Alfryd
2007-07-28, 10:51 AM
.
Right. You know the drill.
http://www.cyberlore.com/majesty/story-priestess.htm
This one's still a little rough around the edges- the spell listings are still sketchy, wherever they don't reuse existing spells, and the whole shebang may be a little overpowered. There's a moderately interesting spellcasting mechanic, though it may be a hairy to keep track of.
This is a spellcasting class that's supposed to be relatively powerful early on, but takes a lot of effort to keep effective at higher levels, particularly if you're bleeding XP to feed your Lazari.
All mental attributes are pretty important for Priestesses, for reasons which will become clear, but having at least one at 18 or better is more or less essential. A point or two in Constitution or Dexterity can be useful to overcome their aversion to armour, but you might or might not be able to spare it.
Priestess
Alignment: Any.
Hit Die: D6.
Class Skills
The Priestess' class skills, and key abilities for each, are Diplomacy(Cha), Sense Motive(Wis), Bluff(Cha), Concentration(Con), Spellcraft(Int), Knowledge(Arcana)(Int), Knowledge(Religion)(Int), Knowledge(Nobility)(Int) and Knowledge(Local)(Int).
In addition, the following class skills are available only to the Priestess- Red Magic(Wis), Black Magic (Int) and White Magic (Cha). Such skills' maximum ranks may not exceed the character's Priestess levels +3, but may be learnt as cross-class skills.
Skill Points at first level: (4 + Int modifier) x4.
Skill Points at subsequent levels: 4 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special
1|+0|+0|+0|+2|Sect and Coven, Colour Magic, Retinue x1
2|+1|+0|+0|+3|Retinue x2
3|+1|+1|+1|+3|Retinue x3
4|+2|+1|+1|+4|
5|+2|+1|+1|+4|
6|+3|+2|+2|+5|
7|+3|+2|+2|+5|
8|+4|+2|+2|+6|
9|+4|+3|+3|+6|
10|+5|+3|+3|+7|Lazari
11|+5|+3|+3|+7|
12|+6/+1|+4|+4|+8|
13|+6/+1|+4|+4|+8|
14|+7/+2|+4|+4|+9|
15|+7/+2|+5|+5|+9|
16|+8/+3|+5|+5|+10|
17|+8/+3|+5|+5|+10|
18|+9/+4|+6|+6|+11|
19|+9/+4|+6|+6|+11|
20|+10/+5|+6|+6|+12|
[/table]
Class Features
Weapon and Armour Proficiency
The Priestess is not proficient with weapons, armour, or shields of any description. All Sects forbid use of armour or non-simple weaponry, and a Priestess who persistently violates the restriction may be declared Excoriate.
Sect and Coven
The Priestess must belong to one of 3 major Kryptan Sects, and may, on level 2 or any subsequent level, join one of 3 principle underground organisations, or Covens. Her combination of Sect and Coven affiliation provides a bonus to Red, White, or Black magic, as follows:
{table=head]Coven|Chapter of the Lotus Petal|Soror Shovrah|Mumma Roux
(None)|Red Magic +2, White Magic +2|Red Magic +2, Black Magic +2|Black Magic +2, White Magic +2
Inner Sect|Red Magic +1, White Magic +1, Black Magic +2|Red Magic +1, Black Magic +3|White Magic +1, Black Magic +3
Crimson Hand|Red Magic +3, White Magic +1|Red Magic +3, Black Magic +1|Red magic +2, White Magic +1, Black Magic +1
Albicrucian|Red Magic +1, White Magic +3|Red Magic +1, Black Magic +1, White Magic +2|White Magic +3, Black Magic +1
[/table]
Membership of each Sect and Coven also confers bonus skills and/or certain alignment restrictions.
{table=head](Sect/Coven)|Bonus Skills|Alignment
Chapter of the Lotus Petal|Heal(Wis), Profession(Wis)|Cannot be Evil.
Soror Shovrah|Knowledge(architecture and engineering)(Int)|Cannot be Chaotic.
