Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Results 1 to 12 of 12
  1. - Top - End - #1
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male

    Default Priest: Divine trained spellcaster [Base Class][Crossroads]


    A colonial priest of the doctrine of Mission

    Priests are found in every culture, all across the world. They are the ones who speak for the divine in the mortal world, the ones who set the tone of virtue for their societies. They are found in every religion, and indeed, without them, there would be no religion as we know it. They can be known as priests, or as shamans, medicine men, wise ones, druids, clerics, and any number of other names, in countless different languages. Any spiritual leader who has received training of some sort and prays to the divine for their power is a priest, even if they don't know it.

    Hit Die: d6
    Skill Points: 4+int
    Class Skills: Bluff, Craft, Diplomacy, Heal, Intimidate, Knowledge (all), Linguistics, Perform, Profession, Sense Motive, Spellcraft, Use Magic Device
    Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +0 +0 +0 +2 Doctrines 3 1 - - - - - - - -
    2nd +1 +0 +0 +3 4 2 - - - - - - - -
    3rd +1 +1 +1 +3 4 2 1 - - - - - - -
    4th +2 +1 +1 +4 4 3 2 - - - - - - -
    5th +2 +1 +1 +4 4 3 2 1 - - - - - -
    6th +3 +2 +2 +5 4 3 3 2 - - - - - -
    7th +3 +2 +2 +5 4 4 3 2 1 - - - - -
    8th +4 +2 +2 +6 4 4 3 3 2 - - - - -
    9th +4 +3 +3 +6 4 4 4 3 2 1 - - - -
    10th +5 +3 +3 +7 4 4 4 3 3 2 - - - -
    11th +5 +3 +3 +7 4 4 4 4 3 2 1 - - -
    12th +6 +4 +4 +8 4 4 4 4 3 3 2 - - -
    13th +6 +4 +4 +8 4 4 4 4 4 3 2 1 - -
    14th +7 +4 +4 +9 4 4 4 4 4 3 3 2 - -
    15th +7 +5 +5 +9 4 4 4 4 4 4 3 2 1 -
    16th +8 +5 +5 +10 4 4 4 4 4 4 3 3 2 -
    17th +8 +5 +5 +10 4 4 4 4 4 4 4 3 2 1
    18th +9 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
    19th +9 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
    20th +10 +6 +6 +12 4 4 4 4 4 4 4 4 4 4

    Weapon and Armor Proficiency
    Priests are proficient with all simple weapons, but not with any type of armor or shield.

    Spells
    A priest casts divine spells drawn from the priest spell list. A priest must choose and prepare their spells ahead of time.

    To learn, prepare, or cast a spell, a priest must have a wisdom score equal to at least 10 + the spell level. The difficulty class for a saving throw against a priestís spell is equal to 10+ the spell level + the priestís wisdom modifier.

    A priest can only cast a certain number of spells of each level per day. Their base allotment is given on the table above. In addition, they receive bonus spells if they have a high wisdom score.

    A priest begins play knowing all 0-level priest spells, plus a number of 1st-level priest spells of their choice, equal to their wisdom modifier plus two. At each new priest level, the priest can learn two spells of any spell level or levels that they can cast. A priest can also create prayer guides to record additional spells beyond this limit (see Prayer Guides below). A priest must choose and prepare their spells ahead of time. Once each day, the priest may perform a one-hour ritual that may involve prayer, meditation, offerings, or cleansing, during which the priest decides which spells to prepare. A priest can prepare any spell they know, or any spell they have recorded in a prayer guide that they have access to when performing this ritual.

    Prayer Guides
    A priestís memory may serve them well enough for most situations, but many priests find that being prepared for the unexpected is vital to perform their role. Creating prayer guides allows priests to supplement their known spells with additional spells. Prayer guides can take almost any form imaginable, as long as it can serve to guide the priest through the preparation of the spell. Prayer guides can be written, drawn, carved, sculpted, forged, painted, woven, tied, or made in any other medium or form that the priest can use to remember how to prepare the spell.

    A priest can only create prayer guides to record spells that are on the priest spell list. The priest must study the spell they wish to record for one hour, by studying a scroll or other spell completion item of the spell, by consulting with a helpful priest who knows the spell or has recorded the spell with a prayer guide, or by consulting with a helpful spirit who knows the spell or can use the spell as a spell-like ability. At the end of this hour, the priest must make a spellcraft check (DC 15 + spellís level) to understand the spell and be able to record it properly. If consulting with a helpful priest or spirit, the priest gains a bonus to this check equal to the helpful beingís wisdom modifier.

