Showing posts with label Clerics. Show all posts
Showing posts with label Clerics. Show all posts

Tuesday, September 7, 2021

Censer of Candis


Censer of Candis
- Magic Censer +1
Whenever equipped by a priest, sage, or holy man it allows them to turn undead as though they were one level higher. The Censer also acts as a holy symbol.

Created by the honorable Noble House of Candis, this Censer is wrought from blue-green metal and is especially holy by its maker's hands. Its design is inspired by nature, being made with angles and of a shape that are offensive and weaken the forces of chaos. This power grants passage and defense against endless or repeating hallways, straightens warps in space, and acts as something to right the path of non-euclidean spaces. As long as Incense burns in the Censer, the dungeon cannot pull any of the above tricks. The smoke also always floats exactly parallel to where it was puffed and stays there until it fades; so one only need look behind them to see if the smoke is trailing upwards and they can see if they are moving down a subtly sloped passageway.

As a symbol of purity and law, those who serve the forces of chaos seek to destroy this Censer. If the Censer is smashed by anyone willingly doing so, the Gods of Chaos instantly award them with a Chaos Medallion Power, which they now have for the rest of their life.

Saturday, October 24, 2020

8 Cleric Spells

[1]
Red Door to the Afterlife - 3rd level
This magic spell can only be cast in a tomb or underground chamber. The Cleric must be the Cleric of a God of Death, celestial eternity, the afterlife, a mortician, or other religion that helps ferry souls to the next life after this one.

The spell is cast on a wall where a red stained door appears. It is drawn on the wall made of paint and chalk; it is not real. Any pickax or water can wash away or destroy the ink, ending the spell. The magic of this spell is that anyone, when alone in this room, may open the red doors and enter the next life. Nobody knows what happens to those who do this, nor has anyone remaining in our world been able to see what is on the other side of the door.

Essentially, this spell allows a character or being to end their life painlessly, and leave our realm. If the character is a Cleric or an exalted hero of the highest order with unfinished business, there is a character level in 10 chance they can return as a spirit to give a single act or message of guidance to their fellows.

[2] Thunderbolt - 2nd level
This spell can be cast by a Cleric of Thunder or Sky-God. The Cleric summons up energies from heaven into their hand, and creates a lightning bolt. They can then throw it at any target they see, and the bolt deals 3d8 + caster level in damage. If the target saves, half damage.

This spell is very powerful, especially for how early a Cleric may cast it. However, conjuring the power of the Gods is taxing on their frame. Whenever they use this spell, the veins in the hand they used to cast it turn bright red and irritated, causing permanent stiffness and pain in that joint which gets worse each time it is cast. The Cleric loses -1d2 Dexterity permanently for each casting of this spell.

[3] Shadowless - 1st level
This spell can be cast by any Cleric, except a Cleric of a God of Shadows or Darkness. The Cleric no longer casts a shadow for that day, gaining +1 to stealth rolls, and is indicative of a certain inner light. This also applies to the Cleric metaphorically- they get +2 to saves against fear, shadow magic, inner-demons, and saves vs death.

This spell can also be reversed, or cast by a Cleric of opposite alignment. The spell instead makes the Cleric's shadow darker and longer, as though illuminated by a deeper light. Anyone within this shadow saves at -2 to the Cleric's spells.

[4] Earth-Sink - 3rd level
Can be cast by a Cleric of a God of the Earth, Stone, or Underworld. The Cleric looks at one target, who sinks into the ground. If the target is mounted, it affects their mount as well. This effect cannot be resisted nor can any amount of strength or giant-strength pull themselves out of the hole. After 2d6 turns, they will automatically be freed. If the Cleric serves an evil or bloodthirsty god, then the being targeted by this spell will keep sinking instead and be crushed to death in 2d6 turns. This magic can only be escaped by praying to a counter god or by being able to cast a flight or levitation spell.

[5] Blinding Dust - 1st level
This spell can be cast by any Cleric. The Cleric throws dust in the eyes of their enemy, and their God blinds the enemies for 1d6+1 rounds.

[6] Elemental Greatness - 4th level
This spell can be cast by a Cleric of corresponding elemental affinity; so a Cleric of a Fire God could cast this spell with a fire focus. Clerics that serve Monotheistic entities can cast this spell in any form they wish, but must spend twice as long preparing and researching this spell due to the cosmic vastness of their deity's portfolio.

This spell allows the Cleric to become a greater elemental “force” opposite another force. For example, if a great typhoon wind-dragon was whipping up a massive storm, then the Cleric could become an even greater storm and knock the smaller one away. If a fearsome demon spit fire so hot it melted iron, then the Cleric could spit fire so hot its melts stone and gemstones too. If used against a creature closely tied with an element, the Cleric can convert them to their religion by surpassing them.

[7] Spolia Opima - 4th level
This spell can be cast by nature priests or druids, as well as those Clerics who follow Gods of War. This spell requires the caster to decorate a tree with the armor, weapons, clothing, spellbooks, battle standards and so forth of a defeated powerful enemy. In this case, a powerful enemy is something with an HD equal or greater then the Cleric, or something with a significant power advantage over the player characters in some fashion. The Cleric can only cast this spell once per level; meaning once it is cast, they must level up to cast it again.

This spell has two major effects. The first is that it provides a rush of joy and euphoria for the caster and his entourage. All present during the battles or missions that won the armor and gear of the defeated opponent feel a great sense of elation. They are empowered by the gear and can roll on any stat; if they roll over the stat, they get +1 to that stat. If they roll under the stat, they get +1 maximum hit points.

