Cipher Stars
2012-06-02, 01:05 PM
For certain reasons, this will not include most the fluff...
Probably the most over powered out of combat healer ever reasonably devised...
Warning, the following material is rated PG-13 for implied content. Implied. It should be fine.
If it further helps my case, this is heavily modified from an existing 5 level prestige class.
Without further ado:
The Sacred Something
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/SacredSomething.jpg
Abilities: Charisma is by far the most important as it supplements her casting and abilities. A sacred something may not need any other stat, as she concentrates on healing, buffing, and providing aid when the combat is over.
Organization: Sacred somethings exist within most churches and a way of communion with patron's deities. They can be found often in big churches so long as chastity isn't one of there key selling points.
Alignment: Sacred somethings can be of any alignment.
Religion: Sacred somethings don't usually worship any one deity. She serves all yet no deities, as it is not her own faith in a deity but that of those who come to her that matters. Still. Good gods do not commune through an evil sacred something unless the faith of the patron is particularly strong and he doesn't know it. Evil gods can find it difficult to use a good sacred something due to all the positive energy around them, but otherwise they don't usually have any qualms against it.
Background: Sacred somethings come from a diverse background and don't have an overall common history behind them.
Races: Any race can serve as a sacred something. Some races are more drawn to it then others, more suited or capable, such as; Nymph, Aasimar, Changeling, or Human.
Other Classes: Its fairly certain that nearly any class or race would be most appreciative of the sacred something's service in a party. However what it comes down to is personality and the way they grew up. Some people may find the sacred something to be nothing more then a glorified [something]. Others may wonder why they are not considered evil. It depends on the background and personal views of the character. The one class that could have the most problems with the sacred something would be the beloved of Valarian, who are nearly the opposite of the sacred something. The beloved of Valarian value chastity, and cannot even find simple love without being abandoned by their class. As such the two usually pity the other more then anything. They don't often meet however, as sacred somethings are found in cities that will have them and beloved of Valarian are found in the wilds.
Role: Sacred Somethings are very hard to beat when it comes to out of combat support. They are great negotiators, smooth talkers, and can care for the party uplifting spirits in the darkest of places and restoring their vitality.
Hit Dice: D8
Starting Gold: 2d10x10g
Starting Age:
Skills at first level: 6+Int x4
Skills per level: 6+int
Class Skills:
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Listen (Wis), Perform (Somekinda' technique)(Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Use Rope (Dex).
The Sacred Something
Level|BaB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+2|+2|+0|Aura of Ease, Special Talent |6|3+1|—|—|—|—|—|—|—|—
2nd|+1|+3|+3|+0|Special Healing I |7|4+1|—|—|—|—|—|—|—|—
3rd|+1|+3|+3|+1|+1 Cha, Bonus Feat |7|4+1|—|—|—|—|—|—|—|—
4th|+2|+4|+4|+1|Special Healing II |7|5+1|3+1|—|—|—|—|—|—|—
5th|+2|+4|+4|+1|Restorative Act |7|5+1|4+1|—|—|—|—|—|—|—
6th|+3|+5|+5|+2|+1 Cha, Bonus Feat, Take Part |7|5+1|4+1|3+1|—|—|—|—|—|—
7th|+3|+5|+5|+2|Special Communion |7|6+1|5+1|4+1|—|—|—|—|—|—
8th|+4|+6|+6|+2|Special Healing III |7|6+1|5+1|4+1|3+1|—|—|—|—|—
9th|+4|+6|+6|+3|+1 Cha, Bonus Feat |7|6+1|5+1|5+1|4+1|—|—|—|—|—
10th|+5|+7|+7|+3|Special Communion II |@will|6+1|6+1|5+1|4+1|3+1|—|—|—|—
11th|+5|+7|+7|+3|Restorative Act II |@will|6+1|6+1|5+1|5+1|4+1|—|—|—|—
12th|+6/+1|+8|+8|+4|+1 Cha, Bonus Feat, Take Part II |@will|6+1|6+1|6+1|5+1|4+1|3+1|—|—|—
13th|+6/+1|+8|+8|+4|Special Healing IV |@will|6+1|6+1|6+1|5+1|5+1|4+1|—|—|—
14th|+7/+2|+9|+9|+4|Special Communion III |@will|6+1|6+1|6+1|6+1|5+1|4+1|3+1|—|—
15th|+7/+2|+9|+9|+5|+1 Cha, Bonus Feat |@will|6+1|6+1|6+1|6+1|5+1|5+1|4+1|—|—
16th|+8/+3|+10|+10|+5|Restorative Act III |@will|6+1|6+1|6+1|6+1|6+1|5+1|4+1|3+1|—
17th|+8/+3|+10|+10|+5|Special Healing V, Self Service |@will|6+1|6+1|6+1|6+1|6+1|5+1|5+1|4+1|—
18th|+9/+4|+11|+11|+6|+1 Cha, Bonus Feat |@will|6+1|6+1|6+1|6+1|6+1|6+1|5+1|4+1|3+1
19th|+9/+4|+11|+11|+6|Special Communion IV |@will|6+1|6+1|6+1|6+1|6+1|6+1|5+1|5+1|4+1
20th|+10/+5|+12|+12|+6|Restorative Act IV, Paragon's Height |@will|6+1|6+1|6+1|6+1|6+1|6+1|6+1|5+1|5+1
Class Features:
Weapons and Armor Proficiency:
The Sacred Something is not proficient with any armor or shields, and is proficient only in Simple Weapons.