Mumma Roux|Perform(Oratory)(Cha), Perform(Song)(Cha), Knowledge(Geography)(Int), Survival(Wis), Knowledge(Nature)(Int), Spot(Wis), Listen(Wis), Sleight of hand(Dex), Handle animal(Cha)|Cannot be True Neutral.
Inner Sect|Disguise(Int), Hide(Dex), Move Silently(Dex)|Cannot be Good.
Crimson Hand|Forgery(Int), Gather Information(Int), Intimidate(Cha), Appraise(Int), Speak language()|Cannot be Lawful.
Albicrucian|Craft(alchemy)(Int), Knowledge(the planes)(Int), Decipher Script(Int)|Must be Lawful.
[/table]
* Mumma Roux are illiterate, but may overcome this debility on any level at the price of 2 skill points, and may not join any Coven beforehand. Mumma Roux receive 1 fewer skill point/level than normal.
* Membership of the Crimson Hand must be taken in place of 1 feat. Crimson Hand affiliates may multiclass freely as Rogues.
* Albicrucians may multiclass freely as Wizards.
* Soror Shovrah gain +2 to Relations with, and may freely multiclass as, Dwarves.
One selected, Sect and Coven affiliations are irrevocable, but the Priestess' Coven is initially known only to herself and a select few. Knowledge of any Coven's existence to outsiders requires a DC 15 Knowledge(religion), DC 20 Knowledge(local), DC 25 Knowledge(history) or DC 30 Knowledge(arcana) check.
Colour Magic(Su)
The Priestess may cast spells from 3 different schools of necromantic magic, each relating to a different aspect of the Death Goddess' power and traditional surrounding dogma. Each form possesses it's own store of Spell points that determine access to spells of this form and are depleted by spellcasting.
The ranks a Priestess possesses in each of the following skills- Red Magic, Black Magic and White Magic, together with the skills' key ability modifiers, and Sect and Coven afiliations, determine her maximum Spell points in that colour.
Maximum Colour Spell points = (Colour) Magic skill ranks + key ability modifier + Sect & Coven bonus
The key ability for spellcasting in a particular colour matches that for the corresponding skill, but this ability does not place limits on maximum accessible spell level or grant bonus spell slots. (Of course, a high key ability score intrinsically grants better access to spells, but only permanent modifiers from spells and items are applied for this purpose.)
Each spell cast depletes 2 Spell points of that colour, and no other spell of matching Colour may be cast for 2 rounds after. Priestess spellcasting is spontaneous, and she may cast any spell determined as available to her by her current Spell point reserve.
Full Spell points are recovered each day, regardless of rest.
Colour Magic Bonus and Effect
Red Magic
{table=head]Spell points|Spell level|Spells available|Other
3-9|0|Apeal, Bloodoath, Spell Stamina|
10-12|1|Lesser Stamina, Leech Life, Sacrifice|
13-15|2|False Life, Consumption, Vampiric Touch|
16-18|3|Possession, Void Magic, Stamina|+1 to negative HP/level
19-21|4|Lesser Restoration, Anaemia, Chaeron|
22-24|5|Mind fog, Letting, Greater Stamina|
25-27|6|Closure, Banishment, Restoration|+2 to negative HP/level
28-30|7|Spell Reflection, Sarcoma, Melding|
31+|8|Energy Drain, Dominion, Greater Restoration|+3 to negative HP/level
[/table]
(Negative HP refers to the total HP a Priestess must reach below 0 before she dies.)
Black Magic
{table=head]Spell points|Spell level|Spells available|Other
3-9|0|Hex, Inflict Minor Wounds, Summon Spirit|
10-12|1|Wither, Fester, Inflict Light Wounds|
13-15|2|Bane, Wrack, Inflict Moderate Wounds|
16-18|3|Wither, Bone Puppet, Inflict Serious Wounds|+5 to total Retinue Hit Dice
19-21|4|Countenance, Reanimate, Inflict Critical Wounds|
22-24|5|Charm Undead, Contagion, Abrogation|
25-27|6|Harm, Speak with Dead, Mortal Coil|+10 to total Retinue Hit Dice
28-30|7|Shadow Word, Corrupted Soul, Finger of Death|
31+|8|Holy Bind, Reliquary, Phantom|+15 to total Retinue Hit Dice
[/table]
(Further members of the Priestess' retinue may not be acquired while in excess of any present Hit Dice limits.)