    Doctrines:
    Priests are a very broad group. Not only does the societal role and appearance of a priest change based upon their faith and culture, but even priests of the same church may embrace very different aspects of that faith. While there are countless variations of priests in the word, there are a few relatively common aspects of faith that can be found in almost any religion in the world. These are called doctrines. A priest may select any number of doctrines at first level. Each time the priest gains a level of priest, they may add or remove one doctrine to or from their list of doctrines.
    Each doctrine has Xs, Ys, and Zs. Xs are actions that the priest is motivated to perform by their doctrine, and each time the priest performs an X, they gain faith. Ys are actions that violate a doctrineís principles, and each time the priest performs a Y, they lose faith. Zs are supernatural powers followers of a doctrine can take advantage of, if they have the faith required.
    A priest can only have a maximum amount of faith at one time equal to their wisdom modifier (minimum 0) plus their class level. The most common use of faith is part of casting a spell. When the priest casts a spell they have prepared, they can spend faith equal to the spellís level to cast the spell but not expend it. Faith can also be used to activate doctrine Zs. A priest whose faith is reduced below 0 is in such dire spiritual straits that it becomes a challenge to perform magic at all, and must make a wisdom check (DC 10+negative faith) when casting a spell. If the check fails, the casting fails and the spell is wasted. A priest cannot spend faith points they do not have, and cannot spend faith points to use a Z if that would reduce their faith points below 0.


    Spoiler: Doctrines
    Show
    Benevolence: The doctrine of benevolence promotes kindness and aid to those who need it. The definition of who needs the priestís aid may change, but the sentiment remains the same. Priests who follow the benevolence doctrine may give charity to the poor, heal the sick, comfort the distraught, or nurture the young.
    X:
    Y: If the priest attacks a creature with the blinded, cowering, deafened, exhausted, helpless, nauseated, panicked, stunned, or unconscious condition, they lose one faith point. For the purposes of this doctrine, an attack includes any spell or effect targeting such a creature or whose area of effect includes such a creature. Spells and effects that heal damage, restore ability damage or ability drain, or remove conditions do not count as attacks.
    Z: A priest of the benevolence domain can soothe with a touch. The chosen can spend one faith point and touch a living creature as a standard action. The target heals hit points equal to their hit die and 1 point of ability damage. This effect also removes the fatigued condition, or reduces the exhausted condition to fatigued.

    Contemplation: The doctrine of contemplation promotes careful consideration and thought about oneís self and the divine. Priests who follow the contemplation doctrine may spend long hours deep in meditation, engaging in thoughtful debate, or contemplating the nature of the world.
    X: Contemplate: The priest may contemplate the divine to gain faith. To begin contemplation, the priest must spend ten minutes entering the proper state of mind. Once in this state of mind, the chosen may spend up to one hour per point of wisdom modifier in contemplation. If the chosen is interrupted or disturbed during this contemplation or while entering the state of mind, they may make a concentration check as though concentrating on a spell with a level equal to Ĺ their class level (minimum 1) to keep their focus. If the check fails, they must enter the state of mind again before beginning to contemplate. Each full hour spent in uninterrupted contemplation grants faith equal to the chosenís wisdom modifier (minimum 1). A priest can end contemplation voluntarily as a free action.
    Y:
    Z: A priest of the contemplation doctrine can enter a state of mindfulness and inner peace for one round by spending a full-round action and one point of faith. While in this state, the priest is immune to all mind-affecting effects, spells, and abilities, and automatically succeeds on all concentration checks. Any mind-affecting effects currently affecting the priest are suppressed for the duration of this state. While in the state of mindfulness, the priest may spend a point of faith as a swift action to extend the duration of the effect by one round. As the priest becomes more powerful, they can enter this mental state more easily. At 5th level, entering the state of mindfulness requires a standard action. At 10th level, it requires a move action. At 15th level, it requires a swift action.