Special: Any reference to charisma in this class can be replaced by appearance at the players option if it is used in the game.
Spellcasting:
The Sacred Something casts spells like a sorcerer using the Cleric spell list with a spells per day as listed on the table and a number of spells known given on the upcoming table.
The Sacred Something can choose a domain. This domain can be from any source as your alignment permits, as sacred something does not need to worship a singular deity to gain her abilities, but its a collective of general divine energy (sacred somethings frequently commune with a variety deities). You do gain the Granted Power. If it would grant you a Turning ability, you can gain the Turn Undead class feature but only for the granted power's purpose.
At Tenth level, Orisons can be cast at-will. No orison can be cast more then 10 times without a 20minute cooldown.
{table=head]{colsp=11}Spells Known
Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|4|2|—|—|—|—|—|—|—|—
2nd|5|2|—|—|—|—|—|—|—|—
3rd|5|3|—|—|—|—|—|—|—|—
4th|6|3|1|—|—|—|—|—|—|—
5th|6|4|2|—|—|—|—|—|—|—
6th|7|4|2|1|—|—|—|—|—|—
7th|7|5|3|2|—|—|—|—|—|—
8th|8|5|3|2|1|—|—|—|—|—
9th|8|5|4|3|2|—|—|—|—|—
10th|9|5|4|3|2|1|—|—|—|—
11th|9|5|5|4|3|2|—|—|—|—
12th|9|5|5|4|3|2|1|—|—|—
13th|9|5|5|4|4|3|2|—|—|—
14th|9|5|5|4|4|3|2|1|—|—
15th|9|5|5|4|4|4|3|2|—|—
16th|9|5|5|4|4|4|3|2|1|—
17th|9|5|5|4|4|4|3|3|2|—
18th|9|5|5|4|4|4|3|3|2|1
19th|9|5|5|4|4|4|3|3|3|2
20th|9|5|5|4|4|4|3|3|3|3
[/table]
1; The Sacred Something gets bonus spells from having a Domain.
Aura of Ease (Ex):
At 1st level, a sacred something's dedication the her cause radiates an aura that makes others feel more comfortable, especially in regards to certain matters. The sacred something adds her class levels to all Bluff and Diplomacy checks that have a certain component to them, including seductions, flirtation, and using certain traits to get her way.
Every time she gains a new Spell Level, she gains +2 deflection bonus to AC. ie; at 3rd, 6th, 9th, 12th, and 15th. A Sacred Something isn't very useful if she's dead or incapacitated by the end of an encounter.
Special Talent (Ex):
At 1st level, a sacred something can perform certain acts with a partner. When doing so, they tap into divine power to grant a benefit. Choose one of the following:
(Divine) Gather Information: The partner can make a Gather Information check about something without ever leaving the Sacred Something's side.
(Arcane) Knowledge: The partner gains a bit of divine insight. He or she gains a +5 bonus to a knowledge skill for 24 hours.
(Healing) Heal: The partner can benefit from the Heal skill using the Sacred something's heal skill +5, as if she took 10 on the check.
To benefit from this ability, the sacred something and her partner must engage in a certain activity for at least 20 minutes (Constitution check DC 15) requiring a perform (Somekinda' technique) at the end of the 20 minutes at a DC 15. If both checks succeed the partner benefits from the selected use.
Special Healing I (Su) (Healing):
Starting at 2nd level, a sacred something's certain acts have beneficial effects on their partners. The subject must engage in the activity for at least 20 minutes, requiring a constitution check DC 15. The sacred something must make a Perform (Somekinda' Technique)(DC 15) check after the act. If successful, the subject is healed for 1d8+1/level+Cha and cured of any and all of the following adverse conditions:
Confused, Dazed, Dazzled, Exhausted, Fatigued, feebleminded, nauseated, sickened, and stunned.
In addition, the sacred something's partner is healed a number of ability damage equal to the sacred something's charisma modifier. This healing occurs to only one ability score at a time. The power of the sacred something even heals ability damage brought on by class features. Special Healing removes all negative moral penalties the creature has. A seperate Perform (Somekinda' Technique) check must be made for a second Ability score. A sacred something may use this ability with another sacred something, though only one may gain the benefit of this effect at any one time.
Special Healing II (Su):
At 4th level, a sacred something's healing ability becomes more powerful. This is as the special healing I ability listed above, but in addition, the act also dispels curses as if by remove curse. Special healing II also cures wounds as if by cure serious wounds, with a caster level equal to the sacred something's total level. Special Healing II requires 30minutes of sustained activity.