White Magic
{table=head]Spell points|Spell level|Spells available|Other
3-9|0|Cure Minor Wounds, Oblivion, Animation|
10-12|1|Dismissal, Gentle Repose, Lifeline|
13-15|2|Deathwatch, Doom, Cure Light Wounds|
16-18|3|Death Knell, Ague, Detect Thoughts|+1 to Lazari saves & attack rolls
19-21|4|Prayer, Palsy, Cure Moderate Wounds|
22-24|5|Slay Living, Covenant, Rigor Mortis|
25-27|6|Undeath to Death, Doomgard, Cure Serious Wounds|+2 to Lazari saves & attack rolls
28-30|7|Inure, Remove Paralysis, Living Dead|
31+|8|Deathluste, Cure Critical Wounds, All-harm|+3 to Lazari saves & attack rolls
[/table]
(Benefits to the Lazari are considered sacred bonuses.)
Retinue(Su)
A starting Priestess will generally have a 1 HD follower of type appropriate to her Temple's resources and level (typically a human commoner skeletal minion.) Any temple friendly to her Sect will happily furnish her with fresh bodies of up to 3 HD (also, generally human commoners.)
The Priestess may communicate telepathically with one member of her retinue within 40 feet each round, generally as a free action (the same rules apply as to speech.)
Further Members
It is possible for the Priestess to add creatures to her retinue by differing means, whether charmed, raised, dominated, summoned, or subject to the similar control of an existant follower. All remain subject to limits on her retinue Hit Dice, and all obey commands unquestioningly to the best of their understanding.
All members of the Priestess' retinue have no effect on tabulated CR or XP gains for any encounter, nor can they gain XP. All members are considered immune to fear, mind-affecting spells or effects, and their underlying alignment cannot shift, being subject to a form of continual mental dominion by the Priestess.
Limitations
The Priestess may command a single 1 HD follower at level 1, followers with a total of up to 4 HD at level 2, and triple her class levels in Hit Dice at level 3 and after.
Individual members of a Priestess' retinue may never possess Hit Dice greater than her class level, nor can they stray more than 100 feet/level from her position. Members which violate this rule may, if desired, attempt a Dismissal upon themselves (as per the spell, save DC 20) once per day. (This entitlement likewise applies if the Priestess is dead or upon a different plane of existence, but the save DC is reduced by 10.)
Hit Dice from class levels and living creatures are counted twice toward Hit Dice limitations.
Lazari(Ex)
The Priestess may apply the Lazari template to a single retinue follower of her choice with at least 10 HD. For details, see the Lazari description.
Ex-Priestesses
A Priestess is expected to obey the mandates of her chosen Sect and Coven, and conform to it's prescriptions on proper conduct and formal duties. Aisde from weapon and armour restrictions, this typically includes obediance to higher formal authority within the church, disdain for material trappings and maintenance of proscribed alignment. Coven members are also expected to obey superiors within a chain of command and maintain the strict secrecy of their affiliation.
Gross violation of the above restrictions will result in the character's declaration Excoriate.
A Sister Excoriate can no longer advance in Priestess levels and loses all Sect & Coven bonuses to spellcasting. Excoriate status may be revoked if the character atones and submits herself to re-induction as a Priestess (a process described below.) A Priestess who takes levels as a Healer or Solarus is always declared Excoriate. Access to the Priestess class' supernatural abilities precludes and revokes all access to those of the Healer or Solarus.
Becoming a Priestess
The Priestess is typically taken as a base class, but can, in theory, be adopted by characters with differing starting classes, subject to a lengthy training and ordainment period. Training as a priestess typically takes 8 years of closeted study and obeisance, during which at most 3 levels of the class, and none other, may be taken. (The character does not derive the benefits of Sect or Coven affiliation.) If she completes this training period to the satisfaction of the convened Mothers Excelsior or other church dignitaries, she may thereafter progress normally in levels and is accepted into her chosen Coven and Sect.
Only women may train as a Priestess. Men serve as retainers and attendants, but the Goddess' powers are not accessible to them.
