Tuesday, September 3, 2019

House Rules - Holy Symbols

Holy Symbols (from Path of Faith)
The holy symbol is an invaluable tool to the cleric or favored soul for casting divine spells and repelling or controlling undead. It is a representation of the priest's conviction and helps to identify which divine power she follows. A cleric can only use a holy symbol dedicated to her deity or to one of her deity's domains.

Some symbols are more powerful than others and have a stronger connection with the divine. They often have unique forms, such as a statue, a ring, or even the priest's weapon itself. All that matters is the meaning behind the image, and the purpose of the mark. By wearing a holy symbol, a priest is physically expressing her faith to the world.

Holy Symbol Types
Normal Symbols: Normal holy symbols are those without any inherent powers. They are only useful in the hands of a skilled cleric or favored soul. Otherwise, they primarily function as decorations, though they may occasionally ward off a weak-minded monster.

Greater Symbols: Greater symbols have strong innate powers and are highly prized by clerics and collectors. The unique powers of a greater symbol can stem from an unusual component in their creation such as the bark from a dryad's tree or the scales of a gold dragon. A greater symbol might have been worn by a high-level cleric for several years and somehow retained a little of its former owner's powers. Greater symbols grant a +1 bonus to all turning checks and turning damage rolls, and often come with one or two special abilities. In order to have a greater symbol made, use the Greater and Legendary Symbols Table to determine the cost increase.

Legendary Symbols: Legendary symbols are exceedingly rare and powerful. The exact method for creating them is a mystery. Some say these relics come from the hands of an avatar or a prophet. Others say that the ancient craftsman of old held some lost secret. A few even believe that these symbols are gifts directly from the Lords of Heaven or the Lords of Hell. Each one is unique and of ten has a history and name tied to it. Many legendary symbols rest in church vaults and are rarely, if ever, for sale. Legendary symbols grant a +3 bonus to all turning checks and turning damage rolls.

Holy Symbols
Form
Types Available
Cost
Weight
Standard
All
1 shilling
1/10 lb.
Fancy
All
25 shillings
1 lb.
Jewelry
All
500 shillings
1 lb.
Leather Gear
All
200 shillings
No Weight
Metal Gear
All
1,000 shillings
No Weight
Wood Gear
All
200 Shillings
No Weight
Tattoo
Normal, Greater
1,000 shillings
No Weight
Sketch
Normal
5 pennies
No Weight
Items
All
100 shillings
Varies
Unusual Holy Symbols
Not all holy symbols are bulky discs hanging around a cleric's neck. A symbol is just that - the representation of an idea. The holy symbol could be a strange character, a picture, or an image. Basically, any object that identifies itself with a deity or a religion could be called a holy symbols. Listed on the Holy Symbols table are different forms the holy symbol can take as well as suggestions of cost, weight, and types available.

Standard: Standard holy symbols are usually circular discs made from simple, light materials like wood or copper embossed with the symbol of the deity they are dedicated to. They can take other forms, so long as the symbol is recognizable as a representation of the divine power to which is it dedicated. They are readily available in any church or town market.

Fancy: Fancy holy symbols are exactly the same as standard symbols except that they are made from more expensive materials such as silver or gold.

Jewelry: A skilled jeweler can etch the mark of a holy symbol into virtually any piece of jewelry, from sapphire earrings to silver bracelets. The price listed on the Holy Symbols table is merely the cost of paying the jeweler to perform this delicate operation, so it should be added to the base cost of the desired jewelry.

Leather Gear: A holy symbol can be etched or built into the very framework of weapon, a piece of armor, or item of clothing made from leather. This requires the talents of an expert leatherworker but it is well worth the trouble. If a character does not already own the desired weapon, armor, or clothing, then the price listed in the Holy Symbols table should be added to the item's base cost. Adding a holy symbol to a weapon, armor, or clothing does not grant the user a proficiency or increase damage or protection in any way. Greater symbols are often an exception to this, possibly having qualities that adjust damage or protection.

