Musrum
2004-07-13, 01:42 AM
Casting aside his kingly habiliments, he donned the shabby apparel of a wandering prophet and set out for Barcelona.
He quickly drew attention to himself by his apocalyptic teaching and astounding miracles, and succeeded in a calculated attempt to persuade the populace that he was a Messiah. Several martyrdoms, cheerfully suffered, helped to drive home his claim.
PROPHET (OF MUSRUM)
BLAH BLAH
Adaptation: A prophet is essentially an experienced character who gains divine spells outside the existing religious hierarchy.
Hit Die: d8.
REQUIREMENTS:
To qualify to become a prophet, a character must fulfill all the following criteria.
Diety: A prophet must worship (or claim to worship) a specific deity.
Alignment: A prophet’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A prophet may not be neutral unless his deity’s alignment is also neutral.
Base Save Bonus: Fort +3, Will +3.
Skills: Bluff 8 ranks, Diplomacy or Intimidate 8 ranks, Knowledge (religion) 5 ranks, Perform (oratry) 10 ranks, and Sense Motive 5 ranks.
Feats: Iron Will, feat.
Special: Must ...
Table: The Prophet
{table]
Level
BAB
Fort
Ref
Will
Special
-------------- Spells per Day* --------------
[/table]{table]
Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1
+0
+0
+0
+2
-
4
1+1
-
-
-
-
-
-
-
-
2
+1
+0
+0
+3
Ability
5
2+1
0
-
-
-
-
-
-
-
3
+2
+1
+1
+3
-
5
2+1
0+1
0
-
-
-
-
-
-
4
+3
+1
+1
+4
Ability
6
2+1
1+1
0+1
0
-
-
-
-
-
5
+3
+1
+1
+4
-
6
2+1
2+1
1+1
0+1
0
-
-
-
-
6
+4
+2
+2
+5
Ability
6
2+1
2+1
2+1
1+1
0+1
0
-
-
-
7
+5
+2
+2
+5
-
6
3+1
2+1
2+1
2+1
1+1
0+1
0
-
-
8
+6
+2
+2
+6
Ability
6
3+1
3+1
2+1
2+1
2+1
1+1
0+1
0
-
9
+6
+3
+3
+6
-
6
4+1
3+1
3+1
2+1
2+1
2+1
1+1
0+1
0
10
+7
+3
+3
+7
Ability
6
4+1
4+1
3+1
3+1
2+1
2+1
2+1
1+1
0+1
[/table]
* In addition to the stated number of spells per day for 1st- through 9th-level spells, a prophet gets a domain spell for each spell level, starting at 1st.
The “+1” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the prophet may receive for having a high Charisma score.
CASS SKILLS:
A prophet gains no new class skills. All class skills from previous classes are considered class skills for a prophet.
Skill Points at Each Level: 2 + Int modifier.
CASS FEATURES:
All the following are class features of the prophet prestige class.
Weapon and Armor Proficiency: A prophet gains no new proficientcy with any weapons, armor, or shields.
Aura (Ex): A prophet of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
Spells per Day: When a new prophet level is gained, the character gains new spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of prophet to the level of whatever other 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 prophet, he must decide to which class he adds each level of prophet for the purpose of determining spells per day.
Alternatively the character can choose to gain spells according to the Table: The Prophet. This descision must be made at 1st level and cannot be changed. The rules for spellcasting as a prophet are below.
Spells: A prophet gains the ability to cast a number of divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A prophet must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a prophet must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a prophet’s spell is 10 + the spell level + the prophet’s Charisma modifier.
Like other spellcasters, a prophet can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Prophet. In addition, he receives bonus spells per day if he has a high Charisma score. . When Table: The Prophet indicates that the prophet gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. A prophet also gets one domain spell of each spell level, starting at 1st level as given on Table: The Prophet. When a prophet prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Prophets meditate or pray for their spells. Each prophet must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a prophet can prepare spells. A prophet may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
A prophet's spellcasting cannot be improved by another prestige class.
Deity, Domains, and Domain Spells: A prophet’s deity influences his alignment, what magic he can perform, his values, and how others see him. A prophet chooses two domains from among those belonging to his deity. A prophet can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Each domain gives the prophet access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The prophet gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a prophet prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a prophet can prepare it only in his domain spell slot.
Sun Domain: Instead of the greater turing granted power, a prophet who takes the sun domain gains the ability to turn or rebuke undead as a cleric. However this ablity cannot be used with divine feats.
Spontaneous Casting: A good prophet (or a neutral prophet of a good deity) can channel stored spell energy into healing spells that the prophet did not prepare ahead of time. The prophet can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil prophet (or a neutral prophet of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A prophet who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed.
