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    Ogre in the Playground
     
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    Default [Alternative Class] Ur-Priest [PEACH]

    UR-PRIEST (ALTERNATE CLASS)
    While most divine spellcasters draw their power from reverence for something greater than themselves, there are those have learned to tap into divine power and use it for their own needs without the need for worship. These individuals are the god-hating spellcasters known as ur-priests. Ur-priests cast spells as cleric do but instead of drawing their power through prayer, each day they go into a trance and mentally siphon the power gods often reserve for their followers. Ur-priests are canny and cunning, never stealing too much power from any one deity, but instead metaphysically slip in, draw out the power they need for their spells, and slip out again. They learn to be resilient toward divine power and creative with the energies that they steal. The greatest ur-priest commands the level of power of the most powerful cleric, although she does not have the cleric’s variety of spellcasting options.
    -The ur-priest is an alternate class for the cleric core class. Making use of and altering numerous facets of the cleric class, this devout antitheist can't truly be considered a new character class by its own right. Given this is the alternate class for the cleric class, a character may not have levels in both cleric and ur-priest.
    -Alignment: Any non-good.
    -Hit Die: d8
    -Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

    CLASS SKILLS
    The ur-priest's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
    -Skill Ranks per Level: 2 + Int Modifier

    Table 1-1: The Ur-Priest
    Saves Spells Per Day
    Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +0 +2 +0 +2 Channel Siphoned Energy 1d6, Divine Spell Resistance, Orisons 3 1 - - - - - - - -
    2nd +1 +3 +0 +3 4 2 - - - - - - - -
    3rd +2 +3 +1 +3 Channel Siphoned Energy 2d6 4 2 1 - - - - - - -
    4th +3 +4 +1 +4 Siphon Spell Power 4 3 2 - - - - - - -
    5th +3 +4 +1 +4 Channel Siphoned Energy 3d6 4 3 2 1 - - - - - -
    6th +4 +5 +2 +5 4 3 3 2 - - - - - -
    7th +5 +5 +2 +5 Channel Siphoned Energy 4d6 4 4 3 2 1 - - - - -
    8th +6/+1 +6 +2 +6 Steal Spell-Like Ability (1/day) 4 4 3 3 2 - - - - -
    9th +6/+1 +6 +3 +6 Channel Siphoned Energy 5d6 4 4 4 3 2 1 - - - -
    10th +7/+2 +7 +3 +7 4 4 4 3 3 2 - - - -
    11th +8/+3 +7 +3 +7 Channel Siphoned Energy 6d6 4 4 4 4 3 2 1 - - -
    12th +9/+4 +8 +4 +8 Steal Spell-Like Ability (2/day) 4 4 4 4 3 3 2 - - -
    13th +9/+4 +8 +4 +8 Channel Siphoned Energy 7d6 4 4 4 4 4 3 2 1 - -
    14th +10/+5 +9 +4 +9 4 4 4 4 4 3 2 - - -
    15th +11/+6/+1 +9 +5 +9 Channel Siphoned Energy 8d6 4 4 4 4 4 4 3 2 1 -
    16th +12/+7/+2 +10 +5 +10 Steal Spell-Like Ability (3/day) 4 4 4 4 4 4 3 3 2 -
    17th +12/+7/+2 +10 +5 +10 Channel Siphoned Energy 9d6 4 4 4 4 4 4 4 3 2 1
    18th +13/+8/+3 +11 +6 +11 4 4 4 4 4 4 4 3 3 2
    19th +14/+9/+4 +11 +6 +11 Channel Siphoned Energy 10d6 4 4 4 4 4 4 4 4 3 3
    20th +15/+10/+5 +12 +6 +12 Steal Spell-Like Ability (4/day) 4 4 4 4 4 4 4 4 4 4

    CLASS FEATURES
    All of the following are class features of the ur-priest.
    -Weapon and Armor Proficiencies: Ur-priests are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
    -Spells: An ur-priest casts divine spells which are drawn from the cleric spell list. An ur-priest must choose and prepare her spells in advance.
    -To prepare or cast a spell, an ur-priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an ur-priest's spell is 10 + the spell level + the ur-priest's Wisdom modifier.
    -Like other spellcasters, an ur-priest can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-1. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
    -Ur-priests enter a meditative trance for their spells. Each ur-priest must choose a time at which she must spend 1 hour each day to spend pilfering the divine energy necessary to regain her daily allotment of spells. Time spent resting has no effect on whether an ur-priest can prepare spells. An ur-priest may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during this time.
    -Channel Siphoned Energy (Su): Ur-priests can release a wave of energy by channeling the power they stole through a holy or unholy symbol. This energy can be used to cause or heal damage, depending on the creatures targeted.
    -When siphoning off energy to prepare their spells, an ur-priest decides whether to draw positive energy or negative energy. This choice must be made when preparing their spells for the day and cannot be changed until the next time they prepare their spells. While an ur-priest may qualify for feats that are applied exclusively to one type of channeled energy, they may only utilize these feats when channeling the appropriate form of energy.
    -Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the ur-priest. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two ur-priest levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the ur-priest’s level + the ur-priest’s Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. An ur-priest may channel energy a number of times per day equal to 3 + her Charisma modifier. These uses are replenished whenever the ur-priest prepares her spells. This is a standard action that does not provoke an attack of opportunity. An ur-priest can choose whether or not to include herself in this effect. An ur-priest must be able to present a holy or unholy symbol to use this ability.
    -Forsake Divinity: Ur-priests may not prepare and cast divine spells from another class, however an ur-priest may add half of their levels in other divine spellcasting classes to their ur-priest level for the purpose of determining their caster level.
    -Divine Spell Resistance (Su): An ur-priest gains a spell resistance equal to their class level plus their Wisdom modifier, but only against divine spells and the spell-like abilities of outsiders.
    -Orisons: Ur-priests can prepare a number of orisons, or 0-level spells, each day, as noted on Table 1-1 under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
    -Siphon Spell Power (Su): Starting at 4th-level, while preparing their spells for the day, an ur-priest can choose to temporarily sacrifice two (or more) lower-level spell slots and use those slots to prepare a higher-level spell. The higher-level spell slot must be of a level the ur-preist can cast. Only one exchange of this sort can be made each day. The level of the spell that can be prepared is based on the total level of spell slots sacrificed, as shown on the following table.
    Table 1-2: Siphon Spell Power
    Total Spell Slot Levels Sacrificed Spell Level Prepared
    3 2nd
    4-5 3rd
    6 4th
    7 5th
    8-9 6th
    10 7th
    11 8th
    12+ 9th
    -Steal Spell-Like Ability (Su): Beginning at 8th level when a creature with spell-like abilities is within 50 feet of the ur-priest, he can choose one of the spell-like abilities of the creature to steal for himself. The ur-priest can use the spell-like ability once per day. The ur-priest uses the ability as the creature does with regard to caster level and save DCs. This ability is usable once per day and only lasts 24 hours. The creature with the spell-like ability does not lose the ability when the ur-priest steals it. If an ur-priest tries to steal a spell-like ability that the creature doesn’t have, or tries to steal an ability that is supernatural rather than spell-like, the attempt automatically fails. At every four levels after 8th, the ur-priest gains an additional use of this ability. An ur-priest may expend multiple uses of this class feature to gain additional uses of the stolen spell-like ability, but may not acquire more uses than the target creature inherently possesses.

    REBELLION AGAINST THE GODS
    -Although a rare case, some clerics fall from grace such that they not only bear a hatred towards their former patron but towards all deities. Such individuals may attract the attention of ur-priests willing to train them in their practice. After undergoing training with the ur-priest, they trade in all ex-cleric levels for ur-priest levels on a 1-to-1 basis.
    -It should be noted not all ur-priests are former clerics, but ex-clerics often make for the most motivated ur-priests.

    CLERICS OF FALLEN GODS
    -While most ur-priests steal from existing deities for their power out of spite, there is another breed of ur-priest. Clerics that follow deities that have died or vanished normally lose their power, but by walking down a path not dissimilar to that of ur-priests they can siphon off what energy remains behind. These ur-priests use their power, not to try to bring down the gods and their followers, but to try to continue their deity's work or even try to bring about their deity's return. Ur-priests that draw from a fallen deity choose their channeling based on their fallen patron's alignment, and when using thematic or variant channeling they may only choose what is associated with their deity.

    THEMATIC CHANNELING AND VARIANT CHANNELING
    -Although they are almost universally antitheists, ur-priests may utilize thematic channeling and variant channeling. Instead of choosing on the basis of their patron deity, something they lack, they choose a deity or a type of deity to exclusively steal their divine magic from to determine which thematic or variant channeling they may use on a given day.

    FAVORED CLASS BONUSES
    -Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have ur-priest as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

    Drow: Add +1/2 to the ur-priest's divine spell resistance.
    Half-Elves: Add +1/3 to the amount of damage dealt or damage healed when the ur-priest uses channel siphoned energy.
    Humans: Add +1 on caster level checks made to overcome the spell resistance of outsiders
    Tieflings: Add +1 on caster level checks made to overcome the spell resistance of outsiders
    Vasharans: Add +1/2 to the ur-priest's divine spell resistance.