Special Healing III (Su):
At 8th level, a sacred something's healing ability becomes mroe powerful. This is as special healing I and II abilities listed above, with the added effect of functioning as remove disease and this restores health as if by Cure Critical Wounds and can restore two ability scores at a time for a number of points equal to her Charisma modifier. III requires 40minutes of sustained activity.
Special Healing IV (Su):
At level 13, The Sacred Something's healing ability further increases. By spending the same 20 minutes at a Perform (Somekinda' Technique) DC of 25 with a dead body deceased 24 hours or less, the sacred something can cast Raise Dead at no material cost (totally not necrophilia) as the corpse's faculties slowly come back online until its life is returned to it. The subject loses one level as normal.
If used on a Living partner, she can give them the benefit of a Heal spell.
For instead of IV the sacred something can perform as III with the following extra benefit; the partner can leave the scene feeling newly invigorated; The partner gains the effects of Bulls Strength, Cats Grace, or Bears Endurance for 24 hours. IV requires 50minutes of sustained activity.
Special Healing V (Su)
Special Healing now grants the effects of Regenerate throughout the certain activity, and at a DC 25 Perform (Somekinda' Technique) the partner is healed as if by Restoration Greater at half the XP cost paid by the partner.
As with all features save for spellcasting and Aura of Special Ease, it requires at least 20 minutes of a certain act before the Greater Restoration kicks in.
If she performs this on a dead body the time limit for which it has been dead is one year per level and it acts like True Resurrection so long as a portion remains at least the size of a finger, minimum. The material cost is supplied by whoever is paying for the act and they just look pretty nearby or who knows, maybe the diamonds get in on the act as well (sounds like a crazy dream XD).
Special Healing V cannot resurrect someone who has died of Old Age, but if used on a living person they will grow younger by 5% their total age per sacred something level to the age there race becomes an adult. This takes away penalties to aging but not the benefits however they can only benefit from each age categories bonuses once. V requires 60minutes of sustained activity.
Bonus Feats:
At every indicated level, the Sacred Something gains a bonus ["Special"] feat that she meets the requirements for. Instead of a "Special" feat, you can take a metamagic feat if you wish.
Charisma bonus:
At the indicated levels, the sacred something's charisma is glorified. Her body changes, and the knowledge she possesses and skill she wields is evident in her form or posture. She receives an untyped +1 bonus to charisma at the given levels.
Special Communion (Su) (Divine):
The primary role of the sacred something is to act as a liaison between worshipers and their deity. While engaging in certain acts with a person, a sacred something can act as a conduit with their deity, gaining bits of wisdom to the person they couple with. To use this ability, the sacred something must engage in certain acts for at least 20 minutes, after which time she may cast Divination, with a maximum chance of success (90%), eschewing material components. However, the divination must deal directly with the person she is engaging in certain activities with and the question must be asked before the act occurs. A sacred somethign may not use this ability to determine her own future, although she may perform the act with another sacred something to glean such information.
Special Communion I (Su):
The primary role of the sacred something is to act as a liaison between worshipers and their deity. While engaging in certain acts with a person, a sacred something can act as a conduit with their deity, gaining bits of wisdom to the person they couple with. To use this ability, the sacred something must engage in certain acts for at least 20 minutes, after which time she may cast Divination, with a maximum chance of success (90%), eschewing material components. However, the divination must deal directly with the person she is engaging in certain activities with and the question must be asked before the act occurs. A sacred somethign may not use this ability to determine her own future, although she may perform the act with another sacred something to glean such information.
Special Communion II (Su):
At tenth level, the sacred something can better act as a connection to her partner's deity.
This functions as Special Communion I, however up to one question can be answered per sacred something level as if by the spell Commune. However, no XP component is required and the holy water material component is supplied by... alternative means.
As with Communion I, The Sacred Something cannot divine something about herself. Questions that are directly about the sacred something asked by the partner fail and are skipped. Also as with Communion I, a sacred something can still get these questions by partnering with a different sacred something. But only one can benefit from the questions at a time. II requires 30minutes of sustained activity.
Special Communion III (Su):
At level 14, the sacred something can open itself to her partner's deity who can fill her mind with the knowledge her partner seeks.
This effect functions like Communion I, but she can use Discern Location instead of Divination.
Alternatively, they can repeat the session once a day for 5 days with no benefit until the fifth to gain the effects of Legend Lore at no material cost or focus. III requires 40minutes of sustained activity.
Special Communion IV (Su):
As special Communion I but instead of Divination, the partner can benefit from Foresight for 24 hours and before the act begins they can designate anyone they know as the subject of the Foresight (See "Foresight", the subject in this case being who the partner wishes to know about.). IV requires 50minutes of sustained activity.
