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View Full Version : [3.5 Base Class] The Faithful (PEACH)



Quellian-dyrae
2013-04-02, 12:09 AM
Faithful

"You believe, therefore I am." -A god to its Faithful.

Supernatural power can come from many places. From ancient tomes of arcane lore to one's own ancestry. From pacts and partnerships with magical or extraplanar creatures. From deep within one's own mind and soul.

Or it can come from the gods, and a person's own faith in them. The Faithful can come from any number of backgrounds - devoted priests, questing paladins, zealous crusaders, and scholarly monks are all classical examples. But the barbarian who pays homage to the spirit world, the samurai who receives the blessing of his ancestors, even the mages who revere gods of magic and rogues who pay tithes to deities of darkness and cunning can all be counted among the Faithful. Whatever their backgrounds and goals, they live and work and fight in the service of something greater than themselves, and through their sincere belief and devotion to their gods or ideals, are gifted with Faith Magic, allowing them to bless their allies, curse their foes, and hallow the ground they walk.

Adventures: The Faithful are, above all, unshakable idealists. Although not all serve the brightest of ideals, every Faithful has something, some cause, that it dedicates itself to above all else. Most Faithful adventure in support of that cause; to spread it, to defend it, to bring it about. Naturally, many Faithful follow the cause of a deity, and work in their travels to fulfill their god's aims and goals.

Characteristics: The Faithful class is meant to be broad and customizable. One Faithful could be a mighty barbarian shaman, a powerful warrior capable of augmenting its fighting and turning the land against its foes, while another might be a scholar who summons allies from other planes and receives oracular visions. The choice of Backgrounds, Talents, and Rites will vastly differentiate two Faithful. As a whole, the class tends slightly towards supportive powers over raw offense or sheer utility, but even this is only a general tendency.

Alignment: Faithful can be any alignment, but whatever alignment they choose, it tends to be a serious part of who they are. True neutrality, however, is comparatively rare, as there are some Faith powers that involve alignments and opposing alignments; true neutral does not have an "opposite" alignment for this purpose, and thus gets less or no benefit from such effects (although there are plenty of alignment-independent powers that the class offers).

Religion: The Faithful are the devotees of all manner of deities and religions. The choice of religion is one of the most important aspects of any Faithful's personality.

Background: The Faithful can come from any background (and in fact, the character's background is a significant influence on the features of the class). While many Faithful have a classical religious background, one need not be a priest to be one of the Faithful; a warrior who devotes itself to a deity of battles is every bit as qualified to take the class as a cleric who was brought up in a temple of the same.

Races: Any race that understands worship can be a member of the Faithful.

Other Classes: How a given Faithful responds to other classes will largely depend on its own deity and background. Naturally, a war-priest or fighting monk is going to have much more in common with the party's fighter or barbarian than with its rogue or wizard, while a devoted scholar to a god of magic is likely to get along well with mages. Faithful and other divine casters of the same or allied faiths tend to afford one another friendship and respect, although clerics, favored souls, and similar full divine spellcasters do tend to see themselves as wielding a greater portion of the power and responsibility of their deities.

Role: While the role of a Faithful can vary, it will usually be in at least some ways supportive. Just about every Faithful has at least one Rite that can be used to augment, support, or protect its allies. Of course, that need not be its primary job; it is perfectly possible for a Faithful to be a powerful combatant or magical damage dealer, or even to provide a fair amount of utility magic, though usually not to the degree of a dedicated spellcaster.

Adaptation: Just on its face, the Faithful class is highly customizable. It's possible, though, to strip out the divine connection and treat the class's powers as simple magic, Ki powers, or similar generic supernatural effects.

GAME RULE INFORMATION
Faithful have the following game statistics.
Abilities: All Faithful select an ability score that governs most of their powers, which is always their most important ability score. What other scores are valuable to a given Faithful will vary widely.
Alignment: Any.
Hit Die: Varies.
Starting Age: As cleric.
Starting Gold: As cleric.

Class Skills
The Failful's class skills (and the key ability for each skill) are...
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Perform (Cha), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Faithful also select four additional class skills of their choice.

Skill Points at First Level: Varies
Skill Points at Each Additional Level: Varies

FAITHFUL
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+*|
+*|
+*|
+*|Aura, Background, Faith Magic, Talent.

2nd|
+*|
+*|
+*|
+*|Grace.

3rd|
+*|
+*|
+*|
+*|Talent.

4th|
+*|
+*|
+*|
+*|Bonus Feat.

5th|
+*|
+*|
+*|
+*|Extra Gifts.

6th|
+*|
+*|
+*|
+*|Conviction 1.

7th|
+*|
+*|
+*|
+*|Grace.

8th|
+*|
+*|
+*|
+*|Talent.

9th|
+*|
+*|
+*|
+*|Bonus Feat.

10th|
+*|
+*|
+*|
+*|Miracle.

11th|
+*|
+*|
+*|
+*|Conviction 2.

12th|
+*|
+*|
+*|
+*|Grace.

13th|
+*|
+*|
+*|
+*|Talent.

14th|
+*|
+*|
+*|
+*|Bonus Feat.

15th|
+*|
+*|
+*|
+*|Extra Gifts.

16th|
+*|
+*|
+*|
+*|Conviction 3.

17th|
+*|
+*|
+*|
+*|Grace.

18th|
+*|
+*|
+*|
+*|Talent.

19th|
+*|
+*|
+*|
+*|Bonus Feat.

20th|
+*|
+*|
+*|
+*|Miracle.[/table]

Class Features
All of the following are class features of the Faithful.

Weapon and Armor Proficiencies: At a minimum, Faithful are proficient with simple weapons, but not with armor and shields. Depending on their Background, they may have other proficiencies.

Aura (Su): The Faithful are exemplars of their alignment. They have an Aura as a cleric of a deity of their alignment, with an effective cleric level equal to their Faithful class level. Additionally, at will, the Faithful can manifest its aura in a visual display, shedding bright light out to a radius of 5' per class level + 5' per point of Faith Modifier, and providing shadowy illumination an equal distance beyond that. The Aura suppresses any effect that creates darkness or shadow within its fully illuminated area with a spell level of equal to or less than half the Faithful's class level. Such effects of higher level block the aura. The Aura does not dispel such effects, and nor do they cancel each other out; whichever is dominant simply maintains its normal effect on illumination in the overlapping area, while the other does nothing.

Background: Faith can come to anyone. Devoted clerics are not the only ones who dedicate their lives to the will of the gods. Many faiths have paladins and crusaders to champion their causes, evangelists to spread their word, and scholars to record their texts. Even beyond that, many are the warriors who beseech gods of battle for strength, mages who ask the deities of magic for knowledge, and rogues who offer some of their ill-gotten gains to gods of deception and stealth. Regardless of their exact background and deity, all of these people are numbered among the Faithful.

At a minimum, Faithful receive a d6 HD, 4 skill points per level, a Poor BAB, and a single good save of its choice, and a Devotion rating of 2. From this baseline, they receive seven Background Points, which may be spent as follows:

Faith Ability: The connection a Faithful has to its deity can vary widely. Some study the texts and ethos of their gods in exhaustive detail and learn their powers from dedicated study. Others have a more intuitive understanding of the magic they wield. Still more simply tap into the deep strength of their spirits to power the magic drawn from their faith.

All Faithful choose a Faith Ability as the primary ability score that they draw their powers from. Constitution, Intelligence, Wisdom, and Charisma are all possible choices. However, choosing Constitution costs one Background Point, while choosing Charisma awards one additional Background Point.

The save DCs for a Faithful's abilities is 10 + 1/2 class level + Faith Modifier.

Bonus Type: Many Faithful abilities provide a Sacred or Profane bonus. Good Faithful always provide a Sacred bonus, evil Faithful a Profane bonus. Neutral Faithful may choose which they provide on character creation (they always provide the same type of bonus for all abilities).

BAB: Two Background Points raises BAB by one step, to a maximum of Full. Additionally, a Faithful who has a Medium BAB gains proficiency with a single martial weapon, light armor, and shields (except tower shields). An Faithful who has a Full BAB also gains proficiency in all martial weapons, medium armor, and heavy armor.

HD: One Background Point raises HD by one step, to a maximum of d12.

Skill Points: One Background Point raises skill points per level by 2, to a maximum of 8. In addition, each such Background Point spent allows the Faithful to select four more class skills of its choice.

Saves: One Background Point purchases a second good save. For another two Background Points (three total), the Faithful receives all good saves.

Devotion: Each additional point of Devotion costs three Background Points (Devotion represents your focus on Faith Magic; a higher Devotion gives you access to more supernatural powers from this class).

Faith Magic (Sp): The Faithful draw upon their belief in the gods - or sometimes, belief in a certain ideal, cause, or even themselves - to work amazing powers. Where exactly the power of the Faithful comes from is often debated. The gods usually take credit for their own Faithful, and sometimes for the Faithful of causes and ideals within their portfolio, but some Faithful do seem to be able to tap into their power without divine intervention.

Faith and Piety

The power of the Faithful is not about stamina, or magical energy, or any sort of reserve of strength. It is purely a matter of Faith. Faith is the resource used to power many of a Faithful's more potent abilities.

Unlike many characters, the Faithful do not have a "maximum" Faith. Rather, they have a Piety rating, which is the starting point of their Faith and where it naturally falls to at rest. Piety, and thus starting Faith, is equal to the Faithful's Devotion plus half its Faith Modifier.

Faith is generally spent to add Gifts to Rites, augmenting their effect in various ways. Certain other feats and class features may also require an expenditure of Faith. Each hour, your Faith moves one point closer to your Piety. Additionally, with a full night's rest, your Faith resets to equal your Piety, regardless of whether or not it was higher or lower. Finally, upon succeeding a challenging encounter, your Faith increases to equal your Piety if it is currently lower; whatever else the Faithful believe in, they must all possess a strong faith in themselves.

Piety can also be spent, and often is to perform Miracles. Piety recovers slowly; for each point of Piety you are below your maximum, it takes a full week to recover a single point of Piety. Spending a point of Piety resets and recalculates this time period.

In addition to all other effects, a Faithful can spend one point of Faith to add its Faith Modifier on any d20 roll, or to its AC against all attacks by a single opponent for a single round. It may halve the bonus to do so after seeing the results of the original roll. It may spend one point of Piety to immediately increase its Faith by its Piety (after the expenditure), to treat a single d20 roll as a natural 20 (after seeing the results of the original roll), or to stabilize at -1 hit points if it would otherwise be killed. Additionally, the Faithful can spend one point of Piety, rather than losing a level or point of Constitution, upon being raised from the dead.

You cannot spend enough Piety to lower it below 1; falling to 0 Piety can only occur through severe infractions of Oaths.

Oaths

In addition to the mundane ways of recovering Faith and Piety, the Faithful may swear up to two Oaths. An Oath creates a set of circumstances that allow you to recover Faith and Piety, but also circumstances that cause you to lose them. Some Oaths are mutually exclusive. Each Oath can affect you in six ways; gaining Faith, refreshing Faith, gaining Piety, losing Faith, degrading Faith, and losing Piety.

A situation that causes you to gain Faith increases your Faith by one. This can only happen once per round (but see the Conviction class feature). A situation that causes you to refresh Faith sets your Faith equal to your Piety, if currently lower, or increases your Faith by two otherwise. This can only happen once per encounter (and even that is somewhat rare), but if you wish, you can "hold" a refresh for up to a number of rounds equal to your Faith Modifier before gaining the benefit. A situation that causes you to gain Piety increases your Piety by one, up to its normal maximum. This can only happen once per day (and even that would be extremely rare).

A situation that causes you to lose Faith lowers your Faith by one. This can only happen once per round. A situation that causes you to degrade Faith sets your Faith equal to your Piety, if currently higher, or halves your Faith otherwise. This can only happen once per encounter. A situation that causes you to lose Piety lowers your Piety by one, to a minimum of zero. This can only happen once per day.

Severe infractions of Oaths can lower Piety, and repeat infractions can even reduce it to 0. In this circumstance, you lose all supernatural and spell-like class features from this class until you recover at least one point of Piety. An Atonement spell raises your Piety to 1, if it is currently 0. An Atonement spell cast within twenty-four hours of losing Piety due to an Oath infraction removes that Piety loss.

The Oaths are given below, although the DM may allow you to create your own Oaths.

In addition to the explicitly listed options, spending a full role playing scene clearly exemplifying the spirit of the Oath can, at DM discretion, set your current Faith to equal your Piety, if it is currently lower.