    FEATS
    The following are feats designed for the ur-priest class.

    Promethean Gamble
    All ur-priests steal power from the gods to power their spells, careful to not to much as not to draw the attention of a deity and their wrath. To you however, the power is worth the risk.
    -Prerequisites: Ur-Priest, Siphon Spell Power class feature.
    -Benefit: While preparing your spells for the day, select a living deity. You may prepare any number of extra spell-slot of any spell level you are capable of casting as an ur-priest, up to a total of spell-levels equal to your ur-priest level, but doing comes with a great risk. Roll a d10 and add your Wisdom modifier to the result. If the number is equal to or less than the total spell levels prepared, or if you roll a 1, the god is aware that power was stolen, that you are the one that stole it from them, and you may not select them for the purpose of this feat again. While some gods are more lenient than others, a deity will pursue retribution for the theft, be it through their followers or through direct action.

    ARCHETYPES
    The following archetypes are for the ur-priest class.

    Acolytes of the Risen (Ur-Priest) Contributed by: Blue_C.
    -Worshipers of Aroden, these priests still hear the echoes of their patron deity, or so they claim. Many consider them mad, especially those that used to be their brothers and sisters in worship, but more than a few aren't so quick to dismiss the Acolytes. After all, Aroden rose once before, why not twice?
    -Divine Symbol: An Acolyte of the Risen clings to the faith of Aroden. Whenever a cleric would use a holy symbol to cast a spell, so must an Acolyte.
    This alters an Ur-priest's spellcasting ability.
    -Aroden's Power: Despite their god's demise, Acolyte's of the Risen still manage the rudiments of his divine power. At 4th level, an Acolyte of the risen may choose two 1st level domain powers from the following domains: Community, Glory, Knowledge, Law, Protection. He may use them as a cleric of his level.
    -This replaces the Siphon Spell Power ability.
    -Might of Azlanti: For a moment, an Acolyte of the Risen can confer the power of the Last of the First upon his allies. At 8th level once per day as a spell-like ability, an Acolyte of the Risen can touch himself or an ally to confer a +2 enhancement bonus to all stats for one minute. The Acolyte gains an additional use of this ability at 12th level, and again every 4 levels thereafter for a maximum of 4x's per day at 20th level.
    -This replaces all instances of Steal Spell-Like Ability.
    -Stolen Life: An Acolyte of the Risen accepts their own fate no more than they accept the fate of their deity. At 20th level, once per day as an immediate action, an Acolyte of the Risen may sacrifice a prepared spell and heal themselves for twice the spell's level in hit points. If they use this ability in response to an attack that would normally kill them, they gain the healing after all damage is resolved but before dying.

    Suhnnyth (Ur-Priest)
    -Whether it is brought about by curiousity in their ancestry, a lust for power, or simply the cruel hand of fate, there are those that become bound to the darkness between the stars and one of its vile patrons. Where most are strong in their resolve, theirs wains. Through plagues of unwelcome visions of madness in the night, and the power provided through them, they are rendered little more than slaves. While the vast majority of suhnnyth are alloprax or others bound to the dark tapestry by blood, any individual can conceivably become one. A suhnnyth possesses the following class features.
    -Patron: Although as most ur-priests, a suhnnyth does not typically serve a patron, they must select an Outer God or Great Old One to serve as their patron.
    -Spells: A suhnnyth casts spells drawn from the cleric spell list as psychic spells. He can cast any spell he knows without preparing ahead of time. To learn or cast a spell, a suhnnyth must have a Wisdom score equal to 10 - the spell's level. The saving DC to resist a suhnnyth's spells is equal to 10 + the spell's level - the suhnnyth's Wisdom modifier.
    -Like other spellcasters, a suhnnyth can cast only a certain number of spells of each level per day. He knows the same number of spells and recieves the same number of spells per day as an oracle of his ur-priest level, and knows and uses 0-level knacks as an oracle uses orisons. In addition, he receives bonus spells per day if he has a low Wisdom score.
    -At 4th level and every even-numbered level thereafter, a suhnnyth can choose to learn a new spell in place of one he already knows, in effect, the suhnnyth loses the old spell in exchange for the new one. The new spell's spell level must be the same as the one being exchanged. A suhnnyth may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same that he gains new spells known for that level.
    -A suhnnyth need not prepare his spells in advance. He can cast any cleric spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level.
    -This ability replaces the ur-priest's casting.
    -Nightmare-Plagued Rites: A suhnnyth each night is plagued by persistent, awful dreams. Sometimes the suhnnyth may remember snippets of the dreams, but works to push such horrors from their mind. Their nightmare-riddled sleep undermines their Constitution, inflicting upon them a permanent -1 penalty to their Constitution score. To the suhnnyth's favor, he never needs to use a divine focus when casting their spells. Additionally, a suhnnyth may treat any spell that can be undercast as being on the cleric's spell list.
    -Waining Mind (Su): A suhnnyth's mind is uniquely bound to the dark tapestry and the patron to which they have been bound, willingly and knowingly or otherwise. A suhnnyth does not fall unconscious should their Wisdom score reach 0. For the purpose of losing consciousness from low ability score, a sunnyth remains conscious and aware, abet insane, down to a negative Wisdom score equal to half the suhnnyth's class level. When the suhnnyth possesses a Wisdom score below 1, they continue to accrue penalties following the same pattern. Additionally, so long as he possesses a Wisdom score lower than 1, he possess an insanity. This insanity is incurable while their Wisdom score is below 1 and is randomly determined. Additionally, whenever the suhnnyth would be able to increase one of their ability scores, such as through level, a suhnnyth may instead choose to decrease an ability score by the same amount.
    -Channel the Tapestry (Su): At 1st level, a suhnnyth gains the ability to channel the maddening energies of the dark tapestry itself. This ability possesses two options, chosen between each time the suhnnyth sleeps.
    -The first option is to unleash a burst of energies drawn from the dark tapestry itself. This form functions near identically to channel negative energy except in all instances it normally would effect undead, such as healing and Command Undead it instead effects aberrations and creatures tied to the dark tapestry. A suhnnyth does not need to use an unholy symbol to channel energy in this way.
    -The second option alters creatures at a touch. The suhnnyth acquires an evolution pool equal to half their character level. As a standard action, the suhnnyth can touch a creature to bestow evolutions available normally to eidolon. For the purpose of these evolutions; treat the suhnnyth as possessing an unchained summoner level equal to their ur-priest level, ignore all subtype requirements for evolutions, and treat the touched creature as possessing a base form that most closely matches their appearance. These evolutions come at a price, however. A creature accepting these evolutions also takes a number of points of Wisdom damage equal to the number of evolution points used on their evolutions. These evolutions last a number of minutes equal to the suhnnyth's Charisma modifier plus 3. The suhnnyth cannot apply these evolutions to an unwilling creature. The suhnnyth does not take Wisdom damage from this ability, but cannot possess more evolution points applied to them than minus their Wisdom modifier at any given time.
    -This abillity replaces channel siphoned energy.
    -Tapestry's Servant: At 4th level, the suhnnyth selects two 1st-level domain powers. These must be drawn from domains available to the suhnnyth's patron. For the purpose of using these powers, subtract the suhnnyth's Wisdom modifier rather than add it, and treat him as possessing a cleric level equal to his ur-priest level.
    -This ability replaces Siphon Spell Power.

    SECONDARY CLASS
    Secondary classes are a part of an optional system, exchanging feats at particular levels for advancement in a "secondary class". Below is a secondary class, reflecting the ur-priest.

    Ur-Priest
    A character who chooses ur-priest as her secondary class gains the following secondary class features.
    --Forsake Divinity: At 1st level, she forsakes all divinity. She may not have a living deity as her patron. If her first level is in a divine spellcasting class, the power she draws is not from faith but stolen from the gods, following the same methods as a ur-priest, even if she is a spontaneous spellcaster. She may not prepare or cast divine spells from any other class.
    --Divine Spell Resistance: At 3rd level, she gains a spell resistance equal to her character level + her Wisdom modifier, but only against divine spells and the spell-like abilities of outsiders.
    --Channel Siphoned Energy: At 7th level, she gains the ability to channel siphoned energy as an ur-priest of her character level -6 a number of times per day equal to her Charisma modifier + 1.
    --Improved Channel: At 11th level, her ability to channel siphoned energy improves to that of an ur-priest of her character level -4.
    --Siphon Spell Power: At 15th level, she gains the ability to siphon spell power as an ur-priest.
    --Greater Channel: At 19th level, her channel siphoned energy ability improves to that of an ur-priest of her character level -2.

    --Special: Given the ur-priest is an alternative class of the cleric, a character who selects ur-priest as their secondary class may not take levels in cleric. The reverse holds true, meaning someone who has cleric as their secondary class may not take levels in ur-priest. A character may convert the cleric secondary class to the ur-priest secondary class by the same means as one can convert their cleric levels into ur-priest levels.