    Gratitude: The doctrine of gratitude promotes showing proper respect to the divine through prayer or sacrifice. Priests who follow the gratitude doctrine may have strict regimens of prayers each day, or may make sacrifices of goods, food, or even creatures.
    X: Offering: The priest may make an offering to show their faith. This is a short ritual, requiring ten minutes. Simply by performing this ritual, the priest gains 1 faith. The priest may make an offering as the culmination of this ritual, an offering of value, an offering of blood, or an offering of life. An offering of value involves destroying an item or number of items. This grants the priest faith equal to the offeringís value in VP divided by their class level squared. An offering of blood involves bleeding themselves or a number of willing participants. Bleeding a creature for this ritual imposes a -2 penalty on their constitution score for 24 hours, which affects their health, fortitude saves, and constitution checks as normal. A participant cannot be bled again while this penalty persists. Each bleeding performed grants the priest 1 faith. A life sacrifice involves a willing or helpless creature. This grants the priest faith points equal to the sacrificeís hit die. If the offering is interrupted, the sacrifice is not completed, and the offering is not destroyed, bled, or killed.
    Y: If the chosen fails to perform an offering for 24 hours, the chosen loses faith points equal to their wisdom modifier, and 1 additional faith point each hour afterward until they perform an offering.
    Z: A priest of the gratitude doctrine may call upon the gratitude of the divine by spending faith points as an immediate action. The priest gains a sacred bonus to their next attack roll, skill check, or ability check equal to one half the faith points spent.

    Joy: The doctrine of joy promotes seeking and sharing both happiness and pleasure, and avoiding pain and suffering. Priests who follow the joy doctrine may seek happiness within themselves, or they may find happiness in earthly pleasures, such as intoxicants, art, or the embrace of passion.
    X:
    Y:
    Z:

    Justice: The doctrine of justice promotes a strict adherence to law, truth in all things, and avoidance of lies and deception. Priests who follow the justice doctrine may seek out and punish criminals, counsel liars and lawbreakers, and avoid deceptions and lies of all sorts.
    X:
    Y: If the priest knowingly and deliberately lies or deceives others, by mundane or magical means, they lose 1 faith. In addition, if the priest knowingly breaks the laws they follow, they lose faith equal to their wisdom modifier.
    Z: A priest of the doctrine of justice can dole out brutal punishment by spending faith points as a swift action. The priestís next attack gains a sacred bonus to the attack and damage roll equal to the faith spent. If the attack misses, or the priest does not attack before the start of their next turn, the bonus is wasted.

    Labor: The doctrine of labor promotes hard work and dedication towards oneís goals, and improvement of the world. Priests who follow the labor doctrine often work alongside commoners, performing demanding tasks such as farming, construction, or similar.
    X:
    Y:
    Z:

    Mission: The doctrine of mission promotes spreading oneís faith far and wide, and bringing others into it. Priests who follow the mission doctrine may preach their faith to the masses, take disciples to spread their message, or attempt to convert others their faith.
    X: Sermon: The priest can deliver the message of the divine to others. The priest may give a sermon, performance, or impassioned plea over the course of ten minutes. The priest makes either a diplomacy check or a perform check with a DC of 10 to give a sermon, and they must have an audience that can hear and understand them for the entire duration, be it a friend, one passersby after another on the street, or an entire church. At the end of the sermon, the priest gains one point of faith, plus one additional point of faith for every 5 points their check result exceeded the DC.
    Y: If the priest attempts to conceal or disguise their religion, or allow their religion to be concealed or disguised by another, through mundane or magical means, the chosen loses one faith, plus one additional faith each hour it remains concealed or disguised. If the priest actively denies their faith in some way, such as by bluffing, they lose faith equal to their wisdom modifier.
    Z:

    Praise: The doctrine of praise promotes praising the divine by creating enduring artistic works and sacred monuments. Priests who follow the praise doctrine may create paintings, songs, monuments, pottery, books, or any number of other sacred works of artistic expression.
    X:
    Y:
    Z:

    Protection: The doctrine of protection promotes the defense of others, even at the cost of oneís own life, from threats physical and otherwise. Priests who follow the protection doctrine may take up a shield, use magical protections, or oppose destructive forces in more direct ways.
    X:
    Y: If any allied creature within 30 feet reaches 0 hit points or falls unconscious, the priest loses faith equal to their wisdom modifier.
    Z: The priest can grant a measure of divine protection to themselves or their allies by spending faith points as an immediate action. The chosen can grant themselves or a single ally within 30 feet a sacred bonus to armor class equal to the faith points spent. This bonus lasts until the start of the priestís next turn.

    Purity: The doctrine of purity promotes maintaining oneís purity and the purity of others by shunning and eliminating corrupting influences. Priests who follow the purity doctrine may oppose what they believe to be corruptions, physical corruptions such as intoxicants, or certain types of food, the spiritual corruptions of certain behaviors, or even magical corruption via magics and spirits they consider evil.
    X:
    Y:consuming a physical corruption, failing a will save
    Z: A priest of the purity doctrine can grant themselves or their allies the protection of purity by spending faith points as an immediate action. The priest can grant themselves or a single ally within 30 feet a sacred bonus to all saving throws equal to the faith spent. This bonus lasts until the start of their next turn.