Many Oaths refer to "challenging" opponents or encounters. A challenging opponent is one with a CR no lower than your character level - 2, or a group of opponents with a combined EL at least that high. A challenging encounter is one with an EL no lower than your average party level (this assumes a party of four and average campaign power level; in higher or lower power campaigns, it should be modified up or down appropriately). In any case, an encounter that ends in fewer than three rounds is never considered challenging for this purpose.

Finally, each Oath provides a special ability used by activating your Aura. You activate your Aura for one minute by spending a point of Faith as a swift action. While active, your Aura provides illumination as explained previously. Additionally, any darkness effects that your Aura is suppressing at the moment you activate it are fully dispelled within the overlapping area.

Oath of the Protector: You are a defender of your faith and your allies. When they are threatened, your powers rise quickly to their defense, and few things bring you more joy than seeing them come out of a difficult battle unharmed. However, if you bring them harm, even accidentally, the guilt can be crushing. This Oath is mutually exclusive with the Oath of the Avenger.

While your Aura is active, any opponent within its radius who takes an offensive action on its turn, and who does not target or affect you with an offensive action on its turn, provokes attacks of opportunity from all foes threatening it at the end of its turn.


Gain Faith: If an opponent you threaten, or who you targeted with an offensive action on your last turn, targets an ally with an offensive action on its turn. This triggers a maximum of once per enemy turn, regardless of how many attacks it makes or how many allies it attacks.
Refresh Faith: If an ally you can see is brought below 0 hit points.
Gain Piety: If you win a challenging battle and none of your allies began a turn below their maximum hit points or under the effects of negative conditions (you must have at least one ally actively participating in the battle to qualify). You also gain Piety if the DM deems that you have accomplished something that has saved numerous lives.
Lose Faith: If you cause damage or negative effects to an ally, intentionally or accidentally.
Degrade Faith: If you incapacitate an ally, intentionally or accidentally.
Lose Piety: If you kill a character you considered an ally at any point in the past day, intentionally or accidentally. You also lose Piety if the DM deems you have brought great harm upon your allies, loved ones, or faith.


Oath of the Avenger: You are the sword that redresses the wrongs done to your faith. While you do not seek conflict, those who wish to bring harm to the followers of your deity will have you to deal with. You take pride in meting out justice, but cannot let a wrong go unavenged. This Oath is mutually exclusive with the Oath of the Protector.

While your Aura is active, each time an opponent within its radius deals damage, that opponent receives damage equal to your Faith Modifier.


Gain Faith: If you take a successful offensive action against the opponent who dealt the most damage to you and your allies since the end of your last turn (if no enemies have dealt damage since the end of your last turn, this cannot activate).
Refresh Faith: If you incapacitate an opponent who incapacitated an ally previously in the encounter.
Gain Piety: If you kill an enemy who you have witnessed killing an ally, loved one, or member of your faith. You also gain Piety if the DM deems that you have avenged a great wrong.
Lose Faith: In any round that you or your allies are harmed or hindered by opponents, and you do not take an offensive action against at least one of the responsible opponents.
Degrade Faith: If you accept surrender, unless the opponent agrees to redress any harm it has caused, or has not caused any harm to you, your allies, your loved ones, or a member of your faith.
Lose Piety: If an opponent you have shown mercy to attacks you, your allies, your loved ones, or your faith within a week of the mercy being shown. You also lose Piety if your DM deems you have not made a reasonable effort to redress a grievous wrong done to you.


Oath of the Survivor: You've sworn to serve your deity to the best of your ability - and being dead rather impairs that. This is not to say you are a coward; while avoiding danger is well and good, it's facing and surviving it that reinforces your self-confidence. However, you also don't seek danger out, as that would go against the entire point. This Oath is mutually exclusive with the Oath of the Martyr.

While your Aura is active, opponents find it more difficult to move towards you. Opponents whose movements bring them closer to you than they began (regardless of whether or not they are actually intending to approach you) treat all squares in your Aura as difficult terrain and provoke attacks of opportunity from either leaving or entering threatened squares (both cases are still considered attacks of opportunity for "movement", so an enemy who leaves a threatened square to enter another won't provoke twice, nor will it provoke multiple times for entering multiple threatened squares). Opponents must make a Will save to enter the area of your Aura; a failure immediately ends their movement for the current turn (opponents already in the aura do not need to save unless they leave and subsequently reenter).


Gain Faith: Any time a challenging opponent targets or affects you with an offensive action on its turn while you are below half your normal maximum hit points (this only triggers once per opponent, regardless of how many attacks it makes).
Refresh Faith: If you stabilize while dying, start a turn at exactly one hit point, or roll a natural 20 on a saving throw against an effect that would otherwise instantly kill you.
Gain Piety: If you win a challenging battle and did not end any turn below your maximum hit points or suffering from a negative effect; however, you must actively contribute to the battle (you can't simply flee, hide, or otherwise avoid the combat). You also gain Piety if the DM deems you have managed to survive a situation that should have killed you.
Lose Faith: If you provoke an attack of opportunity or readied attack.
Degrade Faith: If you actively initiate a challenging combat or other dangerous encounter (fighting back once attacked or joining in once your allies attack is okay, but you cannot be the one to start hostilities).
Lose Piety: If you directly harm yourself. You also lose Piety if your DM deems you have intentionally put yourself in serious danger.


Oath of the Martyr: Your life is not important, all that matters is your faith. While you do not seek death, you face it with perfect calm, knowing you will only be taken to your deity's side. What you cannot abide is seeing others suffer in your stead. This Oath is mutually exclusive with the Oath of the Survivor.

While your Aura is active, you may take on any or all damage or negative effects received by any allies within the Aura. You do not receive any normal defenses, resistances, or immunities against such effects, and you cannot mitigate or prevent them, although you can recover from them normally. If multiple allies are affected by the same attack, you may protect them all and only receive the effects of the attack once (although you might receive it again if you are also being affected yourself).


Gain Faith: In any round that you lose at least 10% of your maximum hit points, use a beneficial action on one or more allies, and do not affect yourself with any beneficial actions.
Refresh Faith: If you are rendered helpless, and recover from the condition during the same encounter (this includes falling below 0 hit points and being healed).
Gain Piety: Upon being brought back from the dead. You also gain Piety if the DM deems you have made a tremendous personal sacrifice.
Lose Faith: If you use a restorative or protective action on yourself while an ally you can see is below half its maximum hit points (unless the action also affects at least one such ally).
Degrade Faith: If an ally is incapacitated within one round of you using a restorative or protective action on yourself.
Lose Piety: If an ally is killed within one round of you using a restorative or protective action on yourself. You also lose Piety if the DM deems you have willingly allowed an ally or loved one to undergo serious suffering in your stead.


Oath of the Warrior: You are the sword of your church, the fist of your god. You have sworn to vanquish the enemies of your faith and accept all challenges. Victory in battle is what drives you, and you would sooner be a corpse than a coward. This Oath is mutually exclusive with the Oath of the Pacifist.

While your Aura is active, enemies treat squares within its radius as difficult terrain while moving away from you. Enemies within your Aura also take a penalty equal to your class level on any checks to avoid attacks of opportunity, and lose the benefit of any abilities that allow them to avoid certain types of attacks of opportunity. Opponents must make a Will save to leave the area of your Aura; a failure immediately ends their movement for the current turn.


Gain Faith: Whenever you drop a challenging opponent.
Refresh Faith: Whenever you get a challenging opponent to surrender or flee from you.
Gain Piety: Whenever you win what would normally be considered a challenging encounter in fewer than three rounds. You also gain Piety if the DM deems you have overcome a vastly superior foe.
Lose Faith: If your movement for the round takes you further away from all allies and all enemies active in the current battle.
Degrade Faith: If you surrender or flee a fight, or refuse a legitimate and reasonable challenge (a challenge is never considered reasonable for this purpose if it puts you at a handicap - true warriors are not afraid to face their enemies at full strength!)
Lose Piety: If you are taken prisoner. You also lose Piety if the DM deems you have been defeated by a vastly inferior opponent.


Oath of the Pacifist: You provide healing, blessings, advice, and support. If faced with violence, you prefer to simply wait for your opponents to cease fighting, although you may also neutralize them nonviolently if forced to it. You are secure in the knowledge that your deity will keep you from harm when attacked, as long as you do not cause harm yourself. This Oath is mutually exclusive with the Oath of the Warrior.

While your Aura is active, enemies must make a Will save to target any offensive action at one of your allies who is within the Aura (including you), or to make an area attack that overlaps the Aura. Any ally who takes an offensive action loses the protection against targeted effects for itself, and voids the protection against area effects for everyone, for the remainder of the activation. If you take an offensive action, the Aura deactivates and cannot be activated again for one minute.


Gain Faith: Whenever an opponent targets or affects you with an offensive action, unless you took an offensive action on your last turn.
Refresh Faith: In any round that opponents take offensive actions, but none of your allies do.
Gain Piety: If you complete an entire mission (including at least three encounters that have the potential for violence) without targeting or affecting a single opponent with an action. You also gain Piety if your DM deems you have managed to avert or end a violent conflict through nonviolent means.
Lose Faith: By dealing hit point damage or ability damage to a sapient being.
Degrade Faith: If an opponent you have neutralized nonviolently is killed.
Lose Piety: By killing a sapient being. You also lose Piety if your DM deems you have undertaken a particularly egregious act of violence.


Oath of the Champion: You are the face of your church in the world, and are expected to live up to the highest ideals of honor. Your word is your bond, you have no need for trickery or foul play. When enemies try to use dishonorable tactics against you, you remain secure in the superiority of your ideals.

While your Aura is active, allies within its area get a bonus equal to half your class level on Spot checks, Listen checks, and saving throws against poison. None of your allies in the aura are considered surprised, flat-footed, or flanked unless all of them are. Further, all allies in the Aura are treated as having Blindsight with regards to any enemy within the Aura who has taken an offensive action since the end of your last turn.


Gain Faith: Any time an enemy misses you while you would normally be flanked or denied your Dexterity bonus to AC (even if, due to special abilities, you ignore the penalties for such), any time you succeed a saving throw against poison, or any time you are targeted or affected by an enemy action when you have no way of targeting or affecting that enemy.
Refresh Faith: Any time you are unable to act during a surprise round, and your enemies are not.
Gain Piety: If you defeat a challenging opponent who either betrayed or feigned an alliance with you in the past week. You also gain Piety if the DM deems you won a challenging encounter despite a substantial external handicap.
Lose Faith: Any time you attack an enemy who is flanked or denied its Dexterity bonus to AC, or attack with a poisoned weapon.
Degrade Faith: Any time you act in a surprise round that your opponents may not act in.
Lose Piety: Any time you break your word or betray a friend or ally. You also lose Piety if the DM deems you have dishonored your faith or a lord you have sworn fealty to.


Oath of the Zealot: Your faith is the true faith, your god the true god. Allied gods may or may not have your respect, but competitor deities are false idols to be cast down. You devote yourself to destroying the works of heretics and blasphemers, but must always adhere to the strictest tenets of your alignment and faith.

While your Aura is active, characters in the Aura whose alignment is at least three steps different from your own, or who have a patron deity that is an enemy of your own, cannot receive the effects of any beneficial spells or supernatural or spell-like abilities that target or affect them (those that are already in place are not disrupted), unless the caster makes a successful level check against a DC of 11 + your class level. In addition, such characters must make such a check to use any divinely-granted spells or supernatural or spell-like abilities while within the Aura, although the DC in this case is only 6 + your class level. For this purpose, the spell-like abilities of Outsiders are always considered "divinely granted".


Gain Faith: By incapacitating an opponent who worships a different patron deity than you.
Refresh Faith: By executing a successful coup de grace against an opponent whose alignment is the exact opposite of your own.
Gain Piety: By converting another person to your faith. You also gain Piety if the DM deems you have accomplished some grand feat that fits the portfolio of your deity.
Lose Faith: By targeting or affecting a character whose alignment is at least three total steps different from yours (for example, a LG zealot would count CN, NE, and CE) or who worships a patron deity who is an enemy of your own, with a beneficial action.
Degrade Faith: By assisting with a challenging encounter with the primary goal of directly benefitting a character who meets the above criteria and which does not directly benefit your faith.
Lose Piety: By assisting in a task that is opposed to your deity's portfolio (such as a Faithful of a god of justice breaking a criminal out of jail, or a Faithful of a goddess of love trying to break up a romance). You also lose Piety if the DM deems you have seriously violated your alignment or your deity's ethos.