    DEDICATED SECONDARY CLASS
    Expanded upon under the Genius Guide to Variant Multiclassing, Dedicated Secondary Classes give up additional feats in order to gain more abilities from their dedicated secondary class. Below is the devoted version of the ur-priest secondary class.

    Ur-Priest
    A character who chooses ur-priest as her secondary class gains the following secondary class features.
    --Forsake Divinity: At 1st level, she forsakes all divinity. She may not have a living deity as her patron. If her first level is in a divine spellcasting class, the power she draws is not from faith but stolen from the gods, following the same methods as a ur-priest, even if she is a spontaneous spellcaster. She may not prepare or cast divine spells from any other class.
    --Divine Spell Resistance: At 3rd level, she gains a spell resistance equal to her character level + her Wisdom modifier, but only against divine spells and the spell-like abilities of outsiders.
    --Ur-Priest Spells: At 5th level, she gains the ability to cast 3 0-level spells and 1 1st-level spell from the cleric spell list as spell-like abilities once per day.
    --Channel Siphoned Energy: At 7th level, she gains the ability to channel siphoned energy as an ur-priest of her character level -6 a number of times per day equal to her Charisma modifier + 1.
    -Improved Ur-Priest Spells: At 9th level, she gains the ability to cast 1 2nd-level spell and an additional 1st-level spell from the cleric spell list as spell-like abilities once per day.
    --Improved Channel: At 11th level, her ability to channel siphoned energy improves to that of an ur-priest of her character level -4.
    --Greater Ur-Priest Spells: At 13th level, she gains the ability to cast 1 3rd-level spell, an additional 2nd- level spell, and an additional 1st-level spell from the cleric spell list as spell-like abilities once per day.
    --Siphon Spell Power: At 15th level, she gains the ability to siphon spell power as an ur-priest.
    --True Ur-Priest Spells: At 17th level, she gains the ability to cast 1 4th-level spell and an additional 3rd-level and 2nd-level spell from the cleric spell list as spell-like abilities once per day.
    --Greater Channel: At 19th level, her channel siphoned energy ability improves to that of an ur-priest of her character level -2.


    BACKGROUND GENERATOR
    Not everyone constructs their characters on their own, and why should they? One's life is a series of events, many largely out of our control. As such, there exists a character background generator (found here on the PFSRD). Below is a rough table to be used with this generator, should one wish to randomly determine their ur-priest's background.

    d% Result
    01-10 Apostasy Earlier in life you followed a faith, devoting yourself to your god. Perhaps you were in training to become a cleric, or some other servant of your deity. However, as you trained you saw horrible things within the church. Perhaps it was a corrupt faith, or maybe you entered unaware of some of inner workings. Whatever the case, you came to renounce your faith, and it was then you found your true calling. You gain access to the Reformed Acolyte regional trait.
    11-20 Devoted to the Dead Whether you were raised in it, or entered the faith later on, you revere a deity who has died. Unable to channel their power through conventional means, the path of the ur-priest drew you in. One day, maybe you can restore your god to their former glory. You gain access to the Devotee of a Dead God religion trait.
    21-30 Forbidden Insight Reading various old tomes you came upon something, rituals describing the folly of the gods and how one might steal from them. For what ever reason you read on, taking in all the knowledge you could so that you might one day do everything the tome promised. You gain access to the Forbidden Knowledge regional trait.
    31-40 Power without Devotion Long have you craved power and envied the feats carried out by the servants of the divine. For whatever reason, however, you could never bring yourself to follow down their path. Perhaps it was pride, or maybe you never believed in what they were selling enough to claim that power. When the opportunity came to you, you learned to steal that power for yourself. You gain access to the Arcane Temper magic trait.
    41-50 Promethean You came to the conclusion one day that for all the might of the gods, they hoard their power, keeping much from the mortal races many claim to cherish. As such, you trained so that you might take what you believe man kind deserves and spread it among the masses. You gain access to the Equality for All regional trait.
    51-60 Raised by Heresy Throughout your life you were taught to hate the gods, led to believe that they were false and vile. Perhaps you even came to believe that they aught to be destroyed, along with those whom follow them. Whatever it was exactly you were taught, you oppose faith because it was what you have always known. You gain access to the History of Heresy faith trait, and ur-priest does not count as a divine spellcasting class for the purpose of this trait.
    61-70 Taken under Wing In your early years, you displayed certain qualities. A certain disrespect for religion, a hunger for might, a willingness to take from others, a combination the above or perhaps something else. Impressed, an ur-priest took you in and sought to train you in their craft, passing on the torch to you. You gain access to the Mentored social trait.
    71-80 Unanswered Prayers In a critical moment of your life, you turned to the gods for help and only found silence. For whatever reason your desperate pleas earned nothing in return, and forever you have blamed them for what ever followed. Since then, you have sought any means to get back at the gods for what had been done. You gain access to the Hatred of the Gods religion trait. This reflects your own hatred, not that of any deity you may have prayed to.
    81-90 Victim of Faith You have seen the worst religion has to offer, you or your loved ones long being its victim. Whether it was abuse by a member of clergy, an act of blind zealotry, or cultists gathering sacrifices for their dark rituals. You might have struggled with the scars of this encounter, be it an instant or years of pain, survival never being enough. When the opportunity came, you took it, putting you on the path to steal the might away from such people. You gain access to the Disdainful Defender faith trait.
    91-100 Vile Revelation Your purpose came to you in a moment of revelation. Perhaps you decided the gods are not true, or maybe simply that they are unworthy of devotion. Whatever the case may be, you realized that the best course of action was not to draw their might by their will, but to take it to shape the world to your ends. You gain access to the Inspired faith trait.
    Last edited by Xuldarinar; 2016-12-13 at 03:46 PM.
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  2. - Top - End - #2
    Orc in the Playground
     
    SwashbucklerGuy

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    Default Re: [Alternative Class] Ur-Priest [PEACH]

    Alright, so I know there's a 3.5 class called ur-priest, but I've only ever played Pathfinder, so I don't have that one for reference purposes.

    I think this class concept is very cool. I like the siphon spell power ability and the ability to steal spell-like abilities. Both look balanced as far as I can tell.

    I do have a slight conceptual quibble though: maybe this has something to do with the class' 3.5 legacy or something I'm not aware of, but does the class have to be evil? I do rather like them being forced to channel negative energy, and I could imagine a "any non-good" alignment requirement, but isn't forcing these guys to be evil a bit rough? I mean, the gods aren't inherently good or evil; they span the gamut of alignments. Couldn't an ur-priest just steal power from evil gods or something, for instance? I mean even if stealing divine power is considered inherently evil, if you're doing it for a good cause and you're not targeting good divinities, wouldn't that make you at least neutral?

    I'm not trying to start some sort of alignment debate here, by the way, I just don't fully understand how this class' flavor mandates them being evil and having an aura of evil and such. Other than that, I like what I see!

  3. - Top - End - #3
    Ogre in the Playground
     
    Xuldarinar's Avatar

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    Default Re: [Alternative Class] Ur-Priest [PEACH]

    Quote Originally Posted by Ethereal Gears View Post
    Alright, so I know there's a 3.5 class called ur-priest, but I've only ever played Pathfinder, so I don't have that one for reference purposes.
    Let me start off by saying I greatly appreciate the feedback. As far as the lack of reference, in essence all your missing is they advance at twice the rate, the contribution from casting classes are from all types for caster level, and they are renowned for their use in builds pursuing 9th level spells as fast as humanly possible. A lot of the abilities here are little more than copy paste.

    I think this class concept is very cool. I like the siphon spell power ability and the ability to steal spell-like abilities. Both look balanced as far as I can tell.
    Thank you. Hopefully looks are not deceiving. I considered throwing in an additional ability to fill in the dead levels, but for the life of me I couldn't come up with anything for it and it might be giving them too much.

    I do have a slight conceptual quibble though: maybe this has something to do with the class' 3.5 legacy or something I'm not aware of, but does the class have to be evil? I do rather like them being forced to channel negative energy, and I could imagine a "any non-good" alignment requirement, but isn't forcing these guys to be evil a bit rough? I mean, the gods aren't inherently good or evil; they span the gamut of alignments. Couldn't an ur-priest just steal power from evil gods or something, for instance? I mean even if stealing divine power is considered inherently evil, if you're doing it for a good cause and you're not targeting good divinities, wouldn't that make you at least neutral?

    I'm not trying to start some sort of alignment debate here, by the way, I just don't fully understand how this class' flavor mandates them being evil and having an aura of evil and such. Other than that, I like what I see!
    Keep in mind the alignment restriction is a holdover from their origins. They have appeared as a prestige class in Book of Vile Darkness and in Complete Divine, the only change between them is a feat requirement if I recall correctly (Malign spell focus as opposed to Spell Focus (Evil)). I understand the concern on this one, and I myself had considered broadening their alignment choices to just any non-good, something I may still foo. The aura of evil is just a hold over from the cleric class and is something that could just as easily be plucked out along with a degree of the alignment restriction. Now, I do have to disagree on a single point of your argument. An evil done unto evil does not become good. Beyond that, I believe you are spot on.