    Understanding: The doctrine of understanding promotes the study of divine stories and texts, as well as the world itself. Priests who follow the understanding doctrine may memorize or collect sacred stories and texts, examine the world with logic and reason, or gather knowledge from far and wide.
    X:
    Y:
    Z: A priest of the understanding doctrine can call upon the divine to give them a flash of insight. When making an intelligence check or intelligence based skill check, the priest can spend faith points to gain a sacred bonus to the check equal to the faith points spent.

    Unity: The doctrine of unity promotes understanding and respecting the connections between all aspects of creation, and avoiding violence. Priests who follow the unity doctrine may avoid killing unnecessarily, strive to protect the balances and connections of all things, and see connections between all living beings.
    X:
    Y: If an attack, spell, or ability from the priest reduces a living creatureís hit points below 0 or kills the creature, the priest loses faith equal to their wisdom modifier.
    Z:
    Last edited by Admiral Squish; 2015-02-18 at 09:58 PM.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

    Epic Avatar and Sigitar by AlterForm
    Spoiler
    Show

  2. - Top - End - #2
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male

    Default Re: Priest: Divine trained spellcaster [Base Class][Crossroads]

    Spell List

    Spoiler: 0-Level Spells
    Show
    Acid Splash
    Bleed
    Create Water
    Dancing Lights
    Daze
    Detect Magic
    Detect Poison
    Disrupt Undead
    Flare
    Ghost Sound
    Guidance
    Know Direction
    Light
    Mending
    Message
    Purify Food and Drink
    Ray of Frost
    Resistance
    Stabilize
    Touch of Fatigue
    Virtue


    Spoiler: 1st-Level Spells
    Show
    Alarm
    Bane
    Bless
    Bless Water
    Burning Hands
    Calm Animals
    Charm Animal
    Charm Person
    Chill Touch
    Cause Fear
    Command
    Cure Light Wounds
    Curse Water
    Deathwatch
    Detect [Alignment]
    Detect Animals or Plants
    Detect Snares and Pits
    Detect Undead
    Disguise Self
    Divine Favor
    Doom
    Endure Elements
    Enlarge Person
    Entangle
    Entropic Shield
    Faerie Fire
    Feather Fall
    Goodberry
    Hide from Animals
    Hide from Undead
    Hypnotism
    Identify
    Inflict Light Wounds
    Jump
    Keen Senses
    Longstrider
    Magic Fang
    Magic Stone
    Magic Weapon
    Mount
    Obscuring Mist
    Pass Without Trace
    Produce Flame
    Protection from [Alignment]*
    Reduce Person
    Remove Fear
    Sanctuary
    Shield
    Shield of Faith
    Shillelagh
    Shocking Grasp
    Silent Image
    Speak with Animals
    Summon Monster I*
    Summon Natureís Ally I*
    True Strike
    Ventriloquism


    Spoiler: 2nd-Level Spells
    Show
    Acid Arrow
    Aid
    Align Weapon*
    Alter Self
    Animal Messenger
    Animal Trance
    Augury
    Barkskin
    Bearís Endurance
    Blur
    Bullís Strength
    Calm Emotions
    Catís Grace
    Chill Metal
    Command Undead
    Consecrate*
    Cure Moderate Wounds
    Darkness
    Darkvision
    Daze Monster
    Death Knell
    Delay Poison
    Desecrate
    Detect Thoughts
    Eagleís Splendor
    Enthrall
    False Life
    Find Traps
    Fire Trap
    Flame Blade
    Flaming Sphere
    Fog Cloud
    Foxís Cunning
    Gentle Repose
    Glitterdust
    Gust of Wind
    Heat Metal
    Hideous Laughter
    Hold Animal
    Hold Person
    Hypnotic Pattern
    Inflict Moderate Wounds
    Invisibility
    Magic Mouth
    Make Whole
    Minor Image
    Owlís Wisdom
    Reduce Animal
    Remove Paralysis
    Resist Energy
    Restoration, Lesser
    Scare
    See Invisibility
    Shatter
    Shield Other
    Silence
    Soften Earth and Stone
    Sound Burst
    Spider Climb
    Spiritual Weapon*
    Status
    Summon Monster II*
    Summon Natureís Ally II*
    Summon Swarm
    Tree Shape
    Whispering Wind
    Wood Shape
    Zone of Truth


