Requirements:
Minimum WIS 9
Prime
requisite: WIS
Hit Dice:
1d6
Armor: Any,
including shields
Weapons:
Blunt
Languages: Common
The
faith of the Prophet is ubiquitous throughout the Great Empire, and while it is
universally known, tenets of the faith do not always seem to exist harmoniously.
The Prophet did not solely contain herself to religious matters, she was a
leader of civic government, a leader of armies, and also a leader in the faith.
In trying to follow the examples laid out by the Sacred Texts, many of the
devout followers pick an aspect of the faith to focus their study. The Mulldi
spend years in the finest schools learning about the faith, but also learning
heavily in the matters of state and governance. The Surshid are spiritual leaders
whose main focus is interpretation of the Sacred Text, and how one can have a
closer relationship with the Lord. Esmam are the defenders of the faith that
are often found in streets or in the wilds, their true focus is letting none
harm the faithful and especially the faith itself.
Combat
Mulldi preparing for court. |
Combat
Devotees can use all types of armor. Strict holy doctrine prevents devotees’ use of weapons that have a sharp, cutting edge or stabbing point. Weapons usable by devotees are noted in the equipment list.
Divine Magic
Holy symbol: A devotee must carry a holy symbol.
Deity disfavor: Devotees must be faithful to the tenets of
their alignment, clergy, and religion. Devotees who fall from favor with their
deity may incur penalties.
Magical research: A devotee of any level may spend time and
money on magical research. This allows them to create new spells or other
magical effects associated with their deity. When a devotee reaches 9th level,
they are also able to create magic items.
Spell casting: Once a devotee has proven their faith (from
2nd level), the character may pray to receive spells. The power and number of
spells available to a devotee are determined by the character’s experience
level.
Using magic items: As spell casters, devotees can use magic
scrolls of spells on their spell list. They can also use items that may only be
used by divine spell casters (e.g. some staves).
Turn the Undead
Devotees can invoke the power of their deity to repel undead
monsters encountered. To turn the undead, the player rolls 2d6. The referee
then consults the table opposite, comparing the roll against the Hit Dice of
the undead monsters targeted.
Successful Turning
If the turning attempt succeeds, the player must roll 2d6 to
determine the number of HD affected (turned or destroyed).Turned undead: Will
leave the area, if possible, and will not harm or make con-tact with the devotee.
Destroyed undead (result of D): Are instantly and
permanently annihilated.
Excess: Rolled Hit Dice that are not sufficient to affect a
creature are wasted. However, at least one undead creature will always be
affected on a successful turning.
Mixed groups: If turn undead is used against a mixed group
of undead monsters of different types, those with the lowest HD are affected
first.
Turning Table Results
–: The turning fails.
Number: If the 2d6 turning roll is higher or equal, the
turning attempt succeeds.
T: The turning succeeds.
D: The turning succeeds; the monsters are destroyed, not
simply caused to flee.
Devotee Abilities
Each of these sects has different tenets which change the
class slightly.
Mulldi
Additional
Requirement: CHA 9
Additional Prime
Requisite: CHA
Calm the Restless
The Mulldi can attempt to calm a restless crowd by focusing
their holy gifts. The Mulldi begins a short prayer in plain view of the crowd
and then states their positon on a matter. Roll a Turn Undead check. The crowd
is treated as one “creature” for the purposes of the roll, and is equivalent to
1 HD of creature per 10 zero level commoners. This effect will only work on
zero level beings. If the result is a “T” or higher than the number listed, the crowd is calmed, but is not necessarily
satisfied. If the result is a “D” the crowd is calmed, and turned to the Mulldi’s
position. If the result is a “-“ the crowd continues its behavior. This can
only be used once per incident.
Respect
The Mulldi has 1 additional Station at the start of the
game. This point cannot be lost, unless convicted of a crime.
Surshid
Additional
Requirement: INT 9
Additional Prime
Requisite: INT
Enlightened
The Surshid
are closer spiritually then most in the world and as such have great power. The
Surshid is gains 1 additional 1st level spell at first level.
Faithful
The power of God flows through the Surshid and banishes the
wicked from the earth. The Surshid Turn Undead as if they were 1 level higher,
and can use Turn Undead on the creatures of Shaitan.
Esmam
Additional
Requirement: STR 9
Additional Prime
Requisite: STR
Weapons of Faith
The Esmam defend the faith, sometimes quite literally. The Esmam
are able to use all weapons, not just blunt.
Tip of the Tongue
Certain spells come like second nature to the Esmam due to
their training and mantras. The Esmam can exchange an unused spell to cast
and equivalent level spell from the list below. This means that the Esmam could
have Cure Light Wounds memorized, and instantly change it to Protection from
Evil.
Spells List
Protection
from Evil
Hold Person
Striking
Protection
from Evil 10’ Radius
Dispel Evil
Esmam preparing for battle. |
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