Priest Domains

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What follows here is the list of priest domains for the Trinity campaign setting.

A quick list for easy navigation.

Tracy Vannieu (Saint)
Sardon (Saint)
Ajora (Lucavi)
Teniel (Lucavi)
Sko'Veyux (Lucavi)
Konoe Ishikaru (Saint)
Tethys (Deity)
Crusader (Lucavi)
Choranth Meklosh (Saint)
Viraxis (Deity)
Tracy Vannieu

Class Skill: Perform (Strings).
Weapon Proficiency: Pistol.

--Granted Powers--
Choose two.

Protect the Weak: If a creature adjacent to you would be struck with a melee or ranged weapon, you may interject yourself so that
the creature is not struck; however, you are automatically hit and take the damage the creature would have taken.

Gunslinger's Intuition: You gain an insight bonus to your AC as though you were a gunslinger of your priest level. This ability does
not function if you are wearing more than light armor.

Lucky Shot: Each day, you gain a reroll, usable once per day. This extraordinary ability allows you to reroll one roll that you have
just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if
it’s worse than the original roll.

--Tracy Vannieu Utterances--
Soul
1. Entropic Shield: Ranged attacks against you have 20% miss chance.
2. Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
3. Gunsai's Paranoia: Touched creature gains uncanny dodge.
4. True Seeing: Lets touched creature see all things as they really are.
5. Revolutionary's Vengeance: Touched creature ignores TR in regards to firearms.
6. Foresight: “Sixth sense” warns of impending danger.

Tool
1. Sympathetic Instrument: Touched instrument grants player a +5 insight bonus to Perform checks.
2. Repair Light Damage: "Heal" an item of 1d8 damage +1/level (max +5).
3. One Bullet Left: A single bullet appears, loaded, in touched firearm.
4. Repair Moderate Damage: "Heal" an item of 2d8 damage +1/level (max +10).
5. Gunsai's Eyes: Touched firearm makes next attack with +20 bonus.

Map
1. Detect Secret Doors: Reveals hidden doors within 60 ft.
2. Soulful Song: As per inspire fear (variant bardic ability).
3. Bullet Time: As per bullet time (jikuu).
4. ---
Sardon

Class Skill: Jump.
Weapon Proficiency: Lance.

--Granted Powers--
Choose two.

Trained on the Spires: Gain the battle jump feat.

Stormwracked: You cannot be dazed or dazzled by [light] effects, and you cannot be deafened by [sonic] effects.

Life at Sea: Gain the endurance feat.

--Sardon Utterances--
Soul
1. Fighting Spirit: Target becomes immune to fear.
2. Guard the Tower: Target can take a defensive stance (defender ability).
3. Roll of Thunder: Target cannot be silenced.
4. Ride the Lightning: Target regains health if struck by electricity damage.
5. Recruit to the Cause: Attempt to invite target (mediator ability).
6. Soul of the Dragoon: If target dies, chance to revive.

Tool
1. Thunderlance, Lesser: Touched weapon gains the shocking quality.
2. ---
3. Thunderlance: Touched weapon gains the shocking burst quality.
4. ---
5. Thunderlance, Greater: Touched weapon gains the shocking burst and holy qualities.

Map
1. Tempest: As per call lightning (druid).
2. Control Weather: As per control weather (druid).
3. Reverse Gravity: As per reverse gravity (druid).
4. Raise the Tower: As per instant fortress (magic item).
Ajora

Class Skill: Bluff.
Weapon Proficiency: Bastard Sword.

--Granted Powers--
Choose two.

Rebellious Spirit: Gain the slippery mind ability (rogue).

Aura of Leadership: Gain the aura of courage ability (paladin).

Angelslayer: Gain the favored enemy (outsider [good]) ability (ranger).

--Ajora Utterances--
Soul
1. Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2. Angelic Grace: One creature gets +4 profane bonus to Charisma.
3. Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
4. Slay Living: Touch attack kills subject.
5. Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
6. Ajora's Rebellion: Summon a devil (summon monster IX).