    Spoiler: 3rd-Level Spells
    Show
    Animate Dead*
    Arcane Sight
    Beast Shape I*
    Bestow Curse
    Call Lightning
    Clairaudience/Clairvoyance
    Contagion
    Continual Flame
    Create Food and Water
    Cure Serious Wounds
    Daylight
    Deeper Darkness
    Diminish Plants
    Dispel Magic
    Displacement
    Dominate Animal
    Fireball
    Flame Arrow
    Glyph of Warding
    Halt Undead
    Haste
    Helping Hand
    Heroism
    Inflict Serious Wounds
    Invisibility Purge
    Invisibility Sphere
    Keen Edge
    Lightning Bolt
    Locate Object
    Magic Circle Against [Alignment]*
    Magic Fang, Greater
    Magic Vestment
    Major Image
    Meld Into Stone
    Neutralize Poison
    Nondetection
    Obscure Object
    Plant Growth
    Poison
    Prayer
    Protection from Energy
    Rage
    Remove Blindness/Deafness
    Remove Curse
    Remove Disease*
    Quench
    Searing Light
    Sleet Storm
    Slow
    Snare
    Speak with Dead
    Speak with Plants
    Spike Growth
    Stone Shape
    Suggestion
    Summon Monster III*
    Summon Natureís Ally III*
    Vampiric Touch
    Water Breathing
    Water Walk
    Wind Wall


    Spoiler: 4th-Level Spells
    Show
    Antiplant Shell
    Beast Shape II*
    Bestow Curse
    Blight
    Chaos Hammer*
    Charm Monster
    Command Plants
    Control Water
    Crushing Despair
    Cure Critical Hits
    Death Ward
    Dimensional Anchor*
    Dimension Door
    Discern Lies
    Dismissal
    Divination
    Divine Power
    Elemental Body I*
    Enervation
    Enlarge Person, Mass
    Fear
    Flame Strike
    Freedom of Movement
    Geas, Lesser
    Giant Vermin
    Holy Smite*
    Ice Storm
    Imbue With Spell Ability
    Inflict Critical Wounds
    Invisibility, Greater
    Magic Weapon, Greater
    Minor Creation
    Mnemonic Enhancer
    Orderís Wrath*
    Planar Ally, Lesser*
    Rainbow Pattern
    Reincarnate*
    Repel Vermin
    Restoration
    Rusting Grasp
    Scrying
    Sending
    Shout
    Solid Fog
    Spell Immunity
    Spike Stones
    Stoneskin
    Summon Monster IV*
    Summon Natureís Ally IV*
    Unholy Blight*
    Wall of Fire
    Wall of Ice


    Spoiler: 5th-Level Spells
    Show
    Animal Growth
    Atonement*
    Awaken
    Baleful Polymorph
    Beast Shape III*
    Break Enchantment
    Breath of Life
    Call Lightning Storm
    Command, Greater
    Commune
    Commune with Nature
    Cone of Cold
    Contact Other Plane*
    Control Winds
    Cure Critical Wounds
    Cure Light Wounds, Mass
    Dismissal*
    Dispel [Alignment]*
    Disrupting Weapon
    Dominate Person
    Dream
    Elemental Body II*
    Fabricate
    Inflict Light Wounds, Mass
    Hallow*
    Hold Monster
    Insect Plague
    Mark of Justice
    Nightmare
    Passwall
    Permanency
    Persistent Image
    Planar Binding, Lesser*
    Plane Shift*
    Plant Shape I*
    Polymorph*
    Raise Dead
    Righteous Might
    Seeming
    Slay Living
    Spell Resistance
    Summon Monster V*
    Summon Natureís Ally V*
    Symbol of Pain
    Symbol of Sleep
    Telekinesis
    Telepathic Bond
    Transmute Mud to Rock
    Transmute Rock to Mud
    Tree Stride
    True Seeing
    Unhallow*
    Wall of Fire
    Wall of Force
    Wall of Thorns
    Wall of Stone
    Waves of Fatigue