Rites

Faith Magic is divided into several different Rites. You have access to a number of Rites equal to your Devotion. The available Rites are Blessings, Curses, Imbues, Hallows, Shieldings, Summons, Visions, and Wardings.

Rites can be improved by spending Faith. You initially cannot spend more than one point of Faith on any given Rite, although the Conviction class feature extends this limit.

Many Rites use "Maintenance" to determine their duration. The Rite initially lasts for one round. However, if you wish, you may concentrate on the Rite to Maintain it in later rounds. You may only Maintain a Rite for a maximum of one minute per class level.

See the Rites and Gifts section for details on the effects of Rites.

Gifts

The most basic way to improve a Rite is to add Gifts to it. A Gift is a package of extra effects that you can add to your Rites. Each Rite has several options that you may use to create Gifts, which are each given a point value. You can add a number of points worth of options to any Gift equal to your class level or your Devotion, whichever is higher. You cannot add the same option more than once per class level (generally, this only matters for low-cost options at the lowest levels).

You begin with a number of Gifts equal to your Devotion for each Rite you know, but certain class features provide more. You may also rebuild any or all of your Gifts each time you gain a class level.

Adding a Gift to a Rite costs one point of Faith. If the Rite lasts for a duration or is maintained, the Gift remains active until it expires.

Talents: The Faithful come from all walks of life, and generally practice other skills along with their magical powers. At first level, third level, and every five levels thereafter, the Faithful may choose a Talent from the following list. The same Talent may be purchased multiple times.

Bonus Feat (Ex): Each time you choose this Talent, you gain a bonus feat that you meet the prerequisites for, which must be drawn from the fighter list of bonus feats. The first time you select this talent, you also gain one of the following bonus feats: Exotic Weapon Proficiency, Exotic Armor Proficiency, or Tower Shield Proficiency.

Hunter (Ex): You gain a Favored Enemy, similar to that of a ranger, although you may also choose members of a certain religion as a favored enemy. You may change your favored enemy as a swift action once per day, after dealing damage to or receiving damage from a target of the new enemy type. For each purchase of this ability, you get a +1 bonus on attack rolls and save DCs, and a +2 bonus on damage rolls and opposed checks, against your favored enemy. For each even-numbered purchase of this Talent, you may have one additional favored enemy (all enemies use the same bonus, and you can change each individually once per day). Additionally, the first time you gain this Talent, you gain Track as a bonus feat.

Maneuvers (Ex or Su): Each time you select this Talent, you gain a single martial maneuver of a level no higher than one-third your character level, rounded up, and which you meet the prerequisites for. You do not ready and expend individual maneuvers; rather, you may initiate a single maneuver by spending a point of Faith. Additionally, the first time you gain this Talent, you gain Martial Stance as a bonus feat. You may change your maneuvers (including the stance) each time you gain a level.

Living Weapon (Ex): You gain Improved Unarmed Strike as a bonus feat, and your unarmed strikes deal 1d6 points of damage per purchase of this Talent. For each odd-numbered purchase, your base threat range or critical multiplier with your unarmed strikes improves by one (you must increase the same one each time). For each purchase, your unarmed strikes receive a +1 Enhancement bonus to attack and damage rolls (overcoming DR/magic at +1, and DR/epic at +6), and gain the ability to overcome one type of DR of your choice, aside from DR/-. When wielding a weapon, you may replace its damage, critical entry, and/or enhancement bonus with those of your unarmed strike, if you wish, although only your actual unarmed strike gains the ability to overcome chosen types of DR. When using a Curse that deals damage, you may use your Living Weapon enhancement bonus and critical entry, and add your unarmed damage to the blast damage. Additionally, the first time you select this Talent, you gain the ability to add your Faith Modifier to AC, but it is capped by your armor's maximum Dexterity bonus. This does not stack with other abilities that add an ability modifier to AC.

Psionics (Ps): Each time you gain this Talent, you gain the ability to manifest a single psionic power as a psi-like ability three times per day. Manifesting one of these powers also costs one point of Faith. The level of the power cannot exceed one-third the class level at which you purchased this Talent, rounded up. You may not choose powers with XP costs. You may change your selected powers each time you gain a level. Additionally, when you first gain this Talent, you gain Wild Talent as a bonus feat. Each power gained from this Talent lowers your maximum hit points by twice its level.

Rage (Ex): You gain the ability to enter a rage, similar to that of a barbarian. You may rage once per encounter, and the rage lasts for a number of rounds equal to your Faith Modifier + your number of purchases of this Talent. At the end of the rage, you are fatigued for the remainder of the encounter. While in a rage, you receive a +2 Sacred or Profane bonus to your Strength score and your Faith Score per purchase of this Talent, and get a +1 bonus to any saves rated as Good for your Faithful class. While raging, you take a -2 penalty to AC and to any saves that are rated as Poor for your Faithful class, and your actions are limited following the same rules as a barbarian's rage. Note, however, that you can always use all of your Faithful class features while raging. Additionally, the first time you gain this Talent, you gain Improved Toughness as a bonus feat.

Skirmish (Ex): You gain the Skirmish ability, as a scout, dealing +1d6 damage per odd-numbered purchase of this Talent and getting +1 AC per even-numbered purchase. Additionally, the first time you gain this Talent, you gain a +10' bonus to your base land speed.

Smite (Su): Once per encounter per purchase of this Talent, you can turn a single attack (melee or ranged, including magical effects that require ranged or ranged touch attack rolls) into a Smite attack. A Smite gets a bonus on the attack roll equal to your Faith Modifier, and a bonus on the damage roll equal to your class level. Additionally, the first time you gain this Talent, you gain the ability to use Detect {Alignment} at will.

Sneak Attack (Ex): You gain the Sneak Attack ability, as a rogue, dealing +1d6 damage per purchase of this Talent. Additionally, the first time you gain this Talent, you gain Trapfinding.

Spells (Sp): Choose the wizard, cleric, or druid spell list. Each time you gain this Talent, you gain the ability to cast a single spell from the chosen list as a spell-like ability three times per day. Casting one of these spells also costs one point of Faith. The level of the spell cannot exceed one-third the class level at which you purchased this Talent, rounded up. You may change the selected spells each time you gain a level. If you wish, you can gain the ability to change your available spells with eight hours of work, by reducing the daily uses of each spell to one. You may not choose spells with expensive material components, expensive focuses, or XP costs. Additionally, when you first gain this Talent, you gain the ability to use a number of 0-level spells from that list equal to your Faith Modifier at will. Each spell gained from this Talent lowers your maximum hit points by twice its level.

Zeal (Su): Any time you spend at least one point of Faith improving a Rite, you can increase your effective class level for purposes of that Rite by twice the purchases of this Talent. This does not require an additional action. You may spend Faith purely to gain this bonus if you wish to.

Quellian-dyrae
2013-04-02, 12:10 AM
Grace (Su): The Faithful are blessed by the gods, this latent blessing apparent in anything they do. At second level, and each five levels thereafter, you may choose one of the following forms of Grace.

Every time you gain a Grace, you may reassign your ability scores. You must use the original rules for assigning them (if you used point buy, you reassign points; if you used an array, you reassign those specific totals; if you rolled, you keep the same rolls, but change what scores they apply to).

Sword Grace: Substitute your Faith Modifier for your Strength or Dexterity modifier on attack rolls; add your Faith Modifier to weapon damage rolls.

Shield Grace: Gain an armor bonus to AC equal to your Faith Modifier. If wielding a shield, you can also replace the base shield bonus with half your Faith Modifier.

Soul Grace: Substitute your Faith Modifier for the normal ability score added on all saving throws. By purchasing this Grace a second time, you can instead simply add your Faith Modifier to all saving throws.

Heart Grace: Substitute your Faith Modifier for your Constitution Modifier for hit points.

Mind Grace: Choose a single ability score; substitute your Faith Modifier for that ability modifier on all ability checks and skill checks. By purchasing this Grace a second time, you can instead simply add your Faith Modifier to ability and skill checks based on that score.

Faith Grace: You get a +2 Sacred or Profane bonus to your Faith Ability. This Grace may be chosen multiple times to increase the bonus by 2 each time.

Bonus Feats: At fourth level, and every five levels thereafter, you gain a bonus Faithful feat that you qualify for (see the section on Faithful Feats).

Extra Gifts (Su): At fifth level, and every ten levels thereafter, you gain access to one additional Gift per point of Devotion, divided as you choose among the Rites you know.

Conviction (Su): As the Faithful advances, its conviction grows. At sixth level, and every five levels thereafter, the amount of Faith that can be spent improving a single Rite increases by one.

Additionally, the Faithful can gain Faith from its Oaths one additional time per round per point of Conviction. It may only gain Faith from a given Oath half this many times, rounded up, and each point of Faith requires a separate trigger of the Oath. For example, an eleventh level Faithful can gain up to three Faith per round, one point from each of three separate Oath triggers, no more than two of which can be from the same Oath.

Finally, your Conviction improves the base effect of your Rites. For each point of Conviction:


Your Blessings provide additional temporary hit points equal to your Faith Modifier.
Your Curses deal additional damage equal to your Faith modifier.
Your Imbues provide a +2 Sacred or Profane bonus on the affected skill checks.
Your Hallows modify effective Faithful and divine spellcaster levels by an additional +/-1.
Your Shieldings add +2 to the d10 roll, and an additional +1 bonus to the target's AC and saving throws.
Your Summons get a +2 bonus on all ability scores.
Your Visions let you roll an additional die (each of which you may swap for another during the round) or predict the actions of an additional target.
Your Wardings provide two additional points of Spell Resistance.


Miracles (Su): At tenth level, and every ten levels thereafter, you learn a Miracle, a potent display of faith magic. Additionally, each time you gain a new Miracle, the Miracle you learned previously improves.

Call the Host: You are able to call powerful allies from other planes. This functions in many ways like the Summons Rite, but is substantially more powerful. You may call any Outsider with a subtype that shares at least one of your alignment components, and does not oppose any of your alignment components (so a Lawful Good Faithful could call [Lawful], [Good], or [Lawful] [Good] Outsiders, but not [Lawful] [Evil] or [Chaotic] [Good] Outsiders. A Faithful with a neutral alignment component can summon Elementals as well. A Faithful with a Summons Rite can also call whatever creatures it could normally summon.

Calling extra-planar allies costs two points of Piety and requires a ten-minute ritual. You can call a combined EL of allies no higher than your character level or class level, whichever is lower. Called allies receive the same damage and hit point bonuses as allies summoned by the Summons Rite, and most effects that improve your Summons Rite apply equally to the Calling Miracle (and Summons Gifts may be added to it as if it were a Summons Rite), with the exception of those that reduce the action required. Unlike Summons, no concentration is required to maintain a Calling.

When you call creatures, you must choose a purpose for the Calling from the following list:

Assistance: The called creatures will directly follow and assist you or a chosen person to the best of their ability, following any reasonable orders given (most called allies are not automatons, however; orders against their nature or that would be clearly self-destructive are refused). You may only have one Assistance Calling in effect at any given time. The Calling ends after one day.

Task: The called creatures will perform a single, specific task. The task must have a clear resolution, and particularly convoluted or open-ended tasks will be refused. The called creatures perform the task to the best of their ability, but do so in their own way, and are not beholden to any other orders. The Calling ends after one week. Only one Calling can be assigned to a given task.

Protection: The called creatures will defend a specific, static location, up to the size of a large building. They will do so to the best of their ability, but will not leave the area they are guarding for any reason other than to respond to distant attackers upon the area, themselves, or inhabitants or fellow defenders (they will not pursue those who flee, but will take the fight to people who lob ranged attacks, for example). They will also protect legitimate inhabitants or guests of the area, and secure any prisoners. If desired, they will perform chores and maintenance and provide other basic assistance to inhabitants. The Calling ends after one year. Only one Calling can be assigned to a given location, but you may restrict the location (for example, Calling guardians for specific rooms rather than an entire fortress or dungeon).

Free: Finally, you can Call creatures free-willed. Free-willed creatures are considered Helpful towards you, and Friendly towards your allies and members of your religion. Otherwise, they act as they normally would; you have no control over them, and you must convince or coerce them to aid you as you would any NPC. As a rule of thumb, a payment of equal value to an encounter of their EL (for example, an XP or treasure sacrifice equal to your share of a reward for such an encounter, a service that is as challenging as such an encounter, or for evil ones, a sacrifice of an appropriate EL of creatures) should generally be sufficient to get them to aid you in a task. If you treat them poorly, they may choose to no longer aid you or even turn against you. Free-willed allies are Called until you choose to dismiss them.

