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    Dwarf in the Playground
     
    NinjaGuy

    Join Date
    Aug 2012
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    Enhasa
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    Default Re: Base Class Contest XXI - Can I Get Some Booze From the Crowd?

    Bacchanalian Priest


    In vino, veritas.
    -Roman saying, latin for “in wine, truth.”

    ”Steel isn’t strong, boy. Flesh is stronger. […] What is steel compared to the hand that wields it?”
    -Thulsa Doom

    A Bacchanalian Priest is servant of a god, similar in many ways to a Cleric. But whereas Clerics are typically stoic warrior priests, a Bacchanalian Priest is a bender of words that celebrates hedonism, who typically prefers to empower his warrior allies from a discreet and safe distance.

    Adventures: Although Bacchanalian Priests do not seem like the sort that would be predisposed toward crawling through dank and dangerous dungeons, they are found doing so surprisingly often. Many adventure for wealth and power, when political endeavors prove somewhat less lucrative, but most frequently they adventure for their god or church, with the promise of increased standing being merely the icing on the cake.

    Characteristics: Bacchanalian Priests are divine casters, and like most divine casters they have and admirable skill at healing, but they are specialists in mental magic, charm spells and the like. They are also known for their ability to imbue wine and other intoxicants with holy power, creating effects that vary from simple healing to powerful love potions and turning people into animals. Bacchanalian Priests are not as skilled in battle as other priests, however, and few of them belong on the frontlines of any combat.

    Alignment: Bacchanalian Priests can be of any alignment, much like the deities themselves. However, not all deities are approving of the lifestyle typical of Bacchanalian Priests. Specifically, Chaotic deities are far more likely to have Bacchanalian Priests than Lawful ones. The distribution of Good and Evil varies from world to world, based on the deities that are worshipped. In worlds where most gods accept Bacchanalian Priests, they are usually Good, for the same reasons as Clerics. In worlds where the major Good-aligned powers find bacchanalian hedonism abhorrent, however, typically have very few non-Evil Bacchanalian Priests.

    Religion: Like most divine casters, Bacchanalian Priests have quite varied religious practices, however, they do follow certain trends. Although there are exceptions, Bacchanalian Priests usually worship gods of wine, gods of festivals, fertility gods, or racial gods. But so long as the god does not forbid drinking, lusting, and celebrating, there are some Bacchanalian Priests in their clergy.
    Like Clerics, Bacchanalian Priests need not worship a deity, and may instead worship an “ideal.” Unlike Clerics, however, who typically exposit ideals like “charity,” or “protection,” or even “Good,” Bacchanalian Priests of ideals are infamous for trying to create zealous cults of personality, and making all sorts of insane power grabs.

    Background: Bacchanalian Priests come from all walks of life, but they are far more likely to come from the socialite upper crust of society. Bacchanalian Priests are most common in societies where being a priest is a powerful and revered social position, but they are still found in less prestigious social ranks, hanging around in bars, reminding the common people that their god isn’t going to guilt-trip people for having a beer, or sleeping around.

    Races: Bacchanalian Priests are found among all races, although they are more common among Chaotic beings. Dwarves are a notable exception, in that despite their Lawful alignment and warrior culture they frequently have Bacchanalian priests, holding the clans together and mediating disputes during times of unrest.

    Other Classes: Bacchanalian Priests typically get along well with most everyone, possessing an array of helpful abilities and silver tongues. Warriors love them for their healing and supplies of magical spirits. Thieves often find a kindred spirit in Bacchanalian Priests, but some Bacchanalians are just as condescending towards theft and criminal acts as most Clerics. Ultimately, like Clerics, most relations are determined by the god they worship. Clerics treat them much as they would another Cleric, although some churches have nasty, hostile schisms between their Clerics and Bacchanalians. Bacchanalian Priests usually get along with Druids better than Clerics do. In fact, many Bacchanalian Priests with the Nature Sphere are members of druidic orders, instead of serving in a god’s church.

    Role: Bacchanalian Priests are most obviously suited to the role of party healer, but their potential goes far beyond that. They possess a substantial array of buff spells and charm effects, and they have the skills and spells to serve as the perfect party face, which may indeed be their primary role. Depending upon their chosen sphere, they often have more direct combat options, and might even become capable of brief forays into melee combat.

    Adaptation: The hedonistic aspect need not be focused on as much, or indeed at all. By removing Transmute Water to Wine and altering their Holy Sacrament ability slightly, they could be used purely as a social Cleric that does not put a focus on melee combat.

