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Author Topic: Specialty Priest as a Prestige Class  (Read 1961 times)
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« Reply #30 on: April 23, 2007, 06:43:31 AM »

Agh!  False Yoda he be!

Hmm...not that I don't agree, but why couldn't a Renegade Mage of any type be a Trickster? I total agree about the Knitch and the Disciple and of course the Red Wizard and the Archmage.

But the Trickster?  I would figure he'd be able to be any race.  Maybe not as a norm, but surely there's a human or halfling out there with the wiles and proper attitude to pull one off.  Maybe if the player wrote up a reason to make it truly believable...
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« Reply #31 on: April 23, 2007, 09:16:58 AM »

Corathal (The Angry Ravager)

Avenger

   Any follower of the Path of the Storm and a worshipper of Corathal who gains any divine magic is a Son or Daughter of the Storm. They call themselves brother and sister. These Children can be of any level. They typically do not stay in one place very long and travel the wilderness of Kyranath, protecting nature and seeking places of civilization in order to enact vengeance on society for its offenses to nature. Some of the brothers and sisters have a different calling, not to serve nature but to serve vengeance and fury. These gain certain powers to aid them in their god's cause.
   
Requirements
Race: Any
Feats: Endurance
Skills: Religion 6 ranks, Survival 3 ranks
Special: Must a worshiper of Corathal, and of either LN, N, or CN alignment
Spellcasting: Ability to cast 2nd level divine spells

Class Skills  Concentration (Con), Craft (leatherworking, weaving) (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (hunter) (Wis), Spellcraft (Int), Survial (Wis).

Skill Points at Each Level: 4 + Int modifier

Class Features

All of the following are features of the Avenger prestige class.

Weapon and Armor Proficiency: An avenger gains no proficiency with any weapons, armor or shields. However, they may only use weapons or armors that come from nature or free forged metal.

Spellscasting: When a new avenger level is gained, the character gains new spells per day as if he had also gianed a level in a divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benifit a character of that class would have gained (improved chance of controlling or rebuking undead , and so on). This essentialy means that the character adds the level of avenger to the level of whatever divine spellcasting class the character has, then determines spells per day and caster level accordingly.
   If a character had more than one divine spellcasting class before he became an avenger, he must decide to which class he adds each level of avenger for the purpose of determining spells per day. Once chosen this cannot be changed.

Special: The Avenger has two aspects and  may fluctuate between them within their lifetime. But for the most part they dedicate themselves to one of these only as their primary calling. These aspects are based on their perception of how Corathal would have them serve his ideals and is linked mainly to their alignment.
   The Lawful Neutral Avenger sees Corathal's management of the world as a part of nature's law and counter to the other influences that attack it. Their actions are ruled by a need to bring vengeance for these offenses. Nothing they do is random but is exactly codified as the perfect counter to the offense. An eye for an eye, a tooth for a tooth, a building for a copse of trees, etc...
   The Chaotic Neutral Avenger counters society and civilization with random acts of destruction and revenge. The exact measure of the offense is not important only that any offense to nature be avenged and paid for at some time in order to keep balance. These are more apt to light a fire in a barn of a farmer, not caring of the damage or loss of life it may cause, as payment for having tilled the land for too many years.
   Part of the strangeness of the Avenger and what makes them seem so dangerous and off putting is their ability to shift from one of these aspects to the other. Between each extreme they will be True Neutral and attempt to maintain a balance through an exacting code of causing random acts of vengeance. In this state they will be the most normal and act in ways that seem more reasonable and less fanatic. This shifting of alignment is allowed freely without any normal cost as long as it is done only once per level. Also they must shift from CN to N and then to LN or visa versa in order to have no difficulty. Changing from CN to N and then back to CN would incur normal costs for changing alignment.

Special Disabilities:
  • An Avenger cannot stay in a city or any other artificial structure for more than a day and one night before having to leave and find some form of wilderness to stay in for at least one day OR one night to balance themselves.
  • An Avenger may not own more than one weapon, one single piece or article of clothing (including armor) and one other miscellaneous item that is not able to be created in the wild. This means no refined metals, complex mechanisms or machined items. Fire hardened and free forged items are allowed.
  • Avengers may never build any stronghold or temple and never gain followers beyond what is allowed by their charisma.

Natural Immunity: Avengers can withstand any form of natural exposure without any lasting harm. They are unaffected by normal extremes of heat or cold caused by the natural environment. They still suffer full effects from heat and cold from any other source, or uncommon natural extremes. As the Avenger increases in power they gain immunity to other natural extremes:
  • At 2nd-level the Avenger is immune to any effects of pressure or limits on oxygen. There must still be some breathable air but the thickness or thinness of it will not effect the Avenger.
  • At 4th-level the Avenger is immune to natural lightning. this includes natural lightning called from storms by spell.
  • At 8th-level the Avenger is immune to even the hottest natural heat, or freezing level cold. They also gain a save vs any form of damage magical or natural from any heat or cold effects as well as any form of lightning and take either half or no damage.
  • At 12th-level the Avenger is immune to all forms of either natural lyor magically created environments. Given a way to breath, they can swim in volcanoes or withstands the depths of the ocean, or even survive in a vacuum. They gain a save vs any form of damage found in a natural environment and take either half or no damage.

