Lysander
2009-06-28, 02:11 AM
Pilgrims are holy wanderers who travel the world to learn truths at holy sites and spread their wisdom to any who will listen. Any good person with a respect for the divine can become a pilgrim.
Pilgrims are easily identified by a holy symbol of travel that appears on their foreheads. They are highly revered throughout most parts of the world, and can usually get free food and lodging as they journey. They thank those that aid them with a blessing. Sentient creatures will rarely attack a pilgrim as it is common knowledge that killing them invokes a powerful curse, although a careful bandit might try to rob them by using non-lethal damage.
Becoming a pilgrim requires a day long ritual led by a good cleric. One must also invest at at least two ranks in Knowledge (Religion) and Survival.
Any ideas what the level adjustment on this should be?
Attributes:
Oath of Pilgrimage
Pilgrims travel by mundane means to better explore and connect with the world. They cannot use magic like teleporting or flying to bypass large distances except in extreme emergencies. Violating this oath can cause them to lose all pilgrim abilities, reversible only through an atonement spell.
Good Aligned
A pilgrim has an aura of good. If their alignment changes so they are no longer good they lose all special Pilgrim abilities, reversible only through an atonement spell.
Detect Good
Pilgrims can use detect good at will. Additionally they can instantly identify which deity a good divine caster or holy site is affiliated with. They can also detect the presence and direction of any Hallowed land within ten miles, but gain no other information until they reach it.
Geas Immunity
Pilgrims have their own journey and are immune to geas/quest spells and Mark of Justice. However they will usually do what they can for a good cause willingly.
Holy light
At will they can emit light as bright as a torch from their hands or from a wooden staff they hold. Unlike the normal light holy light illuminates within but doesn't dispel magical darkness.
Protection From Evil
Pilgrims are under a permanent Protection From Evil effect, with an equivalent caster level equal to their total character level.
Holy Symbol
A holy mark of travelers appears prominently on a pilgrim's forehead. This mark cannot be hidden with the disguise skill or spells like Disguise Self, and persists if a pilgrim's form is altered. It can be covered up though, and doesn't interfere with disguises that involve a hat, wig, or other garment that covers the forehead. The holy symbol provides a +4 modifier to diplomacy checks with good creatures and makes it easy to gain free food and lodging.
Blessing
Once a day a Pilgrim may bestow a permanent blessing of fortune by touching a person. The blessed person gains a +2 modifier when performing any trained profession check and any future children they have will be free of birth defects. Multiple pilgrim blessings do not stack. Pilgrims are themselves automatically blessed.
Safe Travel
The holy symbol on a pilgrim's head is a warning sign. Any sentient creature responsible for killing a pilgrim, even indirectly through a summoning spell or by dominating another creature, must succeed on a DC20 will save or be permanently cursed to avoid the day. The curse causes the creature to take 1d6 damage for each round they are in direct sunlight. Break Enchantment can end this curse, but if the spellcaster is a lower level than the slain pilgrim the curse will resume in 1d4 days. The curse does not affect animals, outsiders or undead.
Pilgrims are easily identified by a holy symbol of travel that appears on their foreheads. They are highly revered throughout most parts of the world, and can usually get free food and lodging as they journey. They thank those that aid them with a blessing. Sentient creatures will rarely attack a pilgrim as it is common knowledge that killing them invokes a powerful curse, although a careful bandit might try to rob them by using non-lethal damage.
Becoming a pilgrim requires a day long ritual led by a good cleric. One must also invest at at least two ranks in Knowledge (Religion) and Survival.
Any ideas what the level adjustment on this should be?
Attributes:
Oath of Pilgrimage
Pilgrims travel by mundane means to better explore and connect with the world. They cannot use magic like teleporting or flying to bypass large distances except in extreme emergencies. Violating this oath can cause them to lose all pilgrim abilities, reversible only through an atonement spell.
Good Aligned
A pilgrim has an aura of good. If their alignment changes so they are no longer good they lose all special Pilgrim abilities, reversible only through an atonement spell.
Detect Good
Pilgrims can use detect good at will. Additionally they can instantly identify which deity a good divine caster or holy site is affiliated with. They can also detect the presence and direction of any Hallowed land within ten miles, but gain no other information until they reach it.
Geas Immunity
Pilgrims have their own journey and are immune to geas/quest spells and Mark of Justice. However they will usually do what they can for a good cause willingly.
Holy light
At will they can emit light as bright as a torch from their hands or from a wooden staff they hold. Unlike the normal light holy light illuminates within but doesn't dispel magical darkness.
Protection From Evil
Pilgrims are under a permanent Protection From Evil effect, with an equivalent caster level equal to their total character level.
Holy Symbol
A holy mark of travelers appears prominently on a pilgrim's forehead. This mark cannot be hidden with the disguise skill or spells like Disguise Self, and persists if a pilgrim's form is altered. It can be covered up though, and doesn't interfere with disguises that involve a hat, wig, or other garment that covers the forehead. The holy symbol provides a +4 modifier to diplomacy checks with good creatures and makes it easy to gain free food and lodging.
Blessing
Once a day a Pilgrim may bestow a permanent blessing of fortune by touching a person. The blessed person gains a +2 modifier when performing any trained profession check and any future children they have will be free of birth defects. Multiple pilgrim blessings do not stack. Pilgrims are themselves automatically blessed.
Safe Travel
The holy symbol on a pilgrim's head is a warning sign. Any sentient creature responsible for killing a pilgrim, even indirectly through a summoning spell or by dominating another creature, must succeed on a DC20 will save or be permanently cursed to avoid the day. The curse causes the creature to take 1d6 damage for each round they are in direct sunlight. Break Enchantment can end this curse, but if the spellcaster is a lower level than the slain pilgrim the curse will resume in 1d4 days. The curse does not affect animals, outsiders or undead.