Tool
1. Infernal Weapon: Touched weapon gains the unholy quality.
2. ---
3. Symbol of Pain: Touched weapon has a symbol of pain etched in it (cleric).
4. Infernal Contract: Written work has hidden geas/quest embedded in it (cleric).
5. Godslayer: Touched weapon gains unholy and bane (outsider [good]) qualities.

Map
1. Ajora's Presence: As per magic circle against good (cleric).
2. ---
3. Unhallow: As per unhallow (cleric).
4. ---
Teniel

Class Skill: Survival.
Weapon Proficiency: Claw.

--Granted Powers--
Choose two.
 
Raging Mind: Creatures that attempt to contact or influence your mind take 1d3 points of temporary Wisdom damage unless they make a
successful Will save against DC 10 + your priest level.

Unthinking Beast: You can rage once per day as a barbarian.

Primal Grasp: Gain the improved sunder feat.

--Teniel Utterances--
Soul
1. Confusion, Lesser: One creature acts randomly for a short time.
2. Rage: As per rage (bard).
   Claws of the Beast: As per beast claws (druid, CDiv).
3. Call Beast: As per summon nature's ally III (druid).
   Confusion: As per confusion (wizard).
4. Contagion: Infects subject with chosen disease.
   Poison: As per poison (druid).
5. Maddening Scream: as per maddening scream (cleric, CDiv).
6. Form of the Beast: Take on a beast-like form.

Tool
1. Shatter: Sonic vibration damages objects or crystalline creatures.
2. ---
3. ---
4. ---
5. ---

Map
1. Entangle: As per entangle (druid).
2. Wall of Thorns: As per wall of thorns (druid).
3. Summon the Forest: As per animate plants (druid).
4. Antipathy: As per antipathy (druid).
Konoe Ishikaru

Class Skill: Iaijitsu Focus.
Weapon Proficiency: Katana.

--Granted Powers--
Choose two.

Aura of Leadership: Gain the aura of courage ability (paladin).

Stand Firm: Once per day, you can enter a defensive stance, as per the defender ability.

Challenge of Ishikaru: Once per day, you can issue a fighting challenge, as per the knight ability.

--Konoe Ishikaru Utterances--
Soul
1. Bless: Allies gain +1 attack and +1 on saves against fear.
2. Samurai's Endurance: Subject gains +4 to Con for 1 min./level.
   Calm Emotions: Calms creatures, negating emotion effects.
3. Shield Other: You take half of subject’s damage.
   Status: Monitors condition, position of allies.
4. Samurai's Stature: As per righteous might (cleric).
5. Phantom Steed: As per phantom steed (wizard).
   Tongues: Speak any language.
6. Insight of the Genji: As per moment of prescience (wizard).

Tool
1. Magic Weapon: Weapon gains +1 bonus.
2. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
3. Magic Weapon, Greater: +1 bonus/four levels (max +5).
4. ---
5. Genji Armaments: As per soul of the genji (genji ability).

Map
1. ---
2. Nondetection: As per nondetection (wizard), but affects an area instead.
3. ---
4. Word of Recall: As per word of recall (cleric).
Sko'Veyux

Class Skill: Intimidate.
Favored Weapon: Spiked Chain.

--Granted Powers--
Choose two.

Sadist: Once per day, you can convert damage you take into healing, up to 1 point/level.

Aura of Despair: You radiate a malign aura that causes enemies within 10 feet to take a -2 penalty on all saving throws.

Poison Use: You do not risk poisoning yourself when you use poison.

--Sko'Veyux Utterances--
Soul
1. Sorrow: Subject takes -3 penalty on attacks, saves, and checks.
2. Addiction: Subject becomes addicted to a drug.
3. Sadism: For every 10 hp damage caster deals, he gains +1 on attacks, saves, and checks.
4. Wrack: Blinds subject, renders it helpless for 5 rounds, then -2 on attacks, saves, and checks for 3d10 minutes.
5. Eternity of Torture: Target is rendered helpless, ageless, and has all abilities other than Con drop to 0.
6. Mindrape: Caster learns everything subject knows and can alter its memory or knowledge.