Righteous Vengeance: When acting in the righteous pursuit of vengeance, the Avenger gains a +1 to hit and +2 to damage against those that performed the offense. They also receive a +2 (+10% ) for any roll used to track, find or needed in the pursuit of the offender. This bonus is not gained while pursuing opportunistic vengeance and must be while acting in the service of Corathal, the Path of the Storm (such as agasint one marked by Vendetta) or to balance nature. The exception is what is known as the Personal Fury.

  • Personal Fury: The Avenger can gain the bonus stated above when perusing anyone that is the cause of their first having come to worship Corathal.  Personal Rage can be defined as a prejudice against any one specific class of a certain race,  any specific person of a family, a type of profession or a religious order, etc... This is defined by the DM and player and posted so that all DM's are aware that the target of personal fury decided upon draws an uncompromising and unmitigated fury out of the PC. The Personal Fury must be stated at character creation and explained in the character's background.

   A secondary effect of the Righteous Vengeance ability against an offender of Corathal's natural laws is the detection of any great offender against nature. If an Avenger comes within ten feet of a person who has caused great harm to nature without making amends, the Avenger will know it. They will not know what the offense may be and so will not know the needed punishment for the offender's deed but they will be able to 'smell' the taint of it on them. Only the most heinous of offenders have this taint, those that have burned down forests, destroyed fertile ground, flooded living and vital areas, etc... Also anyone that has had the church call a vendetta against them is detected as well. In this case the level of offense, if not the exact offense, is known.

Call of the wild: Avengers are empowered by the wilderness and nature. Whenever outside the confines of civilization, away from any artificial buildings and while not using or burdened by any of the trappings of society (including those things created or made by use of more civilized or technical means) they gain an extra two Hit Points per level. After they are gained they remain until lost and these Hit Points are lost first when injured and treated as if the damage was just shrugged off or ignored by the Avenger.
   Also, for as long as the Avenger has any of these extra Hit Points they are able to make bare handed attacks as if they had claws (doing full and not subduel damage) at an attack rate of two per round for 1d3 +Str bonus for damage. They may not hold nor use any other weapons while making these attacks. If both of these attacks hit the same target, a third attack, a bear hug, may be made and do 2d4 +Str bonus for damage.
   Once the extra Hit Points are lost, they will not return until healed over time through natural healing only (magical healing or advanced healing skills will not return them and they will not return while not in the wild). The berserker like attacks may not be made until at least two hit points have returned.



Appendix 2a: Specialty Priest Spell List

Domains available: Animal, Destruction, and Plant

0 - Level Cleric Spells
Create Water
Cure Minor Wounds
Guidance
Inflict Minor Wounds
Resistance
Virtue


1st Level Cleric Spells
Bane
Bless
Cure Light Wounds
Doom
Endure Elements
Inflict Light Wounds
Magic Weapon
Obscuring Mist
Summon Monster I

2nd Level Cleric Spells
Cure Moderate Wounds
Death Knell

Delay Poison
Find Traps
Hold Person
Inflict Moderate Wounds

Resist Energy
Shatter
Summon Monster II

3rd Level Cleric Spells
Align Weapon
Bear's Endurance

Create Food and Water
Dispel Magic
Inflict Serious Wounds
Protection from Elements
Summon Monster III
Zone of Truth

4th Level Cleric Spells
Divine Power
Giant Vermin
Inflict Critical Wounds
Magic Weapon, Greater
Sending
Summon Monster IV


5th Level Cleric Spells
Commune
Cure Light Wounds, Mass
Inflict Light Wounds, Mass

Insect Plague
Mark of Justice
Righteous Might

6th Level Cleric Spells
Antilife Shell
Dispel Magic, Greater
Inflict Moderate Wounds, Mass
Summon Monster VI


7th Level Cleric Spells
Control Weather
Destruction
Inflict Serious Wounds, Mass
Repulsion
Summon Monster VII


8th Level Cleric Spells
Antimagic Field
Earthquake
Fire Storm
Inflict Critical Wounds, Mass
Summon Monster VIII

9th Level Cleric Spells
Miracle
Storm of Vengeance
Summon Monster IX

Red
denotes a spell I've added.
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« Reply #32 on: April 23, 2007, 05:49:22 PM »

Agh!  False Yoda he be!

Hmm...not that I don't agree, but why couldn't a Renegade Mage of any type be a Trickster? I total agree about the Knitch and the Disciple and of course the Red Wizard and the Archmage.

But the Trickster?  I would figure he'd be able to be any race.  Maybe not as a norm, but surely there's a human or halfling out there with the wiles and proper attitude to pull one off.  Maybe if the player wrote up a reason to make it truly believable...

moving this discussion to a different thread to keep renas work nice and clean. Cheesy
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« Reply #33 on: April 25, 2007, 04:57:24 AM »

Diadria (Lady Death)

Caretaker (Charitadi)

   The Caretaker represents Diadria's duty towards seeing that death is understood and respected. They attempt to make others understand what comes after life and so not fear death. Caretakers try and make people realize that what they do in life carries over in to death and the final judgment. The Charitadi is more socially accepted and many live out their lives in one place shepherding the living towards the end of their life and caring for the dead after they die. Caretakers are more often than not female. The Caretakers surprisingly wear robes of white but cover it with an enveloping hooded mantle of black and many wear a funeral mask. It is commonly held by society to be a bad omen to see a caretaker wearing armor. In their minds it signifies that the peaceful side of Diadria has been turned towards war. but when needed the caretaker will wear hide armor if available, otherwise they wear leather. It is acceptable but rare for them to use bones in their armor or other dress. Scales are also rarely worn but on occasions one of the Charitadi has done so. The favored weapon of the Charitadi is the footman's pick, but a close second is the scimitar or sickle.
  