    GAME RULE INFORMATION
    Bacchanalian Priests have the following game statistics.
    Abilities: Charisma is by far the most important ability, affecting both their spellcasting and many of their skills. Dexterity is important due to their poor armor proficiencies, Intelligence is important for skill points, and Constitution is important for hit points.
    Alignment: Any.
    Hit Die: d6
    Starting Age: As barbarian.
    Starting Gold: As fighter.

    Class Skills
    The Bacchanalian Priest's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Rope (Dex).

    Skill Points at First Level: (4 + Int modifier) x 4
    Skill Points at Each Additional Level: 4 + Int modifier

    BACCHANALIAN PRIEST
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Turn or Rebuke Undead

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Holy Sacrament (1/day), Transmute Water to Wine

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    |

    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Holy Sacrament (2/day)

    5th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Special Sacrament

    6th|
    +3
    |
    +5
    |
    +2
    |
    +5
    |

    7th|
    +3
    |
    +5
    |
    +2
    |
    +5
    |Improved Sacrament

    8th|
    +4
    |
    +6
    |
    +2
    |
    +6
    |Holy Sacrament (3/day)

    9th|
    +4
    |
    +6
    |
    +3
    |
    +6
    |

    10th|
    +5
    |
    +7
    |
    +3
    |
    +7
    |Improved Special Sacrament

    11th|
    +5
    |
    +7
    |
    +3
    |
    +7
    |

    12th|
    +6/+1
    |
    +8
    |
    +4
    |
    +8
    |Greater Sacrament, Holy Sacrament (4/day)

    13th|
    +6/+1
    |
    +8
    |
    +4
    |
    +8
    |

    14th|
    +7/+2
    |
    +9
    |
    +4
    |
    +9
    |

    15th|
    +7/+2
    |
    +9
    |
    +5
    |
    +9
    |Greater Special Sacrament

    16th|
    +8/+3
    |
    +10
    |
    +5
    |
    +10
    |Holy Sacrament (5/day)

    17th|
    +8/+3
    |
    +10
    |
    +5
    |
    +10
    |Grand Sacrament

    18th|
    +9/+4
    |
    +11
    |
    +6
    |
    +11
    |

    19th|
    +9/+4
    |
    +11
    |
    +6
    |
    +11
    |

    20th|
    +10/+5
    |
    +12
    |
    +6
    |
    +12
    |Ultimate Sacrament, Holy Sacrament (6/day)[/table]

    Spells Per Day
    {table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|
    5
    |
    3
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    2nd|
    6
    |
    4
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    3rd|
    6
    |
    5
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    4th|
    6
    |
    6
    |
    3
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    5th|
    6
    |
    6
    |
    4
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    6th|
    6
    |
    6
    |
    5
    |
    3
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    7th|
    6
    |
    6
    |
    6
    |
    4
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    8th|
    6
    |
    6
    |
    6
    |
    5
    |
    3
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    9th|
    6
    |
    6
    |
    6
    |
    6
    |
    4
    |
    -
    |
    -
    |
    -
    |
    -
    |
    -

    10th|
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    3
    |
    -
    |
    -
    |
    -
    |
    -

    11th|
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    4
    |
    -
    |
    -
    |
    -
    |
    -

    12th|
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    3
    |
    -
    |
    -
    |
    -

    13th|
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    4
    |
    -
    |
    -
    |
    -

    14th|
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    3
    |
    -
    |
    -

    15th|
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    4
    |
    -
    |
    -

    16th|
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    3
    |
    -

    17th|
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    4
    |
    -

    18th|
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    |
    3

    19th|
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    4

    20th|
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    6
    |
    5
    [/table]

    Class Features
    All of the following are class features of the Bacchanalian Priest.

    Weapon and Armor Proficiencies: Bacchanalian Priests are proficient with all simple weapons and light armor. They are not proficient with any shields.

    Aura (Ex): A Bacchanalian Priest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment similar to a cleric. Bacchanalian Priests who don’t worship a specific deity instead have a similarly powerful aura based on their own alignment.

    Spells: A Bacchanalian Priest casts divine spells which are drawn from the Bacchanalian Priest spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; Chaotic, Evil, Good, and Lawful Spells, below. When you gain access to a new level of spells, you automatically know all the spells for that level on the Bacchanalian Priest spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known. You also get to expand your spell list via the addition of a sphere (see below).To cast a Bacchanalian Priest spell, you must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Bacchanalian Priest’s spell is 10 + the spell level + the Bacchanalian Priest’s Charisma modifier. Like other spellcasters, a Bacchanalian Priest can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on a table below. In addition, you receive bonus spells for a high Charisma score. A Bacchanalian Priest need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.