The second effect of this spell involves the tree used to cast it. The magic of the spell and the approval of the God means that the tree is blessed too. Any tree spirits, dryads, or elves that are connected to that tree are granted +1 HD and are satisfied; if the tree spirit is angry or aggressive it is made dormant for a period of 2d6+2 years. This spell can be used to quiet raging spirits, but obviously it will make the spirit more powerful in the long run.

As a final effect, the armor and gear put into the branches of the tree becomes cursed and unusable. It is obviously cursed; becoming scarred and rusted and twisted within the branches. If someone forces it out of the tree and tries to wear it, they will find it bound to their body and unable to be removed without divine assistance or strong magic to lift the curse. Each morning they wake up, they will find branches and fresh leaves shooting from their flesh; they wake up each morning taking 1d4 hit points of damage from the tree's growth inside of them.

[8] Fed Stones - 1st level
This spell can be cast by Clerics worshiping the Gods of the Hearth, Healing, Childbirth, or Life in general. The Cleric feeds a statue, carving, golem, or gargoyle food from a bowl and spoon, much like one would feed a baby. If the entity is active or aggressive, the Cleric must roll a reaction check to keep it calm long enough to feed it.

Upon being fed, the entity is healed by 1d6 hit points; as most Cleric spells can't heal nonliving things, this method is one to restore a crumbling, ancient sculpture. Active inanimate objects will be very grateful at being fed, and if the Cleric's level is equal to their HD or higher, they will gladly go to the Cleric's church and sit in a graveyard or on a monastery tower to be at peace. They may also come to life to defend the church if it is under attack.

Sunday, May 31, 2020

Dirt Simple Turn Undead

By popular request.

Trying out a drawing tablet
Dirt Simple Turn Undead
Everyone can Turn Undead. All you need is a holy symbol. I like more animist religious stuff, so I divide it into Magic Charms (one use, but cheap) and Holy Symbols (unlimited uses, but expensive). You can also put a Magic Charm over a doorway or something and it keeps spirits from going through it if you've already turned them, or like lock the spirit back in its coffin, but it's just a slip of paper so if somebody tears it off the spirit is free that easy. Really expensive holy symbols like gold ankhs or portable altars and the like give you +1 or +2 for the contest.

Everybody can only turn undead 3 times a day, regardless of the symbol.

When you decide to turn undead, the user holds up the holy symbol and says a prayer. Then, compare the level/HD of the Turner to the unholy creature;

If the Monster has a higher HD then the Turner's HD, then the monster cannot attack them for one round. Even a powerful demon or wraith will pause at the sight of the cross.

If the Monster has a lower or equal HD then the Turner's HD, the monster is turned and must flee.

If the Monster has less remaining Hit Points then the Turner's HD, the monster is destroyed.

Clerics, Sages, or other classes with a role involving dealing with spirits and the undead treat their level as being higher for the purposes of Turning. Something like +1 starting at 2nd level, and going up every other level. So at 2nd level they can turn a 3 HD Undead, at 4th level Turner counts as 6 HD and are guaranteed to destroy a 1 HD skeleton, etc.

Also also; this is mostly a single target thing, but a really high level Sage could totally split up their HD worth of turning power to rebuke a whole room of zombies. If you don't like the idea of a 1st or 2nd level Sage/Cleric being able to destroy undead this early on in the game, just make it so you have also have a higher level then the monster's HD in addition to beating it's current Hit Points

Also 3: Add your Wisdom modifier to this contest, because it fits and Wisdom sucks anyway. Gives a little more character variation and makes Cleric or Sage-types more likely to want to play them if they get a high Wisdom at character creation.

Thursday, April 23, 2020

[Class] Wheelchair Templar

The Suffering Saint is one of the most important figures of the faith. Those who matyr and die for the church are rejoiced in their death, suffering itself puts on closer to God. But with organized religion, comes tradition and practice. It has a canon and a scripture all its own, including lines drawn from bloodied fingers and limbs.

The Suffering Saint had many wounds, and it has many practices. The ritual of inner cleansing strips ones intestines bare and clean with acid, and causes the digestive tract to prolapse. In many practices, those who have their hands broken with vices and hammers are considered to be the greatest of healers, however lacking in mobility their nub fingers may be. But by far the most zealous of all, and the one that leaves its user most alive and most capable, is that of making lame.

Wheelchair Templar
HD- d8
Maximum AC- 13 / Minimum Starting Hit-Points- 3

You can't walk. Your legs are totally crippled- your knees, tibia, and fibula are broke to shit. Your femur is mostly alright, mostly because anything that can break that bone would kill you, but there's no chance in hell you can walk. Treat your Dexterity score as the ability of your hands, only. Your stealth score is -3 and you automatically fail any saves involving dodging things out of the way. Treat your base AC as 7 since you're sitting down. You'd need a full set of armor just to stand a chance; this is a hard mode class, so you'd better get used to it.

Because you're in a wheelchair, you need help getting around. You can push yourself on mostly flat, level ground. But you count as double encumbered at all times. Or take whatever penalties you get from being medium encumbered, or light encumbrance x2, or whatever system you use. That's your default speed and penalty to wandering monster checks.

At 3rd and 9th level, you get +1 to hit and damage on a hit with all weapons.

At 4th, 6th, and 8th level, you get +1 to all saving throws against death.