    Not that I have a section addressing this but I am reminded of prometheus when I think of the ur-priest. Stealing from the gods is not something that is ever taken lightly (Unless you are Andromalius, but some deities have a sense of humor given the right circumstances.)

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    Default Re: [Alternative Class] Ur-Priest [PEACH]

    I totally get your point. A good ur-priest would definitely look silly. All I'm doing is throwing down the gauntlet in favor of "any non-good". Yeah; dead levels are always a problem with full casters, which is why I never try to build 'em. Of course, they're also an illusion, as the "Special" column could be saying "NEW SPELL LEVEL AHMAHGERD!!!" every uneven level.
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    Quote Originally Posted by Ethereal Gears View Post
    I totally get your point. A good ur-priest would definitely look silly. All I'm doing is throwing down the gauntlet in favor of "any non-good". Yeah; dead levels are always a problem with full casters, which is why I never try to build 'em. Of course, they're also an illusion, as the "Special" column could be saying "NEW SPELL LEVEL AHMAHGERD!!!" every uneven level.
    Well, i've made that change.

    That is true, and theres nothing wrong with some dead levels with a spellcaster anyways, as they get something every level.

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    Default Re: [Alternative Class] Ur-Priest [PEACH]

    I actually can see a Good Ur-Priest; Prometheus would be a good (heh) example.

    Steal from the cold, uncaring gods, and use that power to do some good in this fallen world.

    Siphon Spell Power... I think it scales wonky. I mean, at 4th level, you can sacrifice 3 first level spells to cast 1 2nd level spell, while later on you can sacrifice 3 4th level spells to get 1 9th level spell!

    Eh, I guess it's fine, though. Otherwise, it looks pretty good.
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    Default Re: [Alternative Class] Ur-Priest [PEACH]

    Being Evil doesn't mean you're not on the same side as Good in this case - it just means that no matter what you're doing it for, the way in which you came to and maintain power is evil.

    Being Evil doesn't mean you're not out to help the world.

    On that note, I would have liked to see a way to channel positive energy as an available option.
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    Quote Originally Posted by Amechra View Post
    I actually can see a Good Ur-Priest; Prometheus would be a good (heh) example.
    Prometheus has come to my mind more than once dealing with this. As for good, it depends on what one defines as good.

    Steal from the cold, uncaring gods, and use that power to do some good in this fallen world.
    The question posed now is: Can evil be justified if used to do good things?

    Siphon Spell Power... I think it scales wonky. I mean, at 4th level, you can sacrifice 3 first level spells to cast 1 2nd level spell, while later on you can sacrifice 3 4th level spells to get 1 9th level spell!

    Eh, I guess it's fine, though. Otherwise, it looks pretty good.
    Well, here is the thing. It draws directly from the original source, though it is worded differently. "The levels of the lower-level slots are totaled, then reduced to three-quarters (round down) to determine the level of the extra higher-level spell slot."

    Quote Originally Posted by Ilorin Lorati View Post
    Being Evil doesn't mean you're not on the same side as Good in this case - it just means that no matter what you're doing it for, the way in which you came to and maintain power is evil.

    Being Evil doesn't mean you're not out to help the world.
    In the sense of D&D and Pathfinder, good and evil are actual forces. Im taking the stance that stealing from the gods, usually done by those who are opposed to them, is an inherently evil act. Regardless of what spells they draw from it, nor the use they put it to, they are doing something that is wrong on the planar scale. You can have one that loves mortal beings, does charity work constantly, saves countless lives, and uses their stolen magic to summon puppies and kittens for orphans to play with. Their alignment is still bumped down to neutral and a promethean fate awaits them after death.

    On that note, I would have liked to see a way to channel positive energy as an available option.
    Ah. Im glad you asked. Im going to pose some options, and these will be implemented upon input:

    1: An evil ur-priest can only use negative, a neutral can choose at 1st level which to use.

    2: An ur-priest chooses between positive energy and negative energy at 1st level.

    3: An ur-priest chooses between positive energy and negative energy when preparing their spells, in essence deciding which energy to pilfer for their channel energy ability. This, on top of channeling variants, and perhaps some other things, can represent which deity they are mostly stealing from that day.

    4: Anything I didn't think of.

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    Default Re: [Alternative Class] Ur-Priest [PEACH]

    What if they only steal from Evil gods?

    Remember, D&D has long taken the stance that "evil" acts are A-OK if your victim is Evil. For example, murdering Orcs and looting their corpses.
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    Quote Originally Posted by Amechra View Post
    What if they only steal from Evil gods?

    Remember, D&D has long taken the stance that "evil" acts are A-OK if your victim is Evil. For example, murdering Orcs and looting their corpses.
    I understand your point but a few things.

    Morality in D&D doesn't care just what you do and who it is, but your exact methods. You are murdering orcs, but you are not torturing them to death, nor are you generally tapping into evil magics in order to kill them.


    And now; a relevant quote from a D&D book, Bold for emphasis.
    Quote Originally Posted by Book of Vile Darkness, pg 77
    Some would point out that a fireball spell is likely to cause undue suffering, and it could be used to kill a group of orphans. Does that make fireball an evil spell?
    Fireball, by itself, simply creates a blast of fire. Fire can be used for evil purposes, but it is not inherently evil. Contrasted with a spell such as shriveling, whose only purpose and only possible use is to wither the flesh of another living creature in a painful and debilitating fashion, it becomes easier to see why shriveling is an evil spell.
    The judgment cannot be based solely on effect. Your campaign could, for example, have a spell called vitality leech that calls upon a demon that drains Strength points from a target for a short time. The spell’s effect is only slightly different from ray of enfeeblement, but the approach and execution are very different. Vitality leech is an evil spell, while ray of enfeeblement is not. Although the ultimate game effect is the same, the character in the game world faced with the two spells undoubtedly regards them differently. Tapping into evil power is an evil act in and of itself, no matter what the effects or the reason for using the power might be.
    Stealing from a good or neutral god: Evil for stealing
    Stealing from an evil god: See above quote

    Also relevant:
    Quote Originally Posted by Book of Exalted Deeds, pg 9
    ENDS AND MEANS
    When do good ends justify evil means to achieve them? Is it morally acceptable, for example, to torture an evil captive in order to extract vital information that can prevent the deaths of thousands of innocents? Any good character shudders at the thought of committing torture, but the goal of preventing thousands of deaths is undeniably a virtuous one, and a neutral character might easily consider the use of torture in such a circumstance. With evil acts on a smaller scale, even the most virtuous characters can find themselves tempted to agree that a very good end justifies a mildly evil means. Is it acceptable to tell a small lie in order to prevent a minor catastrophe? A large catastrophe? A world-shattering catastrophe?

    In the D&D universe, the fundamental answer is no, an evil act is an evil act no matter what good result it may achieve. A paladin who knowingly commits an evil act in pursuit of any end no matter how good still jeopardizes her paladinhood. Any exalted character risks losing exalted feats or other benefits of celestial favor if he commits any act of evil for any reason. Whether or not good ends can justify evil means, they certainly cannot make evil means any less evil.
    Last edited by Xuldarinar; 2014-10-03 at 06:17 PM.

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    Digging this creation up because I want to give it more to work with. For instance, archetypes. I have that section for archetypes sitting there empty, and rather than removing it I would like to put something there. Maybe I could even add a feat section if anyone can come up with any that would uniquely benefit ur-priests. If anyone has any suggestions for anything for ur-priests then feel free to share.

    On another note, I also thought of making things for other classes relating to the theme of stealing from the divine, and I might do just that at some point. An ur-priest version of the warpriest. A mystery for oracles that reflects a theme of their bond to the divine is a forced or inadvertent one and they have become parasitic in that regard, inherently syphoning off power they were never meant to have. But until there is shown interest and I have something more to work with than a concept I'll leave those as they are, concepts.

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    One, nice conversion.

    Two, one thing that caught my eye was the flavor that Ur-priests are sometimes the would-be clerics of dead gods. And it just so happens that in Pathfinder's Golarian setting, there is a major god that just kicked the bucket about a century prior to the campaign setting's start, Aroden. So priests of that order who refused to accept the fate, and there were bound to be more than a few of them, would be ripe for this path.

    Which give me an archetype idea:

    Acolytes of the Risen:

    Worshipers of Aroden, these priests still hear the echoes of their patron deity, or so they claim. Many consider them mad, especially those that used to be their brothers and sisters in worship, but more than a few aren't so quick to dismiss the Acolytes. After all, Aroden rose once before, why not twice?