    Spoiler: 6th-Level Spells
    Show
    Acid Fog
    Analyze Dweomer
    Animate Objects
    Antilife Shell
    Banishment
    Bearís Endurance, Mass
    Beast Shape IV*
    Blade Barrier
    Bullís Strength, Mass
    Catís Grace, Mass
    Chain Lightning
    Circle of Death
    Create Undead*
    Cure Moderate Wounds, Mass
    Dispel Magic, Greater
    Eagleís Splendor, Mass
    Elemental Body III*
    Find the Path
    Fire Seeds
    Flesh to Stone
    Form of the Dragon I*
    Forbiddance
    Foxís Cunning, Mass
    Freezing Sphere
    Geas/Quest
    Glyph of Warding, Greater
    Harm
    Heal
    Heroesí Feast
    Heroism, Greater
    Inflict Moderate Wounds, Mass
    Ironwood
    Legend Lore
    Liveoak
    Mageís Lucubration
    Move Earth
    Owlís Wisdom, Mass
    Permanent Image
    Planar Ally*
    Planar Binding*
    Plant Shape II*
    Programmed Image
    Repel Wood
    Spellstaff
    Stone Tell
    Stone to Flesh
    Suggestion, Mass
    Summon Monster VI*
    Summon Natureís Ally VI*
    Symbol of Fear
    Symbol of Persuasion
    Undeath to Death
    Veil
    Wall of Iron


    Spoiler: 7th-Level Spells
    Show
    Arcane Sight, Greater
    Animate Plants
    Blasphemy*
    Changestaff
    Control Undead*
    Control Weather
    Creeping Doom
    Cure Serious Wounds, Mass
    Delayed Blast Fireball
    Destruction
    Dictum*
    Elemental Body IV*
    Ethereal Jaunt*
    Fire Storm
    Form of the Dragon II*
    Giant Form I*
    Hold Person, Mass
    Holy Word*
    Inflict Serious Wounds, Mass
    Insanity
    Invisibility, Mass
    Plant Shape III*
    Polymorph, Greater*
    Project Image
    Refuge
    Regenerate
    Repulsion
    Resurrection*
    Restoration, Greater
    Scrying, Greater
    Sequester
    Statue
    Summon Monster VII*
    Summon Natureís Ally VII*
    Sunbeam
    Symbol of Stunning
    Symbol of Weakness
    Transmute Metal to Wood
    Vision
    Waves of Exhaustion
    Word of Chaos*


    Spoiler: 8th-Level Spells
    Show
    Antimagic Field
    Animal Shapes*
    Binding
    Charm Monster, Mass
    Cloak of Chaos*
    Control Plants
    Create Greater Undead*
    Cure Critical Wounds, Mass
    Demand
    Discern Location
    Dimensional Lock*
    Earthquake
    Finger of Death
    Form of the Dragon III*
    Giant Form II*
    Horrid Wilting
    Holy Aura*
    Incendiary Cloud
    Inflict Critical Wounds, Mass
    Iron Body
    Irresistible Dance
    Moment of Prescience
    Planar Ally, Greater*
    Planar Binding, Greater*
    Polar Ray
    Polymorph Any Object*
    Repel Metal or Stone
    Reverse Gravity
    Shield of Law*
    Shout, Greater
    Sunburst
    Spell Immunity, Greater
    Symbol of Death
    Symbol of Insanity
    Trap the Soul
    Unholy Aura*
    Whirlwind


    Spoiler: 9th-Level Spells
    Show
    Antipathy
    Astral Projection
    Dominate Monster
    Elemental Swarm*
    Energy Drain
    Etherealness*
    Foresight
    Gate*
    Heal, Mass
    Hold Monster, Mass
    Imprisonment
    Implosion
    Meteor Swarm
    Miracle
    Shambler
    Shapechange*
    Soul Bind
    Storm of Vengeance
    Summon Monster IX*
    Summon Natureís Ally IX*
    Sympathy
    True Resurrection*
    Wail of the Banshee
    Last edited by Admiral Squish; 2015-02-05 at 01:34 PM.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

    Epic Avatar and Sigitar by AlterForm
    Spoiler
    Show

  3. - Top - End - #3
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male

    Default Re: Priest: Divine trained spellcaster [Base Class][Crossroads]

    [Reserved for Just In Case]
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

    Epic Avatar and Sigitar by AlterForm
    Spoiler
    Show

  4. - Top - End - #4
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male

    Default Re: Priest: Divine trained spellcaster [Base Class][Crossroads]

    Alright, here's what I've got so far for the priest class.
    Basically, for this setting, this is the only proper divine spellcaster. No armor proficiency, wider spell list, and rather than domains or spheres or similar, the priest is instead definied by the morality they subscribe to, in the form of doctrines.