    Deity and Spheres: Choose a deity for your Bacchanalian Priest. The Bacchanalian Priests’ deity influences his alignment, what magic he can perform, his values, and how others see him. You may also choose for your Bacchanalian Priest to have no deity. If the typical worshipers of a deity include the members of a race, a Bacchanalian Priest must be of the indicated race to choose that deity as his own. (The god may have occasional worshipers of other races, but not priests.) When you have chosen an alignment and a deity for your Bacchanalian Priest, choose a sphere appropriate to your deity’s portfolio. If your Bacchanalian Priest is not devoted to a particular deity, you still select a sphere to represent his spiritual inclinations and abilities. Your Sphere grants access to a list of additional spells, as well as determining your Special Sacrament. These spells are added to your regular spell list, and are cast and refreshed in exactly the same way as any other Bacchanalian Priest spells.

    Chaotic, Evil, Good, and Lawful Spells: A Bacchanalian Priest can’t cast spell sof an alignment opposed to his own or his deity’s (if he has one). For example, a good priest (or a neutral priest of a good deity) cannot cast evil spells.

    Turn or Rebuke Undead (Su): A Bacchanalian Priest may turn or rebuke undead as a cleric a number of times per day equal to their Charisma modifier.

    Holy Sacrament (Su): At second level, a Bacchanalian Priest gains the ability to enchant a mind-altering substance or drug (usually wine, or some other form of alcohol) with magical properties that take effect when imbibed (or otherwise ingested). You may enchant 1 Holy Sacrament each day at 2nd level, and you gain additional uses at 4th, 8th, 12th, 16th & 20th levels. You regain the ability to enchant sacrament at the same time that you recover your spells. Holy sacrament does not lose its properties over time, however, each enchanted dose involves a certain investiture of power, and therefore every unused dose carried over from the previous day reduces the number of doses you recover the ability to enchant by one. The process of enchanting the Sacrament is a short ritual that takes 5 minutes per dose. Each dose of Holy Sacrament has one effect taken from the list below:
    • The imbiber gains a +2 enhancement bonus to Strength, but takes a -2 penalty to Wisdom. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
    • The imbiber gains a +2 enhancement bonus to Dexterity, but takes a -2 penalty to Intelligence. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
    • The imbiber gains a +2 enhancement bonus to Constitution, but takes a -2 penalty to Charisma. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
    • The imbiber gains a +2 enhancement bonus to Charisma, but takes a -2 penalty to Constitution. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
    • The imbiber immediately heals 10 hit points of damage.
    • The imbiber immediately heals one point of ability damage (but not drain) and may dispel one magical effect that is reducing one of their ability scores. It also eliminates any fatigue suffered by the imbiber, and improves an exhausted condition to fatigued.
    • The imbiber may immediately make a new saving throw against a single active fear effect with a +2 alchemical bonus. If he succeeds, the effect goes away as if he had made the initial save. Additionally, the imbiber gains a +1 alchemical bonus on all saves vs. fear for the next 10 minutes.
    • The imbiber may immediately make a new saving throw against a poison or disease with a +2 alchemical bonus. If he succeeds, he is immediately cured of the poison or disease. He suffers no negative effect on a failure. Additionally, the imbiber gains a +1 alchemical bonus on all saves vs. poison or disease for the next 10 minutes.

    The effects of most mundane bases (such as wine, or tobacco) are repressed in the creation process, but certain magical or alchemical substances still retain their effects. For a mundane base, a Bacchanalian Priest’s Holy sacrament is treated as a potion and takes a standard action to drink. When made, every dose of Holy Sacrament must be aligned to Good, Evil, Law or Chaos. You may not align your Sacrament to an alignment that opposes your own. Holy Sacrament can be thrown as a grenade-like weapon, and if used as such it has the same effects of similarly aligned water (i.e., holy water for Good, unholy water for Evil, axiomatic water for Law, and anarchic water for Chaos). Creatures of the opposite alignment as the Sacrament do not gain any positive bonuses from imbibing it, (although they do take any negative effects it may apply, such as ability score penalties or other, more esoteric effects from Special Sacraments) and additionally are Sickened until the start of their next turn. If they are an opposite-aligned outsider (or undead or deathless for Good and Evil sacrament, respectively) they additionally take 2d4 points of damage. Alcoholic Sacrament can be imbibed as part of a Drunken Master’s Drink Like a Demon ability. Regardless of the base, no more than one creature may gain the benefits of imbibing or ingesting the sacrament.