    Divine Symbol: An Acolyte of the Risen clings to the faith of Aroden. Whenever a cleric would use a holy symbol to cast a spell, so must an Acolyte.
    This alters an Ur-priest's spellcasting ability.
    Aroden's Power: Despite their god's demise, Acolyte's of the Risen still manage the rudiments of his divine power. At 4th level, an Acolyte of the risen may choose two 1st level domain powers from the following domains: Community, Glory, Knowledge, Law, Protection. He may use them as a cleric of his level.
    This replaces the Siphon Magic ability.
    Might of Azlanti: For a moment, an Acolyte of the Risen can confer the power of the Last of the First upon his allies. At 8th level once per day as a spell-like ability, an Acolyte of the Risen can touch himself or an ally to confer a +2 enhancement bonus to all stats for one minute. The Acolyte gains an additional use of this ability at 12th level, and again every 4 levels thereafter for a maximum of 4x's per day at 20th level.
    This replaces all instances of Steal Spell-Like Ability.
    Stolen Life: An Acolyte of the Risen accepts their own fate no more than they accept the fate of their deity. At 20th level, once per day as an immediate action, an Acolyte of the Risen may sacrifice a prepared spell and heal themselves for twice the spell's level in hit points. If they use this ability in response to an attack that would normally kill them, they gain the healing after all damage is resolved but before dying.
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    Quote Originally Posted by Blue_C. View Post
    -Snip-
    Im glad you like the conversion, and I absolutely love the archetype so it makes it up to the first post. Thank you. If it weren't for the fact that ur-priests steal their power, I'd say slapping on a more strict alignment requirement on the archetype would make a lot of sense. Might still be appropriate though.

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    And... we are back. Im putting out the call once again; I want more options and to kick the dust off this particular class.


    Archetypes: If you've any ideas for any (or even want to brew one outright) I'd love to see what you got. I've one myself that I got locked up on, which I'll put in a spoiler right at the bottom of this post.

    Feats: Much as I enjoy promethean gamble as a feat, I think we can give them a few more tools to work with.

    Other: I'd love to take the concept of this class and apply it to some other divine spellcasting classes (Antipaladin, Inquisitor, and Warpriest. And also perhaps oracle). If you've any suggestions on that front, Im all ears. Additionally, if you can think of anything else this class needs, anything that might pair nicely with it, feel free to throw it out there.

    Edit: I had forgotten I had created the secondary class. I may make a feat/feat line later.. or not.. but for now this actually should do if anyone wants to be an Ur-paladin, Ur-Inquisitor, or Ur-Warpriest.


    Spoiler: Work in Progress Archetype
    Show
    Traitor of the Faith (Ur-Priest)
    -
    -Desecrated Faith: A traitor of the faith targets a specific deity, and as such operates as if they have a patron deity, qualifying for things as if they are a member of that faith. Whenever a cleric would use a holy symbol to cast a spell, the traitor of the faith must use the holy symbol of the faith they specifically target, though this symbol may be desecrated or otherwise damaged. Additionally, a traitor of the faith is restricted to channeling energy from the deity they have selected, only allowing them to channel positive energy if their deity is good or negative energy if their deity is evil.
    This alters an Ur-priest's spellcasting ability and channeling.
    -Enemy of the Faith: Starting at 8th level, a traitor of the faith treats members of their chosen religion as if they were their favored enemy, gaining a +2 bonus on the appropriate rolls, except bonuses on attack and damage rolls instead applies to spell attack and damage rolls and the saves required to overcome the traitor of the faith's spells. At 13th level, these bonuses increase to +4, and at 18th level, the bonuses increase to +6. These bonuses do not stack with other favored enemy bonuses.
    This replaces the Ur-priest's
    Last edited by Xuldarinar; 2016-01-26 at 08:59 PM.

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    Quote Originally Posted by Xuldarinar View Post
    And... we are back. Im putting out the call once again; I want more options and to kick the dust off this particular class.


    Archetypes: If you've any ideas for any (or even want to brew one outright) I'd love to see what you got. I've one myself that I got locked up on, which I'll put in a spoiler right at the bottom of this post.

    Feats: Much as I enjoy promethean gamble as a feat, I think we can give them a few more tools to work with.

    Other: I'd love to take the concept of this class and apply it to some other divine spellcasting classes (Antipaladin, Inquisitor, and Warpriest. And also perhaps oracle). If you've any suggestions on that front, Im all ears. Additionally, if you can think of anything else this class needs, anything that might pair nicely with it, feel free to throw it out there.

    Edit: I had forgotten I had created the secondary class. I may make a feat/feat line later.. or not.. but for now this actually should do if anyone wants to be an Ur-paladin, Ur-Inquisitor, or Ur-Warpriest.


    Spoiler: Work in Progress Archetype
    Show
    Traitor of the Faith (Ur-Priest)
    -
    -Desecrated Faith: A traitor of the faith targets a specific deity, and as such operates as if they have a patron deity, qualifying for things as if they are a member of that faith. Whenever a cleric would use a holy symbol to cast a spell, the traitor of the faith must use the holy symbol of the faith they specifically target, though this symbol may be desecrated or otherwise damaged. Additionally, a traitor of the faith is restricted to channeling energy from the deity they have selected, only allowing them to channel positive energy if their deity is good or negative energy if their deity is evil.
    This alters an Ur-priest's spellcasting ability and channeling.
    -Enemy of the Faith: Starting at 8th level, a traitor of the faith treats members of their chosen religion as if they were their favored enemy, gaining a +2 bonus on the appropriate rolls, except bonuses on attack and damage rolls instead applies to spell attack and damage rolls and the saves required to overcome the traitor of the faith's spells. At 13th level, these bonuses increase to +4, and at 18th level, the bonuses increase to +6. These bonuses do not stack with other favored enemy bonuses.
    This replaces the Ur-priest's
    I like this class a lot, for several reasons.
    1: It seems well rounded, balanced, and it looks like it has good customization options.
    2: It would work REALLY well with the Secrets of Pact Magic setting, particularly with the Occult Priest class, giving that class a way to actually grant divine spells aside from domain spells. (I would check it out.)
    3: It would work really well with a special homebrew campaign setting I've been cooking up. In fact, this is exactly the kind of class I needed to complete the general groundwork. So, thank you.

    As for ideas for Archetypes...

    Acolytes of Jehotek (Ur-Priest) (Secrets of Pact Magic Homebrew)
    -The faithful of Jehotek, the Throne of Heaven, are the remnant of an enormous body of worshipers of said Elder God, who created humanity out of clay and the first gods from humans. Though he was murdered by His own children, who were jealous of His growing following, a portion of Him still remains as a spirit, guiding the faithful and even granting them a measure of His power. A few of the priests who stayed with the faithful found that The Lord of Grace was still present enough that they could draw some of His power into themselves as Ur-Priests. Acolytes of Jehotek, like clerics, must be within one step of their God's alignment, which happens to be Lawful Good. The Acolyte starts with an affiliation score of 4 with the Living Flame (Secrets of Pact Magic)
    -Divine Symbol: An Acolyte of Jehotek must carry a miniature replica of Jehotek's binding seal with him. Whenever a cleric would use a holy symbol to cast a spell, so must an Acolyte of Jehotek utilize the seal. The Acolyte can use this to bind Jehotek in place of the normal binding seal.
    This alters an Ur-priest's spellcasting ability.
    -Channel the Light: the Acolyte of Jehotek may only use positive energy with the Channel Siphoned Energy ability
    -Light of the Flame: Jehotek grants his acolytes access to the domains he once possessed. At 4th level, an Acolyte may choose two 1st level domain powers from the following domains: Good, Law, Protection, Excorcism (eberron campaign setting), Inquisition (complete divine), Wrath (book of exalted deeds), Purification (book of exalted deeds), Glory (Complete Divine), Destiny (Races of Destiny), and creation. He may use them as a cleric of his level.
    This replaces the Siphon Spell Power ability.
    -Wrath of the Elder God: Jehotek has not forgotten the terrible evil done to Him, and the gods know it. An Acolyte can radiate the righteous anger of his God from his gaze, striking terror into the hearts of the servants of the gods who murdered Him. At 8th level as a spell-like ability, an Acolyte can emits an aura of rage. Once per day all targets in the acolyte's line of sight must immediately make an opposed will check against the Acolyte. If the target fails the save, he becomes paralyzed with terror, if he succeeds he is merely shaken. Servants of the murdering gods (basically any god that has been around for 2500 years or more and is not the Goddess of Love, who did not participate) have a -2 on their checks, and evil and chaotic beings take a -1 (penalties stack). Law and Good aligned outsiders who fail the check are instead compelled to treat the Acolyte as if he were under a sanctuary spell. The Acolyte gains an additional use of this ability at 12th level, and again every 4 levels thereafter for a maximum of 4x's per day at 20th level.
    This replaces all instances of Steal Spell-Like Ability.
    -Jehotek's Form: At 20th level, you gain permanent access to one of the powers of the Living Flame epic spirit. Some of the powers of said spirit have a chance of backfiring spectacularly, but this is not the case with this change. Any power that would yield a negative result instead of a positive one instead simply does not work for that use.