Metal Gear: A holy symbol can be etched or built into the very framework of a weapon or piece of armor made from metal. This requires the talents of an expert blacksmith but it is well worth the trouble. If a character does not already own the desired armor or weapon, then the price listed in the Holy Symbols table should be added to the item's base cost. Adding a holy symbol to armor or weapons does not grant the user a proficiency or increase damage or protection in any way. Greater symbols are often an exception to this, possibly having qualities that adjust damage or protection.

Wood Gear: A holy symbol can be carved or built into the very framework of a weapon or piece of armor made from wood. This requires the talents of an expert carpenter but it is well worth the trouble. If a character does not already own the desired armor or weapon, then the price listed in the Holy Symbols table should be added to the item's base cost. Adding a holy symbol to armor or weapons does not grant the user a proficiency or increase damage or protection in any way. Greater symbols are often an exception to this, possibly having qualities that adjust damage or protection.

Tattoo: A tattooed holy symbol is made from specially blended ink and holy water. It is best placed on a easily viewable area such as the palm, cheek, or forehead. A tattooed holy symbol cannot turn or rebuke undead unless they can see it. Tattooed holy symbols are not considered destroyed unless burned or hacked off completely. A tattoo artist who also happened to be a 10th-level or higher cleric or favored soul can create a greater tattooed holy symbol. Priests of Oxoßi, Þunor, and Vali tend to favor tattooed holy symbols.

Sketch: A sketched holy symbol has been drawn on a piece of white parchment by a church illuminator and can only be used once. Most clerics will not depend on a sketched symbol except in dire or unusual situations. A sketched symbol does fulfill the divine focus component of a spell, but once used it flashes brightly and vanishes, leaving behind a blank sheet of paper.

Items: Small statues, lamps, books, and other miscellaneous items can become holy symbols with a little work. These items must be blessed by a 10th-level or higher cleric and have some sort of visible mark on them that identifies a particular deity or religious belief.

Greater and Legendary Symbols
Greater
Legendary
Energy Bonus
Cost
01 - 60
-
+1
2,000 shillings
61 - 85
-
+2
8,000 shillings
86 - 95
01 - 50
+3
18,000 shillings
-
51 - 75
+4
32,000 shillings
-
76 - 85
+5
50,000 shillings
96 - 00
85 - 95
Special ability1 and roll again
-
-
96 - 00
Specific
-
1 A holy symbol can only have one special ability. The special ability is determined by deity or domain.
Special Powers
Not all holy symbols are created equal. Greater and legendary symbols have unique powers that make them more sought after by adventurers. To generate a greater or legendary holy symbol, use the Greater and Legendary Symbols table to determine its energy bonus and base cost. The energy bonus is used on the Holy Symbol Powers table to determine available powers. The DM chooses the powers a symbol possesses, though he may allow the player to have some say. A symbol can have multiple powers as long as the energy cost is less than or equal to its energy bonus. As such, a holy symbol with an energy bonus of +3 can have one power with an energy cost of three, or three powers with an energy cost of one, or any combination therein.

Extra Spell Slot: The holy symbol grants its wearer an extra spell slot of up to 5th level. If the holy symbol is removed, the slot and whatever spell it contained is lost for the day. A cleric or favored soul can only use this power if she is capable of casting a spell one level higher than is granted by the extra slot.

Metamagic Feat: The holy symbol allows its wearer to cast a spell using a metamagic feat as if she had that feat, although she must abide by the all usual restrictions of that feat.

Spell-Like Ability: The holy symbol contains one or more divine spells of up to 5th level which the wearer can cast once per day each. Each spell has a caster level equal to the minimum level needed to cast the spell, and the user must pay all the normal costs associated with the spell. Once used, the spell cannot be cast again until the following day when the symbol recharges itself. if the symbol represents a specific deity, the spell must be contained within one of the deity's domains.