    For an magical or otherwise extraordinary base, (such as a potion of Heroism or a drug from Book of Vile Darkness) a Bacchanalian Priest’s Holy sacrament effects are applied in addition to the normal effects of the base. A dose of sacrament made with an extraordinary base is treated as a potion and takes a standard action to ingest or apply, like any other sacrament, but if the base ordinarily takes longer than a standard action to ingest or apply, then the Sacrament instead uses the base’s rules for ingestion/application. Extraordinary bases are otherwise identical to mundane bases. Unusual bases usually have some mind-altering effect. Unless a specific exception is made by the DM, magical potions are only acceptable bases if they contain a spell with the [Mind-Effecting] tag, such as Heroism. The drugs from Book of Vile Darkness, if present in the campaign, are also appropriate bases. All other extraordinary bases are suspect entirely to DM approval.

    Holy Sacrament, regardless of the base’s original quality, always tastes as though it were of the very best quality despite possible outward appearances, however if the magical effects are removed it returns to its mundane state. Holy Sacrament gives off a magical aura of transmutation whose strength is determined by the Bacchanalian Priest’s Caster Level, similar to a magic item.

    Transmute Water to Wine (Sp): Each day, as a full-round action, you may convert touched water into wine, or some other alcoholic beverage. You may convert an amount of water roughly equal to the contents of 1 small flask + 1 additonal small flask for every four Bacchanalian Priest levels. The quality of the wine is dependent on the quality of ingredients. Ordinary water produces crap that can only be rendered drinkable by use as Holy Sacrament. Extremely high-quality water produces wine that is barely drinkable. In order to make good wine, you must also have high-quality wine-making ingredients that are used up in the process. This ability does not grant any bonus on a craft (winemaking) or craft (brewing) check, however it does allow for wine to be made very quickly assuming water and fermentable materials are available. Holy (or Unholy, or Anarchic, or Axiomatic) water can be converted into wine, and if so, it retains all of its magical qualities.

    Special Sacrament (Su): At 5th level, a Bacchanalian Priest gains access to a special option for their Holy Sacrament based on their chosen sphere. You may only make one dose of your Special Sacrament per day, and you may never have more than one dose at a time. Creating your Special Sacrament counts as one of your daily uses of Holy Sacrament. Caster level is based on the creator, not the imbiber. Saving Throw DCs and duration for the sacraments and any abilities granted by the sacraments are calculated using the creator’s Charisma score and Bacchanalian Priest caster level, just as if it were a Bacchanalian Priest spell. See the sphere descriptions for the effects of the various Special Sacraments. Special Sacraments give off a magical aura just like regular Holy Sacrament, but the school is determined by the sphere.

    Improved Sacrament (Su): At 7th level, your Holy Sacrament is upgraded with access to a new list of abilities:
    • The imbiber gains a +4 enhancement bonus to Strength, but takes a -2 penalty to Wisdom. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
    • The imbiber gains a +4 enhancement bonus to Dexterity, but takes a -2 penalty to Intelligence. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
    • The imbiber gains a +4 enhancement bonus to Constitution, but takes a -2 penalty to Charisma. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
    • The imbiber gains a +4 enhancement bonus to Charisma, but takes a -2 penalty to Constitution. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
    • The imbiber immediately heals 25 hit points of damage.
    • The imbiber immediately heals 1d4 points of ability damage to one ability score and may dispel any number of magical effects that are reducing one of their ability scores. It also eliminates any fatigue suffered by the imbiber, and improves an exhausted condition to fatigued.
    • The imbiber may immediately make a new saving throw against a single active Mind-Effecting effect with a +2 alchemical bonus. If he succeeds, the effect goes away or is reduced as if he had made the initial save. He suffers no negative effect on a failure. Additionally, the imbiber gains a +2 alchemical bonus on all saves vs. Mind-Effecting effects for the next 10 minutes.
    • The imbiber may immediately make a new saving throw against a poison or disease with a +2 alchemical bonus, or he may immediately make a save against a negative level with a +2 alchemical bonus. If he succeeds, he is immediately cured of the poison, disease or negative level. He suffers no negative effect on a failure. Additionally, the imbiber gains a +2 alchemical bonus on all saves vs. poison, disease, negative levels and death effects for the next 10 minutes.

    You may still choose to make a lower-level sacrament.

    Improved Special Sacrament (Su): At 10th level, you gain access to your Improved Special Sacrament. You may choose to make a lower-level Special Sacrament, but you still cannot have more than one Special Sacrament per day.

