Difference between revisions of "Spirit Sacerdote (Apath)"

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''A spirit sacredote does not have a patron or even a philosophy to provide powers for him. Rather, his powers are fueled by temporary alliances he makes with various spirit sponsors.''
 
''A spirit sacredote does not have a patron or even a philosophy to provide powers for him. Rather, his powers are fueled by temporary alliances he makes with various spirit sponsors.''
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'''Publisher:''' Purple Duck Games.
  
 
== Class Information ==
 
== Class Information ==
 
This is a [[Sacredote (Apath) | sacredote]] archetype.
 
This is a [[Sacredote (Apath) | sacredote]] archetype.
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 +
==== Class Skills ====
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The sacredote's class skills (and the key ability for each skill) are
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Bluff (Cha),
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Diplomacy (Cha),
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Heal (Wis),
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Intimidate (Cha),
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Knowledge (Arcana) (Int),
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Knowledge (Nature) (Int),
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Knowledge (Religion) (Int),
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Knowledge (Planes) (Int),
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Perform (Cha),
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Sense Motive (Wis),
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and Spellcraft (Int).
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 +
'''Skill Points per Level''':  2 + Int modifier.
  
 
'''Hit Dice:''' d6.
 
'''Hit Dice:''' d6.
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This archetype has all normal class abilities, except as noted.
 
This archetype has all normal class abilities, except as noted.
  
===Domains ===
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{| class="wikitable" align="right" width=40%
A spirit sacredote can change domains. To change domains, a spirit sacredote must make a connection with a creature with powers related to the domain he wishes to adopt and of a challenge rating equal to his level or higher. This is usually a monster with an appropriate theme and origin, a divine spellcaster with access to the domain, or a sorcerer of an appropriate bloodline and level. A single sponsor can contribute several domains if it has the appropriate powers. Changing domains is done as a part of spell preparation and in the presence of a cooperative or helpless sponsor. The sponsor must either be willing or unable to resist the entreaties of the sacredote, and the sacredote keeps access to the domain until he exchanges it for another. The sponsor can be charmed, dominated, bound, unconscious, or might even have died within the last 24 hours, as long as it does not protest it works as a sponsor.
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|+'''Table: Sponsors'''
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|valign="top"| '''Domain'''  ||valign="top"| '''Creatures'''
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|-
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|valign="top"| Air Domain  ||valign="top"| Air subtype
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|-
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|valign="top"| Animal Domain  ||valign="top"|  Animal type
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|-
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|valign="top"| Artifice Domain  ||valign="top"|  Construct type
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|-
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|valign="top"| Chaos Domain  ||valign="top"|  Chaotic subtype
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|-
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|valign="top"| Darkness Domain  ||valign="top"|  Kyton subtype
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|-
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|valign="top"| Charm Domain  ||valign="top"|  Fey type
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|-
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|valign="top"| Death Domain  ||valign="top"|  Undead type
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|-
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|valign="top"| Destruction Domain  ||valign="top"|  Ooze and vermin types
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|-
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|valign="top"| Earth Domain  ||valign="top"|  Earth subtype
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|-
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|valign="top"| Evil Domain  ||valign="top"|  Evil subtype
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|-
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|valign="top"| Fire Domain  ||valign="top"|  Fire subtype
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|-
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|valign="top"| Good Domain  ||valign="top"|  Good subtype
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|-
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|valign="top"| Law Domain  ||valign="top"|  Lawful subtype
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|-
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|valign="top"| Luck Domain  ||valign="top"|  Fey type
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|-
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|valign="top"| Madness Domain  ||valign="top"|  Aberration type
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|-
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|valign="top"| Plant Domain  ||valign="top"|  Plant type
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|-
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|valign="top"| Repose Domain  ||valign="top"|  Psychopomp subtype
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|-
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|valign="top"| Strength Domain  ||valign="top"|  Giant subtype
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|-
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|valign="top"| Trickery Domain  ||valign="top"|  Fey type
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|-
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|valign="top"| Void Domain  ||valign="top"|  Aberration type
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|-
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|valign="top"| War Domain  ||valign="top"|  Monstrous humanoid type
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|-
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|valign="top"| Water Domain  ||valign="top"|  Water subtype
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|-
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|valign="top" colspan=2 |'''Gamemastering Sponsors'''
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What kinds of creatures make appropriate sponsors is ultimately up to the [[GM | game master]] and is based on the type, subtype, and abilities of the creature. At a minimum, Table: Sponsors gives certain types and subtypes that can be sponsors for certain domains, but this is just a starting point. [[GM | Game masters]] are encouraged to consider the nature and abilities of each creature and be generous.
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A fire giant grants the fire and strength domains because of its type and subtype, but it is also a craftsman and thus grants the artifice domain.
 +
A dryad grants the charm, luck, and trick domains because it is a fey but also the plant domain because of her powers. A mite is a fey, but can't sponsor either the charm or luck domain, tough it might grant a subdomain such as lust or curse if these are in use.
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And so on.
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 +
[[GM | Game masters]] are encouraged to use this as an adventure hook. In addition to making the domain available, the spirit sacredote and his companions receive normal experience points (and possibly loot and other rewards) for fulfilling an obligation to a sponsor.
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|}
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=== Blessed Charisma (Ex) ===
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Replace all references to Intelligence in the calculated targeting ability, the divine wrath ability, and wrath feats to Charisma when used by a spirit sacerdote.
 +
 