Called allies are subject to the same limits on their spells and abilities as Summons, but the spell level limits increase to half your character level, rather than one-third.

Communion: You can commune with your deity or its agents to gain information. This requires a ten-minute ritual and the expenditure of one point of Piety. At the end of the ritual, you may ask a number of questions equal to your Faith Modifier.

Your deity is generally inclined to be helpful to you, but gods are not fully omniscient. Questions that directly relate to your deity's portfolio are generally answered completely. Questions that tangentially relate to your deity's portfolio result in a fairly broad answer; the information should be useful and relevant, but not necessarily specific or precise; it won't be enough to solve a mystery or puzzle, but might be able to help you figure out where to focus your investigation. Questions that do not relate to your deity's portfolio still receive a sort of "best guess" answer from a prodigiously intelligent and highly connected being, but the answer is vague and general, and may not be fully accurate; it's more likely to be a hint, clue, or reminder, or perhaps the (probable) confirmation or refutation of a theory.

It is possible for the deity to refuse to answer a question or even give a false answer, if doing so serves its aims. This is usually only reserved for situations where the line of questioning or intent is against the deity's goals, ethos, or portfolio. Even then, a high-level Faithful usually has earned the benefit of the doubt in most cases.

As noted, your deity is inclined to be helpful. Asking the same question (even in a different way) will not result in new information unless the deity has, itself, gained more information in the interim.

In addition, your deity may send you visions, portents, or other "advice" unsolicited. This does not cost Piety and occurs solely at DM discretion.

When this Miracle improves, you gain the ability to ask a single question (still requiring a ten-minute ritual) once per day at no cost in Piety.

Conversion: You can convert others to your cause. This requires eight hours of effort, so the target must generally be willing, restrained, or very occupied. The target is aware of the effort throughout this period, and you must remain within Close range of the target the entire time. Upon completion, the target makes a Will save. If the save succeeds, the target becomes permanently immune to this Miracle. If it fails, you spend a point of Piety, and the target's alignment immediately changes to the same as yours, its patron deity becomes the same as yours, and its personality changes to fit its new moral, ethical, and religious outlook. It immediately becomes Helpful to you and Friendly to your allies and other members of your faith, and may change its relationship to others depending on how they fit into its new worldview. This is a mind-affecting ability.

You do not directly control the target's new personality, and in general it remains as it was as much as possible. A violent sociopath converted to a Lawful Good alignment, for example, might change to a devoted crusader against evil. The target remembers its past and regards its change as a spiritual awakening. It thoroughly enjoys its new outlook and will not seek to return to its old ways. It will seek to escape, avoid, or defeat any effort by others to do so.

Like most mind-affecting abilities, the use of this Miracle has no inherent alignment, but such a massive change to a target's personality is often at least as ethically significant an act as killing the subject, so good-aligned characters should use this ability with the same care as they would lethal force. Converting a being to an evil alignment is always an evil act, but converting one to a good alignment is not, necessarily, a good act.

The target receives a +2 bonus on its save if it is a member of a class with an Aura of its current alignment. It receives a +4 bonus if it has a subtype of its current alignment. It receives a +2 bonus if it currently receives divinely-granted abilities from its current patron deity. It receives a -2 penalty for each alignment step that is already the same as yours.

If both the target and your deity are willing, you can allow a target of this Miracle to immediately trade in levels of existing classes for levels of the Faithful class. It should design its Background and choose its Talents to most closely represent its previous class.

When this Miracle improves, you can attempt to convert multiple targets at once, with a single expenditure of Piety. You can convert any number of targets, but all must be present and within Close range for the full process of invoking the Miracle.

Craft Relics: You can craft magical items. Upon selecting this Miracle, you gain an Item Creation feat that you qualify for as a bonus feat; you may select other item creation feats thereafter, using your Faithful level as your caster level. You also gain the Investiture feat if you do not already have it; if you do already have it, you may instead select another item creation feat. Your Faithful Level is also used as your caster level to determine what items you can create. You do not need to have access to spells to create items, although you cannot create items that require spells with a higher spell level than one-half your Faithful level, rounded up.

You can spend Piety to offset the XP cost of crafting items. Each point of Piety spent provides you with a reserve of XP for crafting equal to one-fifth (your Faithful level cubed). You need not spend this XP all at once. When creating a high-level Faithful with this Miracle, you automatically receive an XP reserve as if you had spent one Piety every level since you gained this Miracle (so a 15th level Faithful would begin play with a reserve of 2,475 XP, for example).

When this Miracle improves, you gain the ability to craft epic magic items of any type you have the appropriate feat for; you do not need the epic version of the feat.

Deific Scale: You gain one of Aura Emanation, Extend Rite, Fork Rite, or Scale Rite as a bonus feat. The first application of any of those feats to a given Rite does not cost Faith (this applies once per Rite, regardless of how many of those feats you add), nor does that application count against your maximum Faith spent per Rite. Additionally, you can spend Piety to massively scale up the areas you affect with your Rites. Each point of Piety spent quadruples the range, number of targets, and/or affected area of your Rites. When this Miracle improves, each point of Piety spent instead multiplies the range, targets, and/or area by ten.

Divine Champion: You can call upon the power of your deity in times of need to become a glorious champion of the divine. Activating this ability is a full-round action that costs one Piety. You immediately gain the effects of the following spells, as if cast by a cleric of your class level: Shield of Faith, Conviction, Divine Power, Righteous Might, and Heal. You also radiate the effects of the spells Recitation and Righteous Wrath of the Faithful. All effects - aside from the Heal (which is instantaneous) - last for one round per class level, and are difficult to dispel, adding half your Faith Modifier to the dispel DC.

When this Miracle improves, you also gain either the Half Celestial or Half Fiend template (the DM may allow other templates at its discretion), and all of the benefits of a Divine Rank of 0 for the duration of the effect.

Master of Rites: Rather than gain a Miracle, you learn an additional Rite, gain one additional Gift for each Rite you know, and permanently increase your maximum Piety by 1. When this Miracle improves, you gain these benefits again.

Resurrection: You can restore life to the dead. As a full-round action that costs two points of Faith, you can revive a character who died within one round per two class levels. Alternately, as a six-hour ritual that costs a point of Piety, you can revive a character who died within one day per two class levels. In both cases, you must have a reasonably in-tact body, and you can negate the loss of level or Constitution by spending another point of Piety.

You can also use this power to restore severed limbs, destroyed organs, and other permanent physical trauma. This requires a one hour ritual, costs no Piety, and must be done within one month per class level of the damage.

When this Miracle improves, you no longer need an in-tact body, and can spend additional Faith or Piety to double the allowed time from death for each additional point spent.

Transcendance: This Miracle is limited to you, permanently altering your nature to bring you closer to the divine. You gain a Fly speed equal to twice your base land speed with perfect maneuverability (this may be purely supernatural or include wings as you wish), no longer age or receive ability modifiers for aging, and gain the Outsider Type, the Native Subtype, and another Outsider Subtype of your choice. You also gain a number of points equal to your class level to spend on permanent Wardings or Visions Gifts. Finally, you gain one of the following defensive abilities:

You can become incorporeal at will. Changing back and forth is a full-round action.
You gain DR equal to twice your Faith Modifier, overcome by attacks opposed to a chosen axis of your alignment (neutral Faithful choose one alignment).
You gain Fast Healing equal to twice your Faith Modifier.
You gain Regeneration equal to your Faith Modifier. Choose two energy types, alignments, and/or materials that deal lethal damage to you.
Each round, you gain temporary hit points equal to four times your Faith Modifier. These do not stack.


When this Miracle improves, you gain the ability to use Greater Teleport at will (self plus fifty pounds of objects only), gain a second defensive ability from the above list, and gain a bonus Spells Talent for each Talent you possess or later gain, without the hit point loss.




Rites and Gifts

Blessings: Blessings allow the Faithful to heal and support their allies in difficult times. You may pronounce a Blessing as a standard action, granting a single target within Medium range 1d6 temporary hit points per two class levels (rounded up), plus additional temporary hit points equal to your Faith Modifier. These temporary hit points last for one hour, do not stack with each other, and cannot exceed the total damage the target has taken (for example, a character with 35/50 hit points remaining could only receive a maximum of 15 temporary hit points from this Rite).

Blessing Gifts provide bonuses to the Blessing. These blessings are considered Sacred or Profane bonuses. The same option can be chosen multiple times, stacking within the same Gift. Multiple Blessings that affect the same stat don't stack, even if one provides Sacred bonuses and the other Profane. Additionally, bonuses to stats from blessed ability scores do not stack with direct blessings to the same stat (so the extra damage from a Blessing of Strength won't stack with a different Blessing of Might, but they will stack if both come from the same Blessing). The bonuses provided by the Gift (but not the base effect of the Rite) use standard Maintenance. Possible options are listed below:

Blessing of Might (1): The target gains a +1 bonus on weapon damage rolls.

Blessing of Prowess (1): The target gains a +1 bonus on opposed checks to initiate or resist combat maneuvers (or +1 to CMB and CMD in Pathfinder).

Blessing of Resilience (1): The target gains DR 1/Evil or 1/Good (for Sacred or Profane Blessings, respectively), or its existing DR improves by 1.

Blessing of Quickness (2): The target increases its speed by 5' for all existing movement modes.

Blessing of Accuracy (3): The target gains a +1 bonus on attack rolls.

Blessing of Protection (3): The target gets a +1 bonus to AC.

Blessing of Resistance (3): The target gets a +1 bonus to all saving throws.

Blessing of Talent (3): The target gets a +1 bonus on all skill checks.

Blessing of Power (4): The target's caster level or manifester level increases by one.

Blessing of Charisma (5): The target gains a +2 bonus to Charisma.

Blessing of Dexterity (5): The target gains a +2 bonus to Dexterity.

Blessing of Constitution (5): The target gains a +2 bonus to Constitution.

Blessing of Intelligence (5): The target gains a +2 bonus to Intelligence.

Blessing of Strength (5): The target gains a +2 bonus to Strength.

Blessing of Wisdom (5): The target gains a +2 bonus to Wisdom.

Blessing of Speed (8): The target may make one additional attack as part of a full attack action, but all of its attacks that round suffer a -2 penalty.

Curses: The polar opposite of Blessings, Curses allow the Faithful to hinder and weaken their foes. You may pronounce a Curse as a standard action, affecting a single target in Medium range and inflicting 1d6 points of damage per two class levels (rounded up), plus additional damage equal to your Faith Modifier. You may choose to deal nonlethal damage with a curse if you wish. All Curses allow a Will saving throw to negate the damage. Damage from a Curse is pure aligned damage keyed to one axis of your alignment.

Curses Gifts add negative conditions to the Curse. In most cases, the target of the Curse suffers all effects chosen for one round if its saving throw fails. Some effects are instead instantaneous, simply occuring immediately and leave effects that must be ended in other ways. Some effects only apply if the curse incapacitates the target (reduces its hit points below 0 or brings its nonlethal damage above its hit points); these effects are always considered instantaneous. The same option may be chosen multiple times, increasing the duration by one round per purchase. Possible options are listed below:

Deafening Curse (1): The target of the curse is Deafened.

Fatiguing Curse (1): The target of the curse is Fatigued.

Felling Curse (1): The target of the curse is rendered Prone, and it cannot stand while the effect lasts.

Forceful Curse (1): The target of the curse is moved 5' per application of this option. This is an instantaneous effect.

Painful Curse (1): The total damage of the curse increases by 2. This is an instantaneous effect.

Transformative Curse (1): A target incapacitated by the curse ignores the curse's damage, and instead transforms as if affected by a Baleful Polymorph spell. This option requires a minimum Faithful level of 11.

Disintegrating Curse (2): A target incapacitated by the curse is reduced to dust as if by a Disintegration effect. This option requires a minimum Faithful level of 7. This option requires a minimum Faithful level of 11.

Entangling Curse (2): The target of the curse is Entangled.

Petrifying Curse (2): A target incapacitated by the curse ignores the curse's damage, and is instead turned to stone as if affected by a Flesh to Stone spell. This option requires a minimum Faithful level of 11.

Sickening Curse (2): The target of the curse is Sickened.

Startling Curse (2): The target of the curse is Shaken.

Blinding Curse (3): The target of the curse is Blinded.

Crippling Curse (3): The target of the curse takes two points of damage to a chosen ability score per application of this option. This is an instantaneous effect.

Dire Curse (3): The target of the curse is unable to recover hit points or remove ability damage or nonlethal damage.

Disruptive Curse (3): The target of the curse has a 50% failure chance on all spells and spell-like abilities.

