: 5d4 x 10gp.
Favored By: None.
Class Features
All of the following are class features of the priest core class.
Weapon and Armor Proficiency: The mediator is proficient with simple weapons and light armor, but not shields.
Utterances (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.
Utterances are incredibly powerful, in that there is no restriction on how often a priest may use one. A priest who can continue to make Prayer checks (see below) can continue to use utterances.
Utterances are divided into three categories, called Lexicons. For sake of brevity, these are referred to as the Soul Lexicon, the Tool Lexicon, and the Map Lexicon. Some organizations may know these Lexicons by different names.
A priest has access to a certain number of utterances of appropriate level from the appropriate Lexicons, as per the table above; he has no need to prepare these utterances, and he does not need to pray daily to maintain them (though he may need to continually show his faith in his patron Saint or Lucavi by performing acts the individual "deity" favors).
Prayer: To use utterances, the priest must focus and speak carefully. The universe is difficult to command, and the tongue of creation is incredibly exacting.
In addition, the universe is resilient to such demands upon it - each time the priest uses a particular utterance, it becomes harder to use. Over time, the universe's resilience washes away, but attempting to call upon the same utterance multiple times in rapid succession is incredibly taxing.
To use an utterance, the priest must make a special Prayer check, which is a d20 + his priest level + his Wisdom modifier. Compare the result to the following table.
PRAYER CHECKS Type of Utterance DC Formula Soul 9 + (CR or HD) + utterance level Tool 20 + (2 x utterance level) Map 18 + (utterance level ^ 2)
Should the prayer check equal or exceed the DC, the priest successfully manipulates reality with his utterance. If he fails, nothing happens.
In addition, with each successful use of an utterance, the DC to use that utterance increases by 2 until the next day.
It is also possible for a priest to improve his ability to use utterances in regard to a single creature. By spending time learning a creature's truename - that is, the name it is known by from the view of the universe - he can improve his ability to affect it with utterances.
You can learn a creature's personal truename by making a Knowledge check of the appropriate type, against DC 15 + (2 x [CR or HD]). Researching a truename is not easy, however; you must make a number of successful Knowledge checks against the given DC equal to one-half the creature's HD, rounded down, to a minimum of 1.
The following table also has conditions that further modify the Knowledge check.
PERSONAL TRUENAME RESEARCH Condition Modifier You know the subject's ancestors Parents +1 Grandparents +2 Great-grandparents or beyond +4 You have met the subject +1 You have spent more than a month in close proximity to the subject +2 You are related to the subject, or are the subject +4 You know the subject's creature type +1 Subject is considered obscure -4
If the checks are all successful, the priest has learned the personal truename of the creature in question. Henceforth, the priest may opt to increase the Prayer check DC of utterances used against that target by +2; if he does so, he increases the utterance's saving throw DC by +2, and gains a +2 bonus on any "caster" level checks to overcome DI.
Domain: At 1st level, the priest may choose to align himself with a Saint or Lucavi. The priest does not have to do so, but attempting to tap into the power of the Divine without the intercession of a Saint or Lucavi can be incredibly dangerous, and his abilities will not be nearly as diverse as those of the faithful.
Should the priest decide to align himself with a Saint or Lucavi, he gains several benefits. He gains access to a new class skill, depending on the being he aligns himself with; he also gains an additional weapon proficiency. He also gains access to two of three possible granted powers, which he must choose at 1st level, and cannot change.
In addition to these benefits, the priest also adds all of the utterances on the deity's domain list to his utterances known, provided they are of the appropriate level and from the appropriate Lexicon. Whenever the priest gains access to a new utterance level, or a new Lexicon, he automatically adds all available utterances of that level and Lexicon to his utterances known list.
Below is a listing of the available domains.
SAINT LUCAVI Tracy Vannieu Ajora Konoe Ishikaru Zalera Arcostes Germonik Adrammalech Samahtar Velius Saiwin Aiwe Teniel Luna Lorne Hashmalum Sardon Elidibs Fortang Diaclo Kali Calixte Falriox Jareth Larin Crusader Rashida Yothoth Uriah Morodov Sko'Veyux
Utterances
Below is a list of utterances that all priests have access to.
Soul
1st Defensive Surge Grant ally +1 AC, or an enemy -1 AC. Inertia Surge Grant creature freedom from restricting effects, or root enemy. Knight's Puissance Ally gets +2 on attack rolls, or enemy gets -2 on attack rolls. Universal Aptitude Subject gets +5 on skill checks, or enemy gets -5 on skill checks, for 5 rounds. Word of Nurturing, Minor Give ally fast healing 1, or deal 1d6 damage each round for 2 rounds.