Requirements
Race: Dwarf, Elf, Gnome, Halfling and Human
Feats: Skill Focus (Craft: Stonemasonry)
Skills: Religion 6 ranks, Knowledge (architecture and engineering) 3 ranks
Special: Must a worshiper of Diadria, and be of N, LN, or LE alignment.
Spellcasting: Ability to cast 2nd level divine spells

Class Skills  Concentration (Con), Craft (stonemasonry) (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (herbalist) (Wis), Spellcraft (Int).

Skill Points at Each Level: 4 + Int modifier

Class Features

All of the following are features of the Caretaker prestige class.

Weapon and Armor Proficiency: A caretaker gains proficiency with the footman's pick, but not with armor or shields. Caretakers may only use armors made from part of a once living body (leather, bone, hide or scale), but they may not use shields.

Darkbringer (Negracourium)
   
    The Negracourium brings death where ever he travels. These are the servants of Diadria's unforgiving nature. Acting as a means of ending those lives that had outlived their allotted time. Sometimes culling out the weak or those who waste their lives and serve no purpose, they aid in the struggles that are found in life bringing them to their ultimate end. The Darkbringer tends to be more active and mobile. Most people will not abide one living in their presence. Though some are accepted where death is preferable to suffering and help the dying on their way with a more swift and usually painless death, in general the Darkbringer is feared and reviled even by others within the Diadrian religious structure. Darkbringers are generally male, though some females are called it is rare. Only in the orc ranks are their more female Darkbringers to be found.  Famale Negracourium are sometimes known as Death's Handmaidens of Negra Vesti. In all cases they are unable to give birth and so are called to instead bring death. The Darkbringer wears the best armor he can afford or find with crimson and black color scheme. The bones of other living things are highly prized by the Darkbringer and worn as much as is practicable without being encumbering or ridiculous. They will only wear the bones of creatures they have killed themselves and those of more sentiant beings are more higly prized than those of mere animals. The favored weapons of the Negracourium are the scimitar, scourge and scythe.

Requirements
Race: Dwarf, Goblin, Human and Orc
Feats: Skill Focus (Profession: Herbalist)
Skills: Religion 6 ranks, Spellcraft 6 ranks
Special: Must a worshiper of Diadria, and be of LE, NE, or CE alignment.
Spellcasting: Ability to cast 2nd level divine spells

Class Skills  Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (herbalist) (Wis), Spellcraft (Int).

Skill Points at Each Level: 4 + Int modifier

Class Features

All of the following are features of the Darkbringer prestige class.

Weapon and Armor Proficiency: A darkbringer gains proficiency with the Sythe, but not with  armor or shields. Darkbringers may only use armors made from part of a once living body (leather, bone, hide or scale), but they may not use shields.


Caretaker and Darkbringer

   The only differences, other than listed above, between the two specialty priests is their outlook towards death. The Caretaker worships death as the final outcome of life and attempts to comfort the living in their final days and help them to face it without fear. The Darkbringer sees life as the enemy of the finality of death and so attempts to bring as much living to the Lady as possible. Neither is any more or less fanatic, though the Darkbringer lends itself to widespread killing sprees at times. Even though the Caretaker is not against the taking of life, they don't plan on bringing it about, only assist what is the natural flow of life culminating in its end. This means they can take the life of another who's time they see as over, whether it be in battle or at the end of an illness or by accident. Both see their taking of life as mercy killing as the final release of life is to end the suffering and be put the soul on the road to ultimate peace.

Spellscasting: When a new Diadrian specialty priest level is gained, the character gains new spells per day as if he had also gianed a level in a divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benifit a character of that class would have gained (improved chance of controlling or rebuking undead , and so on). This essentialy means that the character adds the level of Diadrian specialty priest to the level of whatever divine spellcasting class the character has, then determines spells per day and caster level accordingly.
   If a character had more than one divine spellcasting class before he became a Diadrian specialty priest, he must decide to which class he adds each level of Diadrian specialty priest for the purpose of determining spells per day. Once chosen this cannot be changed.

Special Disabilities:
  • Diadrian specialty priests suffer a -2 to all reaction rolls when dealing with the living.
  • A Diadrian specialty priest cannot cast, use or allow the use of any spell or ability that would deprive Diadria of a spirit, or return a soul from her domain.  This does not preclude them, or cause them to stop another, from saving a life before they pass on.
  • The Diadrian specialty priest cannot themselves ever be returned from the dead by any means other than through Diadria's hand, personally.

Funeral Rights:
  • Sanctify the Dead: Once per level per day the Diadrian specialty priest may sanctify a body. This either causes the corpse to be purified and freed of all corruption and disease and unable to be animated or unnaturally rise from the dead and so is never able to become an undead or it fortifies the body and allows it to be more preserved and stronger thus enhancing it, allowing the creation of a stronger undead. The later will guarantee a minimum of 1 HP per level of the priest to the undead created and add +1 to Hit Die and saves for the undead.
          Any sanctified body has its soul specially noticed by Diadria, who will assign one of her Archon in Nathalfertium to its case, The Archon then pleads its case in the Court of Bone and will later aid it along its Road to Justification. While being defended in the Court of Bone the body belonging to the soul will cease any physical decay and corruption for one day per level of the Diadrian specialty priest that sanctified it. This extra number of days are added to the normal time in which a person could be raised from the dead though the Diadrian specialty priest cannot be the one to so raise it unless specifically told to do so by Diadria personally.
  • Hollow Ground: Once per day upon reaching 3rd-level, the specialty priest can perform a ritual that allows for a plot of land equal to ten feet x level squared to become hollowed.  No body may be resurrected, raised or animated once buried in Hollowed Ground without the permission of the official Caretaker of those grounds.
  • Desecration of the Dead: Any body desecrated or unearthed from Hollowed Ground without the permission of the official Caretaker of those grounds will bring a curse upon those doing the deed. This curse will be equal to the level of the priest that hollowed the ground. The description of the curse and its effects will be left up to the DM.

