| Post/Author/DateTime | Post |
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| Aerostoth04-24-08, 11:27 PM | I recently started playing a cleric, and thought that there should be a class entirely focused on Domains. I was bored with the "basic" cleric and decided to design my own class. The concept of it was a divine class whose spell list was made up of domains. I eventually tried to explain this, and decided that the RP part of the class had to have an explanation also, so I came up with this: the Idealist is a Zealot of their own religion; they have come to the conclusion that no existing religion is "correct" and no current god is "pure." So he/she invents her own. Members of the class design their own religion, choosing domains, concepts, rituals, traditions, a favored weapon, and so forth. They believe their "homemade religion" so strongly and believe in its ideals so blindly that they draw power from it (their spells), and will die for it. There are 3 reasons for members of this class to advance through the levels: to design & refine their religion to spread their religion and gain followers to ascend to the god of that religion I still need help designing the class, and any ideas will be greatly appreciated. |
| Lord Karsus04-25-08, 09:01 PM | -Keep in mind that in the Forgotten Realms, unlike Core D&D, a Cleric cannot just worship an entire idea/concept. In the Forgotten Realms, there must be a entity granting the Cleric spells. -That said, ideas: Every four levels, the Cleric-type gets to choose a new domain. The Cleric-type casts Divine spells very much like Sorcerers, with his spell list being contained to his/her Divine Spell list granted by his/her Domains. |
| Stigger04-26-08, 01:24 AM | Sounds more like a favored soul... though very different in the flavor. I like it really... would have worked out great with the old 2e Sphere system. Having said that, I'd agree with Karsus' suggestion about new domains every few levels... Maybe a native outsider type, with the attendant benefits, added at 20th or something would fit fairly well... epic feats to cover the divine ascension thing might work too, though I wouldn't think before 25th level, at the earliest. As to the Realms and clerics with mandatory deities... true, but easily ignored so long as the DM says okay. |
| Aerostoth04-26-08, 10:39 AM | I was thinking their spells would mostly come from domains, but they need some of the clerics base spells. I was thinking they would know 2+class level of base cleric spells. as far as divine ascension, couldn't they have an ability at 20th that only activates after expending something like 30,000 xp, but they become a demigod (or if that is too much, what about a quasi-deity)? |
| Stigger04-26-08, 11:13 AM | Way overpowered if you ask me for a 'mere' 20th level character... but I enjoy epic level stuff, so if 20th is your usual max level, then it would work... I'd go with quasi-power level stuff myself (which is about the same thing as demigod in the Realms), if you're going that route at all. Though to point it out, most prestige classes only do the native outsider thing at their final level, which seems like it would be the most logical step. Maybe come up with a prestige class with some fairly high reqs to enter that had the divine ascension thing as its last step would be a tidy little fix to it. |
| Lord Karsus04-26-08, 12:40 PM | I was thinking their spells would mostly come from domains, but they need some of the clerics base spells. I was thinking they would know 2+class level of base cleric spells. -That could work, sure. 2 + WIS bonus worth of spells on the normal Cleric spell list, in addition to those Domain spells. They'd be permanent once chosen, like the Bard, where they can only be changed at specific intervals. |
| MarkusTay6304-26-08, 01:36 PM | How about a combiantion of both your ideas - Wis Bon + Char lev of divine spells. Also, at some point, there should be an ability to use Arcane spells as divine (you ARE designing your own religion, after all), to be used as that priesthood's 'signiture spells'. Those spells would be divine spells for the 'new religion' only, just like many of the spells from the old 2e Faiths books. Something to think about - in Dark Sun, Dragonkings began their 'ascension' to godhood at 20th level, and the 'run' from 21 to 30 (true Godhood) was almost like a 3e PrC. They slowly 'mutated' from their mortal form to that of a Dragonking (KS God), and each level provided different benefits. The sourcebook Dragonkings is excellent for designing a PrC, because it contains all the information about the slow, 10-level ascension process. The prerequisites - you needed to be 20th level, and have at least one psionic talent. I always assumed that psionic ability 'speeded up' the process, and otherwise you would have to wait until level thirty to begin the process (my own supposition, going by the fact that a 30th level character from most worlds could give a god's avatar a run for it's money). So, if you allowed a psionic 'dip' at some point (perhaps built into the class you are creating), you could pretty much use the ascension rules in DS as-is. |