Exhausting Curse (3): The target of the curse is Exhausted.

Immobilizing Curse (3): The target of the curse is Entangled, and cannot move from its current space.

Confusing Curse (4): The target of the curse is Confused.

Enervating Curse (4): The target of the curse suffers a negative level for each application of this option. This is an instantaneous effect. This option requires a minimum Faithful level of 7.

Frightening Curse (4): The target of the curse is Frightened.

Staggering Curse (4): The target of the curse is Staggered.

Impotence Curse (5): The target of the curse has a 50% failure chance on all actions.

Obscuring Curse (5): The target of the curse is Blinded, Deafened, and loses any special sensory abilities it possesses.

Slowing Curse (5): The target of the curse can only take a standard or move action each round, and moves at half speed.

Dazing Curse (6): The target of the curse is Dazed.

Nauseating Curse (6): The target of the curse is Nauseated.

Terrifying Curse (6): The target of the curse is Panicked. Undead targets are instead Turned or Rebuked.

Vampiric Curse (6): You heal half the damage inflicted by the curse (if the curse affects multiple targets, you receive healing once). This is an instantaneous effect. This option cannot be purchased multiple times.

Stunning Curse (7): The target of the curse is Stunned.

Paralyzing Curse (8): The target of the curse is Paralyzed.

Compelling Curse (8): The target of the curse is affected by a Suggestion of your choice.

Banishing Curse (10): An extraplanar creature that fails its save against this curse is Banished back to its home plane. This is an instantaneous effect.

Overwhelming Curse (10): The target of the curse must make another saving throw. If it fails, it suffers the damage of the curse again, and must save again. This continues until the target succeeds a save or is incapacitated by the curse. This is an instantaneous effect.

Imbues: You can invest an ally with divine ability in a certain skill. When you gain this Rite, you may choose a number of skills equal to two times your Devotion that it can apply to, affecting a single skill at a time. You can Imbue an ally in Medium range as a standard action, and the imbue uses standard Maintenance.

The target of an Imbue may substitute your class level for its ranks in the skill, and/or your Faith Modifier for the ability score applied to the skill.

Imbues Gifts provide additional advantages to skill checks, getting around the limits of mundane skills with supernatural power. The effects apply to the target for as long as the Imbue is maintained. Possible options are listed below:

Imbue Perfection (1): For each application of this option, the target ignores up to one point of situational penalties on the skill check, or one point of situational increase to the DC.

Imbue Supremacy (1): For each application of this option, the target receives a +3 Sacred bonus on the skill check for purposes of any effects that scale infinitely with the result (such as distance jumped, safe falling distance for Tumbling, income earned for Profession, etc) or for purposes of determining how impressive the success was.

Imbue Ability (2): The target receives a +1 Sacred bonus on the skill check per application of this option.

Imbue Innovation (2): The target of the imbue needs no tools to use the skill. It still requires the actual materials it uses the skill on (such as the rope or magic device it is using, the script it is deciphering, the materials it is crafting, etc).

Imbue Reliability (2): The target can take 10 despite being rushed or threatened. For each application of this option, it gets a +1 bonus on the check when taking 10 and reduces the time multiplier for taking 20 by 1, to a minimum of X1.

Imbue Efficiency (3): For each application of this option, the time required to use the skill is halved, to a minimum of one round.

Imbue Capability (5): The target of the imbue does not have to qualify for normal situations to use the skill. For example, it can Hide without cover or concealment, use social skills without the target speaking its language, or use any skill untrained.

Imbue Equivalence (5): By foregoing any magical bonuses on the skill check, the character can likewise ignore any magical bonuses to the DC or the opposing skill check. Additionally, any magic or abilities that would normally invalidate the skill check still require a skill check. For example, an Invisible opponent would still need to make a Hide check to avoid detection, and would not gain a +40 bonus to it (although it would still have total concealment from the invisibility). Likewise, a character affected by Glibness would not get the +30 Bluff bonus against the target, but would still gain the usual benefits against magic that compels the truth or detects lies.

Imbue Divinity (6): The target of the imbue halves the DCs required for epic skill results, unless (as with using Diplomacy to raise a target's reaction to Fanatic), these are simply a continuation of DCs for a non-epic skill use.

Hallows: You fill an area with divine energy. The area can fill a cube up to five feet on a side per point of your Faith Modifier, plus another five feet per class level, placed anywhere in Medium range. Hallowing an area is a standard action, and it lasts using standard Maintenance. Allied Faithful and divine spellcasters within your Hallow increase their effective class level for the purposes of Rites, and their divine spellcaster level, by 1. Enemy Faithful and divine spellcasters within reduce their effective level for such purposes by 1.

Additionally, enemies in the Hallow deal one fewer point of damage per class level with all attacks and damaging effects, to a minimum of half damage. Allies in the Hallow receive one additional hit point per class level from all healing effects and effects that grant temporary hit points, to a maximum of twice as many hit points.

If an opponent creates a Hallow over an area you have already Hallowed, it must make an opposed class level check (not incorporating any modifiers; this is pure class level, not effective class level for purposes of the Rite). If it succeeds, it Hallows the overlapping area and your Hallow fades. If it fails, your Hallow stands and its cannot enter the overlapping area. A given opponent gets only one chance to overcome a Hallow. Multiple allied Hallows over the same area all persist, but the same effect from multiple Hallows do not stack (generally, this means only the best one applies, unless another ability allows the Hallow to cause additional effects).

Hallows Gifts alter the Hallowed area in some way. Note that unlike the base effects of the Hallow, these alterations apply to everyone in the area, allied or opposed. Possible options are listed below:

Hallowed Field (1): For each application of this option, anyone within the Hallowed area either sustains or heals two points of damage each round (the healing from this effect is not affected by the base healing bonus of the Hallow).

Hallowed Guards (1): For each application of this option, anyone entering the Hallow receives 1d6 points of damage. Alternately, you can apply this to anyone exiting the Hallow.

Hallowed Scenes (2): You can create figments within the Hallowed area. You create a single distinct figment, which may have multiple parts or be a group of things, but must be perceived as a single unit. Your figments affect only a single sense. For each application of this option, you may either affect another sense, or create another distinct figment. An illusion that affects hearing does not include intelligible speech unless you add it as a separate sense.

Hallowed Light (2): The Hallowed area's illumination level increases or decreases by one step (bright illumination -> shadowy illumination -> darkness) per application of this option.

Hallowed Mists (3): The Hallowed area is filled with fog or some other visual obscurement. Everyone in the area gains Concealment; those separated by at least twenty feet of the area gain Total Concealment.

Hallowed Paths (3): For each application of this option, movement within the Hallowed area is either halved or doubled. At your option, this effect can also apply to calculating range through the Hallowed area.

Hallowed Doors (4): Attempting to enter or exit the Hallowed area takes a full-round action for each application of this option.

Hallowed Traps (4): For each application of this option, characters take damage equal to your Faith Modifier for each square of the Hallowed area that they move through.

Hallowed Walls (4): Anyone inside the Hallowed area has Cover against anyone outside, and vice-versa. Two applications of this option changes this to Improved Cover. Three applications changes it to Total Cover.

Hallowed Winds (4): You choose the wind direction in the Hallowed area. Wind speed increases or decreases by up to one step per application of this option.

Hallowed Ground (5): Choose a creature type and subtype, or a single alignment component, per application of this option. Characters meeting that definition cannot enter the hallowed area without succeeding a Will save. Those already within the area are unaffected unless they leave and try to reenter. A target that fails to save cannot try again for the duration of the Hallow.

Hallowed Realm (5): The Hallowed area has the traits of your home plane.

Hallowed Wards (5): A character must make a caster level check, with a DC equal to 20 + your class level, to project into or out of the Hallowed area. A projection is any sort of spell that does not require line of effect to target (such as scrying, teleportation, sendings, and so on). You may choose to allow certain types of projections to pass the Hallow in either or both directions. You may also choose whether or not to restrict projections used within the Hallow from targeting another location in the Hallow.

Shieldings: You invoke a protective barrier over an ally. Invoking a Shielding is a standard action targeting a single ally in Close range, and the shield lasts using standard Maintenance. Each round the shield lasts, roll a d10. Attacks against the target automatically fail if the attack roll is less than 10 + the number rolled + your class level + your Faith Modifier. Additionally, the target automatically succeeds any saving throw with a DC less than 12 + the number rolled + half your class level + your Faith Modifier.

The target also receives a +2 bonus to its AC and saving throws.

Shieldings Gifts turn attacks that are blocked by the shield to your benefit in various ways. Any missed attack or successful save is considered to be blocked by the shield for these purposes. Some Gifts are based on the attack's Power. Damaging attacks should roll damage normally, with a Power equal to the rolled damage. Non-damaging spells have a Power equal to the half the spell level times the caster level. Other effects have a Power of three times the attacker's CR. Possible options are listed below:

Suppressing Shield (1): For each application of this option, any attack that the shield fails to block has its damage reduced by 2.

Backlashing Shield (2): For each application of this option, any time an attack is blocked by the shield, the attacker sustains 3 damage.

Elusive Shield (2): Whenever the shield blocks an attack, the target teleports up to 5' per application of this option.

Empowering Shield (3): For each application of this option, 10% of the Power of any blocked attack is absorbed and converted to bonus damage on the shield's target's next successful attack (if made within one round).

Absorbing Shield (4): For each application of this option, 10% of the Power of any blocked attack is absorbed and converted to healing for the shield's target.

Energizing Shield (4): For each application of this option, 10% of the Power of any blocked attack is absorbed and converted to temporary hit points for the shield's target.

Evasive Shield (4): For each application of this option, the shield's target receives a 10% miss chance against all attacks. Attacks that miss as a result are considered blocked by the shield.

Reciprocating Shield (4): For each application of this option, 10% of the Power of any attack that gets through the shield is suffered equally by the attacker.

Reflecting Shield (4): For each application of this option, 10% of the Power of any blocked attack is reflected back upon the attacker.

Deflecting Shield (5): For each application of this option, 10% of the Power of any blocked attack is deflected at a target of your choice in Medium range.

Reactive Shield (6): When an attack is blocked by the shield, the shield's target gains immunity to any damage types or descriptors used in the attack for one round per application of this option.

Responsive Shield (6): Any attack blocked by the shield allows the shield's target to make an attack of opportunity.

Adamant Shield (8): While protected by the shield, the target does not suffer reduced or partial effects on a successful save; it ignores the effects entirely.

Summons: You can call upon the allies and servants of your deity in times of need. You can summon creatures of a chosen type (using the ranger's list of favored enemies) for each point of Devotion, chosen when you gain this Rite. You may only summon standard creatures, not custom-built creatures, advanced creatures, or creatures with templates, with the exception of pre-created sample template creatures.

Summoning creatures is a one-round action. You may only have one Summons active at a time, and you may summon creatures who combined have an effective EL no higher than four-fifths your character or class level, rounded up, whichever is lower.

Maintaining a Summons requires concentration, using up a standard action each round (summons do not use standard Maintenance). Giving your summoned creatures commands is a move action as normal. The summoned creatures remain for as long as you concentrate, or until reduced to 0 hit points or lower.

Your Summons gain a bonus on damage rolls equal to half your class level, and gain temporary hit points equal to twice your class level.

Your Summons cannot use any spell, or ability based on a spell, with an expensive or priceless component or focus cost, XP cost, or of a spell level higher than one-third your character level, rounded up. They also cannot use any effect that summons, calls, creates, or animates creatures, or that makes another creature into their spawn or minion. Your summons can only use such abilities a combined total of once per day per point of Piety (all creatures you summon over the course of a day deduct from the same limit). However, abilities that affect only the summon itself do not count against this limit.

Summoned creatures who can transform into other creatures cannot transform into any creature whose effective CR would be too high for you to summon. They also cannot transform into a creature Type that you can't normally summon, except for the Humanoid, Animal, or Vermin types.

Summons Gifts further improve your summoned creatures. The Summons Rite shares an option list with the Blessings Rite; the only difference is the effects of the Gift simply apply directly to the summoned creatures.

Visions: You receive visions and portents from your deity. At a minimum, your Visions allow you to perceive auras, functioning as a simultaneous casting of Detect Magic, Detect Chaos, Detect Evil, Detect Good, Detect Law, and Detect Undead. Activating your Visions is a swift action, and the effect lasts using standard Maintenance.

You also receive a fleeting vision of the future. Upon using this ability, you may choose a single opponent in Medium range, or you can roll a d20. If you choose an opponent, that target must immediately declare its actions for its next turn. When its turn comes, it must act exactly as stated; it may not take any actions differently, and if it no longer wishes to take an action declared, that action is forfeit.

