GrayDeath
2017-12-17, 04:12 PM
Setting Info: This Class is mainly meant to be played in a Setting I ahve built where there are exactly 7 Gods in "TheFaith".
These Gods are bound by some very specific Rules and usually do not allow single God Clerics to go above a certain level (if they exist at all, depending on the time played in there are only Lay Devotees and Adepts).
Hence this class is meant to venerate The Faith, not The Gods themselves, and gains Powers granted by all 7 Gods. Its members usually coming out of either mundane Believers or NPC Adepts. It is specifically NOT meant as a "Power Up Tool" for Clerics and /or Druids, see restrictions.
I would be very pleased to receive any feedback, but mainly I am looking for any problems I might have overlooked.
Mechanically its intent is to provide the otherwise pretty weak local Divine Casters with a thematic Power boost, that is not "over the top" and allow "Mundanes" some very thematic Divine casting.
The Sevenfold Hierophant
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Doamin, Skill Focus
2nd
+1
+3
+0
+3
Domain, Additional Domain Slot
3rd
+1
+3
+1
+3
Domain, Skill Focus
4th
+2
+4
+1
+4
Domain, Additional Domain Slot
5th
+2
+4
+1
+4
Domain, Skill Focus
6th
+3
+5
+2
+5
Domain, Additional Domain Slot
7th
+3
+5
+2
+5
Domain, Domain Flexibility
The 7fold Hierophant
7fold Hierophants are the Glue that keeps The Faith together. Not bound to any particular God, but very much to the Faith, they wield Divine Power greater than that of anybody else. More importantly though, they avoid being drawn into the never ending internal feuds between the Priesthoods of the gods, the Nobles, and the Arcane chools by simply being ONLY beholden to the Tenets of The Faith.
Requirements: Sevenfold Hierophants msut be of Lawful Alignment (almost always Lawful neutral (85+%)) and be standfast Members of The Faith.
Knowledge Religion 10 ranks, Knowledge Planes 5 ranks, not a Cleric or a Druid.
If the Sevenfold Hierophant ever becomes a Cleric or a Druid, he loses access to all his Domains permanently (and should retrain his levels, and flee the Faith at that....).
In theory Favoured Souls can become Sevenfold Hierophants, although it would require both a very specifc agreement between the 7 and a permissive DM.
Basics:
HitDie: D8. Hierophants are resilient, as their travels and mission requires.
BAB: Low. Hierophants are NOT Fighting Men.
Saves: High Will, high Fortitude
Class Skills: Diplomacy, Gather Information, Knowledge Religion, Knowledge Planes, Listen, Profession, Sense Motive.
Skillpts: 4+Int Mod/Level
Sevenfold Hierophants gain no additional Weapon or Armor proficiencies whatsoever.
Casting progression: Arcane Spellcasters gain new Spells (but not other class abilities) at every Level of this Class but the first, third and 6th. Initiators are treated the same.
Noncaster Classes (this also includes Incarnum Classes, the Warlock and the Binder) gain their special Class Features/Binds/Invocations and so on, on all Levels but the first and the 6th. (This also includes the Rogues Sneak Attack, the Fighters Bonus Feats, and so forth).
Domains: Each time the Sevenfold Hierophant can choose a domain, he has to choose one of the Domains the 7 possess. At First Level this MUST be the Law Domain. After that the choices are only limited as stated above.
At Level 1 he has one Domain Slot, which increases by one at Levels 2, 4 and 6.
Domain Spellcasting: The Sevenfold Hierophant can cast Level 1 Domain Spells at 7fH-Level 1, Level 2 Domain Spells at 7fH-Level 2 and so on. This means he cannot reach beyond the 7th Level Spells of his Domains!
Skill Focus At first, Third and 5th Level, the Sevenfold Hierophant may select Skill Focus as a Bonus Feat. he can only select Skill Focus for one of the Class Skills of this Class.
Domain Fleixibility Once per day per 3 Levels the Sevenfold Hierophant can channel his immense Divine Power to transform one of his granted Spells. For sacrificing two Domain Slots, he can cast one Spell of the same Level that he does not know. This Spell must be from the Cleric or Druid Spell list and cannot have the [Evil], [Good] or [Chaos] descriptor.