Restorative Act(Su) (Arcane):
At 5th level, once per day, a sacred something may engage in certain activities with a spellcaster, restoring any spell slots that he may have used for that day. The sacred something must make a Perform (Somekinda' technique) check against a DC equal to 10+the spellcaster's class level. On a success, the spellcaster's spells are restored as if he had prepared spells (Like a wizard or ranger) or meditated as normal (like a cleric, sorcerer, or other spontaneous caster). They must engage in certain activities for at least 20 minutes, requiring a separate stamina check. Failure indicates that the restorative act did not work and the spellcaster maintains the same number of spells available for that day as before the act. A sacred something may use this ability with another sacred something, though only one may regain spells at a time.
Restorative Act II (Su):
At level 11, a sacred something's ability to replenish spells increases. She can use Restorative Act twice a day. One caster cannot benefit from the effect more then once per day however.
Restorative Act can now also effect noncasters, replenishing a partner's daily uses of racial traits or class features. II requires 40minutes of sustained activity.
Restorative Act III (Su)
As with II, but the sacred something gains an extra use per day. She can now restore three people this way per day. III requires 40minutes of sustained activity.
Restorative Act IV (Su):
As with II, but the sacred something gains more uses per day.
She can now use Restorative Act 3+Cha times per day.
In addition, for 24 hours they can benefit from a Minor Restorative Act which functions like Restorative Act I but is not limited per day, it restores a number of spell slots of the lowest unfilled level equal to the sacred something's charisma modifier. IV requires 50minutes of sustained activity.
Take Part (Ex):
At level 10, the Sacred Something can now benefit from her own Special Healing at the same time as her partner(s) so long as the Special Healing is one category less then her current Special Healing ability. For example, at this level you can perform Special healing III, so you could benefit from Special Healing II.
Take Part II (Ex):
At level 20, the Sacred Something can now benefit from her Restorative Act and Special Healing class abilities at the same time as her partners. She OR the partner can benefit from her Communion abilities.
Self Service:
You can perform your class features upon yourself.
Paragons Height (Ex):
The Sacred Something is now something else. Divine power from many different sources fuels her, it reinforces her.
She gains DR 20 which can only be overcome by a weapon that has witnessed the Sacred Something's Communion ability and she has Regeneration 5 which can only be overcome by a weapon coated in the sacred something's own *ahem*... Holy Water...
When she is not dead or dying, her Regeneration is superseded by a Fast Healing of 25 that can be overcome by a weapon that belongs to a character with the Vow of Chastity feat.
And finally, the Sacred something is eligible for Divine Rank Zero at the DM's option, usually after a few more levels of proving herself in specific deity related quests.
Epic Progression!
{table=head]Level | Special
22th | Grand Special Healing
23th | Grand Commune
25th | Grand Restorative Act
[/table]
Grand Healing (Su): Completely revitalizes the target to full capability and permanently increases one statistic by 2 as a sacred bonus. You can use Grand Special Healing on spirits and ghosts, allowing you to perform True Resurrection through this ability without physical remains. Ghosty undead are harder to please however. DC 35 Perform (Somekinda' Technique)
Using Grand Special Healing requires an hour instead of 20 minutes. At the end of one hour the effects occur.
Grand Commune (Su): Directly communicate with the partner's deity who can tell you all that it would have the partner know at this time.
Using Grand Commune requires an hour instead of 20 minutes. At the end of one hour the effects occur.
Grand Act (Su): Gain two more uses to Restorative Act per day. As previous Restorative Acts, and partners regenerate one use of any and all daily abilities per hour.
Using Grand Act requires an hour instead of 20 minutes. At the end of one hour the effects occur.
==============
The Act
==============
This class references a certain act to be performed from 20 to 60 minutes. Where would it be if no one knew how to perform this certain act?
Here it is! The grand rules for the Act.
I present you two options. One for quick and clean mechanics, and another for more creative play.
Edit:
For obvious reasons, I cannot share what I have on rules for "The Act", sorry.
+++++++++
Feats
+++++++++
Beyond the feats listed in the Book that Shall Not be Named, there are these feats specifically for the Sacred Something.
Extra Partners [Special]:
Prerequisites: Sacred Something level 1
Benefit: The Sacred Something can use her Special Talent and related abilities on an extra partner.
Can be taken up to three times.
Party of One:
Prerequisites: Sacred Something level 1
Benefit: The Sacred Something can use her Special Talent and related abilities on herself.
Font of Healing [Special]:
Prerequisite: Sacred Something level 6
Benefit: The Sacred Something can provide her Special Healing ability to a number of extra partners equal to her Charisma modifier minus the level of Special Healing, minimum 1 So a Sacred Something with a +6 modifier can healing 4 can heal 2 partners at once, or 5 partners with Special Healing I.
Font of Divinity [Special]:
Prerequisite: Sacred Something level 6
Benefit: This feat functions as Font of Healing, however it functions for using her Communion abilities as she can now channel the power of multiple deities at once.
Font of Restoration [Special]:
Prerequisite: Sacred Something level 6
Benefit: This feat functions like Font of Healing, except it works with the Restorative Act abilities.