You can turn undead. If everyone could already turn undead, just turn undead as though you were a level higher. You advance in holy magic as a Cleric of one higher level then you are.

Even if you aren't a high ranking member in the church, the faith must respect you for your dedication and living matyrdom. You can be boarded in any church, with a small stipend from the bishop to support you and your allies. You also sway the laypeople as well; villagers and townsfolk who follow the faith are always going to respect you at the very least, and give you directions, food, or hiding you from other authorities.

At 10th level, you become a Suffering Saint. Every time you are struck by a hit, your retainers and hirelings get +1 morale for the rest of the combat encounter, or for one exploration turn. This also works against supernatural fear or dangers to sanity; your suffering acts as a beacon of hope for all of the faith and acts as ward against darkness.

Additionally, you gain a procession of 10 martyrs, lepers, and holy cripples who will follow you on your journey. They know basic first aid and will help push your wheelchair, and can do some very basic labor for you.

Monday, April 20, 2020

[Class] Thanturion

You are a Legionnaire with a very special skill. You are among the rank of the Immunes, a soldier with specialist skills, making you exempt from guard duty and some of the most grunt work in the legion, but still expected to fight. Your special talent, especially, is not particularly desirable.

There are some people close to death. Like those with a special connection to their Lares, or family's house spirit, except yours is for the dead. Your voice and face calms them, and you can lead them. The Thanturions are a special group of individuals in the Roman Legion, meant to lead the spirits of the dead away from the camp or fortress, so they do not seek revenge or haunt the men. You bang raise a black standard and bang on a tin drum which makes a horrible noise, and lead these spirits of Rome's fallen foes away from the Empire's expanding border. Sometimes, you're called to do this in battle, among enemy fire or appearing as though you are deserting simply to divert the forces of the dead and undead away from your men. Maybe you deserted for good, got separated in a strange land, or maybe you are a veteran and discharged after a long degree of military service. You still have your talent, and the dead still follow you.

Thanturion
HD- d8
Maximum AC- 16 / Minimum Starting Hit-Points- 5

The Thanturion is a legionnaire with a very specific duty. You can sense the spirits of the dead nearby better then most, and are likewise more visible to them. You're a mix of a soldier and a cleric. You are well trained in the use of all standard legion weapons, carry heavy armor, and can march all day. Set your Constitution to 12 if it is lower.

At 2nd, 5th, 8th, and 10th level, add +1 to hit with all weapons.

At 4th and 7th level, add +1 to damage with all attacks.

You cannot turn undead, even with magic items. Even in a game where everyone can turn undead, you can't do it. Instead, you only bring attention to the dead on yourself by moving, speaking, and especially by playing instruments or waving a black standard. By getting the attention of the dead, they follow you. Undead will not attack you unless you are leading them to a place they cannot follow (such as a church) or unless if you mock or spite them. Even though you may be a member of the army that conquered their people, they don't see you as a foe by default.

You can successful enrapture spiritual undead, such as noncorporeal beings like ghosts, revenants, or anything that has risen from its grave on its own power, equal to your level in HD. If your level is twice that of the undead's HD, they will be put to rest if led to a peaceful or spiritual place.

You can successful enrapture physical undead, such as ghouls, Frakenstien-esque medical monsters, or flesh golems as equal to half your level in HD, rounding down. If your level is thrice that of the undead you are leading, they will be disabled for 1d6 exploration turns if lead to a peaceful or spiritual place.

At 10th level, you become a Morturion. By wearing a special silver mask, you can hide your presence from the undead, becoming invisible to them. By waving a black standard, you can also rally any undead following you to attack your foes as though they were a spiritual legion. Their morale for the attack is equal to a 10 + your Charisma modifier.

Additionally, if you are still with the legion, you become the leader of the Thanturion Immunes and receive double pay.

Wednesday, April 15, 2020

[Class] Orichalcum Chariot

Orichalcum Chariot
HD- d10
Max AC- 16 / Minimum Hit-Points- 7

You appear as a horseless chariot with a square front, and two mighty wide wheels behind. You are the color of bronze, darkened and richer, as your alloy is superior to the old metal. You are also alive, but not in the same way a golem is alive, despite you being so similar. Golems are inert things brought to life through magic words, but you are alive from your very forging, a symbol of speed and motion. You cannot be controlled like a golem can, which is why more of “you” are not made anymore. If you think of golems as men making men in the same way the Gods did, then you are like an angel who men try to make in the same way that Gods made angels.

You can hold two riders and are as fast as a two horsed chariot. At 2nd level, decide if you want to be built for comfort or speed, or roll a 1d2. If you choose, you can become either wider and more spacious, letting you hold a third rider, or you can become sleek and are now faster then two horses pulling a chariot at full speed.

The chariot can race around and make attacks by trampling over things, but have no hands or power to attack on their own. You deal 1d6 damage if you trample a man sized creature, quickly shrinking to no damage or crashing yourself if you try to run over something big like an ogre. You are still a heavy metal chariot, so your wheel could crush a person's foot or you could knock aside a horse running alongside you. You need not driver to move. If an animal or two is hooked to your front, you can control them subtly through their minds, pretending to be a normal chariot until needed. Always count your AC as 16, as you are a heavy metal and hard to damage or scratch.

At 3rd, 7th, and 9th level, you gain +1 to hit for both yourself and whoever is riding on you.

At 4th, 6th, and 8th level, you gain +1 damage for both yourself and whoever is riding on you.

