|Unofficial rules compendium|
The sociopolitical and bureaucratic structure of most city-states, such as it is, revolves around the city cult and its priesthood. Since it is largely faith that keeps the people of the community together, these holy men, called theocrats, have become the most important functionaries of all. The responsibility for deciding on matters of day-to-day policy and for the general welfare of the city rests with the council (often a triumvirate), usually led by a theocrat. In larger cities, the theocracy forms a complex hierarchy of its own, and whoever dominates this structure also dominates the city.
All theocrats aspire to serve on the city council, but only a few ever do so. The everyday duties of a theocrat lies in running the bureaucracy of the city, ensuring the ages-old rights of different groups, and providing to the spiritual needs of citizens. More unusual duties that fall on ambitious theocrats include dealing with foreigners and leading trouble-shooting and diplomatic assignments.
As they advance in power and ability theocrats eventually draw the attention (however faint it may be at first) of the patron of the city-state, who invests in them the power to better aid and support the congregation at large. In some areas, it is believed that the high priest or chieftain is gifted with the knowledge of who is and who is not suited for the role, and that she herself bestows this power (or at least opens the door to it) on behalf of the patron of the city-state.
Theocrats are afforded much respect by the communities they serve, if for no other reason than that they provide a vital service. A theocrat is socially head and shoulders above the average citizen or divine servant in her home city. Whereas her confederates still fulfill vital roles, there can be no doubt as to who has been chosen—whether by chieftain or divine providence—to carry the power and mercy of the area’s patron. Without the efforts of these priests, the areas they serve may well fall to ruin. Higher-level theocrats become symbols of their city-state and are served with exceptional zeal.
|The city-state of their birth and its cult is a very important factor for the theocrat and defender of the city-state classes. The first question to ask is; will this city-state be a recurring setting for the game? If it is, the GM should design the city and decide on the city cult and other factors to fit into the overall campaign. This includes the benefits of class abilities like honor guard and spirits of the city. Playing in their home city is generally to the advantage of these classes, as they will play a more central role in the story, so players have little reason to complain. On the other hand, if the city is just a rumor far out in the desert and away from most activities in the game, the design of the city can be left to the players, with GM supervision.|
Theocrat is an alternate class to the cleric. A theocrat cannot take levels as a cleric, or in any other alternate class to the cleric.
Publisher: Purple Duck Games.
Role: The theocrat is the direct agent of her city-state and city cult. When city and cult are in harmony, this is a rather straightforward role. For willful or evil patrons, the role becomes more complicated, but this is a balance the theocrat is supremely experienced at. Adventuring theocrats are agents of their city, hunting disruptive elements such as bandits or monsters, or pursuing the city's interest in the wider world.
Alignment: A theocrat must come from a city-state that has a patron entity and must worship that patron. A theocrat's alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis. Most theocrats are more lawful than their patron.
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.
Starting Age: The theocrat is an educated class and begins play in the same age bracket as the wizard.
The theocrat’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
All of the following are class features of the theocrat class.
Weapon and Armor Proficiency
Theocrats are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Theocrats are also proficient with the favored weapon of their patron.
A theocrat casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells.
To prepare or cast a spell, a theocrat must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a theocrat's spell is 10 + the spell level + the theocrat's Wisdom modifier.
Like other spellcasters, a theocrat can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Theocrat. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Theocrats meditate or pray for their spells. Each theocrat must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a theocrat can prepare spells. A theocrat may prepare and cast any spell on the theocrat spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Chaotic, Evil, Good, and Lawful Spells A theocrat can't cast spells of an alignment opposed to her own or her deity's. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Orisons Theocrats can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Theocrat under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
A theocrat's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
A theocrat's deity influences her alignment, what magic she can perform, her values, and how others see her. A theocrat chooses two domains from among those belonging to her patron. A theocrat can select an alignment domain only if her alignment matches that domain. In addition, all theocrats gain the Community domain, even if this domain is not on the patron's list of domains. Each domain grants a number of domain powers and domain spells.
A theocrat gains the listed powers from all of her three domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
In addition, each domain grants a number of bonus spells. A theocrat gains one domain spell slot for each level of theocrat spell she can cast, from 1st on up. Each day, a theocrat can prepare one of the spells from her three domains in that slot. If a domain spell is not on the theocrat spell list, a theocrat can prepare it only in her domain spell slot.
Domain Casting A theocrat can “lose” a prepared spell in order to cast any spell of the same level or lower found on any one of her three domain spell lists. Spells prepared in domain spell slots cannot be "lost" for use with domain casting.
Lord of the City (Ex)
At 2nd level the theocrat gains a +2 bonus on Charisma, Intimidate, Knowledge (history, local, nobility, religion), and Sense Motive checks. At 12th level, these bonuses increase to +4.