Chaotic, Evil, Good, and Lawful Spells: A prophet can’t cast spells of an alignment opposed to his own or his deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
He quickly drew attention to himself by his apocalyptic teaching and astounding miracles, and succeeded in a calculated attempt to persuade the populace that he was a Messiah. Several martyrdoms, cheerfully suffered, helped to drive home his claim.
PROPHET (OF MUSRUM)
BLAH BLAH
Adaptation: A prophet is essentially an experienced character who gains divine spells outside the existing religious hierarchy.
Hit Die: d8.
REQUIREMENTS:
To qualify to become a prophet, a character must fulfill all the following criteria.
Diety: A prophet must worship (or claim to worship) a specific deity.
Alignment: A prophet’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A prophet may not be neutral unless his deity’s alignment is also neutral.
Base Save Bonus: Fort +3, Will +3.
Skills: Bluff 8 ranks, Diplomacy or Intimidate 8 ranks, Knowledge (religion) 5 ranks, Perform (oratry) 10 ranks, and Sense Motive 5 ranks.
Feats: Iron Will, feat.
Special: Must ...
Table: The Prophet
{table]
Level
BAB
Fort
Ref
Will
Special
-------------- Spells per Day* --------------
[/table]{table]
Level
BAB
Fort
Ref
Will
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1
+0
+0
+0
+2
-
4
1+1
-
-
-
-
-
-
-
-
2
+1
+0
+0
+3
Ability
5
2+1
0
-
-
-
-
-
-
-
3
+2
+1
+1
+3
-
5
2+1
0+1
0
-
-
-
-
-
-
4
+3
+1
+1
+4
Ability
6
2+1
1+1
0+1
0
-
-
-
-
-
5
+3
+1
+1
+4
-
6
2+1
2+1
1+1
0+1
0
-
-
-
-
6
+4
+2
+2
+5
Ability
6
2+1
2+1
2+1
1+1
0+1
0
-
-
-
7
+5
+2
+2
+5
-
6
3+1
2+1
2+1
2+1
1+1
0+1
0
-
-
8
+6
+2
+2
+6
Ability
6
3+1
3+1
2+1
2+1
2+1
1+1
0+1
0
-
9
+6
+3
+3
+6
-
6
4+1
3+1
3+1
2+1
2+1
2+1
1+1
0+1
0
10
+7
+3
+3
+7
Ability
6
4+1
4+1
3+1
3+1
2+1
2+1
2+1
1+1
0+1
[/table]
* In addition to the stated number of spells per day for 1st- through 9th-level spells, a prophet gets a domain spell for each spell level, starting at 1st.
The “+1” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the prophet may receive for having a high Charisma score.
CASS SKILLS:
A prophet gains no new class skills. All class skills from previous classes are considered class skills for a prophet.
Skill Points at Each Level: 2 + Int modifier.
CASS FEATURES:
All the following are class features of the prophet prestige class.
Weapon and Armor Proficiency: A prophet gains no new proficientcy with any weapons, armor, or shields.
Aura (Ex): A prophet of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).
Spells per Day: When a new prophet level is gained, the character gains new spells per day as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of prophet to the level of whatever other 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 prophet, he must decide to which class he adds each level of prophet for the purpose of determining spells per day.
Alternatively the character can choose to gain spells according to the Table: The Prophet. This descision must be made at 1st level and cannot be changed. The rules for spellcasting as a prophet are below.
Spells: A prophet gains the ability to cast a number of divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A prophet must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a prophet must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a prophet’s spell is 10 + the spell level + the prophet’s Charisma modifier.
Like other spellcasters, a prophet can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Prophet. In addition, he receives bonus spells per day if he has a high Charisma score. . When Table: The Prophet indicates that the prophet gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. A prophet also gets one domain spell of each spell level, starting at 1st level as given on Table: The Prophet. When a prophet prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Prophets meditate or pray for their spells. Each prophet must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a prophet can prepare spells. A prophet may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
A prophet's spellcasting cannot be improved by another prestige class.
Deity, Domains, and Domain Spells: A prophet’s deity influences his alignment, what magic he can perform, his values, and how others see him. A prophet chooses two domains from among those belonging to his deity. A prophet can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Each domain gives the prophet access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The prophet gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a prophet prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a prophet can prepare it only in his domain spell slot.
Sun Domain: Instead of the greater turing granted power, a prophet who takes the sun domain gains the ability to turn or rebuke undead as a cleric. However this ablity cannot be used with divine feats.
Spontaneous Casting: A good prophet (or a neutral prophet of a good deity) can channel stored spell energy into healing spells that the prophet did not prepare ahead of time. The prophet can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil prophet (or a neutral prophet of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A prophet who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed.
Chaotic, Evil, Good, and Lawful Spells: A prophet can’t cast spells of an alignment opposed to his own or his deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.