Tool
1. Dancing Chains: Animates one chain per level.
2. Extract Drug: Creates drug from inanimate object.
3. Liquid Pain: Extracts one dose of liquid pain from tortured victim.
4. ---
5. Soul Shackles: Imprison soul of dead creature in talisman from which caster can question it.

Map
1. Wall of Chains: Creates barrier of woven chains.
2. ---
3. Wall of Deadly Chains: As wall of chains, but chains attack those nearby.
4. ---
Tethys

Class Skill: Jikuucraft.
Weapon Proficiency: Chakram.

--Granted Powers--
You automatically gain the following ability.

Turn Elementals (Di): You can turn or destroy memementals and avaomentals as a good cleric turns undead. You can rebuke, command,
or bolster jikuumentals as an evil cleric rebukes undead. Either use of this ability requires the expenditure of a channel divine 
use.

Also, you gain three of the following abilities of your choice.

Celerity (Di): Gain a +10 enhancement bonus to your land speed when wearing up to light armor and carrying no more than a light 
load.

Foresight (Te): Gain a +4 insight bonus to initiative.

Spatial Flow (Di): For a total time per day of 1 round per priest level you possess, you can act normally regardless of magical 
effects that impede movement as if you were affected by freedom of movement. This effect occurs automatically as soon as it 
applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of
rounds).

Prescience (Di): You gain uncanny dodge, and your priest levels stack with levels of other classes granting this ability to 
determine if you gain improved uncanny dodge. In addition, once per day as an immediate action, you can add your Wisdom (or Faith) 
modifier to your AC against a single attack.

Prophecy (Pr): Once per game session, you may select a creature, object, or place, and spend ten minutes in a prophetic trance. If 
you do, roll d%; the base chance of producing a meaningful prophecy regarding the selected thing is 60% + 1% per petitioner level,
up to a max of 80%. The roll for a prophetic trance is made in secret. A successful roll indicates receiving a meaningful prophecy; 
a failed roll indicates receiving a meaningless prophecy. 

A priest has no way to know whether a received prophecy is meaningful or not.

--Tethys Prayers--
Utterances
1 Syllable of Alacrity: Haste a creature for one round. / Slow a creature for one round.
2 Phrase of Disorientation: Target rerolls its initiative, flat-footed until next action. / Target can refocus.
3 Syllable of Redo: As per temporal edit. / Target affected by deja vu.
4 ---
5 Syllable of the Frenetic: Target gains improved haste. / Target gains improved slow.
6 Word of Stasis: Stop a creature. / Remove stop from a creature.

Incantations
1 Distort the Flow: Target's initiative improves each round. / Target's initiative decreases each round.
2 Bend the Fabric: As per fold space. / As per expand space.
3 ---
4 Make the Plan: Prepare a contingent effect. / Prevent a creature from readying actions.
5 Recall the Future: As per temporal forewrite. / As per temporal rewrite.
6 Dam the River: Step out of time. / Speed up time's flow.

Recitations
1 Recitation of the Keeper of Precepts: Gain various time-related abilities.
2 ---
3 ---
4 ---
5 ---
6 Recitation of Tethys: Gain various time-related abilities.
Crusader

Class Skill: Sense Motive.
Weapon Proficiency: Maul.

--Granted Powers--
Choose two of the following abilities.
 
Smite Chaos: Once per day per five priest levels, you can smite chaos as a paladin can smite evil (If using ethos, this ability is 
Smite Red instead).

Detect Chaos: You can detect chaos at will as a paladin can detect evil (If using ethos, this ability is Detect Red instead).

Lawbringer: Melee weapons you wield are considered lawful-aligned for purposes of overcoming Damage Reduction.

--Crusader Prayers--
Utterances
1 Word of Law: Deal damage to chaotic creature. / Deal damage to lawful creature.
2 
3 
4 
5 
6 

Incantations
1 Impose the Order: Creature gains protection from chaos. / Creature gains protection from law.
2 
3 
4 
5 
6 

Recitations
1 Recitation of the Dark Judge: Gain various lawful-related abilities.
2 
3 
4 
5 
6 Recitation of Crusader: Gain various lawful-related abilities.
Choranth Meklosh

Class Skill: Knowledge (History).
Weapon Proficiency: Warhammer

--Priest Powers--
You automatically gain the following ability.

Ordained Knowledge (Di): You can spend a channel divine use to take 20 on any Knowledge check.

Priests choose two of the following powers.

...some stuff.

--Paladin Powers--
Paladins gain the following abilities.

Aura of Knowledge (Di): You gain a +6 sacred bonus to all Knowledge checks. Allies within your aura gain a +3 sacred bonus to all Knowledge 
checks. Empower: Increase your bonus by +2, and the bonus granted to allies by +1.

Mercy: Add confusion to the list of Mercy effects you can acquire at 12th level of paladin.

Ordained Knowledge (Di): You can spend a channel divine use to take 20 on any Knowledge check.

Perfect Recall (Ex): You can recall perfectly any document you have read or pieces of information you have retrieved from an akashic stone.

--Choranth Meklosh Prayers--
Utterances
1 
2 
3 Word of Tongues: Target can speak any language. / Target affected by babel status ailment.
4 
5 
6 

Incantations
1 Learn the Soul: Learn information about the target. / Target's vital information becomes inscrutable. 
2 Feel the Past: Gain information about a touched object. / Touched object's information becomes inscutable.
3 Question the Keeper: Request guidance from a divine entity. / Gain resistance to mental control. 
4 
5 
6 

Recitations
1 Recitation of the Archivist: Gain various powers related to knowledge.
2 
3 
4 
5 
6 

 

VIRAXIS
The True Goddess of magic, Viraxis holds divine purview over the Force of Magic itself. Those who invoke her name in prayer find themselves not only equipped with power divine, but also the ability to manipulate magic itself. Champions of her cause can bolster or disrupt magic, as well as destroy the minions of those forces arrayed against the power to warp to the world to Her will.
Class Skills: Spellcraft, Use Magic Device
Weapon Proficiency: Quarterstaff
 
GRANTED POWERS: UNIVERSAL
Turn Elementals (Di): You can turn or destroy psimentals and technomentals as a good cleric turns undead. You can rebuke, command, or bolster arcanomentals as an evil cleric rebukes undead. Either use of this ability requires the expenditure of a channel divine use.
 
GRANTED POWERS: PALADIN
Aura of Magic (Di): All status boons caused by Magic sources have their duration doubled. Allies within your aura have durations of status boons caused by Magic sources have their duration increased as though empowered. Empower: Whenever you or an ally would gain a status boon caused by a Magic source, if the effect can stack, the creature gains an additional copy of the status effect.
Aura of Dispellation (Di): At the beginning of your turn, you can affect any Magical effects affecting you as though you had used dispel magic, and taken 10 on the caster level check, using your petitioner level as your caster level. Allies within your aura also benefit, but only as though they had taken 5 on the caster level check, using your petitioner level. Empower: You gain a +2 bonus on your effective petitioner level for your dispel magic effect on yourself, and your allies treat you as having +1 petitioner level.
Aura of Leylines (Di): If you have a caster level, you gain a +1 bonus to it. All allies within your aura gain a +1 bonus to their caster level. Empower: Increase the bonus granted by +1.
Mercy: Add muted to the list of Mercy effects you can acquire at 6th level of paladin.
Spell Reflection: You can spend a channel divine use to gain reflect for 1 round.
Mysteries of the Arcane: You become fluent in Arcanic.