Adherent of the Sublime Motive [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
Lady Maedhros

08-06-06, 11:58 AM
So, this is the first part of my Clerics Are Different! project. The theory goes that, just as each god is a different force with unique interests and a particular philosophy on behavior and followers' priorities, so too is each god's mortal representative bestowed with different powers, spells and skills.

I'm doing the easiest first. IMC, elves don't have a pantheon. They think of gods as primitive, blind superstition, a cultural curiosity at best, not unlike our view of the Greek gods in the western world today (although colored by the supreme elvish arrogance of course). Instead, they believe that the whole world is suffused with an energy they call the Sublime Motive. The closest modern analogy would be that of the Force - the Motive is part of all things, created by all things, and connects all things. It is, in a sense, the essence of the universe. Arcane casters, through study or inborn instinct, can manipulate the Motive to create powerful magic effects, a cold, mathematical science. But to adherents, the spiritual leaders of the elven people, control of the Sublime Motive is an art. They can see and feel it all around them, read it the way primitive orc tribes claim to read the stars, control the very forces of life and death by pulling the proper threads.

Hit Die: d8.

CLASS SKILLS
The adherent’s class skills are Concentration, Craft (any), Diplomacy, Heal, Intimidate, Knowledge (arcana, religion, the planes), Profession, Sense Motive, Speak Language and Spellcraft.
Skill Points: 4 + Int modifier.

Weapon and Armor Proficiencies: The adherent is proficient with basic weapons and elf weapons, and with light and medium armor and shields (if you're not using weapon groups, this would be simple plus the automatic elf proficiencies).

BAB: 3/4 (as cleric).
Saves: Fort half, Ref poor, Will good (half saves cribbed from d20modern).

Spells: Adherents cast as clerics, but they do not have domains or the extra daily domain spell, and cannot spontaneously cast cure or inflict spells (but see Sublime Truths, below).

Sublime Truth (Ex): At first level, fourth level, and every four levels thereafter, an adherent learns a fundamental truth about the universe that increases her potency. She selects one truth from the following table, provided she meets the minimum Motive Score for that truth (the number indicated in the parentheses). Her Motive Score is equal to her class level plus her Intelligence modifier.
Unless otherwise noted, an adherent can only learn a particular Truth once.

The Truth of Motive Faculty (0, Su): The Sublime Motive is part of all things, and her ability to manipulate it allows an adherent some control of the mundane world around her. Once per day per point of Intelligence bonus (minimum 1), she can add ½ her class level as a sacred bonus to any one skill check.
The Truth of Focused Motive (0, Ex): An adherent’s understanding of the Motive lets her focus her spells where a foe is most vulnerable. She gains Spell Focus with a school of her choice.
An adherent can select this Truth multiple times.
The Truth of Penetrating Motive (0, Ex): Natural resistance to magic is just as much part of the Motive as magic itself, and the adherent uses this truth to bypass it. She gains Spell Penetration as a bonus feat.
The Truth of Positive Energy (5, Su): The energy of life itself, positive energy suffuses the Sublime Motive and can be used with great efficiency by those who know its secrets. Every time she casts a cure spell, the adherent heals an additional number of hit points equal to her Intelligence bonus. This effect does not apply to spells cast from wands, potions, scrolls or other magic items unless the adherent created the items herself.
The Truth of Motive Essence (5, Su): The elemental forces of Good and Evil, Law and Chaos, are threads of the Motive like any other, and the adherent can call on them as she pleases. She selects one aspect of her alignment. Any weapon she wields overcomes damage reduction as though it were of that alignment.
An adherent can learn this truth twice, each time using a different aspect of her alignment.
The Truth of Motive Disruption (8, Su): An adherent has power over magic that those ignorant of the Sublime Motive cannot challenge. She adds her Intelligence bonus as an insight bonus on dispel checks.
The Truth of Motive Sight (10, Sp): By sacrificing the energy of a prepared spell, an adherent can attune her inner senses to the Sublime Motive and sense its very essence, vibrating to, from and around all things. She gains blindsight, for a number of rounds equal her Intelligence modifier (minimum 1). The radius of this effect is equal to 5 feet times the level of the spell sacrificed.
The Truth of Motive Form (14, Su): The Sublime Motive is mutable, and one spell can become another at the behest of one who understands it. The adherent selects one spell of a level no greater than her Intelligence bonus. She can spontaneously convert any prepared spell of an equal or higher level into that spell.
An adherent can learn this truth multiple times. Each time, she selects a different spell.
The Truth of Motive Memory (16, Su): A fourteenth level adherent can take advantage of the echoes left in the Sublime Motive by spells she’s cast. Once per day per point of Intelligence bonus (minimum 1), after she casts a spell, she can give up any prepared spell of that spell’s level or higher to cast the same spell again. She must make the second casting no more than one round after the first, and it behaves exactly as the first with respect to casting time and any metamagic feats.
The Truth of Motive Change (18, Ex): Altering the essence of a spell to increase its power or utility is child’s play to one who understands the warp and woof of the Motive. When an adherent applies metamagic to a spell, the level increase is reduced by one (to a minimum of one level higher than the original spell).
The Truth of Motive Resonance (20): The adherent can draw on the power of the Sublime Motive to increase her daily spiritual energy. She can prepare and cast an additional 1st level spell each day.
An adherent can learn this truth multiple times. Each time, she adds a new daily first level spell slot.
The Truth of Motive Reverberation (22): The adherent can draw on the power of the Sublime Motive to increase her daily spiritual energy. She can prepare and cast an additional 2nd level spell each day.
An adherent can learn this truth multiple times. Each time, she adds a new daily second level spell slot.
The Truth of Motive Resolution (24): The adherent can draw on the power of the Sublime Motive to increase her daily spiritual energy. She can prepare and cast an additional 3rd level spell each day.
An adherent can learn this truth multiple times. Each time, she adds a new daily third level spell slot.