Domains of The Seven:
Air, Animal, Community, Domination, Earth, Inquisition, Knowledge, Law, Life, Luck, Nobility, Protection, Retribution, War.
These Gods are bound by some very specific Rules and usually do not allow single God Clerics to go above a certain level (if they exist at all, depending on the time played in there are only Lay Devotees and Adepts).
Hence this class is meant to venerate The Faith, not The Gods themselves, and gains Powers granted by all 7 Gods. Its members usually coming out of either mundane Believers or NPC Adepts. It is specifically NOT meant as a "Power Up Tool" for Clerics and /or Druids, see restrictions.
I would be very pleased to receive any feedback, but mainly I am looking for any problems I might have overlooked.
Mechanically its intent is to provide the otherwise pretty weak local Divine Casters with a thematic Power boost, that is not "over the top" and allow "Mundanes" some very thematic Divine casting.
The Sevenfold Hierophant
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Doamin, Skill Focus
2nd
+1
+3
+0
+3
Domain, Additional Domain Slot
3rd
+1
+3
+1
+3
Domain, Skill Focus
4th
+2
+4
+1
+4
Domain, Additional Domain Slot
5th
+2
+4
+1
+4
Domain, Skill Focus
6th
+3
+5
+2
+5
Domain, Additional Domain Slot
7th
+3
+5
+2
+5
Domain, Domain Flexibility
The 7fold Hierophant
7fold Hierophants are the Glue that keeps The Faith together. Not bound to any particular God, but very much to the Faith, they wield Divine Power greater than that of anybody else. More importantly though, they avoid being drawn into the never ending internal feuds between the Priesthoods of the gods, the Nobles, and the Arcane chools by simply being ONLY beholden to the Tenets of The Faith.
Requirements: Sevenfold Hierophants msut be of Lawful Alignment (almost always Lawful neutral (85+%)) and be standfast Members of The Faith.
Knowledge Religion 10 ranks, Knowledge Planes 5 ranks, not a Cleric or a Druid.
If the Sevenfold Hierophant ever becomes a Cleric or a Druid, he loses access to all his Domains permanently (and should retrain his levels, and flee the Faith at that....).
In theory Favoured Souls can become Sevenfold Hierophants, although it would require both a very specifc agreement between the 7 and a permissive DM.
Basics:
HitDie: D8. Hierophants are resilient, as their travels and mission requires.
BAB: Low. Hierophants are NOT Fighting Men.
Saves: High Will, high Fortitude
Class Skills: Diplomacy, Gather Information, Knowledge Religion, Knowledge Planes, Listen, Profession, Sense Motive.
Skillpts: 4+Int Mod/Level
Sevenfold Hierophants gain no additional Weapon or Armor proficiencies whatsoever.
Casting progression: Arcane Spellcasters gain new Spells (but not other class abilities) at every Level of this Class but the first, third and 6th. Initiators are treated the same.
Noncaster Classes (this also includes Incarnum Classes, the Warlock and the Binder) gain their special Class Features/Binds/Invocations and so on, on all Levels but the first and the 6th. (This also includes the Rogues Sneak Attack, the Fighters Bonus Feats, and so forth).
Domains: Each time the Sevenfold Hierophant can choose a domain, he has to choose one of the Domains the 7 possess. At First Level this MUST be the Law Domain. After that the choices are only limited as stated above.
At Level 1 he has one Domain Slot, which increases by one at Levels 2, 4 and 6.
Domain Spellcasting: The Sevenfold Hierophant can cast Level 1 Domain Spells at 7fH-Level 1, Level 2 Domain Spells at 7fH-Level 2 and so on. This means he cannot reach beyond the 7th Level Spells of his Domains!
Skill Focus At first, Third and 5th Level, the Sevenfold Hierophant may select Skill Focus as a Bonus Feat. he can only select Skill Focus for one of the Class Skills of this Class.
Domain Fleixibility Once per day per 3 Levels the Sevenfold Hierophant can channel his immense Divine Power to transform one of his granted Spells. For sacrificing two Domain Slots, he can cast one Spell of the same Level that he does not know. This Spell must be from the Cleric or Druid Spell list and cannot have the [Evil], [Good] or [Chaos] descriptor.
Domains of The Seven:
Air, Animal, Community, Domination, Earth, Inquisition, Knowledge, Law, Life, Luck, Nobility, Protection, Retribution, War.