If you roll the die, at any time until the start of your next turn, after a d20 is rolled but before the results are determined, you may substitute the result you had rolled for the result that comes up. You must be able to perceive the action being rolled for, but otherwise you are not limited in whose dice you can effect.

A character with protection against divination effects receives the normal benefits of that protection against this Rite. You gain these benefits only upon actively using the ability, not merely for Maintaining it.

Visions Gifts allow you to detect more things. Visions with a Gift applied last for one round per class level, and thereafter can be Maintained normally. Possible options are listed below:

Visions of Day (1): You take penalties to Spot and Listen checks for distance at ten feet further per point of penalty for each application of this option (so with three applications, you'd take penalties every 40' rather than every 10').

Visions of Night (1): For each application of this option, you gain Darkvision out to 60'.

Visions of Twilight (1): For each application of this option, you see twice as far in conditions of low light.

Visions of Life (3): You know the current and maximum hit points, and any current conditions, of anyone you look at.

Visions of Death (4): When a corpse comes into your sight, you perceive the last round of its life per application of this option through its senses. You also learn its thoughts during that time and can learn one piece of information it knew per round. A given corpse can only be affected once by this effect.

Visions of Truth (4): For each application of this option, you receive a +5 bonus on Sense Motive checks when you are being lied to. While this Gift is active, anyone lying to you must roll a Bluff check even if you don't actively choose to use Sense Motive.

Visions Revealed (4): You gain Blindsense out to 30' per application of this option.

Visions Divine (5): You can sense events and things related to your deity's portfolio within one mile per application of this option. You get a general sense of location and details, but not specifics or exact position.

Visions of Thought (5): You can Detect Thoughts within 30' per application of this option.

Visions Unblocked (5): You can see through solid materials, although this vision is blocked by - for each application of this option - 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Visions Unseen (5): You can see invisible creatures.

Visions Arcane (6): You gain Arcane Sight. With a second application, this becomes Greater Arcane Sight.

Visions Beyond (6): You can see into parallel planes, up to 60' per application of this option.

Visions Exposed (6): You gain Blindsight out to 20' per application of this option.

Visions Afar (7): You can project your senses to a specific location (per Clairaudience/Clairvoyance) or a specific target (per Scrying) within ten miles. Each additional application of this option multiplies the range by ten.

Visions Unveiled (7): You gain True Seeing out to 60' per application of this option.

Visions Ahead (8): You can project your senses into the future (at your current location, unless the Gift includes Visions Afar or some similar effect), up to one year. Each additional application of this option multiplies the time by ten. Note that visions of the future, while probable, are not guaranteed. By projecting only a few moments ahead, you gain the benefit of Foresight while you maintain the Visions.

Visions Before (8): You can project your senses into the past (at your current location, unless the Gift includes Visions Afar or some similar effect), up to one year. Each additional application of this option multiplies the time by ten.

Wardings: You place a ward over your allies. Activating a Warding is a standard action; you may place it on a number of targets equal to your Faith Modifier in Close range. The Warding lasts using standard Maintenance, providing the targets with a Spell Resistance of 8 + your class level - the number of targets beyond the first and Resistance equal to your class level against all forms of energy damage (including non-standard energy types or untyped energy damage). This Spell Resistance may be raised or lowered selectively to allow beneficial effects.

Wardings Gifts provide targets with resistance or immunity to various types of effects for as long as the ward lasts. Possible options are listed below:

Ward Against Fear (1): The target of the ward is immune to fear.

Ward Against Weapons (1): The target of the ward gains DR/- equal to twice the applications of this option.

Ward Against Disease (2): The target of the ward is immune to disease.

Ward Against Poison (3): The target of the ward is immune to poison.

Ward Against Spells (3): Choose one spell per application of this option, with a maximum spell level of half your class level or less, rounded up. The target utterly ignores those spells; for any purposes related to the target, it is as if the spell had never been cast.

Ward Against Misfortune (5): The target of the ward is immune to critical hits, and does not automatically fail saves or attacks on a natural 1. Enemies do not automatically succeed on saves or attacks against it on a natural 20. It may also reroll one d20 roll per round while the ward lasts.

Ward Against Projections (5): The target of the ward is immune to any spells that don't require line-of-effect to target. If the ward affects an area, such spells cannot be cast into the area and their effects do not extend into the area.

Ward Against Alignments (6): Choose an alignment component. The target of the ward is immune to pure aligned damage of that alignment, pure divine power from spells cast by a caster of that alignment, the spell-like abilities of Outsiders with that alignment subtype, and any spells with that alignment as a descriptor.

Ward Against Entrapment (6): The target of the ward gains Freedom of Movement.

Ward Against Abjuration (7): The target of the ward cannot be banished, and the DC to dispel any beneficial spells and spell-like abilities upon it increases by your Faith Modifier.

Ward Against Conjuration (7): Summoned and called creatures cannot make physical contact with the target of the ward. If the ward affects an area, they cannot enter the area.

Ward Against Divination (7): The target of the ward is not detected by divination effects, and divinations reveal no information about the warded target (divinations that ask questions cannot gain information about things the target did while it was warded, whether or not it is warded when the divination is actually cast).

Ward Against Enchantment (7): The target of the ward is immune to mind-affecting effects.

Ward Against Evocation (7): The target of the ward is immune to a single chosen energy type.

Ward Against Illusion (7): The target of the ward gains True Seeing.

Ward Against Necromancy (7): The target of the ward is immune to negative energy and death effects. Undead targets are instead immune to positive energy effects.

Ward Against Transmutation (7): The target of the ward is immune to unwanted polymorphing, petrification, and disintegration effects, as well as to any effects that reduce its ability scores.

Ward Against Violence (7): Each attack an opponent makes that targets or includes the warded character requires a Will save from the attacker; if the save fails, it foregoes the action, wasting it to no effect. Opponents who the target attacked since their last turn get a +5 bonus to the save. If the target attacked them successfully, the bonus increases to +10.

Ward Against Magic (15): The target of the ward is immune to any spell that allows Spell Resistance. Beneficial spells are also affected.

Ward the Body (15): The target of the ward is immune to any effects requiring a Reflex save.

Ward the Mind (15): The target of the ward is immune to any effects requiring a Will save.

Ward the Soul (15): The target of the ward is immune to any effects requiring a Fortitude save.

Quellian-dyrae
2013-04-02, 12:12 AM
Faithful Feats

Blessing of Renewal

Prerequisites: Blessings, Faithful Level 6+.

Benefit: You can spend a point of Faith when pronouncing a blessing to remove adverse effects from the target. You can remove one effect per four Faithful levels. You can remove any effects that could be removed by a Heal or Break Enchantment spell. Alternately, you can remove Ability Damage equal to your Faith Modifier, half that many negative levels. At the cost of three effects, you can remove a single point of Ability Drain or a single permanently drained level.

Blessing of Life

Prerequisites: Blessings, Faithful Level 9+.

Benefit: You can spend a point of Faith when pronouncing a blessing to provide full healing rather than temporary hit points. Additionally, this healing works on a recently dead target. As long as the target has been dead for less than one round per two points of your Faith Modifier, the healing takes effect normally. If the healing raises the target's hit points above -10, it returns to life with no loss of level or Constitution. The target's body must be relatively in-tact, and this ability does not work on creatures killed by a death effect or that cannot normally be resurrected.

Energized Curse

Prerequisites: Curses.

Benefit: Rather than invoke divine wrath, you call down deific power to smite your foes directly. When pronouncing a curse, you channel tangible aligned energy that deals +1 damage per die to targets of the opposed alignment, or +2 per die against creatures with the opposed alignment subtype. Additionally, when you gain this feat, you can choose an alternate energy type that you can use for your Curses. The type of energy chosen provides a different special effect, and also changes the saving throw used to resist the curse. You may purchase additional energy types at the cost of two skill points each.

Fire (Ref/Fire): +1 damage per die.
Cold (Fort/Cold): Target Slowed for one round if it fails its save.
Electricity (Ref/Electricity): Target Staggered for one round if it fails its save.
Acid (Ref/Acid): Target takes additional damage at the start of your turn for next three rounds equal to the number of dice rolled.
Sonic (Fort/Sonic): Attack ignores hardness and deals full damage to objects.
Force (Fort/Force): Attack can affect ethereal and incorporeal creatures without a miss chance.
Positive (Will/Positive): Attack heals living allies for 1/3 the damage rather than harming them (living foes still take damage).
Negative (Will/Negative): Attack heals undead allies for 1/3 the damage rather than harming them (undead foes still take damage).
Water (Fort/Physical - Bludgeoning): Target knocked prone if it fails its save.
Wind (Ref/Physical - Slashing): Target knocked back 5' per two points it fails its save by.
Earth (Fort/Physical - Piercing): Target immobilized for one round if it fails its save.
Light (Ref/Fire): Target loses all Concealment for one round if it fails its save, and is also Blinded if sensitive to light, and takes max damage if vulnerable to sunlight.
Dark (Ref/Cold): Target Blinded for one round if it fails its save.
Telekinetic (Fort/Physical - Magic): On failed save, make free Combat Maneuver against target, substituting your caster level for your BAB, your casting modifier for your Strength modifier, and your base Will save modifier as your Size modifier.
Telepathic (Will/Mind Affecting): You can target effects with this energy type with either line of sight or line of effect, you do not need both (though you do need to know what it is you are targeting if you can't see it).
Poison (Fort/Poison): On a failed save, target takes 2 damage to chosen ability score.
Arcane (Ref/Untyped): On a failed save, the target loses its Spell Resistance until the end of your next turn.

Special: You may take this feat multiple times. Each time you do, you learn an additional energy type and may use another energy type simultaneously, applying both effects, treating the damage as whatever the target is more vulnerable to, and forcing the target to use the worst save of the chosen types.

Triggered Curse

Prerequisites: Curses.

Benefit: You can spend a point of Faith to seal a curse on the target. The curse causes no immediate effect, and remains latent until certain conditions of your choice are met. Any time these conditions occur - but no more than once per round - the normal effect of the curse triggers. The target receives its saving throw against the curse when you first pronounce it; if it fails, the curse takes hold and it receives no further saving throws. The curse remains permanently, and cannot be dispelled, although it can be removed with a Remove Curse, Break Enchantment, or similar spell.

Imbue Talents

Prerequisites: Imbues.

Benefit: When you Imbue a target, you also grant it access to a number of Talents or Feats you possess equal to one plus one-sixth your class level for the duration of the Imbue.

Imbue Powers

Prerequisites: Imbues, Faithful Level 6+.

Benefit: When you Imbue a target, you can also grant it access to one of the following special qualities: Low Light Vision, Darkvision (60'), Scent, Tremorsense (30'), Blindsense (30'), Blindsight (15'), Climb Speed (equal to land speed), Swim Speed (equal to land speed), Fly Speed (equal to land speed; average maneuverability), or Burrow Speed (half land speed). The ability lasts for the duration of the Imbue.

Shaped Hallow

Prerequisites: Hallows.

Benefit: When creating a Hallow, you do not need to affect a single cube. You affect the normal area, but can shape it as desired, so long as it remains contiguous. You only shape the length and width; the Hallow retains its normal height. If you halve the area, you can create non-contiguous shapes.

Keyed Hallow

Prerequisites: Hallows.

Benefit: When creating a Hallow with a Gift, you can key any Gift effects that directly apply to characters or character actions (rather than simply altering the area itself) to certain characters. You may create a password that allows targets to benefit from or ignore the effects, or key the effects to not affect or only affect creatures with a certain token (a holy symbol of your faith is the most common), creatures of a certain type and/or subtype, or creatures of a certain alignment. You may also mix and match these parameters. Finally, you can have the effects only apply or not apply to characters who were in the area of the Hallow at the moment it was created.

Active Shielding

Prerequisites: Shieldings.

Benefit: When you create a Shielding with a Gift, any Gift effects that apply to blocked attacks also apply to attacks that get through, and vice-versa.

Shield Storage

Prerequisites: Shieldings.

Benefit: When you create a Shielding with a Gift, the target can choose to store the Power of attacks that would normally trigger the shield's effects. The shield can store a total amount of Power equal to your Faith Modifier times your Faithful level times two at any one time; excess power must be used immediately or it is wasted. Stored power can be released in its normal effect as a free action at any time while the shield lasts. Alternately, stored Power can be used to prevent damage that gets through the shield on a point-for-point basis.