If your game uses Spells, you can cast Cleric spells. You cannot turn undead, as you have authority of the living as you are not alive. You can only cast spells on your rider(s). Check the list below; Sacrament is just a fancy word for “spell level”, just for Clerics.

At 10th level, you become a Divine Vehicle. You can fly on holy days, and can take your rider(s) through the firmament of the world once per year. This lets you travel between the worlds, or to visit cosmic realms of the Gods. You are protected from judgment and the harsh energies of that realm, but your riders only are as long as they stay on you.

lvl
1st Sacrament
2nd Sacrament
3rd Sacrament
4th Sacrament
1




2




3
1



4
1



5
2



6
2



7
2
1


8
2
1


9
2
2


10
2
2
1


Thursday, April 9, 2020

[Class] Immaculate

Immaculate
HD- d6
Maximum AC- 10 / Minimum Starting Hit-Points- 2

The immaculate is a priestly, divine body. It is a person free from all disease, blemishes, or evil inside. They do not have genitals or an anus. They do need to eat, but do not suffer from wasting away- they simply politely ask for food until starved to death, then keel over dead. Their corpses do not rot, and they cannot be raised from the dead in any way. Depending on the culture from which they come from, the Immaculate has traits associated with beauty and purity. Pure milk-white skin, curly hair, ebony black eyes, whatever the traits are, they have them. Their otherworldly perfection only increases as they increase in level, and they do not age either.

The immaculate are the result of a divine body on Earth. Something chaste, perfect, and magically gifted in the arts of healing and holy magic. If your game uses Clerics, these are like the weaker, more magical version of them.

All of the gold the immaculate earns is donated to charity, or the church. They still gain XP for gold earned/spent, just don't get to keep it. Depending on the theme of your game, the Immaculate is also always Lawful Good, or is never blamed for the wrongdoing of the party; they are incapable of cosmic evil, at the very least.

The Immaculate is immune to disease of all kinds. When the Immaculate is 4th level, they may touch someone to give them a second save against disease. At 8th level, this applies to magical diseases and the wasting of level drain as well. This also carries over to things like infection, scarification, or burns or brands from various forms. They disappear from the flawless skin of the Immaculate in a number of weeks equal to 10 minus their level.

The Immaculate must eat, but relies on alms and charity mostly. They can also make food go farther- by taking a single ration and sharing it with those who cannot have one themselves, it will be duplicated. The Immaculate can feed up to their level x5 people by sharing. Food shared to the wealthy or able-bodied gives them a bloated feeling of guilt afterwards.

They are also skilled at healing. Increase all healing actions done by the amount + their level.

Finally, the Immaculate is skilled at turning the Undead. Every Odd level, including first level, they treat their level as one higher when turning the Undead. At 10th level, this would mean they would turn undead as though they were level 15.

At 10th level, the Immaculate becomes Perfection Incarnate. The Immaculate has little reason to remain on Earth any longer, but if they chose to do so they attract a flock of 200x1d10 downtrodden and filthy to be healed and counseled. At any time, the Immaculate may ascend to heaven as an angel, or agent of good among the cosmic order.

Wednesday, October 30, 2019

Vampire Weaknesses

Vampires seem to have a lot of weaknesses. This is because many cultures and histories have been combined and act as a pool to draw from. But in a fantasy world, how can one explain all these weaknesses for what is supposed to be a terrible creature of the night? You could go with the WoD concept and have many types or bloodlines of vampires, or do something simple. The Gods.

Vampires, as with all undead, are weak to holy symbols and Clerics are well tuned to fighting them. Vampires are also killed by sunlight, which is a common weakness they all share, potentially an ancient bane given to them from the God of the Sky. Holy symbols are usually made out of silver, gold, or some other precious resource. Holy water also works as a sort of direct weapon against evil. Vampires can also be destroyed by direct damage and martial might, but so can anything in a high fantasy world. However, even with these powers, the Gods knew that vampires were too dangerous and powerful for mortals to clash with. With dark magic, shapeshifting, mind control, as well as superhuman strength and toughness; Vampires are the natural predators to mortals. In response, the Gods began to grant their followers new weapons against these dark forces; the banes.

Side Note- In some worlds, such as Goblin Punch's Centerra, Gods are very regional. Knowing the Gods of the region is as paramount to traveling through as is knowing the language and having a map. Using this concept, the vampires are instead cursed by the God's bane in their land.
Graf Orlok  @MitchGrave
Clerics can curse vampires. Cleric-curses aren't the same thing as regular black magic curses, they are like divine punishments sent from the heavens, and as such nothing except for a Wish spell can cure these. Naturally, divine-level magic that can cure normal curses won't work on a curse sent by the Gods. Clerics can curse any vampire that has an HD equal to their level or less. To curse a vampire, the Cleric must simple say a specific prayer while holding aloft their holy symbol. The Vampire will often flee even if the Cleric isn't turning them, simply to avoid this curse.

Once a vampire is cursed, they suffer the Gods bane. The vampire will suffer the bane of that specific priest's God, or if unaffiliated, a random bane is rolled on the table below.