Diadria's Presence: The Diadrian specialty priest cast certain spells as if they were 3 levels higher. See marked spells in Appendix 2. They are also able to control or turn undead more easily. When trying to effect any undead under 7 HD, they do so as if they are three levels higher. Undead of a greater variety, those of 7 HD and greater, are effected by the Diadrian specialty priest as if the undead were three HD less.

Disease Immunity: The Diadrian specialty priest is immune to the effects of disease. This does not mean they are capable of destroying the disease, only that it will not effect them in any way. Thus many of Diadria's Elite are carriers of disease. They have no control over this but will always know if they are a carrier and so can deal with the disease if they choose

Crypt Sight: The Diadrian specialty priest may see in absolute darkness or any other place with low or little light as if it were dusk (no more than a -1 modification for low or no light). This does not allow them to see heat patterns, ignore shadows, nor does it make them immune to any magical darkness other than that which is projected as an innate ability of any undead.

Necromancy: At 3rd-level, as a lesser god of magic, Diadria grants her specialty priests one extra spell of any level they are able to normally cast. The spells must be from the specific list allowed to the specialty priest. See Appendix 2.

Death Urge: Upon reaching 3rd-level, a Diadrian specialty priest may control a beings hold on life with their touch. They may use this ability once per 3 levels per day. The effect is equal to 2 points per level. They can draw hit points from an undead and transfer them as damage to a living person or health to another undead. This requires an attack at -2 to hit while at -2 to AC. A hit to AC 10 (with modifiers for magic and dex adjustment only and with before mentioned -2) will allow the transfer. Through a similar attack they can transfer HP from a living person (causing them damage) and use them as healing for themselves or another they are touching. It can also be used to cause damage to an undead creature. The Diadrian specialty priest may transfer their own HP as healing to the living or as damage to the undead in this fashion.



Appendix 2: Specialty Priest Spell List

Domains available: Death, Evil, and Magic

0 - Level Clerical Spells
Detect Magic
Detect Poison
Guidance
Inflict Minor Wounds +

Purify Food and Drink
Read Magic

1st Level Clerical Spells
Cause Fear +
Command
Cure Light Wounds
Deathwatch +
Detect Chaos/Evil/Good/Law
Doom
Endure Elements
Hide from Undead +
Inflict Light Wounds +
Magic Weapon
Obscuring Mist
Protect from Chaos/Evil/Good/Law


2nd Level Clerical Spells
Aid +
Augury (Preminition of Death) +
Consecrate
Darkness
Death Knell +
Desecrate +

Enthrall
Gentle Repose
Hold Person
Resist Energy
Restoration, Lesser
Silence +
Spiritual Weapon
Undetectable Alignment

3rd Level Clerical Spells
Animate Dead +
Bestow Curse
Contagion (Pestilence) +
Deeper Darkness
Dispel Magic
Glyph of Warding
Inflict Serious Wounds +
Magic Circle against Chaos/Evil/Good/Law
Meld into Stone (Entomb)
Prayer
Protection from Energy
Remove Curse
Speak with Dead (Soulspeech) +
Stone Shape

4th Level Clerical Spells
Dismissal +
Divination (Channel) +
Imbue with Spell Ability
Inflict Critical Wounds +
Magic Weapon, Greater
Repel Vermin
Restoration
Spell Immunity
Tongues

5th Level Clerical Spells
Atonement
Command, Greater
Commune
Dispel Choas/Evil/Good/Law
Disrupting Weapon +
Hallow
Inflict Light Wounds, Mass +

Insect Plague
Raise Dead* +
Slay Living (Slay) +
Symbol of Pain
Symbol of Sleep
True Seeing
Unhallow
Wall of Stone


6th Level Clerical Spells
Antilife Shell
Create Undead +
Dispell Magic, Greater

Find the Path
Forbiddance
Geas/Quest
Harm +
Heroes' Feast (Wake)
Inflict Minor Wounds, Mass +
Symbol of Fear
Symbol of Persuasion
Undeath to Death +
Word of Recall

7th Level Clerical Spells
Blasphemy
Destruction (Final Rest) +
Inflict Serious Wounds, Mass +
Regenerate
Resurrection* +
Symbol of Stunning
Symbol of Weakness

8th Level Clerical Spells
Antimagic Field
Create Greater Undead +

Earthquake
Inflict Critical Wounds, Mass +
Spell Immunity, Greater

Symbol of Death +
Symbol of Insanity
Unholy Aura

9th Level Clerical Spells
Energy Drain +
Implosion
Miracle
Soul Bind +

Red
denotes a spell I've added.
+ denotes spells that are cast as if three levels higher by the Specialty Priest.
* denotes a spell that may only be used with Diadria's direct permission to send an undead to its final rest.