So, thoughts? Flavorless? Too strong? Too weak? To complicated? Just right? Class features don't matter when divine power and righteous might are still on the spell list?

I'm also more than down for suggestions on other good Sublime Truths. I hate resorting to stuff like "free bonus feat" to fill out the list, but I think I burned out the last of my creative juices on Motive Sight.
benstundze

08-06-06, 03:21 PM
ok dont sblock it
even tho the chart isnt needed bit looks cool
but the Sublime Truth seems to full the turn undead vary well it looks good to me
Lady Maedhros

08-07-06, 05:23 AM
Thank you. And bump.
Lady Maedhros

08-08-06, 02:13 AM
Aww, no one?
Alpha_Moose

01-18-07, 05:30 PM
Cool idea. Just have one question.

The Truth of Motive Memory (16, Su): A fourteenth level adherent can take advantage of the echoes left in the Sublime Motive by spells she’s cast. Once per day per point of Intelligence bonus (minimum 1), after she casts a spell, she can give up any prepared spell of that spell’s level or higher to cast the same spell again. She must make the second casting no more than one round after the first, and it behaves exactly as the first with respect to casting time and any metamagic feats.

If they cast quicken bless (just as an example) and they use this ability do they need to use a 1st or 5th level spell slot? Does the level needed include metamagic feats?

p.s. the wife of the first son of feanor?
Xylem

01-18-07, 06:12 PM
I think this is very flavorful and it seems balanced at first blush. I would probably lose the 1/2 save for Fortitude -- it's reasonable enough, but for some inexplicable reason D&D doesn't have 1/2 saves, and this is a D&D class you're creating. The name for the religious philosophy your elves are espousing is pantheism (http://en.wikipedia.org/wiki/Pantheism), and despite the similar sounding names, has nothing to do with pantheons.
Lady Maedhros

05-23-07, 03:11 AM
Wow, you fall off the face of the earth for four months and people post on your threads! ;)

If they cast quicken bless (just as an example) and they use this ability do they need to use a 1st or 5th level spell slot? Does the level needed include metamagic feats?

Yup, a quickened bless needs a 5th+ spell to use Motive Memory. I should clarify that.

p.s. the wife of the first son of feanor?

Just an admirer. May we all acquit ourselves so nobly and so well under such adversity (and after such terrible mistakes).

I think this is very flavorful and it seems balanced at first blush. I would probably lose the 1/2 save for Fortitude -- it's reasonable enough, but for some inexplicable reason D&D doesn't have 1/2 saves, and this is a D&D class you're creating.

Thanks! The 1/2 save isn't so off IMC, since I houserule Clerics and Druids down to 1/2, and rogues up to 1/2, so it's not all that unique. But in a standard environment I guess it'd be a full save, just to match up consistently with clerics.