Bane of the Vampires Table – Roll 1d10
[1] God of Craftsmen – Silver. Silver weapons or items deal more damage, similar to a werewolf.
[2] God of the Hunt – Wolfsbane. Similar to a werewolf.
[3] God of Fire – Fire. Regular fire catches on the vampire, dealing 1d6 per round.
[4] God of the Dead – Vampire must sleep in their native soil. This only makes the vampire weaker instead of killing them, but degenerate their HD by -1. Symbolic of returning to the grave.
[5] God of the Ocean – Running water. Rivers that flow to the ocean are impassable.
[6] God of the Hearth – Cannot enter a house invited.
[7] God of Farming/Fertility – Garlic. The vampire is repelled by it, as though turned.
[8] God of the Moon – Mirrors. Vampires don't shed a reflection, but a vampire with this bane are additionally turned by the sight of a mirror.
[9] God of War – Stake through the heart causes instant death. Normal vampires are usually killed by a wooden stake simply due to the damage taken, but this bane guarantees it.
[10] God of Merchants – Counting. The Vampire is forced to count out beans or grains of rice spilled on the ground; giving enough time to avoid their attack.

Saturday, April 20, 2019

[Class] GLOG: The Many-Faced Man

GLOG Class- The Many-Faced Man
For every Many-Faced Man Template you possess, you have an X+1 in 6 chance of avoiding surprise or being snuck up on. If you don't like this rule, just give +1 to save versus spells per template.

Starting Equipment- Alms bowl, spear, and a box filled with white-lotus petals.
Starting Skills- Roll 1d3- Ascetic, Merchant, or Lesser-Official

A: New Face, +1 hit points
B: New Face, Spellcasting, +2 spells known, +1 MD
C: New Face, Crowded-Chorus, +2 spells known, +1 MD
D: The Peaceful Face, +3 spells known, +1 MD

Many Faces
You have many faces. Despite this, you still have one body and head. You also have one mind but it is capable of stretching in many directions, and you can have many voices. You can still wear helmets; but prefer those specially crafted to be open in many directions for your many faces.

Your original face must pick a “resting expression”. This expression can be anything you chose, but cannot ever change it once chosen- it's the face that best fits the character. All of your faces “rest” on single expression, which they keep as you would expect whenever neutral. But your faces can speak, laugh, sing and so on- changing expressions together- each has a personality that matches their expression but you are one being.

Faces Table - 1d8
[1] The Sneering Face
The Sneering Face is a sign of arrogance and superiority over others; enemies make their saves versus your magic at -1. Additionally, if you roll a spellcasting Misshap and get a 6, you can chose to put this face on a wall or inanimate object big enough for your face to stick on the surface. You can see, speak, and hear through this face but any attacks given to it still deal normal damage and the face has no body to defend itself with on its own. You can also expend a magic dice to use this effect whenever you want, lasting for 1d6 turns.

[2] The Grimacing Face
You get an extra save against all mortal diseases that you have every single day until they are cured.

[3] The Fearful Face
Whenever you are attacked in combat by something (before the attack or damage dice are rolled), you may choose instead to flee. You avoid this attack, but run off in the darkness in a random direction and will be on your own for a turn; triggering traps and potentially running into more monsters. Additionally, increase your MV or speed or whatever stat you use by +1/5ft when you are running away from something.

[4] The Roaring Face
Gain +1 to attack rolls. Whenever you cause enemies to roll a morale check, they get -1 to their roll from the terrifying, fearsome expression held by this face.

[5] The Winking Face
This face is sly, and constantly winks to those who see it before you use its abilities. You get +1 to stealth or sneaking rolls, and can do sneak attacks like a thief- adding your Many-Faced Man templates to your stealth attack and damage roll. Additionally, you can pick normal locks if you couldn't already.

[6] The Weathered Face
This face looks like you, but older and more weathered. It has a weariness to its eyes. You get +2 to saves vs death. Additionally, you can subsist on grime, old crusts, powders and dusts from within cups and bags and cannot starve; but you don't exactly thrive either.

[7] The Grinning Face
You have an aura of supernatural luck. You can reroll one magic die once per day. You can use this to try and downgrade a doom to a mishap, or get a higher result on a low spell roll and so on.

[8] The Stoic Face
You are immune to supernatural fear effects. Additionally, those belonging to monastic orders will always roll a reaction check of at least a Neutral result unless you are wanted by their order.

Crowded-Chorus
Your many voices are raised at once in a chorus. Using this ability has an X+1 out of 6 chance to disrupt a spell in progress based on a voice or music. Enchanted voices are drowned out by your sea of babbling, magic instruments lose their tune. You can only use this power by expending one of your magic dice for the day.

The Peaceful Face
Your final face is Enlightened. This face shows peace- showing anyone could make this face once they know the truth. As long as you carry no weapons, you cannot be attacked first by any mortal creature. Angels, demons, and the undead can still strike you, but must make a saving throw to deal damage on a hit. Otherwise the attack or spell is engulfed by a heavenly light, and is nullified. You can only absorb the first attack from these creatures, then you must roll initiative.

Spells-
The Many-Faced Man is a spellcaster, but knows no spellcraft. You gain spells each day by meditating for an hour in a tranquil place- you do not learn new spells from spell books. You instead get random spells from a Cleric, Sage, or Wizard of the White Hand spell list. These powers emanate from within you in a golden holy light.

Cantrips- Like all spell casting classes, you get Cantrips. You can use your cantrips at 1st level, even before you reach the B Template that gives you magic dice.
1- Change which of your faces is the foremost, which is the one that speaks to people. Usually.
2- Create the sound of a far-off windchime.
3- Pick up the wind to a light breeze. Only useful for making petals dance around you majestically.