((Just a note.. I kind of like the idea of using Charitadi and Negracourium, but used Caretaker and Deathbringer until I get a yes or no consensus on it.))
« Last Edit: April 26, 2007, 05:54:44 PM by Rena » Logged

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« Reply #34 on: April 26, 2007, 12:51:47 PM »

it is both Caretaker (Charitadi) and DARKbringer (Negracourium). I'm not sure where Death bringer came from it may be a mistake on the page if you found it there. THey are the class name and the second the in game title withint he church.
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« Reply #35 on: April 26, 2007, 05:47:42 PM »

Thanks for the clerification, and yes the Darkbringer is referenced as Deathbringer on the page :/
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« Reply #36 on: April 26, 2007, 06:24:29 PM »

Elanar (The Trickster)

Trickster

   The trickster is the chosen disiple of Elanar, the goddess of chance. This priest epitomizes the spirit of the goddess herself. The trickster is dedicated to the worthiness of adding chance through mischief to the world. In order to open the minds of others to possibility, these fortunate and gifted priests wander Kyranath seeking to show others the opportunities that are everywhere to be taken. The Tricksters serve by spreading random chance and good or bad fortune for as many others as they can. It is their duty to Elanar to take up each new coarse that is laid before them and do their best to get others to go along and find their own fate along the way.
   
Requirements
Race: Any
Feats: Persuasive
Skills: Religion 6 ranks, Bluff 3 ranks
Special: Must a worshiper of Elanar, and be of CG or CN alignment.
Spellcasting: Ability to cast 2nd level divine spells

Class Skills  Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Hide (Dex), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int).

Skill Points at Each Level: 4 + Int modifier

Class Features

All of the following are features of the Trickster prestige class.

Weapon and Armor Proficiency: A trickster gains no proficiency with any weapons, armor or shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble.

Spellscasting: When a new trickster level is gained, the character gains new spells per day as if he had also gianed a level in a divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benifit a character of that class would have gained (improved chance of controlling or rebuking undead , and so on). This essentialy means that the character adds the level of trickster to the level of whatever divine spellcasting class the character has, then determines spells per day and caster level accordingly.
   If a character had more than one divine spellcasting class before he became a trickster, he must decide to which class he adds each level of trickster for the purpose of determining spells per day. Once chosen this cannot be changed.

Special: The Trickster will never gain church supported or authorized permission to build a stronghold. They may at any time build one for their own personal use but at no time will they gain any followers beyond what their own personal achievements, experience and charisma may allow.

Tricks of the Trade: Given their penchant for pranks and mischief, Tricksters are granted minor thief abilities to enable them to better accomplish these tricks. The skills of Move Silently, Hide in Shadows and Pick Pockets are made available to them at a + 1 bonus; plus all racial, dexterity, and armor modifications. For every second level there after, they gain one additonal bonus point to allocate to their thief skills for a maximum of + 8.

Hand of Chance: A priest of Elanar can alter ANY die roll up or down by 1 point or alter any % chance up or down by 5%. This extends to any rolls dealing with circumstances in his presence as well, be it in combat, a save, proficiency check, thief ability by himself or others. In this sense, a critical fumble can just become a missed attack, a critical attack can just become a hit, a failed save can be made, a surprise roll can be modified, etc... For each seven levels of the Trickster, they may either the use the above once per day or they can increased the amount the number can be changed by one. Thus at 7th-level, a roll can be changed by up to 2 or 10% once per day or by 1 or 5% twice per day.

Luck: Whenever a completely random roll, not associated with any specific character's actions or skills, made by the DM and typically unknown by the players will influence what happens to the Trickster, the roll is modified by one in favor of the Trickster for each 3 levels of experience.



Appendix 2a: Specialty Priest Spell List

Domains available: Chaos, Luck, Trickery

0 - Level Clerical Spells
Create Water
Detect Magic
Detect Poison
Guidance
Light
Purify Food and Drink
Resistance
Virtue


1st Level Clerical Spells

Bane
Bless
Cause Fear
Command
Detect Choas/Evil/Law/Good
Divine Favor
Mischief *
Obscuring Mist
Protection from Chaos/Evil/Law/Good
Remove Fear
Sanctuary
Shield of Faith

2nd Level Clerical Spells
Aid
Augury
Darkness
Delay Poison
Eagle's Splendor
Find Traps
Hold Person
Resist Energy
Restoration, Lesser
Shatter

Silence
Undetectable Alignment
Zone of Truth


3rd Level Clerical Spells
Bestow Curse
Blindness/Deafness
Create Food and Water
Dispel Magic
Glyph of Warding
Helping Hand
Invisibility Purge
Locate Object

Magic Circle against Chaos/Evil/Law/Good
Meld into Stone
Obscure Object
Remove Blindness/Deafness
Remove Curse
Speak with Dead
Stone Shape
Water Breathing

4th Level Clerical Spells
Air Walk
Discern Lies
Divniation
Freedom of Movement
Imbue with Spell Ability
Neutralize Poison
Restoration
Spell Immunity
Tongues

5th Level Clerical Spells
Atonement
Break Enchantment
Command, Greater

Commune
Dispell Chaos/Evil/Law/Good
Insect Plague
Mark of Justice
Spell resistance
Symbol of Sleep


6th Level Clerical Spells
Animate Object
Antilife Shell
Dispell Magic, Greater
Eagle's Splendor, Mass

Find the Path
Geas/Quest
Glyph of Warding, Greater
Harm
Heal
Heroes' Feast
Symbol of Persuasion
Word of Recall

7th Level Clerical Spells
Control Weather
Ethereal Jaunt
Refuge
Restoration, Greater
Resurrection
Symbol of Stunning

8th Level Clerical Spells
Antimagic Field
Cloak of Choas
Discern Location
Spell Immunity, Greater
Symbol of Insanity


9th Level Clerical Spells

Energy Drain
Etherealness
Miracle
True Resurrection ("Second Chance")

Red
denotes a spell I've added.
* denotes the spell listed below:

Mischief
Conjuration (Creation), Illusion (Figment)
Level: Clr 1
Components: V, S
Casting Time: 1 round
Range: 10 ft.
Area of Effect: Special
Duration: 1hr/level
Saving Throw: None

   Mischief is a minor spell studied by initiates of Elanar as part of their devotions. The Mischief spell is a practice method for the initiate, teaching him how to manipulate minor amounts of probability and alter random chance. Once cast, the Mischief spell enables the caster to create minor magical effects for the duration of the spell. However, these effects are so minor that they have severe limitations. They are completely unable to cause a loss of hit points, cannot affect the concentration of spellcasters, and can only create small, obviously magical materials. Furthermore, materials created by the Mischief are extremely fragile and cannot be used as tools of any sort. Lastly, mischief  lacks the power to duplicate any other spell effects for more than a single second of instant duration.
   Whatever manifestation the mischief may take, it remains in effect only as long as the Trickster concentrates. Tricksters typically use Mischief to impress common folk, amuse children, as an aid in their pranks to brighten dreary lives. Common tricks with Mischief include mysterious foot falls around a corner, tinkling of ethereal music, making clothing look stained, glowing balls that float over the caster's hand, puffs of wind to extinguish a nearby candle, making offensive aromas or sounds, adding unwanted flavors to food and little whirlwinds to blow papers out of a person's reach.
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« Reply #37 on: April 26, 2007, 06:59:09 PM »

Fyrre (The Eternal Flame)

Flamewarrior

    When a priest is excepted into Fyrre's holy communion as a Flamewarrior, the last flame that he feels will be the kiss of Fyrre's symbol burned into his skin. This is usually done on the chest over the heart but some temples will do it on the Acolyte's forehead. This represents the old person being consumed and a new person rising from the ashes, changed for the better and the direct purpose of serving Fyrre. From this point on he will no longer be able to be burned by normal flame for as long as he serves Fyrre.
   But the god Fyrre is a fickle god, often changing his mind at a whim. His powers granted to his priests are great, but he does not give them away freely or to those undeserving.  Those studied in the ways of Fyrre know what it takes in his eyes, to be worthy of his boons and take what steps are needed to remain in his good graces.

Requirements
Race: Any
Feats: Persuasive
Skills: Religion 6 ranks, Intimidate 3 ranks
Special: Must a worshiper of Fyrre, and be of either CN or CE alignment
Spellcasting: Ability to cast 2nd level divine spells

Class Skills  Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int).

Skill Points at Each Level: 4 + Int modifier

Class Features

All of the following are features of the Flamewarrior prestige class.

Weapon and Armor Proficiency: A Flamewarrior gains proficiency with any forged weapons and armors with a metalic element.

Spellscasting: When a new Flamewarrior level is gained, the character gains new spells per day as if he had also gianed a level in a divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benifit a character of that class would have gained (improved chance of controlling or rebuking undead , and so on). This essentialy means that the character adds the level of Flamewarrior to the level of whatever divine spellcasting class the character has, then determines spells per day and caster level accordingly.
   If a character had more than one divine spellcasting class before he became a Flamewarrior, he must decide to which class he adds each level of Flamewarrior for the purpose of determining spells per day. Once chosen this cannot be changed.