    Blood Priest: Mechanically identical to the normal Ur-Priest, except in one regard: the Blood Priest does not use the power of a god, but rather the power of his own blood. The Blood Priest need not meditate for his spells. Instead, as part of the spellcasting, he must ritually cut himself with a ceremonial blade, dealing 1d4 nonlethal damage per level of the spell cast.

    Priest of Marduk (Ur-Priest) (Homebrew setting) (Loosely inspired by the Epic of Ahiram)
    (This one has a LONG backstory, so please bear with me)
    -The Temple of Marduk is an enormous institution. Most humans on Eldas worship in his temples and offer tribute to his priests. He is the Strong One, the Master of the Four Winds, Slayer of Dragons. He rules his pantheon with an iron fist and distributes his justice on the people as he pleases. Yet, in truth neither he nor the other gods actually exist. Eldas is a world with only one God. This God is worshiped under many Names by many races, but He is One. Two the elves He is the Forest Lord, to the dwarves He is the Earth King, and to the savage Witch Clans to the west He is the Moon God (though technically He also has the sun domain). The limits of His priests are created by their ignorance of Him, as He has deemed to only interact with the world through his followers: yet He lends His power only to the most virtuous of souls. In the east, where the civilization of man thrives, he was known as Anu, a benevolent but distant God of law. Over time, the men of the east grew discontent with the power that was rarely given among their race (for man is truly fallen), so they turned to other sources. They found that by bending dark spirits of the wastes to their will, they could gain powers similar to those of a priest of Anu, and so Arcane Magic was invented. One of these Wizards, however, was not satisfied to command the demons. Zahir Aman bent his considerable power and skill to discovering a way to tap the power of the Creator, and stumbled upon a simple arcane ritual which would allow the wielder to siphon power from God. This power was drawn not from the resevour that He used to grant power to His followers, but rather from that which He used to continuously maintain all life in the world. He memorized the ritual, and became the first Ur-Priest, and in his victory a new ambition was born. He desired to supplant the power of the priests of Anu and gain their authority and influence for himself, but how? Then he realized the discontent that had driven him to discover the ritual was in the hearts of the people, and an idea came to him. He would create a false god, a god of stregnth, a god who would solve all the people's problems. A god who they would follow for the sake of security, a god who would make them slaves. So he traveled out into the wastes and summoned a great fiend, and bound it to the ground. He shaped it's features to match his vision, a man with four eyes and a breath of fire, towering fully 2 stories high, and enslaved his speach so he would say what Zahir wanted him to say. With his new power, he tore a portion of the demon's essence from it and fashioned it into an eldritch spear of arcane energy, and with a mighty spell summoned 4 spirits of air and bound them into a net of wind. These he gave to the demon, and then tasked it to pretend to be a god. He raised an enormous zigguraut structure from the ground and made it the temple of his demon thrall. He then changed the ritual of siphoning, so that, while now longer than it was it could be disguised as a chanting prayer and so it produced a voice of the god granting them their power. He devised rituals, mythology, dogma, and much more, crafting the story as he might craft a spell. Then he went and found the discontent of his city (Ur, as it happens), telling them of a new god, the Champion of Anu and of Men who would save them from their daily troubles if they worshiped him. Many flocked to the new temple, and soon the new priesthood of Marduk was formed, all Ur-Priests who believed themselves to be true servants of a god who never was. Priests of Marduk can be of any lawful alignment, but tend to be lawful evil. Instead of meditating for their spells, an Ur-Priest must chant for half of an hour the Litany of Marduk out loud to regain them. This chant leaves the caster fatigued, and he must recover as normal.
    -Sun Dependency: Priests of Marduk believe that Marduk's chariot is the sun. At noon time, all their spells are considered maximized and extended. During the day all of their spells are treated as if they were one level higher than normal. At night they are considered one level lower than normal, during an anular eclipse they are two levels lower, and during a total eclipse the spells of a priest of Marduk do not work. This has nothing to do with the actual energy they are using, but rather with the Priest's belief that they can use it. Also, during a complete eclipse of the sun, any priests of Marduk must make a DC 25 will save or immediately flee to the nearest place of safety until the eclipse ends.
    -Concentrators: A Priest of Marduk carries around one non-magical fist-sized obsidian sphere (called a concentrator) for each level of spell he can cast (so a priest who can cast level 9 spells carries 9 orbs), as well as a single sphere of strange spell-matter about a centimeter in diameter (called a messenger). Prior to casting any spell that requires a clerics holy symbol, the concentrators must be released into the air, where they orbit the caster. Releasing the orbs is a full-round action. As there is no limit to the duration the spheres can orbit, Priests who are about to go into battle often just leave them up, rather than gathering them back (also a full-round action). When casting the spell, they release the messenger orb from their hand and it shifts into the astral plane, traveling to the location of the target. This process does several things. First, the concentrators act as the divine focus for the spell. Second, any spell cast in this way is not subject to spell resistance. Third, the orbs take the place of any material components the spell might have. Fourth, for every round the caster extends the casting time of the spell, the effective caster level increases by one, for a maximum enhancement equal to the number of orbs the caster currently has orbiting him. this reflects him manipulating the orbits of the concentrators to arrange them in configurations of power. Only spells requiring a divine focus can be cast in this way, and enhancing the spell deals 1d4 points of non-lethal damage for each round the casting time is extended. Additionally, if the Priest's spellcasting is disrupted while weaving the spell, the concentrators explode, dealing 1d6 of divine energy for each level of the spell cast plus 1d6 for each round the spell was extended and releasing the effect of a confusion spell of the caster level equivalent to the level of the spell plus each round the spell was extended centered on the caster and effecting him and everyone in range, and the messenger stone is lost and must be replaced as well. If the spell is successfully cast, the Messenger immediately returns to the caster's palm. All spells using concentrators have a verbal component.
    This alters an Ur-priest's spellcasting ability.
    -He's a sun god, not a death god: Priests of Marduk may only use positive energy with the Channel Siphoned Energy ability. In place of a holy symbol, the priest must use the concentrators and messenger as if he were casting a spell with a divine focus, and each level he sacrifices to power this ability adds one round to the "casting time", dealing 1d4 nonlethal damage per round as normal for the concentrators, with the same risk of exploding increasing with each round. Using this ability has a verbal component. The Priest can only extend the casting time by one round for every round he can use.
    -Might of Marduk: The Priests of Marduk unknowingly steal even the domains of the Creator. At 4th level, a Priest may choose two 1st level domain powers from the following domains: Law, War, Nobility, Destruction, Sun, Storm, Fire, Air, Protection, Oracle, Knowledge, Magic, and Destiny. He may use them as a cleric of his level.
    This replaces the Siphon Spell Power ability.
    -Extract Essence: At 8th level as a spell-like ability, a Priest of Marduk gains the ability to pull a portion of the target's soul (loose XP not already devoted to a character level) and use it to craft a magic item in place of his own XP. If the target is willing, this is a full-round action that deals 1d4 damage to the subject. If the target is unwilling, this takes 5 full rounds and deals 5d4 nonlethal damage to the subject. The Priest can choose to sacrifice the target and use all the XP from him instead (including those invested in class levels). This ability can be used to drain magic items as well, as an Artificer. Alternatively, if the total XP extracted is enough to raise the target to first level in a new class, or if the subject has already benefited from this particular use of this ability and has enough XP to effectively raise him to the next level, it may be redirected back into the target as a potent enchantment, replicating the process of going up a level. See High Rider class below. The Priest may only manipulate as much XP as he currently has HD, and the caster level of the other spell-like abilities is dependent on his hit dice as well. For purpose of duration, the duration of the spell is considered to be the total duration that the Priest can use the ability per day, though it can be broken up throughout.
    This replaces all instances of Steal Spell-Like Ability.
    -Spear of Ba'al Marduk: At 20th level, the Priest learns the most powerful spell of Ba'al Marduk. He may sacrifice any number of spells from his spell list, but the total spell levels must at least equal 9. All 9 concentrators must be released before the ability can be used. The Priest must spend 9+(spell levels sacrificed) rounds forcing the orbs into the most powerful and unstable of configurations: a straight line. Once in this configuration, the concentrators melt melt entirely and form a powerful crackling beam of pure divine power called the Spear of Ba'al Marduk. The spear can be cast forth as a normal spear of it's type, with an effective bonus to hit equal to 9+(number of spell levels sacrificed). The spear deals (9+(number of spell levels sacrificed)d20 of pure divine damage which is not subject to damage reduction or energy or spell resistance of any kind. Alternatively, the spear can be used to completely obliterate enchantments in an area, acting as a dispel magic spell as cast by a cleric of (9+number of spell levels sacrificed) level. If the total equivalent caster level of the spear exceeds 30, this can be used to nullify artifacts. The ritual has a verbal component. Each round the caster is involved in the ritual deals 1d4 of nonlethal damage, and is subject to the same chance of exploding. However, instead of a confusion spell an insanity spell is instead centered on the caster, and a gate spell is opened to a random level of a random lower plane. Any demons released are in no way bound to serve the caster. The spear disappears after being used. It can be wielded by someone other than the caster, and lasts until used or until the end of a number of hours equal to 9+(the number of spell levels sacrificed). The spear can be made permanent by casting an arcane permanency spell upon it using as much XP as would be required to for an item of it's type. However, Priests of Marduk are prohibited from becoming Arcane casters, and indeed consider any aside from themselves and the Priests of Anu to be anathema, as Zahir Aman does not wish for them to discover the underlying truth about their faith.