Probably the most over powered out of combat healer ever reasonably devised...
Warning, the following material is rated PG-13 for implied content. Implied. It should be fine.
If it further helps my case, this is heavily modified from an existing 5 level prestige class.
Without further ado:
The Sacred Something
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/SacredSomething.jpg
Abilities: Charisma is by far the most important as it supplements her casting and abilities. A sacred something may not need any other stat, as she concentrates on healing, buffing, and providing aid when the combat is over.
Organization: Sacred somethings exist within most churches and a way of communion with patron's deities. They can be found often in big churches so long as chastity isn't one of there key selling points.
Alignment: Sacred somethings can be of any alignment.
Religion: Sacred somethings don't usually worship any one deity. She serves all yet no deities, as it is not her own faith in a deity but that of those who come to her that matters. Still. Good gods do not commune through an evil sacred something unless the faith of the patron is particularly strong and he doesn't know it. Evil gods can find it difficult to use a good sacred something due to all the positive energy around them, but otherwise they don't usually have any qualms against it.
Background: Sacred somethings come from a diverse background and don't have an overall common history behind them.
Races: Any race can serve as a sacred something. Some races are more drawn to it then others, more suited or capable, such as; Nymph, Aasimar, Changeling, or Human.
Other Classes: Its fairly certain that nearly any class or race would be most appreciative of the sacred something's service in a party. However what it comes down to is personality and the way they grew up. Some people may find the sacred something to be nothing more then a glorified [something]. Others may wonder why they are not considered evil. It depends on the background and personal views of the character. The one class that could have the most problems with the sacred something would be the beloved of Valarian, who are nearly the opposite of the sacred something. The beloved of Valarian value chastity, and cannot even find simple love without being abandoned by their class. As such the two usually pity the other more then anything. They don't often meet however, as sacred somethings are found in cities that will have them and beloved of Valarian are found in the wilds.
Role: Sacred Somethings are very hard to beat when it comes to out of combat support. They are great negotiators, smooth talkers, and can care for the party uplifting spirits in the darkest of places and restoring their vitality.
Hit Dice: D8
Starting Gold: 2d10x10g
Starting Age:
Skills at first level: 6+Int x4
Skills per level: 6+int
Class Skills:
Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Listen (Wis), Perform (Somekinda' technique)(Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Use Rope (Dex).
The Sacred Something
Level|BaB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+2|+2|+0|Aura of Ease, Special Talent |6|3+1|—|—|—|—|—|—|—|—
2nd|+1|+3|+3|+0|Special Healing I |7|4+1|—|—|—|—|—|—|—|—
3rd|+1|+3|+3|+1|+1 Cha, Bonus Feat |7|4+1|—|—|—|—|—|—|—|—
4th|+2|+4|+4|+1|Special Healing II |7|5+1|3+1|—|—|—|—|—|—|—
5th|+2|+4|+4|+1|Restorative Act |7|5+1|4+1|—|—|—|—|—|—|—
6th|+3|+5|+5|+2|+1 Cha, Bonus Feat, Take Part |7|5+1|4+1|3+1|—|—|—|—|—|—
7th|+3|+5|+5|+2|Special Communion |7|6+1|5+1|4+1|—|—|—|—|—|—
8th|+4|+6|+6|+2|Special Healing III |7|6+1|5+1|4+1|3+1|—|—|—|—|—
9th|+4|+6|+6|+3|+1 Cha, Bonus Feat |7|6+1|5+1|5+1|4+1|—|—|—|—|—
10th|+5|+7|+7|+3|Special Communion II |@will|6+1|6+1|5+1|4+1|3+1|—|—|—|—
11th|+5|+7|+7|+3|Restorative Act II |@will|6+1|6+1|5+1|5+1|4+1|—|—|—|—
12th|+6/+1|+8|+8|+4|+1 Cha, Bonus Feat, Take Part II |@will|6+1|6+1|6+1|5+1|4+1|3+1|—|—|—
13th|+6/+1|+8|+8|+4|Special Healing IV |@will|6+1|6+1|6+1|5+1|5+1|4+1|—|—|—
14th|+7/+2|+9|+9|+4|Special Communion III |@will|6+1|6+1|6+1|6+1|5+1|4+1|3+1|—|—
15th|+7/+2|+9|+9|+5|+1 Cha, Bonus Feat |@will|6+1|6+1|6+1|6+1|5+1|5+1|4+1|—|—
16th|+8/+3|+10|+10|+5|Restorative Act III |@will|6+1|6+1|6+1|6+1|6+1|5+1|4+1|3+1|—
17th|+8/+3|+10|+10|+5|Special Healing V, Self Service |@will|6+1|6+1|6+1|6+1|6+1|5+1|5+1|4+1|—
18th|+9/+4|+11|+11|+6|+1 Cha, Bonus Feat |@will|6+1|6+1|6+1|6+1|6+1|6+1|5+1|4+1|3+1
19th|+9/+4|+11|+11|+6|Special Communion IV |@will|6+1|6+1|6+1|6+1|6+1|6+1|5+1|5+1|4+1
20th|+10/+5|+12|+12|+6|Restorative Act IV, Paragon's Height |@will|6+1|6+1|6+1|6+1|6+1|6+1|6+1|5+1|5+1
Class Features:
Weapons and Armor Proficiency:
The Sacred Something is not proficient with any armor or shields, and is proficient only in Simple Weapons.