 +
=== Sponsored Domains ===
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A spirit sacredote can change domains. A spirit sacredote can have up to five domains simultaneously and begins play with any five domains of his choice. Upon gaining a new domain, a sacredote must drop an old domain, immediately losing all domain spells. Spells the sacredote does not gain from any other domain are no longer considered to be on his domain spell list and if they are already prepared, they are lost.
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 +
To change domains, a spirit sacredote must make a connection with a creature with powers related to the domain he wishes to adopt and of a challenge rating equal to his level or higher. This is usually a monster with an appropriate theme and origins, see Table: Sponsors. A single sponsor can contribute several domains if it has the appropriate type and powers. Changing domains is done as a part of spell preparation and in the presence of a cooperative sponsor. Humanoid creatures can never be sponsors.
  
A spirit sacredote can have up to four domains simultaneously and begins play with any four domains of his choice. Upon gaining a new domain, a sacredote must drop an old domain, immediately losing domain powers and domain spells. Prepared spells from the old domain are lost, and unless the spirit sacredote has access to the spell by some other means, it is no longer considered to be on his spell list.  
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With a functional, intelligent creature, the bargain is stuck with the creature itself. A creature will bargain for its services, demanding wealth, aid, payment, alliance, or even just mercy if it is helpless. A creature the spirit sacerdote already helped might become a sponsor from simple gratitude. A charmed, placated, dominated, or helpful creature will act as a sponsor for free.
  
What kinds of creatures make appropriate sponsors is ultimately up to the [[GM]] and is based on the type and abilities of the creature. A fire giant grants the artifice, fire, and strength domains, a dryad grants the charm and plant domains, and so on.
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Non-intelligent and even dead creatures can still be bargained with; in this case the spirit sacredote uses the creature as a link to the spirit of its kind rather than negotiating with the creature itself. At the [[GM | game masters']] discretion it is also possible to get in touch with a spirit sponsor at a site linked to that domain, such as an old battlefield for the war domain or an altar sacred to a god that offers the domain. A spirit sponsor always demands payment, generally in the form of a service or promise. Such tasks can seem whimsical to humans, but are of great import to the sponsor. The GM and player should agree on some minor task or prohibition. For example, a giant centipede spirit might offer the decay sub-domain of the plant domain to a spirit sacredote in exchange for a promise to never wash as long as he retains the domain while a whale spirit may demand that the sacerdote remove a nest of nearby troll whalers.
  
A sponsor usually demands some payment, generally in the form of a service, quest, or promise. Such tasks can seem whimsical to humans, but are of great import to the sponsor. Even a non-intelligent creature can be bargained with; the spirit sacredote is using the creature as a link to the spirit of its kind. For example, a giant centipede spirit might offer the decay subdomain of the plant domain to a spirit sacredote in exchange for a promise to never wash as long as he retains the domain. Such a promise is not magically binding to the spirit sacredote and has to be enforced by the spirit trough whatever means it has, but the sponsor magically knows when a promise has been broken and can commune this to other spirits. Wise sacredotes abide by their contracts, avoiding irate sponsors and a bad reputation. Spirits respect strength and do not grow angry when domains are wrested from helpless creatures, only when a brokered deal is broken.
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A spirit sacredote that breaks an agreement with a sponsor loses access to that sponsor's domain(s) for 24 hours. If the spirit sacerdote takes a feat that has a domain as a prerequisite, he can only use that feat when he can use that domain.
  