    High Rider: A Priest of Marduk can extract the essence of a character who is about to go up a level and change it into a level as a High Rider. This is effectively identical to the fighter class. However, instead of a bonus feat the character gains access to a minor spell-like ability. If no bonus feat is available on that level, one of the normal allotted feats for that level is instead a spell-like ability. Each spell-like ability must be based off a spell that the Priest actually has, and the caster level for the spell-like ability is the High-Rider's character level. Some of these spell-like abilities may be made contingent, but that requires the Priest to know and cast the spell Contingency while using this power, and requires the Priest to use his own XP to fuel the contingency spell. The High Rider may only be enchanted with spells that he would be able to cast as a cleric of his high rider level. If a High Rider enters an anti-magic shell, he looses all of his spell-like abilities and is reduced to first level in all respects temporarily.
    Last edited by petermcleod117; 2016-09-09 at 11:30 AM.

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    Default Re: [Alternative Class] Ur-Priest [PEACH]

    Quote Originally Posted by petermcleod117 View Post
    I like this class a lot, for several reasons.
    1: It seems well rounded, balanced, and it looks like it has good customization options.
    2: It would work REALLY well with the Secrets of Pact Magic setting, particularly with the Occult Priest class, giving that class a way to actually grant divine spells aside from domain spells. (I would check it out.)
    3: It would work really well with a special homebrew campaign setting I've been cooking up. In fact, this is exactly the kind of class I needed to complete the general groundwork. So, thank you.
    Pardon the delay in noticing your comment. Im glad you find it balanced (at a glance) and are considering using it.


    For your archetypes, i'll format them before addressing them
    As for ideas for Archetypes...

    Spoiler: Acolytes of Jehotek
    Show
    Acolytes of Jehotek (Ur-Priest) (Secrets of Pact Magic Homebrew) Contributed by: petermcleod117
    -The faithful of Jehotek, the Throne of Heaven, are the remnant of an enormous body of worshipers of said Elder God, who created humanity out of clay and the first gods from humans. Though he was murdered by His own children, who were jealous of His growing following, a portion of Him still remains as a spirit, guiding the faithful and even granting them a measure of His power. A few of the priests who stayed with the faithful found that The Lord of Grace was still present enough that they could draw some of His power into themselves as Ur-Priests. Acolytes of Jehotek, like clerics, must be within one step of their God's alignment, which happens to be Lawful Good. The Acolyte starts with an affiliation score of 4 with the Living Flame (Secrets of Pact Magic)
    -Divine Symbol: An Acolyte of Jehotek must carry a miniature replica of Jehotek's binding seal with him. Whenever a cleric would use a holy symbol to cast a spell, so must an Acolyte of Jehotek utilize the seal. The Acolyte can use this to bind Jehotek in place of the normal binding seal.
    This alters an Ur-priest's spellcasting ability.
    -Channel the Light (Su): the Acolyte of Jehotek may only use positive energy with the Channel Siphoned Energy ability
    -Light of the Flame: Jehotek grants his acolytes access to the domains he once possessed. At 4th level, an Acolyte may choose two 1st level domain powers from the following domains: Good, Law, Protection, Excorcism (eberron campaign setting), Inquisition (complete divine), Wrath (book of exalted deeds), Purification (book of exalted deeds), Glory (Complete Divine), Destiny (Races of Destiny), and creation. He may use them as a cleric of his level.
    This replaces the Siphon Spell Power ability.
    -Wrath of the Elder God (Sp): Jehotek has not forgotten the terrible evil done to Him, and the gods know it. An Acolyte can radiate the righteous anger of his God from his gaze, striking terror into the hearts of the servants of the gods who murdered Him. At 8th level as a spell-like ability, an Acolyte can emits an aura of rage. Once per day all targets in the acolyte's line of sight must immediately make an opposed will check against the Acolyte. If the target fails the save, he becomes paralyzed with terror, if he succeeds he is merely shaken. Servants of the murdering gods (basically any god that has been around for 2500 years or more and is not the Goddess of Love, who did not participate) have a -2 on their checks, and evil and chaotic beings take a -1 (penalties stack). Law and Good aligned outsiders who fail the check are instead compelled to treat the Acolyte as if he were under a sanctuary spell. The Acolyte gains an additional use of this ability at 12th level, and again every 4 levels thereafter for a maximum of 4x's per day at 20th level.
    This replaces all instances of Steal Spell-Like Ability.
    -Jehotek's Form: At 20th level, you gain permanent access to one of the powers of the Living Flame epic spirit. Some of the powers of said spirit have a chance of backfiring spectacularly, but this is not the case with this change. Any power that would yield a negative result instead of a positive one instead simply does not work for that use.
    Ok. While thematically interesting I've a few things to mention;

    1. Given this is an updated class to Pathfinder, and Radiance house did bring their content into Pathfinder, why not refer to the binding system from Pact Magic Unbound? Might be worth, if they haven't updated Jehotek, doing so.

    2. Though you don't state it, you are refering to a different kind of domain than one might assume. While the class is pathfinder, and thus the default is Domains available to pathfinder's cleric, you are instead referencing domains available to 3e/3.5 clerics. I'd either recommend utilizing clarification text, or use something like the following list (for pathfinder domains); Good, Glory, Law, Protection.

    Spoiler: Blood Priest
    Show

    Blood PriestContributed by: petermcleod117
    Mechanically identical to the normal Ur-Priest, except in one regard: the Blood Priest does not use the power of a god, but rather the power of his own blood. The Blood Priest need not meditate for his spells. Instead, as part of the spellcasting, he must ritually cut himself with a ceremonial blade, dealing 1d4 nonlethal damage per level of the spell cast.
    This becomes very difficult as there is no point in which the 'blood priest' selects his spells, let alone regains them. There is a good thematic idea here though. Perhaps this; They perform a short ritual each day with the ceremonial blade, maybe get access to a bloodline (or just gets the Eldritch Heritage feat line as bonus feats), and can use blood in place of expensive material components?