This ability works as long as the theocrat has a good standing in her city and is in a locale where her city is respected. An isolated desert city might only be remembered as a legend, but this suffices. A theocrat who does her job well will spread the fame of her city as much as possible, and is thus able to rely on its prestige, however tenuous its real power is. A theocrat that is secretive or tries to work under a false identity cannot use lord of the city.
Regardless of the theocrat's alignment, her everyday activities in her city are expected to be benevolent and just, working to keep the city-state running smoothly. Such actions usually make her beloved by all citizens. If a breach of trust becomes public, the theocrat loses the lord of the city class feature until she has restored her standing. Maintaining her standing does not change her alignment or break the tenets of her faith, even if her patron is chaotic, evil, or otherwise opposed to civilized behavior.
Traditions of the City
At 2nd level, the theocrat's studies of the traditions of her city begin to be reflected in her powers. Select one of the following traditions. If the defender of the city-state class is in use and the theocrats choice is one available to the defender, the theocrat must choose the same sub-option (same kind of animal companion, same fighting style) as that available to defenders.
Companion (Ex): The theocrat gains an animal companion, as the druid's nature bond class feature, using her theocrat level as her effective druid level. The animal companion's natural attacks are treated as both manufactured weapons and a natural weapons for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
Familiar (Ex): The theocrat gains the service of a familiar, as the wizard's arcane bond class feature, using her theocrat level as her effective wizard level.
Fighting Style: The theocrat gains the ranger's fighting style class feature, but gains a bonus feat from her fighting style only at level 2, 6, and 10.
Living Legends (Ex): The theocrat has a connection with legendary creatures from the city's past.
- At 2nd level, the theocrat gains Expanded Summon Monster as a bonus feat. The creatures chosen should reflect the identity of her city-state, its myths, and cult.
- At 6th level, the theocrat selects one creature from the list of creatures for each level of the summon monster spell. Summon monster spells used to summon these specific creatures have a casting time of one standard action.
- At 10th level the theocrat gains Augment Summoning as a bonus feat, ignoring prerequisites. If the theocrat already has this feat, she can pick any feat she fulfills the prerequisites for instead.
Oaths of Loyalty (Su) The theocrat becomes a living manifestation of loyalty.
- At 2nd level, as a standard action, the theocrat can invoke her city-state's protection on an ally she can see within 60 ft. The ally gains a +2 bonus on saving throws and temporary hit points equal to the theocrat's class level. These effects last only a single round.
- At 6th level the theocrat can use spells with a range of touch as if she had a natural reach of 30 ft., but only during her own turn.
- At 10th level any theocrat spell she casts that have personal range gains a range of touch, but can only affect willing allies.
Metamagic Adept (Ex): The theocrat can select a metamagic feat she fulfills the prerequisites for at level 2, 6, and 10, and can ignore the prerequisites of the selected feats.
Power of One (Su)
When a theocrat reaches 4th level, she learns to draw strength from the people of her cult, and thereby enhance the potency of her divine spellcasting. While able to use the lord of the city ability, the theocrat adds a +1 bonus to the save DCs of all her theocrat spells. When a theocrat reaches 14th level, the bonus to save DCs increases to +2. This does not stack with the bonus from Spell Focus.
Beyond Reproach (Ex)
By 8th level, the theocrat has such spiritual and temporal power that her authority can no longer be questioned. She never loses the lord of the city ability. She is above the laws of her city, but not above divine law; she must still adhere to her alignment and creed.
Will of One
By 16th level, the theocrat can draw upon the support of her people, the collective will of the entire city-state, to push the power and glory of her own divine magics through all but the sturdiest mystical barriers. She gains a +2 bonus on caster level checks when casting theocrat spells.
Spirit of One (Su)
By 18th level, a theocrat has become so attuned to the power and spirit of her home that she can draw on that power to prevent hostile magics from affecting her. The theocrat gains spell resistance equal to 11 + class level + Cha modifier. Outside the territory of her city-state, this spell resistance is reduced by five.
Soul of the City
Upon reaching 20th level, a theocrat has grown so attuned to her people that she becomes a spirit of the city. If the theocrat should die (of anything but natural causes) in the territory of her city-state, the power of her bond with her city will revive her (as true resurrection) after a number of days equal to 10 minus her Cha modifier. She returns in the main temple of her city cult. Razing all temples of her city cult prevents this resurrection. If soul bind or a similar ability is used on the theocrat, her resurrection is delayed until her soul is free.