    I'm a little stalled on the doctrines when it comes down to coming up with working definitions of what's a positive act of faith and what's a negative act of faith, but hopefully, the ever-generous playground will be able to help me.
    Also, I did a little tweaking to how they learn and prepare spells. They don't know a whole spell list like priest or druid, they learn spells, like a wizard. Spells are memes, by their nature, so it seemed to make more sense this way. Also, they know a certain number of spells cold, without needing a reference, but they can make prayer guides which they can use to help prepare other spells. So, they don't NEED a prayer guide (spellbook), but having it around is helpful, and serves as 'extra memory'. I'm also considering a change about how spells are prepared, making it so you prepare a number of spells of each level each day, then can use the spell slots of that level to cast those spells in any combination. Sort of hybridizing spontaneous and prepared casting. Any changes to spellcasting here are going to be copied over to the setting's very lightly modified wizard, so I'm trying to come up with something that makes sense for all prepared spellcasting.

    Anyways, I hope you like what I've got, and I'd love to hear what you have to say about it!
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

    Epic Avatar and Sigitar by AlterForm
    Spoiler
    Show

  5. - Top - End - #5
    Ogre in the Playground
     
    GnomeWizardGuy

    Join Date
    Sep 2013

    Default Re: Priest: Divine trained spellcaster [Base Class][Crossroads]

    I like the set up. I am hesitant with some names of things, but that's really here nor there. The Joy Doctrine sounds a lot like the principles of Religious Ecstasy. Also, I would suggest "faith points" as a reword, since "spending faith" sounds weird to kind of disturbing to me, since it makes faith sound like a finite resource.

    A few ideas for the mechanics, in no particular order:

    Mission

    X: An hour of meditation allows the priest to spend 2 faith points to add +1 to any Persuasion or Intimidate rolls for the day. (basically a +1 to any rolls that used for swaying people's opinions. I cannot recall what the skill checks are.)

    Y: Denial of your faith (think the Denial of Peter)

    Benevolence

    X:

    Y: Deliberately refusing to aid a helpless creature (think surrendered prisoner, dying enemy, etc. Not sure if this works quite so well for adventurers. Might have to reword.)

    I had a few other ideas, but they just flew out of my head. Will try and develop a few more ideas.

  6. - Top - End - #6
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Priest: Divine trained spellcaster [Base Class][Crossroads]

    I'd look at the Arcanist's method and table for preparing spells then to use as an example for Priest.
    May Prepare X spells of this level per day, may cast Y spells for this level per day, using prepared spells as a list of spontaneously cast spells.

    I think we should rename "Faith" something, just to avoid confusion with faith referring to the collective whole, tangible faith, or whether or not someone believes in something.
    Let's call the faith resource as "Virtue", "Adherence", "Omens", "Divinity" or something else to avoid confusion.

    On to likely less helpful information:

    Also, there should be more "grey" doctrines I think, the darker sides of faith.. "Power" should be a thing may "authority" is a better name for it. It's about rulership so to speak. "Matyrdom" or maybe "Sacrifice" too, depending on if you want self sacrifice or whether or not you mean offerings.

    Also had this idea for "practices" but that might not be particularly helpful to you. Essentially, practices define the "means" whereas doctrine defines the "ideal". No clue how to stat it or define it yet, but the idea was to provide faiths of the same doctrines to have more "variance" in their idealogy. For example: Two unity faiths differ in that one focuses on "good works" while the other focuses on strict adherence through selfsuffering.
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

    Current Projects:

    Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
    Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
    Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.

    Extended Signature

  7. - Top - End - #7
    Ogre in the Playground
    Join Date
    Sep 2009
    Location
    Belgium
    Gender
    Male

    Default Re: Priest: Divine trained spellcaster [Base Class][Crossroads]

    Are the prayer guides supposed to be a physical item or can it be something else as well? For example a tattoo or piercing.

    Priests are a very varied group but most of them are knowledgeable about something. I think you should give them all knowledge skill subtypes to their class skills.
    Also, no perception?

    I think you should limit the amount of doctrines a priest can choose. Or make sure that the Y's are pretty restricting so that people don't just choose a lot of them for the powers with some Y's that are easy to avoid.

    Other than that it looks good so far and i'm eager to see the other features you've got planned for the priest.

  8. - Top - End - #8
    Ogre in the Playground
     
    GnomeWizardGuy

    Join Date
    Sep 2013

    Default Re: Priest: Divine trained spellcaster [Base Class][Crossroads]

    Perhaps three doctrines to sort of flesh out the character. Combine that with any Cultural mandates and tabboos, and I think it would work well.