2nd Archer's Eye Allow ally to ignore concealment with ranged attacks, or protect ally from projectiles. Bear's Endurance Grant +4 enhancement bonus to Con, or deal 1d4 points of temporary Con damage. Bull's Strength Grant +4 enhancement bonus to Str, or deal 1d4 points of temporary Str damage. Cat's Grace Grant +4 enhancement bonus to Dex, or deal 1d4 points of temporary Dex damage. Eagle's Splendor Grant +4 enhancement bonus to Cha, or deal 1d4 points of temporary Cha damage. Fox's Cunning Grant +4 enhancement bonus to Int, or deal 1d4 points of temporary Int damage. Hawk's Eyes Grant +4 enhancement bonus to Per, or deal 1d4 points of temporary Per damage. Hidden Truth Grant a creature +10 on Knowledge check, or a +10 on Bluff check. Owl's Wisdom Grant +4 enhancement bonus to Wis, or deal 1d4 points of temporary Wis damage. Perceive the Unseen Give creature benefit of the Blind-Fight feat, or grant a creature concealment. Silent Caster Ally gains benefit of Silent Spell feat, or creature is silenced. Speed of the Zephyr Subject's speed increases by 20 feet and he can run up walls, or reduce foe's speed by 10 ft. Strike of Might Target's next attack deals +10 damage or -5 damage (min 0). Temporal Twist Ally gains one free attack, or enemy is dazed for 1 round. Word of Nurturing, Lesser Give ally fast healing 3, or deal 2d6 damage each round for 2 rounds.
3rd Accelerated Attack Give an ally Spring Attack feat, or allow ally to move while "casting." Energy Negation Grant an ally resistance 10 to one energy type, or deal energy damage to foe. Incarnation of Angels Creature gains celestial or fiendish template. Seek the Sky Give creature ability to fly, or force a flying creature gradually to the ground. Speed of the Zephyr, Potent Give ally benefit of the haste spell, or enemy suffers from the slow spell. Temporal Spiral Target gains one extra move action, or enemy is dazed for 3 rounds. Vision Sharpened Subject gains benefit of see invisibility, or becomes invisible. Word of Nurturing, Moderate Give ally fast healing 5, or deal 4d6 damage each round for 2 rounds.
4th Breath of Cleansing Allow ally second save against ongoing effect, or nauseate enemy. Caster Lens Increase ally's "caster" level by 2, or reduce enemy's "caster" level by 2. Confounding Resistance Grant ally ability to avoid partially harmful effects, or remove evasion from target. Morale Boost Remove fear from creature, or frighten a creature. Trinity Contraction Ally gains force resistance of your choice, or grant a creature the Empower Spell feat. Trinity Rebirth Restore a dispelled or dismissed Force effect, or dispel force. Word of Bolstering Cure or cause 1d6 points of ability damage or drain to one ability. Word of Nurturing, Potent Give ally fast healing 10, or deal 6d6 damage each round for 2 rounds.
5th Divine Attraction Move a creature 40 feet closer to you or 40 feet farther from you. Energy Negation, Potent Ally gains immunity to an energy type, or give ally energy shield that damages attackers. Essence of Lifespark Remove or grant one negative level. Preternatural Clarity Give an ally a +5 floating bonus for attacks, saves, or checks, or make an enemy confused. Seek the Sky, Potent Give creature fly speed of 120 ft (perfect), or cause flying creature to fall now. Sensory Focus Creature gains blindsight, or is blinded and deafened. Ward of Peace Ally cannot be attacked, or temporarily banish target to extradimensional pocket. Word of Nurturing, Critical Give ally fast healing 15, or deal 8d6 damage each round for 2 rounds.
6th Breath of Recovery Remove conditions from ally, or paralyze an enemy. Divine Rampart Ally gains DR 5/- and +5 on saves, or enemy gains -5 AC and saves. Ether Reforged Creature gains ghost touch, or creature becomes ethereal. Knight's Puissance, Potent Creature gains +5 or -5 on attack and damage rolls. Lifespark Raise Dead or Power Word: Kill. Singular Mind Free subject from enchantments, curses, and possession, or dominate one creature. Word of Nurturing, Greater Give ally fast healing 20, or deal 10d6 damage each round for 2 rounds.
Tool
1st Fortify Armor Make a creature's armor able to negate sneak attacks and crits. Keen Weapon Improve the crit range of a weapon.
2nd Agitate Metal Cause a creature's metal equipment to radiate painful heat or cold. Analyze Item Identify a Divine item.
3rd Rebuild Item Restore an item destroyed in the last round to perfect form and functionality, including Force effects. Suppress Weapon Suppress the energy property of a weapon.
4th Suppress Item Suppress the properties of a Force item. Transmute Weapon Change a weapon's special material.
5th Metaphysical Catalyst Give a one-use Force item the benefit of a metamagic (or similar) feat. Seize Item Bring an item within range instantly to your hand.
Map
1st Fog from the Void Create a cloud of fog that obscures sight and might hamper movement. Shield of the Landscape Alter the land to temporarily negate or provide cover. Shockwave A violent pulse of energy knocks creatures to their feet.
2nd Energy Vortex Fill the area with energy that damages your foes. Rock to Mud Turn solid rock into mud. Transform the Landscape Add or remove difficult terrain in the area.
3rd Lore of the World The world gives you information you request. Master of the Four Winds Bend the winds to your will. Thward the Traveler Prevent extradimensional travel in the area.
4th Anger the Sleeping Earth Shake the earth, as per earthquake. Conjunctive Gate Create a portal between two planes. Deny Passage Prevent creatures from entering or leaving the area.