|Special||Spells per Day|
|1st||+0||+2||+0||+2||Domains, domain casting, orisons||3||1+1||—||—||—||—||—||—||—||—|
|2nd||+1||+3||+0||+3||Lord of the city +2, tradition of the city||4||2+1||—||—||—||—||—||—||—||—|
|4th||+3||+4||+1||+4||Power of one +1||4||3+1||2+1||—||—||—||—||—||—||—|
|6th||+4||+5||+2||+5||Tradition of the city||4||3+1||3+1||2+1||—||—||—||—||—||—|
|10th||+7/+2||+7||+3||+7||Tradition of the city||4||4+1||4+1||3+1||3+1||2+1||—||—||—||—|
|12th||+9/+4||+8||+4||+8||Lord of the city +4||4||4+1||4+1||4+1||3+1||3+1||2+1||—||—||—|
|14th||+10/+5||+9||+4||+9||Power of one +2||4||4+1||4+1||4+1||4+1||3+1||3+1||2+1||—||—|
|16th||+12/+7/+2||+10||+5||+10||Will of one||4||4+1||4+1||4+1||4+1||4+1||3+1||3+1||2+1||—|
|18th||+13/+8/+3||+11||+6||+11||Spirit of one||4||4+1||4+1||4+1||4+1||4+1||4+1||3+1||3+1||2+1|
|20th||+15/+10/+5||+12||+6||+12||Soul of the city||4||4+1||4+1||4+1||4+1||4+1||4+1||4+1||4+1||4+1|
A theocrat that changes to a non-permitted alignment or violates the trust of her patron loses the ability to cast theocrat spells, used domain powers, or the spirit of one ability. She can no longer advance in the class and must seek atonement. A breach of faith will usually break the lord of the city class feature, but not always; sometimes the city will stand with her in defiance of the patron.
As mentioned under the defender of the city-state, pockets of civilization can exist almost anywhere. In addition, a prosecuted religion might deliberately hide itself or simply cut relations with their neighbors, becoming isolated spiritually instead of by terrain.
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 each listed race. Unless otherwise stated the bonus applies each time you select the listed favored class reward. All these choices are available from level 1, even if they enhance an ability you only gain at a higher level. A favored race bonus that helps you qualify for a certain class ability means you get that particular class ability at an earlier level.
- Dwarf: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the theocrat's Wisdom modifier. The theocrat adds +½ to the number of uses per day of that domain power.
- Elf: Increase the bonus from the power of one ability by +1/10.
- Gnome: Gain 1/5 of a level 2 ability of a tradition of the city you do not already know.
- Half-Elf: Add ⅓ of a new class skill.
- Half-Orc: Gain 1/6 of a feat, as the fighting style tradition of the city.
- Halfling: Add +1 to the theocrat's level to qualify for the beyond reproach and spirit of one class features. At level 18, instead add ¼ to the spell resistance granted by spirit of one.
- Human: Select a tradition of the city different from the one you selected at level 2. Gain 1/6 of an ability from that tradition. Later picks apply to the same tradition.
- Aasimar: Add +¼ to your caster level when casting spells with the good descriptor.
- Anpur: Add +1 to your effective level when using the oaths of loyalty tradition of the city. This stacks with your class level if you select this tradition at level 2.
- Avodim: Gain 1/6 of a feat, as the metamagic adept tradition of the city.
- Dhamphir: Select one type of undead creature. You can use mind-affecting effects against this type of creature, ignoring its immunity gained from being undead.
- Drow: Gain 1/6 of a feat, as the fighting style tradition of the city.
- Erkunae: Add ¼ to the bonus of the bonus of the court intrigue racial ability.
- Fetchling: Add 1% to the miss chance for concealment.
- Ifrit: Add ½ spell from the sorcerer/wizard spell list to your spell list. Count this spell as one level higher than its level for a sorcerer. The spell's must have the fire descriptor and its final level must be of a spell level you can cast.
- Kitsune: Add +¼ to the save DC of your enchantment spells.
- Kobold: Choose acid, cold, electricity, or fire damage. Add +½ point of the chosen energy damage to spells that deal the chosen energy damage.
- Oread: Add ½ spell from the sorcerer/wizard spell list to your spell list. Count this spell as one level higher than its level for a sorcerer. The spell's must have the acid or earth descriptor and its final level must be of a spell level you can cast.
- Samsaran: Pick one megamagic feat. Reduce the spell slot required to apply this feat by 1/5 (to a minimum of +0).
- Sylph: Add ½ spell from the sorcerer/wizard spell list to your spell list. Count this spell as one level higher than its level for a sorcerer. The spell's must have the air or electricity descriptor and its final level must be of a spell level you can cast.
- Tengu: Add +1/5 to your caster level when casting spells with the language dependent descriptor, or those creating magical glyphs, runes, or symbols.
- Undine: Add ½ spell from the sorcerer/wizard spell list to your spell list. Count this spell as one level higher than its level for a sorcerer. The spell's must have the cold or water descriptor and its final level must be of a spell level you can cast.
- Zendiqi: Add ½ spell from the sorcerer/wizard spell list to your spell list. Count this spell as one level higher than its level for a sorcerer. The spell's must have the acid, air, cold, electricity, fire, or water descriptor and its final level must be of a spell level you can cast.
- Thearch - earlier version
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