Mishaps- Rolled when you get doubles, as per normal GLOG spellcasting rules.
1- MD only return to your pool on a 1-2 for 24 hours
2- Take 1d6 damage
3- Random mutation for 1d6 rounds, then Save. Permanent if you fail.
4- One of your faces gets stuck making a silly expression. Get -1 to reaction checks for 1d4 hours.
5- One face is (1d3) Struck Mute, Blinded, or made Deaf permanently. Unless all your faces share the same condition, your character can still see speak, see, and hear.
6- 1d3 Faces shift to your (1d4) Underarm, Chest, Groin, Foot; roll once for each. You cannot use its ability unless it is exposed, and obviously cannot see through it if under an article of clothing. They are stuck there for 1d6 turns.

Doom of the Many-Faced Man
1- All of your faces make their resting expression and are stuck in them for 1d4 turns; they become unable to use spells, speak, or use abilities for that time. You can still fight but make all attacks and defenses at -2 from the lack of emotion and willpower.

2- The effect of the first Doom, but over 1d6 days. One of your faces is permanently paralyzed in their resting expression. You cannot use this face's ability every again. If it is your first face, you lose the ability to have children and can no longer use titles for your name. This is a magical effect that applies to everyone. You are no longer Sir Jack Kasmian of Argor. You're just “Jack”.

3- You find the nearest quiet, peaceful place, sit down, raise one hand, and turn to stone forever. Your faces are stuck making their resting expression. If a Stone to Flesh spell is cast on you, the statue just becomes a golden light that disappears after 1d6 minutes.

There are two ways to avoid your doom. The first is to have one or more of your faces removed through magic and turned into magic items. You cannot use that face once it is gone; it is merely a separation of your spirit. Your soul will live on within the faces; a magic shield with your face on it that feels the pain of each blow but protects its wielder from harm, or a cursed magic mask that possess a person to live out the emotion of that face until removed and so on.

The second method to avert your doom is to trap yourself in a dimension or place where there is no peace or beauty; an eternal pilgrimage in hell.

Notes on the Many-Faced Man
This is my first GLOG class. It's meant to be a bit of a gonzo Cleric sort of thing, and it's also pretty powerful and multifaceted. I've never designed a GLOG class before either, but I am pleased with how it turned out and the unique dooms. Also, I intentionally made spellcasting only begin at second level, so even people who attempted to multiclass into the Many-Faced Man would be unable to get all 4 MD; any Many-Faced Man you meet will always be a weaker spellcaster then a full spellcaster.

In order to make the class less random, you could allow the players to pick a face instead of rolling on the table.

If you want to convert this class to your own game, you'll have to use your own GLOG conversion methods. I've also thought on how to convert it into my own rule set.

The Many-Faced Man
HD- d6
Max AC- 14 / Minimum Hit-Points- 3

At 1st, 3rd, 6th, and 10th level, get a new face. Get +1 to hit at 4th level and Crowded-Chorus at 7th level. Spellcasting starts at 3rd level. At 10th level, you are a Many-Faced Guru and gain the power of the Peaceful face. Additionally, you can retire by turning into a statue.

Wednesday, March 27, 2019

11 Strange Cleric Hirelings & their Wacky Religions

To create a Cleric Hireling, roll a 1d12. Stats that are not specified are rolled randomly upon creating a hireling, as per the normal method.

[1] Saposa the Long-Haired
Stats- +5 Str, +1 Con, +1 Wis, -2 Cha
Turns- The Groomed

All of his body hair is super long and unkempt. Head, facial, armpits, pubic, everything. He's got a Sampson thing going on, and his God is in a covenant with him to grant him super human strength as long as he does not shave.

Saposa is a cleric of the God of the wild things, and as such his power to turn undead is replaced with the power to turn groomed. This includes beings or creatures that are heavily groomed; cats and rats flee from his voice, perfumes stop short from spreading their flowery scents, elves run, and nobles must make a save to avoid the urge to flee. Instead of a destroyed result on a Turning, the target instead becomes cursed with untidiness, causing messes in their wake and having a permanent -2 AC from being dirty and clumsy. Bald mortals and certain creatures, such as giant naked mole rats, are totally immune to this power regardless of their hygiene level.

[2] Loafus of Uro
Stats- +1 Str, -1 Con, +2 Wis
Turns- The Fairie & The Deceptive Path

Loafus is a short fellow with bad lungs. He carries a walking staff and needs weekly trips to breathe fresh air in the mountains, else he sicken. He wears a blue girdle with cold iron pins stuck in every few inches, to ward against fairies.

Uro is a city that once wrestled control of itself from the fairies that occupied it, and threatened to pull it into their realm permanently. The patron spirit of that city infused Loafus with its power. Loafus can turn fairies, though they are never destroyed, and are instead simply banished back to their fae woods. Loafus's ability to turn can also be used on deception and false paths; for example if he successful cast his Turning against a labyrinth, the walls would be forced to shift to give straight passage, though traps and monsters may be placed right in his way. This is always temporary, except on a destroyed result, in which case the false path or misleading fairy signs are eradicated.

[3] Phillus Decantt
Stats- -1 Str, +2 Dex, +1 Wis, +2 Cha
Turns- Music & Musical Incantations

As one of the few religious adherents allowed to keep a family name and business. His god is the God of music and mastery of music. He is skilled in several instruments, and is teaching his daughters the ones he does not know, so their family will be a complete band.