Summoner's Command

Prerequisites: Summons.

Benefit: You can use your summons directly on others. You may do so in one of three ways, chosen when you gain this feat. These options follow most of the same rules as a normal summons, but rather than simply summoning creatures from nothing, you target other creatures and summon your creatures from them. The targets must be within Close range. You may target any number of creatures at once, up to your normal EL limit for summons.

Animating Summons: You target your summons at one or more dead bodies, reanimating them as new creatures. Unlike with a normal Summons, you can add templates to these creatures, simply adding the template directly to the being as it was in life. You may also simply reanimate the being entirely as it was, with the exception of the new Type and Subtype. When the Rite ends, the creature collapses, dead once more. Naturally, this option is most common with the Undead type, although it is possible with others (a druidic reincarnation into an animal form, for example).

Compelling Summons: Rather than summoning new minions, you simply usurp command of creatures of the relevant Type and Subtype. Your normal limit for summons applies to determine how many targets you can compel at once. You do not make any changes to the target; it retains all of its normal capabilities. Targets receive a Will save (DC 10 + 1/2 Faithful level + Faith Modifier) to resist the effect, and those that succeed become immune for one day. While this is a Mind Affecting Compulsion, immunities or resistances to such provided by creature type, subtype, race, or templates do not protect against it. Immunities from spells, items, classes, feats, and other non-racial sources apply normally. When your Summons expires, the target regains control.

When using a Compelling Summons, you have two options. First, you can give a single specific command. This is treated as a Suggestion, lasts for the normal duration of a Suggestion spell, and only counts against your summon limit for that individual use. However, the command cannot be self-destructive, against the target's nature or alignment, or in direct opposition to its current goals. It can make it more difficult or impossible to achieve its current goals, though (for example, you couldn't force the target to change sides in a battle, but you could force it to flee, surrender, or take some tactically useless action). Commands that do allow the target to attempt to continue fulfilling its goals, albeit less efficiently, impose a -4 penalty on the save.

Alternately, you can take complete control of the target, as if from a Dominate effect. In this case, the compulsion lasts for the normal duration of your Summons and counts against your normal summoning limit for as long as it lasts.

Transforming Summons: You can transform an active target into a new creature - and in doing so place it temporarily under your control. The targets must be either willing or helpless. When the Summons is complete, the target becomes the new creature and acts under your command like a normal summon. You may fully transform the subject to the summoned creature (treating it as a normal summons with no connection to the target's normal stats and abilities). Alternately, you can alter the target by changing its Type and Subtype to the kind you can summon, and/or adding templates of the appropriate type, in which case it retains its normal capabilities, plus any added by the templates. Once the summons ends, the target returns to normal. Damage or effects on the target are not removed upon either transformation. If the summoned form runs out of hit points, but the damage sustained is still below the target's normal hit point total, the summon simply ends prematurely. This option is common for such things as possession by outsiders, but could also be used for general transformative magic, lycanthropy, and so on.

Special: You may take this feat multiple times, choosing an additional option each time.

Summoned Companion

Prerequisites: Summons.

Benefit: As a one-hour ritual that costs a point of Piety, you can summon a loyal companion. This functions as a normal summons, but has its own EL limit separate from your normal summons, requires no concentration to maintain, and is an instantaneous effect rather than acting on a duration; in essence, providing you with a permanent summoned companion. You may add the effects of a chosen Summons Gift to your summoned companion.

You may only have one Companion Summons active at a time, although you can perform the ritual to summon a new one if you dismiss the previous companion or it is killed or otherwise leaves your service. In general, it is best to use it to summon only a single companion, although the DM may allow you to summon multiple companions up to your normal EL limit.

The effort required to master this form of summoning is quite significant, moreso than is adequately represented by the purchase of a single feat. If you take this feat, you also lose all Talents gained from the Faithful class.

Vision Chains

Prerequisites: Visions.

Benefit: When you substitute the die you rolled from your Visions for another die roll, you replace the "stored" die with the original result of the roll, and may substitute it for another die roll during the round. You may continue doing so, exchanging each stored die for the rolled die, up to once per two points of your Faaith Modifier or until the round ends.

Visions of Warning

Prerequisites: Visions, Faithful Level 9+.

Benefit: Choose a situation, following the same rules as a Contingency spell. Any time you perceive that situation occuring, you can spend an immediate action and three points of Faith to take a standard, move, or swift action just before the situation is resolved. You may change the triggering situation whenever you sleep.

Intensified Warding

Prerequisites: Wardings.

Benefit: The SR provided by your Warding applies to any spell or supernatural ability that would affect or hinder the warded character in any way, but only in the round the effect is used. For example, the character could see through a Fog Cloud, walk through a Wall of Stone, or move unhindered through a bank of Solid Fog, but only on the round it comes into being (and assuming the caster fails to beat the ward's SR). Effects that target or affect the character directly and are resisted have no lasting effect (for example, an Acid Arrow that fails to beat the SR would not deal continuous damage, whereas an Acid Fog spell would - if the character remained within its area).

Aura Ward

Prerequisites: Wardings.

Benefit: Whenever you receive a Ward that has a Gift applied, or place one on a character with any sort of Aura, the ward extends throughout the Aura for as long as it remains active. All allies of the warded character within the area of its Aura adds the warded character's Faith Modifier (or Charisma Modifier, if it has no Faith Modifier) as a bonus on AC and saving throws against effects the ward renders its target immune to.

Blessed Hallows

Prerequisites: Blessings, Hallows.

Benefit: You may add Blessings Gifts to your Hallows. All allies in the Hallowed area receives the benefits provided by the Blessing Gifts. You may also add Blessings options to your Hallows Gifts following these rules.

Cursed Shieldings

Prerequisites: Curses, Shieldings.

Benefit: You may add Curses Gifts to your Shieldings. Any opponent whose first attack of the round against the shielded character is blocked by the shield is affected by the Curses Gift (note that options that require the target to be incapacitated don't apply unless the shielding somehow incapacitates the attacker). The Active Shielding feat does not apply to this benefit. You may also add Curses options to your Shielding Gifts following these rules.

Imbued Visions

Prerequisites: Imbues, Visions.

Benefit: You may add Imbues Gifts to your Visions. While the Visions are active, you receive the benefit of the Imbues Gift for any two of the following skills: Appraise, Decipher Script, Gather Information, Listen, Search, Sense Motive, Spot, or Survival. You may also add Imbue options to your Visions Gifts following these rules.

Hallowed Curses

Prerequisites: Hallows, Curses.

Benefit: You may add Hallows Gifts to your Curses. Anyone who fails its save against the Curse acts as if its square were part of the Hallow for one round per point of your Faith Modifier. You may also add Hallows options to your Curses Gifts following these rules.

Shielded Wardings

Prerequisites: Shieldings, Wardings.

Benefit: You may add Shieldings Gifts to your Wardings. Any effect that the Warding defeats through Spell Resistance or the provided immunities is treated as being blocked by the shielding; likewise, any effect that overcomes the Spell Resistance is treated as having beated the shielding. You may also add Shielding options to your Wardings Gifts following these rules.

Summoning Imbues

Prerequisites: Summons, Imbues.

Benefit: You may add Summons Gifts to your Imbues. The target of the Imbue gains the benefit of the Summons Gift for the Imbue's duration. You may also add Summons options to your Imbues Gifts following these rules.

Visionary Blessings

Prerequisites: Visions, Blessings.

Benefit: You may add Visions Gifts to your Blessings. The target of the Blessing gains the benefit of the Visions Gift for the Blessing's duration (you may maintain the Gifts as you could normal Blessings Gifts). You may also add Visions options to your Blessings Gifts following these rules.

Warded Summons

Prerequisites: Wardings, Summons.

Benefit: You may add Wardings Gifts to your Summons. Your summoned creatures gain whatever immunities or protections the Warding Gift provides for as long as it lasts. You may also add Wardings options to your Summons Gifts following these rules.

Aura Emanation

Prerequisites: Access to Rites.

Benefit: When you activate your Aura, you can apply a Gift you know to it. The effect lasts for as long as your Aura remains active. You may choose for the Gift to apply to all allies in the Aura, all enemies in the Aura, or to all characters in the Aura. However, effects that modify the area directly (as some Hallow effects do) are not selective.

Empower Rite

Prerequisites: Access to Rites.

Benefit: You can charge the Rites with additional power. Any damage, healing, temporary hit points, or damage prevention provided by your Rite is increased by 50% per point of Faith spent.

Enlarge Rite

Prerequisites: Access to Rites.

Benefit: Your Rites can affect more distant targets. Each point of Faith spent doubles the Rite's range.

Extend Rite

Prerequisites: Access to Rites.

Benefit: You can persist Rites that use standard Maintenance to calculate their durations. At any point while the Rite lasts, you may spend a point of Faith to extend it. The Rite is then automatically Maintained for the remainder of the current encounter, with no need to concentrate.

This point of Faith does count against the normal limit for the Rite, so you cannot Extend a Rite that already has had the maximum amount of Faith spent on it.

You cannot Extend the same Rite on the same target or area, even with different Gifts applied or choices made.

Fork Rite

Prerequisites: Access to Rites.

Benefit: At the cost of a point of Faith, a Rite that normally affects a single target instead affects a number of targets equal to your Faith Modifier. Each additional point of Faith spent (or each point for Rites that already affect multiple targets) doubles the number of targets.

Quicken Rite

Prerequisites: Access to Rites.

Benefit: You can use your Rites more quickly. For each point of Faith spent, the action required to activate the Rite is reduced by one step as follows: One Round -> Full Round -> Standard -> Swift or Move -> Immediate -> Free.

Scale Rite

Prerequisites: Access to Rites.

Benefit: Your Rites can affect an area. By spending a point of Faith, a targeted Rite instead affects a burst with a radius of 5' per two points of your Faith Modifier. For each additional point of Faith spent, the area doubles. When Scaling a Rite, you may choose to have it only affect or not affect targets with one of your alignment components, or targets that don't have one of your alignment components (so a CG Faithful could choose to {only or not} affect {Chaotic, Good, Non-Chaotic, or Non-Good} targets in the area).

Investiture

Prerequisites: Access to Rites, Faithful Level 3+.

Benefit: You can perform rituals that invest Faith Magic into items. See the section on Investitures for full details.

Extra Gifts

Prerequisites: Access to Rites.

Benefit: You gain one additional Gift per Rite you know.

Pious

Prerequisites: Possess a Piety stat.

Benefit: Your Piety increases by one.

Special: You can take this feat multiple times, up to a maximum number of times equal to your Devotion. Its effects stack.

God's Grace

Prerequisites: At least one Grace.

Benefit: You gain an additional Grace.

True Believer

Prerequisites: Must choose a single deity to worship. Must be within one step of that god's alignment.

Benefit: See Complete Divine, page 86.

Special: Faithful gain additional benefits from this feat. They may use it at the cost of a point of Faith rather than once per day, and the bonus to the saving throw is equal to the Faithful's Devotion. Further, a multiclassed Faithful treats its Faithful level as either twice its actual Faithful level, or its character level, whichever is lower, for purposes of determining effects of Rites that are based on Faithful level and for determining the number of points it can spend on its Gifts. It can change its Gifts every time it gains a character level, rather than only when it gains a Faithful level.

Lay Follower

Prerequisites: Must not have Faithful levels.

Benefit: You gain a single Rite, which you may use once per encounter as a Faithful of your character level. You may also choose a Gift for that Rite, which applies to it whenever you use it. You may change the effects of the Rite whenever you gain a level, and it has a number of points equal to half your character level. If you ever take Faithful levels, you immediately exchange this feat for another feat that you meet the prerequisites for.

Zealous

Prerequisites: Conviction.

Benefit: Your Conviction is treated one point higher whenever using a beneficial Rite on a character who shares your alignment or patron deity, or when using a detrimental Rite on a character who has your exact opposite alignment or who worships an enemy deity. If both are true, Conviction is treated as two points higher. However, you lose all benefits of Conviction in the opposite situations.

Warrior of the Faith

Prerequisites: At least one of Blessings, Curses, Shieldings, or Wardings.

Benefit: You can tap into the magic of your weapons to improve your combat-oriented Rites. Whenever you use a Blessing, Curse, Shield, or Ward, you can channel the Rite through a type of magic item. Blessings are channeled through rings, Curses are channeled through weapons, Shieldings are channeled through shields, and Wardings are channeled through armor.