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==
 
These abilities of the original class are lost or modified in this archetype:
 
These abilities of the original class are lost or modified in this archetype:
* Domains
+
* Class Skills
 +
* Calculated Targeting
 +
* Divine Wrath
 
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<noinclude>{{OGL}}</noinclude>
 
<noinclude>{{OGL}}</noinclude>

Latest revision as of 12:14, 30 July 2015

ApathApath Logo
Unofficial rules compendium

A spirit sacredote does not have a patron or even a philosophy to provide powers for him. Rather, his powers are fueled by temporary alliances he makes with various spirit sponsors.

Publisher: Purple Duck Games.

Class Information

This is a sacredote archetype.

Class Skills

The sacredote's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (Planes) (Int), Perform (Cha), Sense Motive (Wis), and Spellcraft (Int).

Skill Points per Level: 2 + Int modifier.

Hit Dice: d6.

Class Abilities

This archetype has all normal class abilities, except as noted.

Table: Sponsors
Domain Creatures
Air Domain Air subtype
Animal Domain Animal type
Artifice Domain Construct type
Chaos Domain Chaotic subtype
Darkness Domain Kyton subtype
Charm Domain Fey type
Death Domain Undead type
Destruction Domain Ooze and vermin types
Earth Domain Earth subtype
Evil Domain Evil subtype
Fire Domain Fire subtype
Good Domain Good subtype
Law Domain Lawful subtype
Luck Domain Fey type
Madness Domain Aberration type
Plant Domain Plant type
Repose Domain Psychopomp subtype
Strength Domain Giant subtype
Trickery Domain Fey type
Void Domain Aberration type
War Domain Monstrous humanoid type
Water Domain Water subtype
Gamemastering Sponsors

What kinds of creatures make appropriate sponsors is ultimately up to the game master and is based on the type, subtype, and abilities of the creature. At a minimum, Table: Sponsors gives certain types and subtypes that can be sponsors for certain domains, but this is just a starting point. Game masters are encouraged to consider the nature and abilities of each creature and be generous. A fire giant grants the fire and strength domains because of its type and subtype, but it is also a craftsman and thus grants the artifice domain. A dryad grants the charm, luck, and trick domains because it is a fey but also the plant domain because of her powers. A mite is a fey, but can't sponsor either the charm or luck domain, tough it might grant a subdomain such as lust or curse if these are in use. And so on.

Game masters are encouraged to use this as an adventure hook. In addition to making the domain available, the spirit sacredote and his companions receive normal experience points (and possibly loot and other rewards) for fulfilling an obligation to a sponsor.

Blessed Charisma (Ex)

Replace all references to Intelligence in the calculated targeting ability, the divine wrath ability, and wrath feats to Charisma when used by a spirit sacerdote.

A spirit sacredote can change domains. A spirit sacredote can have up to five domains simultaneously and begins play with any five domains of his choice. Upon gaining a new domain, a sacredote must drop an old domain, immediately losing all domain spells. Spells the sacredote does not gain from any other domain are no longer considered to be on his domain spell list and if they are already prepared, they are lost.

To change domains, a spirit sacredote must make a connection with a creature with powers related to the domain he wishes to adopt and of a challenge rating equal to his level or higher. This is usually a monster with an appropriate theme and origins, see Table: Sponsors. A single sponsor can contribute several domains if it has the appropriate type and powers. Changing domains is done as a part of spell preparation and in the presence of a cooperative sponsor. Humanoid creatures can never be sponsors.

With a functional, intelligent creature, the bargain is stuck with the creature itself. A creature will bargain for its services, demanding wealth, aid, payment, alliance, or even just mercy if it is helpless. A creature the spirit sacerdote already helped might become a sponsor from simple gratitude. A charmed, placated, dominated, or helpful creature will act as a sponsor for free.

Non-intelligent and even dead creatures can still be bargained with; in this case the spirit sacredote uses the creature as a link to the spirit of its kind rather than negotiating with the creature itself. At the game masters' discretion it is also possible to get in touch with a spirit sponsor at a site linked to that domain, such as an old battlefield for the war domain or an altar sacred to a god that offers the domain. A spirit sponsor always demands payment, generally in the form of a service or promise. Such tasks can seem whimsical to humans, but are of great import to the sponsor. The GM and player should agree on some minor task or prohibition. For example, a giant centipede spirit might offer the decay sub-domain of the plant domain to a spirit sacredote in exchange for a promise to never wash as long as he retains the domain while a whale spirit may demand that the sacerdote remove a nest of nearby troll whalers.

A spirit sacredote that breaks an agreement with a sponsor loses access to that sponsor's domain(s) for 24 hours. If the spirit sacerdote takes a feat that has a domain as a prerequisite, he can only use that feat when he can use that domain.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Calculated Targeting
  • Divine Wrath
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