Special: Any reference to charisma in this class can be replaced by appearance at the players option if it is used in the game.
Spellcasting:
The Sacred Something casts spells like a sorcerer using the Cleric spell list with a spells per day as listed on the table and a number of spells known given on the upcoming table.
The Sacred Something can choose a domain. This domain can be from any source as your alignment permits, as sacred something does not need to worship a singular deity to gain her abilities, but its a collective of general divine energy (sacred somethings frequently commune with a variety deities). You do gain the Granted Power. If it would grant you a Turning ability, you can gain the Turn Undead class feature but only for the granted power's purpose.
At Tenth level, Orisons can be cast at-will. No orison can be cast more then 10 times without a 20minute cooldown.
{table=head]{colsp=11}Spells Known
Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|4|2|—|—|—|—|—|—|—|—
2nd|5|2|—|—|—|—|—|—|—|—
3rd|5|3|—|—|—|—|—|—|—|—
4th|6|3|1|—|—|—|—|—|—|—
5th|6|4|2|—|—|—|—|—|—|—
6th|7|4|2|1|—|—|—|—|—|—
7th|7|5|3|2|—|—|—|—|—|—
8th|8|5|3|2|1|—|—|—|—|—
9th|8|5|4|3|2|—|—|—|—|—
10th|9|5|4|3|2|1|—|—|—|—
11th|9|5|5|4|3|2|—|—|—|—
12th|9|5|5|4|3|2|1|—|—|—
13th|9|5|5|4|4|3|2|—|—|—
14th|9|5|5|4|4|3|2|1|—|—
15th|9|5|5|4|4|4|3|2|—|—
16th|9|5|5|4|4|4|3|2|1|—
17th|9|5|5|4|4|4|3|3|2|—
18th|9|5|5|4|4|4|3|3|2|1
19th|9|5|5|4|4|4|3|3|3|2
20th|9|5|5|4|4|4|3|3|3|3
[/table]
1; The Sacred Something gets bonus spells from having a Domain.
Aura of Ease (Ex):
At 1st level, a sacred something's dedication the her cause radiates an aura that makes others feel more comfortable, especially in regards to certain matters. The sacred something adds her class levels to all Bluff and Diplomacy checks that have a certain component to them, including seductions, flirtation, and using certain traits to get her way.
Every time she gains a new Spell Level, she gains +2 deflection bonus to AC. ie; at 3rd, 6th, 9th, 12th, and 15th. A Sacred Something isn't very useful if she's dead or incapacitated by the end of an encounter.
Special Talent (Ex):
At 1st level, a sacred something can perform certain acts with a partner. When doing so, they tap into divine power to grant a benefit. Choose one of the following:
(Divine) Gather Information: The partner can make a Gather Information check about something without ever leaving the Sacred Something's side.
(Arcane) Knowledge: The partner gains a bit of divine insight. He or she gains a +5 bonus to a knowledge skill for 24 hours.
(Healing) Heal: The partner can benefit from the Heal skill using the Sacred something's heal skill +5, as if she took 10 on the check.
To benefit from this ability, the sacred something and her partner must engage in a certain activity for at least 20 minutes (Constitution check DC 15) requiring a perform (Somekinda' technique) at the end of the 20 minutes at a DC 15. If both checks succeed the partner benefits from the selected use.
Special Healing I (Su) (Healing):
Starting at 2nd level, a sacred something's certain acts have beneficial effects on their partners. The subject must engage in the activity for at least 20 minutes, requiring a constitution check DC 15. The sacred something must make a Perform (Somekinda' Technique)(DC 15) check after the act. If successful, the subject is healed for 1d8+1/level+Cha and cured of any and all of the following adverse conditions:
Confused, Dazed, Dazzled, Exhausted, Fatigued, feebleminded, nauseated, sickened, and stunned.
In addition, the sacred something's partner is healed a number of ability damage equal to the sacred something's charisma modifier. This healing occurs to only one ability score at a time. The power of the sacred something even heals ability damage brought on by class features. Special Healing removes all negative moral penalties the creature has. A seperate Perform (Somekinda' Technique) check must be made for a second Ability score. A sacred something may use this ability with another sacred something, though only one may gain the benefit of this effect at any one time.
Special Healing II (Su):
At 4th level, a sacred something's healing ability becomes more powerful. This is as the special healing I ability listed above, but in addition, the act also dispels curses as if by remove curse. Special healing II also cures wounds as if by cure serious wounds, with a caster level equal to the sacred something's total level. Special Healing II requires 30minutes of sustained activity.