Spell Resistance: The holy symbol grants its wearer spell resistance. To determine if a spell or spell-like ability works, a spellcaster must make a caster level check (1d20 + caster level). If the result equals or exceeds the spell resistance, the spell works normally, although the wearer still gets a saving throw as normal. The wearer may lower her resistance to accept a spell as a free action.

Holy Symbol Powers
Energy Cost
Powers
1

  • 1st-level spell-like ability
  • extra 1st-level spell slot

2

  • 2nd-level spell-like ability
  • extra 2nd-level spell slot
  • spell resistance 9
  • metamagic feat once per day

3

  • 3rd-level spell-like ability
  • extra 3rd-level spell slot
  • spell resistance 11

4

  • 4th-level spell-like ability
  • extra 4th-level spell slot
  • spell resistance 13
  • metamagic feat three times per day

5

  • 5th-level spell-like ability
  • extra 5th-level spell slot
  • spell resistance 15

Special Abilities
The following holy symbol abilities are organized by domain. If a divine caster cannot use a holy symbol, she does not gain the benefit of its powers. Non-divine casters do not gain the benefit of these special abilities.

Air - Air Shield: The wearer is immune to dangerous air. She suffers no ill effects from poisonous gases or from stinking cloud, cloudkill, acid fog, or other similar spells. This does not negate the obscuring qualities of these spells.

Animal - Snake Eyes: The wearer can cast hold animal and dominate animal without verbal components.

Chaos - Spellbreaker: The wearer gains Spell Resistance 20 against all spells cast by lawful creatures.

Death - The Black Spot: The wearer is immune to death spells and effects.

Destruction - Hammer of Lug: The wearer gains a +1 circumstance bonus to all damage rolls with her melee attacks.

Earth - Earth Shield: The wearer gains a +1 natural armor bonus to Armor Class.

Evil - Hell's Blade: The wearer gains the ability to smite good once per day with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per divine caster level. If the wearer accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.

Fire - Flame Shield: The wearer gains fire resistance 5. She ignores the first five points of fire damage each round regardless of its source.

Good - Angel's Sword: The wearer gains the ability to smite evil once per day with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per divine caster level. If the wearer accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Healing - Healing Circle: The wearer gains the ability to cast heal once per day, but may only target herself with the spell.

Knowledge - Ring of Truth: The wearer gains a +10 divine bonus on Sense Motive checks when determining the honesty of another character of non-player character.

Law - Complete Order: The wearer can apply a metamagic feat without cost to any one spell that she prepares each day. She must still meet all the other requirements to use the metamagic feat.

Luck - Dextrous Roll: Once per day, the wearer may reduce the damage of one melee or ranged attack that hits her by ½. She may declare this after the attack roll but before damage is determined.

Magic - Mundane Aura: Magical items worn by the bearer do not radiate any magical aura whatsoever.

Plant - The Great Tree: The wearer may move through natural thorns, briars, overgrown brambles, and similar terrain at normal speed. The wearer is also rendered immune to magically manipulated terrain such as that generated by an entangle or spike stones spell.

Protection - Mind Shield: The wearer gains a +2 circumstance bonus to Will saves.

Strength - The Bull: The wearer may carry an additional 40 pounds of weight without penalty.

Sun - Fallen Star: Upon command, the holy symbol glows like a torch, shedding light in a 20-foot radius. This light cannot pierce magical darkness, but lasts until the symbol is discarded or commanded to stop.

Travel - Quick Feet: The wearer gains a +1 divine bonus to Initiative checks.

Trickery - Hidden Meaning: The holy symbol does not show a mark of any kind and is smooth all over. It can still turn or rebuke undead and be used as a divine focus.

War - Battle Fury: The wearer gains a +1 divine bonus to her melee attacks.

Water - Gills: The wearer can breather underwater as if affected by a water breathing spell.

Home     House Rules

No comments:

Post a Comment