  9. - Top - End - #9
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male

    Default Re: Priest: Divine trained spellcaster [Base Class][Crossroads]

    And I just added the spell list. There's cleric, druid, and some wizard spells in there, to make the total list long enough to warrant picking and prepping. Plus, I wanted to give some more variety to them. I figure it's best to give more options and let the players pick the ones that suit their ideas, rather than limiting the list as a whole. Oh, and the ones marked with a * are gonna need editing at a minimum, possibly dropping.

    Now, to respond to commentary!

    I suppose Joy is kinda similar to religious ecstasy, though the latter seems to be more of an altered mental state, and the former is more about just doing your best to enjoy the life you've been given, though altered mental states can be one way of doing that.

    I could see renaming faith. It was 'faith points' in the original version, but I thought faith sounded better solo. But you have a point, it could be somewhat confusing. Naming's hard...

    I definitely like the suggestion for Mission's Y, though it seems perhaps too easy to avoid. Maybe if it were to encompass any sort of attempt to disguise, hide, or deny your faith. The X seems more like a Z, though, and it's probably not powerful enough to warrant 2 faith points. It's a good place to start, though.

    I like the idea for benevolence's Y, too. Making it impossible to refuse to help a creature seems problematic, though, maybe they lose points if they attack helpless creatures, or maybe there's like, a list of conditions they lose points for attacking. Like helpless, panicked, exhausted, nauseated, stunned, and so on.

    I'll definitely check out Arcanist and see if I can make it work.

    I'll definitely hit up the thesaurus for ideas to rename faith. I'm not sold on any replacement just yet.

    I think a lot of the doctrines have the potential to go gray, as it were. Mission can get dark pretty quick. I could probably see a 'power' or 'authority' doctrine of some sort, but I'm not sure how that would be worded. I mean, does it promote the priest personally gaining authority and power, or is just being in support of power sufficient? Gratitude's supposed to have some blood and life sacrifice stuff, so that will probably suffice for martyrdom/sacrifice.

    I think each doctrine has a pretty significant variance within it already, which is kinda part of the trouble. Maybe Xs could be practices? Like, give a one or two for each doctrine, give people options on how to get their faith.

    Prayer guides... they can be physical objects, but they can be written or drawn, too, so I suspect tattoos/scarification/piercings would work.

    I figured I gave them a pretty good list of knowledges, but I could just make 'em have all the knowledges. As to perception, it's not on the wizard list, either. I figured it was probably fine, and it's not like their role often requires a sharp eye.

    I was going to have it be three doctrines, but then I figured that, if the Ys are sizable enough, characters with more doctrines will have to be increasingly careful. You'd have more options on how to gain faith, but you'd also have to be more careful about violating a doctrine, too. So, you can sorta dial up or dial down your morality difficulty level depending on the character. A drunken friar might just have the doctrine of joy, but a more faithful character might have all the doctrines at once.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

    Epic Avatar and Sigitar by AlterForm
    Spoiler
    Show

  10. - Top - End - #10
    Bugbear in the Playground
     
    Kobold

    Join Date
    Oct 2014

    Default Re: Priest: Divine trained spellcaster [Base Class][Crossroads]

    Naming X's and Y's Tenets and Condemnations would be a good idea I think
    I possess the Addicted to Editing flaw. I have edit my posts 3 seconds after posting them for 10 minutes.

    Current Projects:

    Backing Dragon: the Inheritance - World of Darkness Fan game where you play a dragon
    Mutant - Be a horrible abomination of a player character. Comes in a variety of flavors.
    Proprietor - Bring a House to a Sword fight! Be the adventuring interior/exterior decorator. Use siege weapons, customize your hour.

    Extended Signature

  11. - Top - End - #11
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male

    Default Re: Priest: Divine trained spellcaster [Base Class][Crossroads]

    I dunno, condemnations doesn't really quite fit. I'm definitely still leaning towards 'transgressions' for Ys. Tenents... kinda works, but I think that sort of implies more passive principles, while the Xs thus far are active things you do.

    Updated the first post with more knowledge and a few Xs and Ys that I managed to come up with.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

    Epic Avatar and Sigitar by AlterForm
    Spoiler
    Show

  12. - Top - End - #12
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male

    Default Re: Priest: Divine trained spellcaster [Base Class][Crossroads]

    Alright, sorry for the long, long silence. I did some more work on the doctrines, ended up eliminating mindfulness and making it into the Z for contemplation.
    Finally came up with a bunch of Zs. They're kinda generic, mostly one-round emergency buttons or buffs, so I'd like to try to some up with some more unique stuff for the other ones. Nothing too powerful, just some cool effects.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

    Epic Avatar and Sigitar by AlterForm
    Spoiler
    Show

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •