Showing posts with label Eiur. Show all posts
Showing posts with label Eiur. Show all posts

Monday, December 8, 2014

Campaign Design - Prestige Class: Radiant Pelerine

Radiant Pelerine (adapted from Dragon 283)

Eiur teaches demonstrating the beneficent light of family and community through service, charity, and modesty. While it seems a contradiction, the point is that the truly strong don’t need to prove their power. Eiur urges her priests and their flocks to perform so many good acts that evil has no room to exist, but she acknowledges that there are some kinds of evil that must be defeated by direct confrontation. The radiant pelerines put their dogma into living practice, becoming symbols of the light of hope and healing. As the name implies, the sisters of the radiant pelerines are sworn to serve – to minister to the needs of Eiur’s followers and good-hearted people everywhere. Radiant pelerines are healers, counselors, sources of spiritual support, and protectors, called upon to provide comfort to the injured ans sick, and aid to the weary. While they are a mostly pacifistic order, they share their celestial mistress' hatred for evil, particularly undead, and warding against the depredations of such creatures is an important part of their service.

Almost all radiant pelerines spend their prior careers as clerics, although some were once favored souls, and a tiny handful began their lives as adepts. Radiant pelerines can be found wherever there is a human need – in the midst of plague and famine, behind the lines of an army at war, in villages plagued by hauntings, and in cities troubled by unrest and illness.

Hit Die: d6.
Luck Die: d3.

Requirements
To become a radiant pelerine, one must meet the following criteria:
  • Alignment: Neutral Good.
  • Base Will Save: +5.
  • Skills: Diplomacy 3+ ranks, Heal 5+ ranks, Knowledge: Religion 9+ ranks.
  • Feats: Augment Healing.
  • Spell Casting: Must be able to cast divine spells.
  • Special: Must have Eiur as their patron deity.
  • Special: Must be female.
Class Skills
  • The radiant pelerine’s class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge: Religion (Int), Profession: Any (Wis), Listen (Wis), Sense Motive (Wis), and Spellcraft (Int).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the radiant pelerine prestige class.
  • Base Attack Bonus: Average. A radiant pelerine gains +¾ base attack bonus per class level.
  • Base Fortitude Save Bonus: Good. radiant pelerine gains a +½ base Fortitude save bonus per class level.
  • Base Reflex Save Bonus: Poor. A radiant pelerine gains a +1⁄3 base Reflex save bonus per class level.
  • Base Will Save Bonus: Good. A radiant pelerine gains a +½ base Will save bonus per class level.
  • Weapon and Armor Proficiencies: Radiant pelerines gain proficiency with all simple weapons, all armor, and all shields except tower shields. Note that armor check penalties apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble, and that carrying heavy gear imposes a penalty on Swim checks.
  • Spells: A radiant pelerine continues training in divine magic. Thus, when a new radiant pelerine level is gained, the character gains new spells per day, as if she had also gained a level in a divine spell casting class she already belongs to. She does not gain any other benefit a character of that class would have gained (such as an improved chance of controlling or rebuking undead, metamagic or item creation feats and so on). This essentially means that she adds the radiant pelerine levels to the level of some other spell casting class the character has, then determines spells per day and caster level accordingly.
  • Radiance (Su): When a radiant pelerine casts any spell with the Light descriptor, the radius of illumination is doubled, and the spell is treated as if it were one level higher than it actually is for all purposes, including determining whether it an counter or dispel a Darkness spell. Thus, a daylight spell cast by a radiant pelerine sheds light in a 120-foot radius, and is treated as a 4th level spell, allowing it to counter or dispel any Darkness spell of 4th level or lower.
  • Turn Undead (Su): A radiant pelerine adds her levels in this class to the levels of any other class that provides the ability to turn undead for all purposes related to turning undead.
  • Light of Life (Su): If a radiant pelerine has access to the Life domain, she can perform the touch of life (the granted power of the domain) a number of times equal to three plus her Charisma modifier. In addition, a radiant pelerine's class levels stack with her cleric levels for determining how many temporary hit points the target gains.
  • Empower Healing (Su): When a radiant pelerine of at least 2nd level casts a domain spell from the Healing domain, that spell is affected as though by the Empower Spell feat. The spell does not use up a higher-level slot.
  • Divine Health (Su): A radiant pelerine who is at least 2nd level becomes immune to all diseases, including magical diseases such as mummy rot or lycanthropy.
  • Aura of Warding (Su): At 3rd level, a radiant pelerine and all allies within 10 feet of her gain a +2 morale bonus to all Will saving throws.
  • Additional Domain (Su): A radiant pelerine who reaches 5th level may select another of Eiur’s domains as a third clerical domain. She may use the granted power of the domain, and may select spells from the spell lists of any of his three domains when selecting her daily domain spells. She may still only cast one domain spell of each level per day (1st through 9th). Radiant pelerines without a level of cleric gain no benefit from this granted ability.
  • Maximize Healing (Su): When a radiant pelerine who is at least 6th level casts a domain spell from the Healing domain, that spell is affected as though by the Maximize Spell feat. The spell does not use up a higher level slot. This power supersedes the Empower Healing ability until the character reaches 10th level.
  • Positive Energy Burst (Su): As a standard action, a radiant pelerine who is at least 8th level can create a positive energy burst that inflicts 1d6 points of damage per class level to all undead creatures within 100 feet of the individual. Undead only take half damage if they make a successful Reflex save (DC 10 + the class level of the radiant pelerine). Using this ability uses up two turning attempts, and a radiant pelerine cannot use the ability if she has fewer than two turning attempts left for the day.
  • Supreme Healing (Su): When a radiant pelerine who is at least 10th level casts a domain spell from the Healing domain, that spell is affected as though by both the Empower Spell and Maximize Spell feats. The spell does not use up a higher level slot.

Radiant Pelerine
LevelSpecialSpells per Day
1stRadiance, turn undead, light of life+1 level of existing class
2ndEmpower healing, divine health+1 level of existing class
3rdAura of warding+1 level of existing class
4th-+1 level of existing class
5thAdditional domain+1 level of existing class
6thMaximize healing+1 level of existing class
7th-+1 level of existing class
8thPositive energy burst+1 level of existing class
9th-+1 level of existing class
10thSupreme healing+1 level of existing class

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Sunday, January 2, 2011

Campaign Design - Clerical Domains: Fertility

Fertility Domain (adapted from Nyambe: African Adventures and Testament: Roleplaying in the Biblical Era)
Divine Power: Euir.
Granted Power: When resting, you heal 2 hit points per character level per day of light activity and 3 hit points per character level per day of complete rest. This can be further boosted by the Heal skill with a DC 15 check to 3 hit points per character level per day of light activity and 4 hit points per character level of complete rest.

Additional Granted Power: You receive a +2 bonus to all Fortitude saves involving Endurance, and a +1 bonus to all Charisma checks and Charisma-based skill checks made for the purpose of seduction.

Fertility Domain Spells
1st: Bear's endurance, fertility charm (N:AA)
2nd: Increase fertility (T), make whole
3rd: Plant growth, remove affliction (T)
4th: Create food and water, greatness of tribe (T)
5th: Fertile womb (T), minor creation
6th: Heroes' feast, touch of the goddess (T)
7th: Hasten birth (T), major creation
8th: Eiur's magnificent mansion, god form (T)
9th: Clone, rejuvenation (T)

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Euir

Saturday, January 1, 2011

Campaign Design - Clerical Domains: Healing

Healing Domain
Divine Power: Eiur.
Granted Power: You cast conjuration (healing) spells at +1 caster level.

Healing Domain Spells
1st: Cure light wounds
2nd: Cure moderate wounds
3rd: Cure serious wounds
4th: Cure critical wounds, holy channel (RR)
5th: Mass cure light wounds
6th: Heal
7th: Greater healing circle (RR), regenerate
8th: Mass cure critical wounds, mass heal
9th: True resurrection

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Euir

Campaign Design - Clerical Domains: Family

Family Domain
Divine Power: Eiur.
Granted Power: Once per day, you may protect a number of individuals (including yourself) equal to your Charisma modifier (minimum of 1) with a +4 Dodge bonus to Armor Class that lasts for one round per cleric level you have. Any individual that moves farther than 10 feet away from you loses the protection.

Family Domain Spells
1st: Bless
2nd: Shield other
3rd: Helping hand
4th: Imbue with spell ability
5th: Eiur's telepathic bond
6th: Heroes' feast
7th: Refuge
8th: Protection from spells
9th: Prismatic sphere

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Euir

Campaign Design - Clerical Domains: Community

Community Domain (as modified by the DragonLance Campaign Setting, Hamunaptra: Egyptian Adventures, and the Thieves' World Player's Manual)
Divine Power: Eiur
Granted Power: Once per day, you may calm emotions, as the spell. You also gain a +2 competence bonus on Diplomacy checks.

Additional Granted Power: You gain a +2 bonus on Diplomacy checks. In addition, you cast all enchantment (charm) spells at +1 caster level.

Additional Granted Power: You are especially good at cooperative spellcasting (see Hamunaptra: Egyptian Adventures - Book One: The Book of Days, page 73). When casting an extended rite with multiple casters, not all the casters need have the exact spell being cast; any spell of the same level may be expended to gain the benefits of the rite. Whichever caster has the spell that is the subject of the rite must be the primary caster.

Community Domain Spells
1st: Bless
2nd: Shield other, status
3rd: Prayer
4th: Greater status (BoED), tongues
5th: Break enchantment, Eiur's telepathic bond
6th: Heroes' feast
7th: Minor miracle (H:EA), refuge
8th: Screen, sympathy
9th: Mass heal, miracle

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Euir

Campaign Design - Clerical Domains: Nourishment

Nourishment Domain (adapted from Shamans: Call of the Wild)
Divine Power: Eiur.
Granted Power: You are immune to normal poison and diseases contracted by ingestion.

Nourishment Domain Spells
1st: Detect animals or plants
2nd: Goodberry
3rd: Create food and water
4th: Death ward
5th: Commune with nature
6th: Heroes' feast
7th: Greater restoration
8th: Regeneration
9th: Miracle

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Eiur

Campaign Design - Clerical Domains: Light

Light Domain (adapted from The Book of Hallowed Might and Secrets)
Divine Power: Eiur.
Granted Power: With a successful touch attack you can infuse a creature with light. This is a spell-like ability usable once per day. When you touch the target, there is a bust of light. Creatures with special vulnerability or aversion to any kind of light are affected as if by the light to which they are vulnerable, regardless of light conditions. The effect lasts one minute per cleric level, even if the creature moves away into darkness. If the creature would normally be destroyed by light (like a vampire), roll 1d6 per your cleric level. If the total at least equals the creature's current hit points, it is destroyed.

Additional Granted Power: You gain the spell-like ability to bring light to the darkness. This power functions just like dancing lights, flare, or light (your choice at the time of casting) and is usable a number of times per day equal to your Charisma modifier (minimum of once per day) cast as a divine spell at your cleric caster level.

Light Domain Spells
1st: Faerie fire, illuminated weapon (BoHM)
2nd: Daylight, heartglow (BoHM)
3rd: Searing light
4th: Lightning bolt, shield of light (BoHM)
5th: Blazing light (BoHM), true seeing
6th: Undeath to death, waves of light (BoHM)
7th: Sunbeam
8th: Sunburst, sunfire tomb (BoHM)
9th: Miracle, wellspring of soul's light (BoHM)

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Euir

Campaign Design - Clerical Domains: Good

Good Domain (as modified by Relics & Rituals, Relics & Rituals II, Secrets, and Undead)
Divine Power: Eiur.
Granted Power: You cast all good spells at +1 caster level.

Additional Granted Power: You gain the supernatural ability to smite evil creatures. Once per day, you may attempt to smite evil with one normal melee attack. You add a +4 insight bonus to you attack roll and deal 1 extra point of damage per cleric level. If you accidentally smite a creature that is not evil, the smite has no effect, but the ability is still used up for the day.

Good Domain Spells
1st: Protection from evil
2nd: Aid
3rd: Magic circle against evil
4th: Cloak of righteousness (RR), demonbane (RR2), holy smite
5th: Dispel evil
6th: Blade barrier, blessings of the light bringer (U)
7th: Holy word
8th: Holy aura
9th: Summon monster IX [can only be used to summon celestial creatures]

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Eiur