Special Healing III (Su):
At 8th level, a sacred something's healing ability becomes mroe powerful. This is as special healing I and II abilities listed above, with the added effect of functioning as remove disease and this restores health as if by Cure Critical Wounds and can restore two ability scores at a time for a number of points equal to her Charisma modifier. III requires 40minutes of sustained activity.
Special Healing IV (Su):
At level 13, The Sacred Something's healing ability further increases. By spending the same 20 minutes at a Perform (Somekinda' Technique) DC of 25 with a dead body deceased 24 hours or less, the sacred something can cast Raise Dead at no material cost (totally not necrophilia) as the corpse's faculties slowly come back online until its life is returned to it. The subject loses one level as normal.
If used on a Living partner, she can give them the benefit of a Heal spell.
For instead of IV the sacred something can perform as III with the following extra benefit; the partner can leave the scene feeling newly invigorated; The partner gains the effects of Bulls Strength, Cats Grace, or Bears Endurance for 24 hours. IV requires 50minutes of sustained activity.
Special Healing V (Su)
Special Healing now grants the effects of Regenerate throughout the certain activity, and at a DC 25 Perform (Somekinda' Technique) the partner is healed as if by Restoration Greater at half the XP cost paid by the partner.
As with all features save for spellcasting and Aura of Special Ease, it requires at least 20 minutes of a certain act before the Greater Restoration kicks in.
If she performs this on a dead body the time limit for which it has been dead is one year per level and it acts like True Resurrection so long as a portion remains at least the size of a finger, minimum. The material cost is supplied by whoever is paying for the act and they just look pretty nearby or who knows, maybe the diamonds get in on the act as well (sounds like a crazy dream XD).
Special Healing V cannot resurrect someone who has died of Old Age, but if used on a living person they will grow younger by 5% their total age per sacred something level to the age there race becomes an adult. This takes away penalties to aging but not the benefits however they can only benefit from each age categories bonuses once. V requires 60minutes of sustained activity.
Bonus Feats:
At every indicated level, the Sacred Something gains a bonus ["Special"] feat that she meets the requirements for. Instead of a "Special" feat, you can take a metamagic feat if you wish.
Charisma bonus:
At the indicated levels, the sacred something's charisma is glorified. Her body changes, and the knowledge she possesses and skill she wields is evident in her form or posture. She receives an untyped +1 bonus to charisma at the given levels.
Special Communion (Su) (Divine):
The primary role of the sacred something is to act as a liaison between worshipers and their deity. While engaging in certain acts with a person, a sacred something can act as a conduit with their deity, gaining bits of wisdom to the person they couple with. To use this ability, the sacred something must engage in certain acts for at least 20 minutes, after which time she may cast Divination, with a maximum chance of success (90%), eschewing material components. However, the divination must deal directly with the person she is engaging in certain activities with and the question must be asked before the act occurs. A sacred somethign may not use this ability to determine her own future, although she may perform the act with another sacred something to glean such information.
Special Communion I (Su):
The primary role of the sacred something is to act as a liaison between worshipers and their deity. While engaging in certain acts with a person, a sacred something can act as a conduit with their deity, gaining bits of wisdom to the person they couple with. To use this ability, the sacred something must engage in certain acts for at least 20 minutes, after which time she may cast Divination, with a maximum chance of success (90%), eschewing material components. However, the divination must deal directly with the person she is engaging in certain activities with and the question must be asked before the act occurs. A sacred somethign may not use this ability to determine her own future, although she may perform the act with another sacred something to glean such information.
Special Communion II (Su):
At tenth level, the sacred something can better act as a connection to her partner's deity.
This functions as Special Communion I, however up to one question can be answered per sacred something level as if by the spell Commune. However, no XP component is required and the holy water material component is supplied by... alternative means.
As with Communion I, The Sacred Something cannot divine something about herself. Questions that are directly about the sacred something asked by the partner fail and are skipped. Also as with Communion I, a sacred something can still get these questions by partnering with a different sacred something. But only one can benefit from the questions at a time. II requires 30minutes of sustained activity.
Special Communion III (Su):
At level 14, the sacred something can open itself to her partner's deity who can fill her mind with the knowledge her partner seeks.
This effect functions like Communion I, but she can use Discern Location instead of Divination.
Alternatively, they can repeat the session once a day for 5 days with no benefit until the fifth to gain the effects of Legend Lore at no material cost or focus. III requires 40minutes of sustained activity.
Special Communion IV (Su):
As special Communion I but instead of Divination, the partner can benefit from Foresight for 24 hours and before the act begins they can designate anyone they know as the subject of the Foresight (See "Foresight", the subject in this case being who the partner wishes to know about.). IV requires 50minutes of sustained activity.