Phillus has the power to turn music; specifically rival music and poorly played music, as well as the music of savage peoples like drums and shrieking. His power also works on spell like incantations, sorcerer's laughter, the song of a siren, and so on. Using this power can block the morale bonus from wardrummers, and stop musical spells or abilities. On a destroyed result, the offending instrument is destroyed, or offending voice is stricken mute for 2d6 days and takes that many points of damage.

[4] Synthuusia
Stats- -3 Str, +1 Dex, +2 Wis, +1 Cha
Turns- Bitter Truths & Mortification

Synthuusia is a young woman whose growth was stunted due to the prophetic fumes she was forced to breathe as a youth. She's very short and physically very underdeveloped, but she still retains some powers of prophecy even if she is too old to serve as a temple oracle anymore. She serves her temple through other forms of service.

She worships the Goddess of prophecies and dancing. By using her power of turning, Synthuusia can create a cloud of that same fume that she once breathed for days on end. This fume lightens depression and makes things you see less ugly. It softens features as well as fear. She can use the turning roll as a replacement for any hireling or player-character morale check versus fear, natural or supernatural, as the fumes make everything seem less harmful or serious. On a destroyed result, the hazy fumes give a kind of precognition to her and her allies, granting +1 to AC or saves versus whatever she was turning against.

[5] Aie the Wise Man
Stats- -2 Dex, -1 Con, +2 Int, +4 Wis
Turns- Stupid People & Fools

Aie is an old sage with many lessons learned and much wisdom to teach. His religion is that of self enlightenment and respect towards philosophy. The God of philosophy only grants its powers to those followers who understand why they no longer need them.

Aie's power to turn is quite broad but limited. He can use it to attempt to turn any stupid person, group of dumb people, or collection of fools. On a regular result, the targets of the spell are compelled to leave, but are not forced to such as if engaged in violence. On a destroyed result, then targets are forced to leave, getting a headache from smart-people talking near them. This turning ability works great against unintelligent creatures, though creatures of above average intelligence for their species are immune to it. Anyone with a +1 Intelligence modifier is also immune to the power. Those who entertain for a living, which Aie respects, are also turned as well if they are in uniform. This includes play actors, court jesters, circus performers, etc.

[6] Mourner
Stats- +1 Str, -1 Con, +1 Wis, +1 Cha
Turns- Disrespectful of the Dead

Mourner has lost her name. She's given it up to better serve her role; in her temple she did nothing but mourn for the dead. She provided a valuable service to the poor and destitute, who could not afford funeral processions, since it is known that the more tragic the funeral and louder the wailing, the more the Gods will notice and reward the spirit in the afterlife.

Mourner has the power to turn those ungrateful to the dead. This mostly means tomb and crypt robbers, and thankfully she can target it to only strike those opposing them, as well as those that exhume corpses for nefarious purposes like vile necromancers. This power also works on carrion-eating species, if that creature has eaten or eats intelligent dead corpses, such as a gnoll or a cannibal. This power turns on a success and on a destroyed result; the victim gains Necrophobia, requiring a morale check or saving throw to enter a tomb or when they see a dead body, including undead both corporeal and otherwise. They get nervous even when they see a tombstone. This can only be removed through powerful magic or therapy. Her power does not work on the undead, even those that consume corpses or raise corpses on their own, such as a wight or lich.

[7] Very Holy Burkane
Stats- +2 Wis, +1 Cha
Turns- Undead & Demons +1

Very-Holy Burkane is his actual name. This priest has been in so many babtisms, done so many prayers, and consecrated so many times he's essentially walking church. The ground for 10 feet around him in diameter is also treated as a church for the purposes of spells or demons who cannot enter them. He's humble but uses his abilities tirelessly to ward against evil; in the places where he is from he gives up his spent clothes as talismans that townsfolk can nail above their door as a holy symbol, simply due to it rubbing off on the linens from his own holiness.

Burkane does not have a special target he can turn. Instead, he turns Undead & Demonic beings like most Clerics. However, he gets to add +1 to turning rolls or treat his level as +1 for turning attempts and results, whichever makes more sense for your game. Burkane's god isn't really important anymore, as his holiness has come from many churches, positive energy fonts and the adoration of the people, and as such his holy mish-mash aura means he cannot prepare any cleric spells but the most basic and common of healing and protection spells. Even multiplying food is too specific for this conglomerate of holy magic.

[8] Balsor the Blade
Stats- +2 Str, +2 Dex, -1 Wis
Turns- Blades

Balsor is a swordsman and worships a God of swords and oaths of fealty. He is also armed with a +1 magic sword. This sword is a deep gray and is translucent for its wielder. Balsor holds it to his face to hide his intentions for attacking and defense, giving enemies who try to read his motions -1 to hit or AC depending on the situation. If Clerics cannot use swords or magic swords in your game, Balsor can use only this one, as it has been blessed and ordained by his order.

Balsor turns blades; swords, knives, and slashing weapons are specifically turned. Semi-bladed weapons like axes or spears treat the turning result as one less. Turned weapons cannot harm anyone, and are supernaturally dulled. Destroyed result makes bladed weapons rusted through or shatter, though magic weapons are merely made dull and useless for (1d6 - weapons to-hit and damage bonus) turns. He can only use this power on a number of blades equal to his level.