.
Right. You know the drill.
http://www.cyberlore.com/majesty/story-priestess.htm
This one's still a little rough around the edges- the spell listings are still sketchy, wherever they don't reuse existing spells, and the whole shebang may be a little overpowered. There's a moderately interesting spellcasting mechanic, though it may be a hairy to keep track of.
This is a spellcasting class that's supposed to be relatively powerful early on, but takes a lot of effort to keep effective at higher levels, particularly if you're bleeding XP to feed your Lazari.
All mental attributes are pretty important for Priestesses, for reasons which will become clear, but having at least one at 18 or better is more or less essential. A point or two in Constitution or Dexterity can be useful to overcome their aversion to armour, but you might or might not be able to spare it.
Priestess
Alignment: Any.
Hit Die: D6.
Class Skills
The Priestess' class skills, and key abilities for each, are Diplomacy(Cha), Sense Motive(Wis), Bluff(Cha), Concentration(Con), Spellcraft(Int), Knowledge(Arcana)(Int), Knowledge(Religion)(Int), Knowledge(Nobility)(Int) and Knowledge(Local)(Int).
In addition, the following class skills are available only to the Priestess- Red Magic(Wis), Black Magic (Int) and White Magic (Cha). Such skills' maximum ranks may not exceed the character's Priestess levels +3, but may be learnt as cross-class skills.
Skill Points at first level: (4 + Int modifier) x4.
Skill Points at subsequent levels: 4 + Int modifier.
{table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special
1|+0|+0|+0|+2|Sect and Coven, Colour Magic, Retinue x1
2|+1|+0|+0|+3|Retinue x2
3|+1|+1|+1|+3|Retinue x3
4|+2|+1|+1|+4|
5|+2|+1|+1|+4|
6|+3|+2|+2|+5|
7|+3|+2|+2|+5|
8|+4|+2|+2|+6|
9|+4|+3|+3|+6|
10|+5|+3|+3|+7|Lazari
11|+5|+3|+3|+7|
12|+6/+1|+4|+4|+8|
13|+6/+1|+4|+4|+8|
14|+7/+2|+4|+4|+9|
15|+7/+2|+5|+5|+9|
16|+8/+3|+5|+5|+10|
17|+8/+3|+5|+5|+10|
18|+9/+4|+6|+6|+11|
19|+9/+4|+6|+6|+11|
20|+10/+5|+6|+6|+12|
[/table]
Class Features
Weapon and Armour Proficiency
The Priestess is not proficient with weapons, armour, or shields of any description. All Sects forbid use of armour or non-simple weaponry, and a Priestess who persistently violates the restriction may be declared Excoriate.
Sect and Coven
The Priestess must belong to one of 3 major Kryptan Sects, and may, on level 2 or any subsequent level, join one of 3 principle underground organisations, or Covens. Her combination of Sect and Coven affiliation provides a bonus to Red, White, or Black magic, as follows:
{table=head]Coven|Chapter of the Lotus Petal|Soror Shovrah|Mumma Roux
(None)|Red Magic +2, White Magic +2|Red Magic +2, Black Magic +2|Black Magic +2, White Magic +2
Inner Sect|Red Magic +1, White Magic +1, Black Magic +2|Red Magic +1, Black Magic +3|White Magic +1, Black Magic +3
Crimson Hand|Red Magic +3, White Magic +1|Red Magic +3, Black Magic +1|Red magic +2, White Magic +1, Black Magic +1
Albicrucian|Red Magic +1, White Magic +3|Red Magic +1, Black Magic +1, White Magic +2|White Magic +3, Black Magic +1
[/table]
Membership of each Sect and Coven also confers bonus skills and/or certain alignment restrictions.
{table=head](Sect/Coven)|Bonus Skills|Alignment
Chapter of the Lotus Petal|Heal(Wis), Profession(Wis)|Cannot be Evil.
Soror Shovrah|Knowledge(architecture and engineering)(Int)|Cannot be Chaotic.
Mumma Roux|Perform(Oratory)(Cha), Perform(Song)(Cha), Knowledge(Geography)(Int), Survival(Wis), Knowledge(Nature)(Int), Spot(Wis), Listen(Wis), Sleight of hand(Dex), Handle animal(Cha)|Cannot be True Neutral.