Special: After the period of being an Acolyte of the Flame, every Flamewarrior of Fyrre is given a special suit of studded leather armor. This armor has been ritually created, tailored for the wearer, and is meant to be a 'tap' to his surroundings enabling him to gather together Fyrre's essence. The wearer can then utilize the powers granted by Fyrre. Every Acolyte has been taught how to tap upon the powers on their own, without the aid of this ritually benefited armor, however... later in the journey of the Flamewarrior on their path towards the true flame, it is found that the armor will be required in order to fully mature inthe ways of Fyrre. Without the sanctified armor, the Acolyte will find that he can maintain minimal powers of Fyrre (cast up to 2nd-level spells and use up to 2nd-level granted powers) but no more. With the ritual studded leather provided them, they are able to tap into once unknown powers, and utilize it more efficiently, thus enabling them to gain more of Fyrre's strength (now being able to cast up to 4th-level spells and use up to 4th-level granted powers).
   Every Acolyte is versed in the teachings of Fyrre and understands that there will come a time when the channeling armor provided to them will no longer meet their needs in order to receive Fyrre's energies. For this reason they are taught rigorously how to perform the very same rituals that were performed on their provided studded leather Armor.
   After they are on their own, and finding the need to tap into the larger pool of Fyrre's energies, they will discover the need to create a new channeler, a stronger suit of armor. This armor will have to be crafted predominately of metal. The rituals learned as an Acolyte will have to be performed to exacting standards over the time needed to forge the metal armor. The Flamewarrior need not know the actual skill of armorer or later weaponsmithing, etc., to manufacture what is needed; they can enlist the aid of those members of the church within the temple but must be there throughout the process as each piece is shaped and set upon the Flamewarrior as it is forged and cools to fit them perfectly. With great effort it takes on the form desired and serves as a new channel to Fyrre. This armor can be any kind with mostly metal fabrication, (I.E. Splint Mail, Chain Mail, Banded Mail, Half Plate, Full Plate, etc...). At the time of its creation, the armor will embrace the flames which have helped form it, and forever be able to tap into the source at an ability similar to that of its creator (will allow use of current level at time of creation to a maximum of level 7. So if a level 5 Flamewarrior created it, it would allow Flamewarrior abilities and the casting of spells upto and including level 5.)
   The material to create this item is the same needed to create any suit of armor of its kind, however the time to create the armor is reduced by 66%. The acolytes find it easy to work with the flames, and alongside them making the metal much more malleable (through this ritual) than any normal smith could. The armor will be imbued with a toughness, because of the way it was forge, greater than a normal armor of its kind, however this will only affect what would be able to damage it (150% toughness is gained but no bonus to AC). The armor is also perfectly fit to the Flamewarrior and so wears less encumbering and acts as if it were of a weight 66% of normal  for a suit of armor of the same type. If the normal time and cost is used to create the armor as a regular suit would need, then there is the normal chance of a quality suit of armor being created which would grant it a +1 to AC.
   Eventually, the Flamewarrior will find that his armor is once again not tapping into the full potential of Fyrre's power, and at that time he will need to 'reimbue' the essence of Fyrre into his armor. This will take no more material components, however it will take a similar amount of time to perform as the armor is again forged to fit him anew, and making any adjustments and repairs needed. It will also require a special Holy Symbol to perform the ritual, with a material value is no less than 200 gold pieces. (Reimbuing the armor, allows current level of armor + 2 to the  'tapping ability'. So, if the armor is reimbued at level 7, it would then 'work' until level 9.)
   If the Flamewarrior is unable to perform this very powerful ritual, he does have the option of recreating a new set of armor, however he must gather brand new components. It has been rumored that weapons created from old suits of Flamewarrior armor by the Flamewarrior who created it may have special and interesting properties. To do this the Flamewarrior must actually have the skills needed. Any such armor melted down and forged anew into a weapon will gain one of the following, +1 to hit, +1 to damage or +2 to Initiative. Other properties may also occur spontaneously determined by the DM and the favor the Flamewarrior has gained with his god.
   The Fyrrean Shield, is another instrument in which a Flamewarrior may use to channel the powers Fyrre grants him. At any time a Flamewarrior may ritually forge a metal shield (they must have the skills to do this) and so tap into powers that have not been available to them. (The shield adds +1 to the 'tapping' ability of Fyrre's power. So, a level 5 Flamewarrior with a level 5 suit of armor, gains the ability to 'tap' up to level 6 ability). The shield is usually made of bronze but can be of any metal. Such shields are twice as heavy as normal shields of their size. If the Flame warrior is not holding the shield then they do not gain its increase in 'tapping' ability.
   Early on it may be required to do any of these rituals at a Temple. Later,  if they have the skills to work a forge themselves, the Flamewarrior need only to bless a forge with divine power after praying for a week to purify it, before being able to use a 'non sanctified' forge.
   Through these rituals, Fyrre becomes pleased with his elite followers, and the boons granted to them only become greater. However ignorance to his essence and in the ways of the flame can limit just how much power they may ever receive from him. To become truly strong in Fyrre's energies, a Flamewarrior must ever perfect his armor and so become a greater warrior for the flame.

Fire Affinity: Flame based spells are cast by the Flamewarrior as if they were three levels higher. See Appendix 2.

Embrace of the Flames: At lvl 1 the Flamewarrior receives complete immunity to normal fires and a +1 save to Magical fires. As he gains levels in experience his immunity to natural forms of heat and flame, as well as other forms of damage caused by the burning of matter is increased.
  • 4th level: Immune to smoke and all other forms of airborne contagion caused by fire, and +2 to saves vs magical fire.
  • 7th level: Immunity to burns from heated and molten metal and a +3 save vs magical fire.
  • 10th level: Immunity to lava and superheated steam and other natural plasmas, and a +4 save vs magical fire.
  • 13th level: Immunity to natural burning corrosives and acid, and poisonous byproducts caused by fire or their consumption of matter, and a +5 vs magical fire.

Pyrokinesis: Starting at lvl 1, a Flamewarrior can manipulate his physical surroundings. Touching an item and willing it to happen, the Flamewarrior can raise its temperature. This may be used once per day. Most descriptions of the use of this power will be at the DM's digression but here is somewhat of a guideline.
  • Level 1: Ignite paper, light candles, small objects etc., instantly
  • Level 2: Ignite torches, light cloth on fire, heat up soup etc., after 1 round of concentration
  • Level 3: Light a campfire, thaw frozen food, boil water, etc., after 2 rounds of concentration.
  • Level 4: Light small logs ablaze, ignite leather or hide after 3 rounds of concentration
  • Level 5: Light larger fireplace sized logs on fire, heat up and iron pot to cook or boil water or something similar, cook raw meat after 5 rounds of concentration
  • Level 6: Light an 8 foot - 2x4 on fire, Ignite a quarter staff, heat metal studs in studded leather armor to where they burn the wearer after 8 rounds of concentration.
  • Level 7: Melt gold ingots, heat chain mail armor to unbearable degree after 10 rounds of concentration.
  • Level 8: Heat plate mail armor, after 10 rounds of concentration, ignite coal by touch.
  • Level 9: Melt 2 inch thick Iron bars and manipulate other sturdy forms of metal after 10 rounds of concentration.