Restorative Act(Su) (Arcane):
At 5th level, once per day, a sacred something may engage in certain activities with a spellcaster, restoring any spell slots that he may have used for that day. The sacred something must make a Perform (Somekinda' technique) check against a DC equal to 10+the spellcaster's class level. On a success, the spellcaster's spells are restored as if he had prepared spells (Like a wizard or ranger) or meditated as normal (like a cleric, sorcerer, or other spontaneous caster). They must engage in certain activities for at least 20 minutes, requiring a separate stamina check. Failure indicates that the restorative act did not work and the spellcaster maintains the same number of spells available for that day as before the act. A sacred something may use this ability with another sacred something, though only one may regain spells at a time.
Restorative Act II (Su):
At level 11, a sacred something's ability to replenish spells increases. She can use Restorative Act twice a day. One caster cannot benefit from the effect more then once per day however.
Restorative Act can now also effect noncasters, replenishing a partner's daily uses of racial traits or class features. II requires 40minutes of sustained activity.
Restorative Act III (Su)
As with II, but the sacred something gains an extra use per day. She can now restore three people this way per day. III requires 40minutes of sustained activity.
Restorative Act IV (Su):
As with II, but the sacred something gains more uses per day.
She can now use Restorative Act 3+Cha times per day.
In addition, for 24 hours they can benefit from a Minor Restorative Act which functions like Restorative Act I but is not limited per day, it restores a number of spell slots of the lowest unfilled level equal to the sacred something's charisma modifier. IV requires 50minutes of sustained activity.
Take Part (Ex):
At level 10, the Sacred Something can now benefit from her own Special Healing at the same time as her partner(s) so long as the Special Healing is one category less then her current Special Healing ability. For example, at this level you can perform Special healing III, so you could benefit from Special Healing II.
Take Part II (Ex):
At level 20, the Sacred Something can now benefit from her Restorative Act and Special Healing class abilities at the same time as her partners. She OR the partner can benefit from her Communion abilities.
Self Service:
You can perform your class features upon yourself.
Paragons Height (Ex):
The Sacred Something is now something else. Divine power from many different sources fuels her, it reinforces her.
She gains DR 20 which can only be overcome by a weapon that has witnessed the Sacred Something's Communion ability and she has Regeneration 5 which can only be overcome by a weapon coated in the sacred something's own *ahem*... Holy Water...
When she is not dead or dying, her Regeneration is superseded by a Fast Healing of 25 that can be overcome by a weapon that belongs to a character with the Vow of Chastity feat.
And finally, the Sacred something is eligible for Divine Rank Zero at the DM's option, usually after a few more levels of proving herself in specific deity related quests.
Epic Progression!
{table=head]Level | Special
22th | Grand Special Healing
23th | Grand Commune
25th | Grand Restorative Act
[/table]
Grand Healing (Su): Completely revitalizes the target to full capability and permanently increases one statistic by 2 as a sacred bonus. You can use Grand Special Healing on spirits and ghosts, allowing you to perform True Resurrection through this ability without physical remains. Ghosty undead are harder to please however. DC 35 Perform (Somekinda' Technique)
Using Grand Special Healing requires an hour instead of 20 minutes. At the end of one hour the effects occur.
Grand Commune (Su): Directly communicate with the partner's deity who can tell you all that it would have the partner know at this time.
Using Grand Commune requires an hour instead of 20 minutes. At the end of one hour the effects occur.
Grand Act (Su): Gain two more uses to Restorative Act per day. As previous Restorative Acts, and partners regenerate one use of any and all daily abilities per hour.
Using Grand Act requires an hour instead of 20 minutes. At the end of one hour the effects occur.
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The Act
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This class references a certain act to be performed from 20 to 60 minutes. Where would it be if no one knew how to perform this certain act?
Here it is! The grand rules for the Act.
I present you two options. One for quick and clean mechanics, and another for more creative play.
Edit:
For obvious reasons, I cannot share what I have on rules for "The Act", sorry.
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Feats
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Beyond the feats listed in the Book that Shall Not be Named, there are these feats specifically for the Sacred Something.
Extra Partners [Special]:
Prerequisites: Sacred Something level 1
Benefit: The Sacred Something can use her Special Talent and related abilities on an extra partner.
Can be taken up to three times.
Party of One:
Prerequisites: Sacred Something level 1
Benefit: The Sacred Something can use her Special Talent and related abilities on herself.
Font of Healing [Special]:
Prerequisite: Sacred Something level 6
Benefit: The Sacred Something can provide her Special Healing ability to a number of extra partners equal to her Charisma modifier minus the level of Special Healing, minimum 1 So a Sacred Something with a +6 modifier can healing 4 can heal 2 partners at once, or 5 partners with Special Healing I.
Font of Divinity [Special]:
Prerequisite: Sacred Something level 6
Benefit: This feat functions as Font of Healing, however it functions for using her Communion abilities as she can now channel the power of multiple deities at once.
Font of Restoration [Special]:
Prerequisite: Sacred Something level 6
Benefit: This feat functions like Font of Healing, except it works with the Restorative Act abilities.