Inner Sect|Disguise(Int), Hide(Dex), Move Silently(Dex)|Cannot be Good.
Crimson Hand|Forgery(Int), Gather Information(Int), Intimidate(Cha), Appraise(Int), Speak language()|Cannot be Lawful.
Albicrucian|Craft(alchemy)(Int), Knowledge(the planes)(Int), Decipher Script(Int)|Must be Lawful.
[/table]
* Mumma Roux are illiterate, but may overcome this debility on any level at the price of 2 skill points, and may not join any Coven beforehand. Mumma Roux receive 1 fewer skill point/level than normal.
* Membership of the Crimson Hand must be taken in place of 1 feat. Crimson Hand affiliates may multiclass freely as Rogues.
* Albicrucians may multiclass freely as Wizards.
* Soror Shovrah gain +2 to Relations with, and may freely multiclass as, Dwarves.
One selected, Sect and Coven affiliations are irrevocable, but the Priestess' Coven is initially known only to herself and a select few. Knowledge of any Coven's existence to outsiders requires a DC 15 Knowledge(religion), DC 20 Knowledge(local), DC 25 Knowledge(history) or DC 30 Knowledge(arcana) check.
Colour Magic(Su)
The Priestess may cast spells from 3 different schools of necromantic magic, each relating to a different aspect of the Death Goddess' power and traditional surrounding dogma. Each form possesses it's own store of Spell points that determine access to spells of this form and are depleted by spellcasting.
The ranks a Priestess possesses in each of the following skills- Red Magic, Black Magic and White Magic, together with the skills' key ability modifiers, and Sect and Coven afiliations, determine her maximum Spell points in that colour.
Maximum Colour Spell points = (Colour) Magic skill ranks + key ability modifier + Sect & Coven bonus
The key ability for spellcasting in a particular colour matches that for the corresponding skill, but this ability does not place limits on maximum accessible spell level or grant bonus spell slots. (Of course, a high key ability score intrinsically grants better access to spells, but only permanent modifiers from spells and items are applied for this purpose.)
Each spell cast depletes 2 Spell points of that colour, and no other spell of matching Colour may be cast for 2 rounds after. Priestess spellcasting is spontaneous, and she may cast any spell determined as available to her by her current Spell point reserve.
Full Spell points are recovered each day, regardless of rest.
Colour Magic Bonus and Effect
Red Magic
{table=head]Spell points|Spell level|Spells available|Other
3-9|0|Apeal, Bloodoath, Spell Stamina|
10-12|1|Lesser Stamina, Leech Life, Sacrifice|
13-15|2|False Life, Consumption, Vampiric Touch|
16-18|3|Possession, Void Magic, Stamina|+1 to negative HP/level
19-21|4|Lesser Restoration, Anaemia, Chaeron|
22-24|5|Mind fog, Letting, Greater Stamina|
25-27|6|Closure, Banishment, Restoration|+2 to negative HP/level
28-30|7|Spell Reflection, Sarcoma, Melding|
31+|8|Energy Drain, Dominion, Greater Restoration|+3 to negative HP/level
[/table]
(Negative HP refers to the total HP a Priestess must reach below 0 before she dies.)
Black Magic
{table=head]Spell points|Spell level|Spells available|Other
3-9|0|Hex, Inflict Minor Wounds, Summon Spirit|
10-12|1|Wither, Fester, Inflict Light Wounds|
13-15|2|Bane, Wrack, Inflict Moderate Wounds|
16-18|3|Wither, Bone Puppet, Inflict Serious Wounds|+5 to total Retinue Hit Dice
19-21|4|Countenance, Reanimate, Inflict Critical Wounds|
22-24|5|Charm Undead, Contagion, Abrogation|
25-27|6|Harm, Speak with Dead, Mortal Coil|+10 to total Retinue Hit Dice
28-30|7|Shadow Word, Corrupted Soul, Finger of Death|
31+|8|Holy Bind, Reliquary, Phantom|+15 to total Retinue Hit Dice
[/table]
(Further members of the Priestess' retinue may not be acquired while in excess of any present Hit Dice limits.)