    Greater Sacrament (Su): At 12th level, your Holy Sacrament upgrades again, and now has access to the following list of abilities:
    • The imbiber gains a +6 enhancement bonus to Strength, but takes a -4 penalty to Wisdom. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
    • The imbiber gains a +6 enhancement bonus to Dexterity, but takes a -4 penalty to Intelligence. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
    • The imbiber gains a +6 enhancement bonus to Constitution, but takes a -4 penalty to Charisma. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
    • The imbiber gains a +6 enhancement bonus to Charisma, but takes a -4 penalty to Constitution. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
    • The imbiber immediately heals 60 hit points of damage.
    • The imbiber immediately heals 1d3 negative levels, all ability damage, 1d4 points of ability drain from one ability score, and may dispel any number of magical effects that are reducing one of their ability scores. It also eliminates any fatigue or exhaustion.
    • The imbiber may immediately make a new saving throw against a single debilitating condition that allows a Will save with a +2 alchemical bonus. If he succeeds, the effect goes away or is reduced as if he had made the initial save. He suffers no negative effect on a failure. Additionally, the imbiber gains a +2 alchemical bonus on all Will saves for the next 10 minutes.
    • The imbiber may immediately make a new saving throw against a debilitating effect that allows a fortitude save with a +2 alchemical bonus, or he may immediately make a save against a negative level with a +2 alchemical bonus. If he succeeds, the effect immediately goes away or is reduced as if he had made the initial save, or he is immediately cured of the negative level. He suffers no negative effect on a failure. Additionally, the imbiber gains a +2 alchemical bonus on all fortitude saves for the next 10 minutes.

    You may still choose to make a lower-level sacrament.

    Greater Special Sacrament (Su): At 15th level, you gain access to your Greater Special Sacrament. You may choose to make a lower-level Special Sacrament, but you still cannot have more than one Special Sacrament per day.

    Grand Sacrament (Su): At 17th level, your Holy Sacrament upgrades again, and now uses the following list of abilities:
    • The imbiber gains a +8 enhancement bonus to Strength, but takes a -4 penalty to Wisdom. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
    • The imbiber gains a +8 enhancement bonus to Dexterity, but takes a -4 penalty to Intelligence. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
    • The imbiber gains a +8 enhancement bonus to Constitution, but takes a -4 penalty to Charisma. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
    • The imbiber gains a +8 enhancement bonus to Charisma, but takes a -4 penalty to Constitution. The effect lasts for 10 minutes. Any effect that removes the penalty also removes the bonus.
    • The imbiber immediately heals 150 hit points of damage.
    • The imbiber immediately heals all negative levels, all ability damage, all ability drain, may dispel any number of magical effects that are reducing one of their ability scores, and removes all forms of insanity, confusion, and similar mental effects. It also eliminates any fatigue or exhaustion.
    • The imbiber may immediately make a new saving throw against a single debilitating condition that allows a Will save with a +2 alchemical bonus. If he succeeds, the effect immediately goes away. He suffers no negative effect on a failure. Additionally, the imbiber gains a +2 alchemical bonus on all Will saves and, if he makes a successful Will save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half), he instead completely negates the effect. These benefits last for the next 10 minutes.
    • The imbiber may immediately make a new saving throw against a debilitating effect that allows a fortitude save with a +2 alchemical bonus, or he may immediately make a save against a negative level with a +2 alchemical bonus. If he succeeds, the effect immediately goes away, or he is immediately cured of the negative level. He suffers no negative effect on a failure. Additionally, the imbiber gains a +2 alchemical bonus on all fortitude saves and, if he makes a successful Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Fortitude Partial), he instead completely negates the effect. These benefits last for the next 10 minutes.

    You may still choose to make a lower-level sacrament.

    Ultimate Sacrament (Su): At 15th level, a Bacchanalian Priest gains access to a Sacrament of incredible power. In place of your Special Sacrament, you may instead choose to make your sphere’s Ultimate Sacrament. Caster level is based on the creator, not the imbiber. Saving Throw DCs and durations for the sacraments and any abilities granted by the sacraments are calculated using the creator’s Charisma score and Bacchanalian Priest caster level, just as if it were a Bacchanalian Priest spell. See the sphere descriptions for the effects of the various Ultimate Sacraments.
    Last edited by Jester of Doom; 2014-03-03 at 11:22 AM.
    78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature.

    I started my first campaign on a spelljamming vessel disguised to look like a terrestrial zeppelin.