When channeling a Rite, you add the magical bonus provided by your items (Deflection for Blessings, Weapon Enhancement for Curses, Shield Enhancement for Shieldings, and Armor Enhancement for Wardings) to your Faith Modifier for all purposes relevant to the Rite, including improvements for Conviction or DCs to resist the effect. In addition, special effects of the item other than those bonuses can be channeled through the Rite as follows:

A Blessing treats the target as wearing your magic rings (other than a Ring of Protection) for one round or as long as you maintain the Blessing.

A Curse carries the effects of any magic weapon enchantments that trigger on a hit, such as Flaming or Wounding. Additionally, if the weapon deals damage of a certain type, the Curse's damage can be changed to that type at your discretion.

A Shielding grants the target any constant magical protections afforded by your shield while the Shielding lasts.

A Warding grants the target any constant magical protections afforded by your armor while the Warding lasts.

Blessed Aid

Prerequisites: Blessings.

Benefit: When you take an Aid Another action, you can activate a Blessing as a Swift action on the ally you aid. When you do so, the bonus your ally gets for your Aid Another action against the selected opponent increases to equal your Faith Modifier, and it applies to all the that ally's attacks against that opponent this round, or all of that opponent's attacks against that ally this round.

Cursed Strike

Prerequisites: Curses.

Benefit: Any time you make an attack action, you can channel a Curse through your weapon as a Swift action. You must do so before making the attack, and a failed attack ruins the attempt. If the attack hits, the target receives the full effect of the Curse as well as the effects of the attack, and is treated as automatically failing its saving throw against the Curse (if the Curse requires multiple saves, those after the first are made normally). When using a Curse in this way, you may substitute your total attack roll result for your caster level check for purposes of penetrating Spell Resistance.

Hallowed Grapple

Prerequisites: Hallows.

Benefit: When you grapple an opponent, you may spend a swift action to activate a Hallow, which fills the space shared by you and the opponent you are grappling. As long as you maintain the grapple, you need not concentrate on the Hallow.

Imbued Skill

Prerequisites: Imbues.

Benefit: Any time you take a combat action that involves the use of a skill you can Imbue, you may activate the relevant Imbue on yourself as a swift action. As long as you spend at least a move action each round on the skill in question, you do not have to concentrate to maintain the Imbue.

Shielded Defense

Prerequisites: Shieldings.

Benefit: When you take a total defense action, you may activate a Shielding as a swift action. You receive the benefits of the Shielding as well as whoever you target, the target receives the benefit of your Total Defense, and the Shielding's roll is improved by the AC bonus received from the Total Defense.

Summoning Withdrawal

Prerequisites: Summonings.

Benefit: When you take a Withdraw action, you may activate a Summons as a Swift action. You may only summon one creature in this way, and it appears in the space you began in. Any opponent threatened by the summon cannot make attacks of opportunity during your withdrawal, even if they threaten you for multiple squares of movement.

Visionary Response

Prerequisites: Visions.

Benefit: When you Ready an action, you may also activate your Visions as a Swift action. You may see the results of the Vision before deciding on the action you want to ready or what you want the trigger to be. When readying an action in this way, your initiative total does not change when you take the readied action.

Warded Advance

Prerequisites: Wardings.

Benefit: When you take a Charge, Run, or Double Move action to move closer to an opponent, you may activate a Warding on yourself as a Swift action. While Warded in this way, you also receive a bonus to AC against attacks of opportunity and readied attacks provoked by your movement equal to your Faith Modifier. As long as you continue such movement each round, and the movement takes you closer to an opponent each round, you do not need to concentrate to maintain the Warding.




Investiture

Investiture is the process of imbuing an item with Faith Magic. Investiture can be performed in two ways. First, you can create temporary items - collectively called Tokens - that provide a one-use Rite. Second, you can invest Faith Magic into a stationary Altar, which constantly radiates the effects of invested Rites throughout an area, but requires periodic maintenance.

Investiture requires acts of faith to perform. These acts require time, energy, or sacrifice, and are referred to collectively as Investments. Investments are measured in points, which can be acquired in various ways.

Investments

Time: The easiest, but slowest, process of investing an item is through devoted prayer, ritual, and effort. Each eight hours of effort provides one point of Investment. Multiple people can spend time on an item to assist with the Investiture.

The prayers and work of the Faithful are much stronger, providing a number of points of Investment equal to the Faithful's class level for each eight hours. Other divine spellcasters are treated as Faithful with a Devotion of 1 for this purpose. Only followers of the same deity as the investing Faithful provide this bonus; the Faithful and priests of other deities provide the normal one point of Investment per eight hours.

Piety: The Faithful can spend Piety to rapidly Invest items. The Investment gained from an expenditure of Piety lasts for one week, so it can be used to make multiple items. A point of Piety provides an immediate Investment of ten times its Faithful level.

Magic: The divine power that gods grant their clerics can also have a place in Investment. Divine spells or spell slots can be spent to Invest items, with each three spell levels spent providing one point of Investment.

Gold: A sacrifice of gold, gems, or magical or valuable items can also be used for Investment. Each 100 gold sacrificed provides one point of Investment.

XP: As with any enchanting process, energy can be spent on the process in the form of XP. Each 4 XP spent provides one point of Investment.

Sacrifice: Some deities will also accept the sacrifice of living beings for Investment. A sacrifice provides a number of points of Investment at least equal to the HD of the creature sacrificed, and some deities may increase that for certain types of sacrifice. What sort of sacrifices are acceptable will vary widely; even good-aligned deities may accept the "sacrifice" of mindless undead, irredeemable fiends, and other purely evil creatures, and the sacrifice of non-sapient animals is sometimes accepted by deities of all alignments. Evil deities are of course the most likely to accept the general sacrifice of sapient creatures - the more innocent the better.

Tokens

Tokens are one-use items that trigger the invested Rite upon activation. Creating a Token costs a number of points of Investment equal to the effective Faithful level of the Token. Each point of Faith spent improving the Rite adds this cost again. A Faithful cannot create a Token with a higher effective Faithful level than its own, or that costs more Faith than it could otherwise spend on a Rite. Tokens can be activated by anyone.

If the Rite used in the Token is one that can be maintained with concentration, the effect lasts for one round. Each additional round (to a maximum equal to the creator's Faithful level) costs two additional points of Investment, plus two points per point of Faith spent on the Rite.

Blessed Potions: These small vials contain about a mouthful of fluid, and can be drank quickly. Drinking a Blessed Potion can be done in the same action as drawing one, to a minimum of a swift action. The character drinking the potion is immediately subject to the effects of the Blessing.

Cursed Runes: These runes are placed on an object or location, triggering when a creature touches the marked object or enters a square containing the rune. The triggering creature is immediately targeted by the relevant curse (it receives all normal defenses). Runes can be keyed to only affect or to not affect creatures of a chosen Type, Subtype, or Alignment, or creatures who speak a certain password or carry a certain type of object. Runes cannot be used offensively by touching a creature with an inscribed object (although one could push a creature into an inscribed object or area). Once a rune triggers, it is permanently discharged.

Hallowed Candles: These candles shed a surprisingly bright light, but burn quickly. The candle can be lit in the same action as drawing it, to a minimum of a swift action. While the candle burns, it creates the invested Hallow in the area around it, and improves lighting in the Hallowed area by one step.

Imbued Talismans: These simple trinkets are typically worn on jewelry. While worn, they function as a Masterwork tool for the Imbued skill. As a swift action, the power can be discharged, granting the wearer the relevant Imbue. This causes the talisman to crumble to dust.

Shielded Ointments: These ointments need only be splashed on the user (or an adjacent ally) to activate. They can be splashed on the target in the same action as drawing them, to a minimum of a swift action. The target immediately benefits from the Invested Shielding.

Summoning Totems: These small figurines are carved in the appearance of the creature they summon. By throwing one to the ground (can be done in the same action as drawing it, to a minimum of a swift action), the creature represented is immediately summoned. A given character cannot have a greater combined EL of Summoning Totems active at a time than its character level - 6 (note that this limit is notably less than the normal limit for a Summons Rite).

Visionary Incense: These sticks of incense provide the user with oracular visions. They can be lit in the same action as drawing one, to a minimum of a swift action; once lit, they provide the character who lit them with the Invested Visions. The incense burns for the duration of the Visions.

Warded Charms: These protective charms are often worn on clothing and jewelry. Those that are Invested with Wardings Gifts provide a +1 Sacred bonus on saving throws against whatever effects the Gift provides immunity to. Activating a charm is a swift action, which immediately places the Invested Warding on the wearer, causing the charm to crumble to dust.

Altars

Altars are always large and basically stationary, a focus for spreading Faith Magic over an area. Investing an Altar costs five times as great an Investment as a Token. Altars affect a 10' radius around them by default. An Altar can be Invested with more power, affecting an additional 5' radius per five points of Investment spent, up to a maximum of 10' per Faithful level. However, this also requires an upkeep of one point of Investment per 10' radius per week. Each week that the Altar does not receive this upkeep, 10' of the radius is deducted. Regaining the lost radius requires the same Investment as initially adding it.

Rites invested into Altars often reference characters allied and opposed to the Altar. Allied characters are those who worship the same deity, an allied deity, or whose alignment is within one step of the Altar's deity. Opposed characters are those who worship an enemy deity or whose alignment is three or more steps different from that of the Altar's deity.

At the creator's discretion, effects that apply to allied characters can instead apply to all non-opposed characters. Likewise, effects that apply to opposed characters can instead apply to non-allied characters.

Blessed Altars: Any allied character in the Altar's area constantly receives the effect of any Blessing Gifts. As a swift action, an allied character adjacent to the Altar can touch it to receive the base effects of the Blessing.

Cursed Altars: Any opposed character entering the Altar's area must make a saving throw or suffer the effect of any Curses Gifts on the Altar for as long as it remains within the Altar's area. Additionally, an opposed character who opens a door, window, or chest in the Altar's area receives the base effect of the Curse (though it gets a save as normal).

Hallowed Altars: The entire area is affected by the Hallow. Hallow Gifts that directly affect those within, rather than merely altering the area, can selectively affect either allied, non-allied, opposed, or non-opposed characters.

Imbued Altars: All allied characters in the area constantly receive the full effects of the Imbue.

Shielded Altars: All allied characters in the area, plus any objects and structures in the area, constantly receive the full effects of the Shielding. Objects and structures treat the d10 roll for the shielding as an automatic 10, and receive an additional +10 bonus.

Summoning Altars: The summoned creatures are bound to the area; they cannot leave it, but remain indefinitely, and will guard it and its inhabitants from any opposed characters who enter. If destroyed, they reform at the Altar in 1d4 minutes.

Visionary Altars: All allied characters in the area constantly receive the effects of any Visions Gifts. As a swift action, an allied character in the area may also gain the base effects of the Vision.

Warded Altars: All allied characters in the area, plus any objects and structures in the area, receive the full effect of the Warding. Objects and structures improve the SR provided by 10.

DracoDei
2013-04-05, 03:36 PM
Aura (Su): The Faithful are exemplars of their alignment, and have an aura of their alignments equal to their class level.
I think you warded this wrong. Say it as per a cleric of Faithful level, of a deity of their own alignment.

Quellian-dyrae
2013-04-05, 04:06 PM
Cool, thanks!

DracoDei
2013-04-05, 05:13 PM
Have been digging into the Devotion/Piety/Faith basic mechanics.

Piety is VERY VERY powerful for basic survival. Even if the "stable at -1 hitpoints" thing only applies to death from actual hitpoint loss, rather than Save-or-Dies (including but not limited to Death Effects), Drowning, and Constitution=0 situations, then between that and the ability to make your save against said Save-Or-Dies 100% of the time by spending a point, you can get out of dying once per week pretty well with no effects that last longer than that week.

On a related note, returning to life only causes constitution loss for 1 HD (including from class levels) characters. USUALLY it causes the loss of one level.

Still have yet to attempt Gifts/Rites, but your explanations over the course of various pages in the Homebrew Friendly Recruiting Thread (http://www.giantitp.com/forums/showthread.php?t=278311&page=3)* make me feel like I have a chance of comprehending it.

*Note, you should probably copy those explainations over here, since recruiting threads get deleted pretty quick, rather than simply counted as an offense for necromancying them.

DracoDei
2013-04-05, 08:24 PM
Your Shieldings add +2 to the d10 roll, and an additional +1 bonus to a flat improvement to a superior defense.(Why is the word "Superior" here? If it is only supposed to apply if the variable effects don't help in a particular case, then you need to word that better).

Quellian-dyrae
2013-04-05, 08:30 PM
Hmm, yeah, should probably just say "an additional +1 to the target's AC and saving throws".