   As the Flamewarrior becomes higher level, it takes them less time to concentrate to enact a lesser level power. The time needed to concentrate is reduced by one round per three levels above the needed effect. Thus a 5th level Flamewarrior can do the Lvl 2 Pyrokinesis effect instantaneously.
   If a DM so wishes, a first level Flamewarrior could light a small log on fire if they concentrate for a longer amount of time. Suggested time needed is the concentration time for the effect multiplied by the level difference of effect needed +1. Thus the first level Flamewarrior could ignite the log if concentrating for 15 rounds. [ 3 (the normal time needed to ignite a log at 4th level) x  4 (the level needed) +1, or 3 x 5 = 15 rounds..
   If a DM so wishes, Pyrokinesis may do damage to others so attacked. The range is touch and concentration for at least one round is still needed. Suggestions for the amount of damage is 1 to level of Flamewarrior in damage per round. The number of rounds this can be prolonged is equal to the level of effect used divided by the rounds of concentration needed (minimum of one maximum of 10). Thus a 10th level Flamewarrior could do 1-10 damage once, or they could do 1 damage each round for 10 rounds.
   If a DM so wishes, specific items on a person may be attacked. In order to cause damage to a moving or defended item, a successful attack to touch the target must be made. This is made at a further -4 for called shot. If successful the item is ignited and will burn according to normal rules for such items. This includes possible damage to the wearer or holder of the item. The maximum damage this can cause is determined by the level of the Flamewarrior and 20 minus the saving throw of the item vs. fire, whichever is lower.  So a tenth level Flamewarrior could ignite the robes of a mage. This will cause damage of no greater than 7 points of damage because the save for cloth vs. normal fire is 13. 20-13 is less than the Flamewarrior's level and so 7 is the upper end of damage the robe could burn before it is destroyed.  In general most things ignited will do 1d4 damage per round until they have reached the maximum allowed.. If the fire is put out or the item so ignited is thrown off or destroyed, it no longer does any further damage to anyone holding or wearing it.



Appendix 2: Specialty Priest Spell List

Available Domains: Chaos, Destruction, and Fire

0 - Level Cleric Spells
Cure Minor Wounds
Detect Magic
Guidance
Light
Purify Food and Drink
Resistance
Inflict Minor Wounds


1st Level Cleric Spells
Bane
Bless
Cause Fear
Cure Light Wounds
Divine Favor
Endure Elements +
Inflict Light Wounds
Obscuring Mist (Smoke)
Remove Fear
Sanctuary
Shield of Faith

2nd Level Cleric Spells
Aid
Augury
Enthrall
Resist Engery*
Spiritual Weapon   
Inflict Moderate Wounds
Shield Other


3rd Level Cleric Spells
Continual Flame
Daylight
Dispel Magic
Flaming Script**
Glyph of Warding
Prayer
Protect from Energy (Fire) +

4th Level Cleric Spells
Dismissal
Divination
Divine Power
Inflict Critical Wounds +
Magic Weapon, Greater
Planar Ally, Lesser +
Spell Immunity


5th Level Cleric Spells
Atonement
Commune
Flamestrike +
Inflict Light Wounds, Mass

6th Level Cleric Spells
Banishment
Dispel Magic, Greater
Find the Path
Geas/Quest
Planar Ally +

7th Level Cleric Spells
Destruction
Word of Chaos
Repulsion
Inflict Serious Wounds, Mass


8th Level Cleric Spells
Cloak of Chaos
Firestorm +
Inflict Critical Wounds, Mass
Planar Ally, Greater +

9th Level Cleric Spells
Etheralness
Implosion
Miracle
Storm of Vengence

Red
denotes a spell that I've added.
+ denotes spells that are cast as if the Flamewarrior were 3 levels higher.
*As per Fire Domain
** See spell description below:

Flaming Script
Conjuration (Creation) [fire]
Level: Clr 3
Components: V, S, M
Casting Time: 1 Minute
Range: Touch
Target: One Object
Duration: Special
Saving Throw: None

   The Priest is able to write up to two words per level on any substance that is able to be burned or melted without harming it. The script appears as bright, magical flame of any desired color, able to be seen in any light at the moment a predetermined trigger is set off.
   The priest needs to speak the words to be shown in the language in which they will appear as well as state the color and trigger at the time of casting. The priest does not need to know how to read or write, only speak the words in the proper language at the time of the casting of the spell. The writing will then appear in the language used when triggered. The spell lasts until triggered or dispelled. The message will then remain once triggered for 1 turn / level of the priest at the time it was cast.
   A secondary function is to not set a trigger but have the words permanently burned or engraved into a surface when cast. The words will hereafter appear in the surface without harming it otherwise. One word or simple design can be so engraved per level of the priest. With this application, the duration is permanent. Artistic ability is not needed. The priest describes the symbol or speaks the word and it is produced on the object in the language in which it was spoken as if engraved by a master artisan. If the priest has seen a symbol or design and knows its name, this is all that is needed to be stated in order for the spell to duplicate it.
   The material component is a hot coal, which is taken by hand and used to scribe the words over the object as the priest speaks them.
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"Beware the Jabberwock, my son! The jaws that bite, the claws that catch!" - Charles Lutwidge Dodgson
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