[9] Kors of the Loom
Stats- +1 Dex, -3 Int, +2 Wis, -1 Cha
Turns- Inantimate Carpets

Kors belongs to a religion that holds the importance and sacredness of all cloth and woven items. This religion is quite large and complex, keeping several sacred and magical spun items as well as the act of spinning itself, but Kors is an idiot savant blessed with power despite having very little understanding. As such, he cannot cast any Cleric spell over 1st level, regardless of his progression as a holy man.

The religion of the Loom has powers over cloth and fabric, but Kors interpretation is very specific. He can animate fabrics similar to carpets, rugs, tapestries, curtains, blankets, scarves, and so on. On a regular turned result, these items can be animated to perform a single action, such as attempting to wrap someone up or strangle them, levitate to carry a few pounds (but never a person), and so on. On a destroyed result, the carpet is permanently animated, and will follow Kors and obey his commands. Once Kors reaches name level or 10th level, he has a permanent magic flying carpet made of one of his obedient, holy magic carpets. Even if this carpet is destroyed, he can touch another to instantly make it fly as well, he is never without a flying carpet once he reaches the maximum level.

[10] Diala the Mutilator
Stats- +1 Str, +1 Dex, -2 Cha
Turns- Hands

Diala worships the God that gave people hands, and takes her role very seriously. Beyond having an appreciation for hands and keeping a few trophies of her foes hands on her; she also has the ability to mutilate her own hands. This process is very painful to look at, but Diala feels nothing beyond religious zeal. Whenever she mutilates a finger, she regains 1 hit point and that finger rolls a random mutation, but cannot be used well until that hand is fully healed. Additionally, her fingers have a black circle permanently tattoo'd around each second knuckle, which marks her as a religious fanatic to those who know.

Diala has the power to turn hands. This causes a single hand or hand-like appendage to seize up, forcing it to drop whatever it was holding and making it unable to be useful for 1d4 rounds. On a destroyed result, the hand splits open and is in great pain, causing 1d6 damage to its owner and requiring healing to heal properly, else being permanently marred and inflexible. This power can also be used on hand-like body parts like the feet of various apes or graspers of other species. Radically different graspers like tentacles or pods treat the result of the turning roll to be one degree less, so a Turn is ineffective and a Destroyed counts as turned.

[11] Thamalar Greencloak
Stats- -2 Str, +3 Dex, +1 Int, +1 Wis
Turns- Herbivores

Thamalar is an elf or half elf, and worships a Goddess of plant life and the magic within trees. Invoking the druid's power, Thamalar may treat his Cleric level as one higher for the purposes of spell casting or turning rolls if he's touching an ancient tree.

Thamalar's religion, the lady of greens, can turn herbivores. This includes anything that has eaten vegetable matter in the past 24 hours- a turned result makes them flee, and a destroyed result makes them hungry and need a ration of meat or else they will starve. Exclusive herbivores like minotaurs, forest animals, some monsters, etc. Instead are turned for twice the duration and on a destroyed result are either killed as normal OR Thamalar can choose to make all their flat teeth fall out, and the creature now hungers for and must eat the flesh of living beings to survive. This is permanent.

[12] Roll a set of standard attributes, and swap the highest stat to Wisdom. Then, generate a random God or Elder God- the Cleric worships that figure. This Cleric also gains the Turning ability of banishing otherworldly creatures in addition to whatever powers they would normally have from that God or Elder God. Elder God turning abilities tend to be more curse-based or sinister, where as normal Gods have powers that are more good.

Wednesday, November 28, 2018

Sunrise Amulet & Diadem of Second Chances

Sunrise Amulet – Magic Amulet
Ego- 1

Amulet of magic invoking the powers and purity of sunlight. It has a very weak ego, and its Ego requirements can be fit by a first level Cleric or another character of 2nd level. Those who try to use the amulet without meeting these requirements, or those creatures of the night (like vampires, werewolves, shadow beings, etc.) can still use the amulet, but it burns their skin like the sun and deals 1 damage per day being worn.

The main power of the sunrise amulet is to, once per adventure, create an illusionary sunrise over a level edge or surface. For example, over the lip of a table or the foot of a bed. The sunrise is clearly fake, but creates a huge amount of light akin to a sunrise would and can blind foes. Additionally, it causes a morale check among vampires or other creatures of the night. Clerics who use this amulet in conjunction with turn undead get +1d6 to their roll of total HD turned, as the terrifying light rebukes the undead creatures.

Finally; anyone wearing the amulet who casts a magic spells to create light can expend it's use charge to increase the duration of the light spell by +1 exploration turn.


Diadem of Second Chances
Ego- None/2

This silvery crown glows with a pale white energy. It has a weak ego, but its secondary ability requires a character to be second level to use it. The secondary ability of the Diadem is a feeling of peace and safety when being worn, and grants +1 to morale and to saving throws versus fear.

The main power of the Diadem and its legendary characteristic is that, when first placed on the head after a great disaster, its user can turn back time. Time reverts for 1d6+1 exploration turns, with only the wearer remembering the past. The same events play out in different ways, as random chance and free will step in, but this allows the user to literally change the future by preventing the past mistakes. Dead friends are revived, resources unspent, things go back to how they were.

Anyone can theoretically use the diadem, and it simply fades from existence after being used, making it a short lived artifact. It is said the diadem forms from the would-have wishes and desire to change the past that builds up every a few centuries in the minds of all mortal creatures; slowly coalescing into the penultimate artifact of time manipulation. If a TPK occurs, the last party member killed may with their dying breath place the diadem on their head to activate its powers, twisting fate.