    Spoiler: Priest of Markuk
    Show

    Priest of Marduk (Ur-Priest) (Homebrew setting) (Loosely inspired by the Epic of Ahiram) Contributed by: petermcleod117
    (This one has a LONG backstory, so please bear with me)
    -The Temple of Marduk is an enormous institution. Most humans on Eldas worship in his temples and offer tribute to his priests. He is the Strong One, the Master of the Four Winds, Slayer of Dragons. He rules his pantheon with an iron fist and distributes his justice on the people as he pleases. Yet, in truth neither he nor the other gods actually exist. Eldas is a world with only one God. This God is worshiped under many Names by many races, but He is One. Two the elves He is the Forest Lord, to the dwarves He is the Earth King, and to the savage Witch Clans to the west He is the Moon God (though technically He also has the sun domain). The limits of His priests are created by their ignorance of Him, as He has deemed to only interact with the world through his followers: yet He lends His power only to the most virtuous of souls. In the east, where the civilization of man thrives, he was known as Anu, a benevolent but distant God of law. Over time, the men of the east grew discontent with the power that was rarely given among their race (for man is truly fallen), so they turned to other sources. They found that by bending dark spirits of the wastes to their will, they could gain powers similar to those of a priest of Anu, and so Arcane Magic was invented. One of these Wizards, however, was not satisfied to command the demons. Zahir Aman bent his considerable power and skill to discovering a way to tap the power of the Creator, and stumbled upon a simple arcane ritual which would allow the wielder to siphon power from God. This power was drawn not from the resevour that He used to grant power to His followers, but rather from that which He used to continuously maintain all life in the world. He memorized the ritual, and became the first Ur-Priest, and in his victory a new ambition was born. He desired to supplant the power of the priests of Anu and gain their authority and influence for himself, but how? Then he realized the discontent that had driven him to discover the ritual was in the hearts of the people, and an idea came to him. He would create a false god, a god of stregnth, a god who would solve all the people's problems. A god who they would follow for the sake of security, a god who would make them slaves. So he traveled out into the wastes and summoned a great fiend, and bound it to the ground. He shaped it's features to match his vision, a man with four eyes and a breath of fire, towering fully 2 stories high, and enslaved his speach so he would say what Zahir wanted him to say. With his new power, he tore a portion of the demon's essence from it and fashioned it into an eldritch spear of arcane energy, and with a mighty spell summoned 4 spirits of air and bound them into a net of wind. These he gave to the demon, and then tasked it to pretend to be a god. He raised an enormous zigguraut structure from the ground and made it the temple of his demon thrall. He then changed the ritual of siphoning, so that, while now longer than it was it could be disguised as a chanting prayer and so it produced a voice of the god granting them their power. He devised rituals, mythology, dogma, and much more, crafting the story as he might craft a spell. Then he went and found the discontent of his city (Ur, as it happens), telling them of a new god, the Champion of Anu and of Men who would save them from their daily troubles if they worshiped him. Many flocked to the new temple, and soon the new priesthood of Marduk was formed, all Ur-Priests who believed themselves to be true servants of a god who never was.
    -Priests of Marduk can be of any lawful alignment, but tend to be lawful evil. Instead of meditating for their spells, an Ur-Priest must chant for half of an hour the Litany of Marduk out loud to regain them. This chant leaves the caster fatigued, and he must recover as normal.
    -Sun Dependency: Priests of Marduk believe that Marduk's chariot is the sun. At noon time, all their spells are considered maximized and extended. During the day all of their spells are treated as if they were one level higher than normal. At night they are considered one level lower than normal, during an anular eclipse they are two levels lower, and during a total eclipse the spells of a priest of Marduk do not work. This has nothing to do with the actual energy they are using, but rather with the Priest's belief that they can use it. Also, during a complete eclipse of the sun, any priests of Marduk must make a DC 25 will save or immediately flee to the nearest place of safety until the eclipse ends.
    -Concentrators: A Priest of Marduk carries around one non-magical fist-sized obsidian sphere (called a concentrator) for each level of spell he can cast (so a priest who can cast level 9 spells carries 9 orbs), as well as a single sphere of strange spell-matter about a centimeter in diameter (called a messenger). Prior to casting any spell that requires a clerics holy symbol, the concentrators must be released into the air, where they orbit the caster. Releasing the orbs is a full-round action. As there is no limit to the duration the spheres can orbit, Priests who are about to go into battle often just leave them up, rather than gathering them back (also a full-round action). When casting the spell, they release the messenger orb from their hand and it shifts into the astral plane, traveling to the location of the target. This process does several things. First, the concentrators act as the divine focus for the spell. Second, any spell cast in this way is not subject to spell resistance. Third, the orbs take the place of any material components the spell might have. Fourth, for every round the caster extends the casting time of the spell, the effective caster level increases by one, for a maximum enhancement equal to the number of orbs the caster currently has orbiting him. this reflects him manipulating the orbits of the concentrators to arrange them in configurations of power. Only spells requiring a divine focus can be cast in this way, and enhancing the spell deals 1d4 points of non-lethal damage for each round the casting time is extended. Additionally, if the Priest's spellcasting is disrupted while weaving the spell, the concentrators explode, dealing 1d6 of divine energy for each level of the spell cast plus 1d6 for each round the spell was extended and releasing the effect of a confusion spell of the caster level equivalent to the level of the spell plus each round the spell was extended centered on the caster and effecting him and everyone in range, and the messenger stone is lost and must be replaced as well. If the spell is successfully cast, the Messenger immediately returns to the caster's palm. All spells using concentrators have a verbal component.
    This alters an Ur-priest's spellcasting ability.
    -He's a sun god, not a death god: Priests of Marduk may only use positive energy with the Channel Siphoned Energy ability. In place of a holy symbol, the priest must use the concentrators and messenger as if he were casting a spell with a divine focus, and each level he sacrifices to power this ability adds one round to the "casting time", dealing 1d4 nonlethal damage per round as normal for the concentrators, with the same risk of exploding increasing with each round. Using this ability has a verbal component. The Priest can only extend the casting time by one round for every round he can use.
    -Might of Marduk: The Priests of Marduk unknowingly steal even the domains of the Creator. At 4th level, a Priest may choose two 1st level domain powers from the following domains: Law, War, Nobility, Destruction, Sun, Storm, Fire, Air, Protection, Oracle, Knowledge, Magic, and Destiny. He may use them as a cleric of his level.
    This replaces the Siphon Spell Power ability.
    -Extract Essence: At 8th level as a spell-like ability, a Priest of Marduk gains the ability to pull a portion of the target's soul (loose XP not already devoted to a character level) and use it to craft a magic item in place of his own XP. If the target is willing, this is a full-round action that deals 1d4 damage to the subject. If the target is unwilling, this takes 5 full rounds and deals 5d4 nonlethal damage to the subject. The Priest can choose to sacrifice the target and use all the XP from him instead (including those invested in class levels). This ability can be used to drain magic items as well, as an Artificer. Alternatively, if the total XP extracted is enough to raise the target to first level in a new class, or if the subject has already benefited from this particular use of this ability and has enough XP to effectively raise him to the next level, it may be redirected back into the target as a potent enchantment, replicating the process of going up a level. See High Rider class below. The Priest may only manipulate as much XP as he currently has HD, and the caster level of the other spell-like abilities is dependent on his hit dice as well. For purpose of duration, the duration of the spell is considered to be the total duration that the Priest can use the ability per day, though it can be broken up throughout.
    This replaces all instances of Steal Spell-Like Ability.
    -Spear of Ba'al Marduk: At 20th level, the Priest learns the most powerful spell of Ba'al Marduk. He may sacrifice any number of spells from his spell list, but the total spell levels must at least equal 9. All 9 concentrators must be released before the ability can be used. The Priest must spend 9+(spell levels sacrificed) rounds forcing the orbs into the most powerful and unstable of configurations: a straight line. Once in this configuration, the concentrators melt melt entirely and form a powerful crackling beam of pure divine power called the Spear of Ba'al Marduk. The spear can be cast forth as a normal spear of it's type, with an effective bonus to hit equal to 9+(number of spell levels sacrificed). The spear deals (9+(number of spell levels sacrificed)d20 of pure divine damage which is not subject to damage reduction or energy or spell resistance of any kind. Alternatively, the spear can be used to completely obliterate enchantments in an area, acting as a dispel magic spell as cast by a cleric of (9+number of spell levels sacrificed) level. If the total equivalent caster level of the spear exceeds 30, this can be used to nullify artifacts. The ritual has a verbal component. Each round the caster is involved in the ritual deals 1d4 of nonlethal damage, and is subject to the same chance of exploding. However, instead of a confusion spell an insanity spell is instead centered on the caster, and a gate spell is opened to a random level of a random lower plane. Any demons released are in no way bound to serve the caster. The spear disappears after being used. It can be wielded by someone other than the caster, and lasts until used or until the end of a number of hours equal to 9+(the number of spell levels sacrificed). The spear can be made permanent by casting an arcane permanency spell upon it using as much XP as would be required to for an item of it's type. However, Priests of Marduk are prohibited from becoming Arcane casters, and indeed consider any aside from themselves and the Priests of Anu to be anathema, as Zahir Aman does not wish for them to discover the underlying truth about their faith.

    High Rider: A Priest of Marduk can extract the essence of a character who is about to go up a level and change it into a level as a High Rider. This is effectively identical to the fighter class. However, instead of a bonus feat the character gains access to a minor spell-like ability. If no bonus feat is available on that level, one of the normal allotted feats for that level is instead a spell-like ability. Each spell-like ability must be based off a spell that the Priest actually has, and the caster level for the spell-like ability is the High-Rider's character level. Some of these spell-like abilities may be made contingent, but that requires the Priest to know and cast the spell Contingency while using this power, and requires the Priest to use his own XP to fuel the contingency spell. The High Rider may only be enchanted with spells that he would be able to cast as a cleric of his high rider level. If a High Rider enters an anti-magic shell, he looses all of his spell-like abilities and is reduced to first level in all respects temporarily.
    Sun Dependency is rather powerful, especially for an ability that has the word dependency in the name. Perhaps instead a requirement that their preparation of spells must occur with the sun shining upon them through the entire duration, or maybe they can only cast their spells (at full power anyways) while exposed to Sunlight or at least in areas of Bright illumination with penalties for lower light levels, and a +1 CL while exposed to Sunlight.

    Concentrators is thematic, but I get the feeling it needs work for balancing purposes.

    He's a Sun God, not a Death God makes sense, tying more into the concentrators and mandating positive energy.

    Might of Marduk, you are doing it again; Need to note these are 3e/3.5 domains, not PF. I will say though, perhaps more suited is drawing from an Oracle Mystery. Specifically, the Solar Mystery. Granting access to one or more revelations from this would certainly work.

    Extract Essence is interesting, but PF doesn't tend to use XP lose but instead applies negative levels. You might want to look into that.

    Spear of Ba'al Marduk.You are granting the ability to throw away the tool used for casting for a 1 use, powerful spear.. that can be handed off and made permanent. For a capstone ability, this needs tuned down a bit.

    Highrider; So we have a fighter archetype (or alternative class) that trades their Bonus feats for Spell-like abilities, and must have an Ur-Priest of a particular level to enter the class and gain additional levels. Its an interesting idea, but I don't think it should be an ability of this archetype. Instead, how about a full on brew of it as an Archetype? Let them pick up SLAs from the Cleric spell list in place of bonus feats, have a required patron, and ect.

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