White Magic
{table=head]Spell points|Spell level|Spells available|Other
3-9|0|Cure Minor Wounds, Oblivion, Animation|
10-12|1|Dismissal, Gentle Repose, Lifeline|
13-15|2|Deathwatch, Doom, Cure Light Wounds|
16-18|3|Death Knell, Ague, Detect Thoughts|+1 to Lazari saves & attack rolls
19-21|4|Prayer, Palsy, Cure Moderate Wounds|
22-24|5|Slay Living, Covenant, Rigor Mortis|
25-27|6|Undeath to Death, Doomgard, Cure Serious Wounds|+2 to Lazari saves & attack rolls
28-30|7|Inure, Remove Paralysis, Living Dead|
31+|8|Deathluste, Cure Critical Wounds, All-harm|+3 to Lazari saves & attack rolls
[/table]
(Benefits to the Lazari are considered sacred bonuses.)
Retinue(Su)
A starting Priestess will generally have a 1 HD follower of type appropriate to her Temple's resources and level (typically a human commoner skeletal minion.) Any temple friendly to her Sect will happily furnish her with fresh bodies of up to 3 HD (also, generally human commoners.)
The Priestess may communicate telepathically with one member of her retinue within 40 feet each round, generally as a free action (the same rules apply as to speech.)
Further Members
It is possible for the Priestess to add creatures to her retinue by differing means, whether charmed, raised, dominated, summoned, or subject to the similar control of an existant follower. All remain subject to limits on her retinue Hit Dice, and all obey commands unquestioningly to the best of their understanding.
All members of the Priestess' retinue have no effect on tabulated CR or XP gains for any encounter, nor can they gain XP. All members are considered immune to fear, mind-affecting spells or effects, and their underlying alignment cannot shift, being subject to a form of continual mental dominion by the Priestess.
Limitations
The Priestess may command a single 1 HD follower at level 1, followers with a total of up to 4 HD at level 2, and triple her class levels in Hit Dice at level 3 and after.
Individual members of a Priestess' retinue may never possess Hit Dice greater than her class level, nor can they stray more than 100 feet/level from her position. Members which violate this rule may, if desired, attempt a Dismissal upon themselves (as per the spell, save DC 20) once per day. (This entitlement likewise applies if the Priestess is dead or upon a different plane of existence, but the save DC is reduced by 10.)
Hit Dice from class levels and living creatures are counted twice toward Hit Dice limitations.
Lazari(Ex)
The Priestess may apply the Lazari template to a single retinue follower of her choice with at least 10 HD. For details, see the Lazari description.
Ex-Priestesses
A Priestess is expected to obey the mandates of her chosen Sect and Coven, and conform to it's prescriptions on proper conduct and formal duties. Aisde from weapon and armour restrictions, this typically includes obediance to higher formal authority within the church, disdain for material trappings and maintenance of proscribed alignment. Coven members are also expected to obey superiors within a chain of command and maintain the strict secrecy of their affiliation.
Gross violation of the above restrictions will result in the character's declaration Excoriate.
A Sister Excoriate can no longer advance in Priestess levels and loses all Sect & Coven bonuses to spellcasting. Excoriate status may be revoked if the character atones and submits herself to re-induction as a Priestess (a process described below.) A Priestess who takes levels as a Healer or Solarus is always declared Excoriate. Access to the Priestess class' supernatural abilities precludes and revokes all access to those of the Healer or Solarus.
Becoming a Priestess
The Priestess is typically taken as a base class, but can, in theory, be adopted by characters with differing starting classes, subject to a lengthy training and ordainment period. Training as a priestess typically takes 8 years of closeted study and obeisance, during which at most 3 levels of the class, and none other, may be taken. (The character does not derive the benefits of Sect or Coven affiliation.) If she completes this training period to the satisfaction of the convened Mothers Excelsior or other church dignitaries, she may thereafter progress normally in levels and is accepted into her chosen Coven and Sect.
Only women may train as a Priestess. Men serve as retainers and attendants, but the Goddess' powers are not accessible to them.
.