Thearch (Apath)
Unofficial rules compendium | |
|
- This is a work in progress.
This is an older version of the theocrat class, saved here becasue it has its own useful ideas.
The sociopolitical and bureaucratic structure of the average city-state, 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), often 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.
Class Information
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. Few theocrats adventure outside their home city; those who do are generally on an important mission for their city-state.
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.
Hit Die: d6.
Starting Wealth: 2d6 × 10 gp (average 70 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.
Class Skills
The theocrat’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.
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. |
Class Features
All of the following are class features of the theocrat class.
Weapon and Armor Proficiency
The theocrat is proficient with the club, dagger, kukri, quarterstaff, and with the preferred weapon of their patron but not with any armor or with shields.
Spells
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.
Aura (Ex)
A theocrat of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).
Bonus Languages
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.
Channel Energy
A theocrat can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
Any theocrat can channel positive energy and can choose to deal damage to undead creatures or to heal living creatures. A theocrat that worships an evil deity can also channel negative energy and can choose to deal damage to living creatures or to heal undead creatures. The choice of channel is made when the ability is used.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the theocrat. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two theocrat 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 theocrat's level + the theocrat's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A theocrat may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A theocrat can choose whether or not to include herself in this effect.
A theocrat must be able to present her (un)holy symbol to use this ability.
Domains
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 the Chaos or Evil 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 used with domain casting.
Lord of the City (Ex)
When in the territory of her city-state or acting as its representative, 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. In addition, many other class features are conditional and work only when lord of the city works.
Lord of the city works in any locale where the theocrat's city-state is known and recognized. 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 lean on the prestige of her city-state and loses all abilities dependent on lord of the city.
Regardless of the theocrat's actual alignment, her everyday activities in her city are expected to be benevolent and just, working to keep the city-state running smoothly. This usually makes her beloved by all citizens. Maintaining her standing by good deeds do not change her alignment or break the tenets of her faith, even if her patron is chaotic, evil, or otherwise opposed to civilized behavior.
The theocrat is expected to act in the interest and traditions of her city at all times. This includes upholding the city cult, which can include chaotic and evil acts. But in worldly matters, the theocrat is expected to act as if she was lawful and good. If a breach of trust becomes public, the theocrat loses the lord of the city class feature until she has restored her reputation in the eyes of the city. This can be done with some major service, or by the passage of time; a month for minor infractions and as much as a year for major acts. A public atonement ceremony in her city can also restore her standing.
Robe of Honor (Sp)
When wearing the distinctive robes of a theocrat of her city, and not wearing any armor or using a shield, the theocrat is protected against attacks, as constant sanctuary. She can reestablish this effect as a swift action. The save DC of this ability is 10 + 1/2 the theocrat's level + her Charisma modifier. This relies on the lord of the city ability and ceases to function when lord of the city does.
Theocrat robes comes in a range of qualities, from the simple tunic of an acolyte to the royal robes of a high theocrat, but all are distinctive and easily recognizable; for a non-theocrat to wear such vestments is sacrilege.
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. The choice should be appropriate to the city and cult, but all theocrats of a certain city need not make the same selections.
Companion (Ex): The theocrat gains an animal companion, as the druid's nature bond class feature, using her theocrat level as the 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 oracle level as the effective wizard level.
Living Legends (Ex): The theocrat has a connection with legendary creatures from the city's history.
- 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.
While able to use the lord of the city class feature, summon monster spells she uses to summon these specific creatures have a casting time of one standard action.
- At 10th level the theocrat gains
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 at as if she had a natural reach of 30 ft. She can add her Charisma bonus instead of her Strength bonus to the attack roll.
- At 10th level the theocrat can cast spells with a range of personal with a range of touch, but can only affect willing allies.
Powerful Channel (Su): The theocrat has exceptional powers of channelling. At level 2, 6, and 10, she gains an additional daily use of channel energy and a channelling feat as a bonus feat. She must fulfil any prerequisites of these feats.
Power of City (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 divine 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 actions are no longer questioned. She never can no longer lose the powers bestowed by 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 the City
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. The theocrat gains a +2 bonus on caster level.
Spirit of the City (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 + character level + Cha modifier. Outside 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), 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. If soul bind or a similar ability is used on the theocrat, her resurrection is delayed until her soul is free.
Ex-Theocrats
A theocrat that changes to a non-permitted alignment or violates the trust of her patron loses all spells and class features, except for weapon proficiencies and class features listed as dependent on lord of the city. Looking to the best interests of the city never counts as breaking the trust of her patron, even if the patron normally hates civilization. A theocrat that breaks with her faith can no longer advance in the class and must seek atonement.
Table: Theocrat
Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Spells per Day | |||||||||
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +0 | +0 | +0 | +2 | Aura, channel energy 1d6, domains, domain casting, lord of the city +2, robe of honor | 3 | 1+1 | — | — | — | — | — | — | — | — |
2nd | +1 | +0 | +0 | +3 | Tradition of the city | 4 | 2+1 | — | — | — | — | — | — | — | — |
3rd | +2 | +1 | +1 | +3 | Channel energy 2d6 | 4 | 2+1 | 1+1 | — | — | — | — | — | — | — |
4th | +3 | +1 | +1 | +4 | Power of the city +1 | 4 | 3+1 | 2+1 | — | — | — | — | — | — | — |
5th | +3 | +1 | +1 | +4 | Channel energy 3d6 | 4 | 3+1 | 2+1 | 1+1 | — | — | — | — | — | — |
6th | +4 | +2 | +2 | +5 | Tradition of the city | 4 | 3+1 | 3+1 | 2+1 | — | — | — | — | — | — |
7th | +5 | +2 | +2 | +5 | Channel energy 4d6 | 4 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | — | — |
8th | +6/+1 | +2 | +2 | +6 | Beyond reproach | 4 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | — | — |
9th | +6/+1 | +3 | +3 | +6 | Channel energy 5d6 | 4 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | — |
10th | +7/+2 | +3 | +3 | +7 | Tradition of the city | 4 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | — |
11th | +8/+3 | +3 | +3 | +7 | Channel energy 6d6 | 4 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — |
12th | +9/+4 | +4 | +4 | +8 | Lord of the city +4 | 4 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — |
13th | +9/+4 | +4 | +4 | +8 | Channel energy 7d6 | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — |
14th | +10/+5 | +4 | +4 | +9 | Power of the city +2 | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — |
15th | +11/+6/+1 | +5 | +5 | +9 | Channel energy 8d6 | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — |
16th | +12/+7/+2 | +5 | +5 | +10 | Will of the city | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — |
17th | +12/+7/+2 | +5 | +5 | +10 | Channel energy 9d6 | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 |
18th | +13/+8/+3 | +6 | +6 | +11 | Spirit of the city | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 |
19th | +14/+9/+4 | +6 | +6 | +11 | Channel energy 10d6 | 4 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 4+1 | 3+1 | 3+1 |
20th | +15/+10/+5 | +6 | +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 |
The text in this article is Open Game Content. It is covered by the Open Game License v1.0a, rather than the Action copyright. To distinguish it, these items will have this notice. If you see any page that contains OGL material and does not show this license statement, please contact one of the Action administrators. Please note that images used in article may have different copyright than the text. |