| Aerostoth04-27-08, 04:24 AM | yeah, i like the idea of entering a PrC for the ascension, and I think it should begin at 20th level and end at 30th. I used a class construction "engine" for the class, so I'll try and get around to posting it, but I won't be home until tomorrow, and I'm somewhat busy. I'll post it as soon as I can but it might be in a few days. |
| Lord Karsus04-27-08, 11:43 AM | How about a combiantion of both your ideas - Wis Bon + Char lev of divine spells. -Per Level? I don't think that's a good idea, because then spell progression will look like an upside down equalateral triangle- the lower levels will have fewer spell choices, while the higher levels will have the most spell choices. |
| Stigger04-27-08, 12:26 PM | I suspect Markus was talking about spells available at 1st level... If we're talking about spells known per level, I'd go with a Favored Soul progression, reduced by say, 1 spell per level. |
| Lord Karsus04-27-08, 01:33 PM | I suspect Markus was talking about spells available at 1st level... -Yes, that'd produce a "triangle effect". Your Spell Level and/or Caster Level are both going to be greater at higher levels than at lower levels. |
| Aerostoth04-27-08, 01:41 PM | I think he means that the Idealist would know a number of spells equal to his Wisdom modifier + class levels total, not gain that amount each level. P.S. does anyone know how to insert a hide/show box? (i used to know, but I forgot and i cant find it anywhere) |
| Lord Karsus04-27-08, 01:58 PM | I think he means that the Idealist would know a number of spells equal to his Wisdom modifier + class levels total, not gain that amount each level. -Yes, I understand that. As I just said, that still makes things lopsided at higher levels. A 1st Level 'Idealist' with a WIS of 14 will get however many 0-Level spells and 3 1st-Level spells (WIS +2 and Spell Level 1). A 20th Level 'Idealist' will get however many lower level spells and eleven 9th-Level spells (WIS +2 and Spell Level 9). P.S. does anyone know how to insert a hide/show box? (i used to know, but I forgot and i cant find it anywhere) -SBLOCK inside of brackets. |
| Aerostoth04-27-08, 02:24 PM | I thought that they would know a total number of spells = to wis mod + class level. Spell selection would be similar to sorceror. P.S. thanks |
| Lord Karsus04-27-08, 04:44 PM | I thought that they would know a total number of spells = to wis mod + class level. Spell selection would be similar to sorceror. P.S. thanks -Total number of spells that these individuals would be able to actually cast in a day would follow the normal spellcasting trend. The specific spells that these individuals would be able to cast- that is, have on their spell list- would have a be lopsided, if done as suggested. If we have a WIS 14 (+2) 1st Level: 3 (Spell Level 1 + (+2) WIS Bonus) 2nd Level: 4 (Spell Level 2 + (+2) WIS Bonus) 3rd Level: 5 (Spell Level 3 + (+2) WIS Bonus) 4th Level: 6 (Spell Level 4 + (+2) WIS Bonus) -You'd get more higher level spells than lower level spells. It's usually the other way around. You can cast more lower level spells. (-Nevermind in my last post about 20th Level, since 9th Level spells aren't possible with a WIS of 14) |
| Aerostoth04-27-08, 05:25 PM | I meant it like this: ex. Idealist level 10 Wisdom 16 (mod +3) 10 (level) + 3 (wisdom mod)= 13 total spells known. Spells Known example: 0- Cure minor wounds Detect Magic Mending Virtue 1st- Command Cure Light Wounds 2nd- Cure Moderate Wounds 3rd- Animate Dead Bestow Curse Inflict Serious Wounds 4th- Spell Immunity 5th- Cure Light Wounds, Mass Slay Living The amount of spells known has nothing to do with the spell level. This would not be their entire spell list, however. Most of their spell come from their domains. |
| Lord Karsus04-27-08, 07:10 PM | I meant it like this: ex. Idealist level 10 Wisdom 16 (mod +3) 10 (level) + 3 (wisdom mod)= 13 total spells known. Spells Known example: 0- Cure minor wounds Detect Magic Mending Virtue 1st- Command Cure Light Wounds 2nd- Cure Moderate Wounds 3rd- Animate Dead Bestow Curse Inflict Serious Wounds 4th- Spell Immunity 5th- Cure Light Wounds, Mass Slay Living The amount of spells known has nothing to do with the spell level. This would not be their entire spell list, however. Most of their spell come from their domains. -That doesn't work. That means that at 1st Level, you'll have four extra spells, that you'll need to balance between 0-Level and 1st-Level, at 3rd Level, you'll have an extra two more spells, one of which will be a mandatory 1st-Level spell, and the other that will be a new 2nd-Level spell, unless one wants to sacrifice that new 2nd-Level spell for a 1st-Level spell. -So, a 1st Level character will have two domains, plus four extra spells, for the ability to cast six spells in total, however many times a day you decide. |
| Aerostoth04-27-08, 08:08 PM | I'm sorry, but I don't see how that doesn't make sense. It is much smaller than the cleric's array of spells to choose from, but they still have to prepare the spells. On a differant note: I thought they would get: d6 health average base attack bonus same spell slots as cleric, exept no bonus domain slots and 1 less spell slot for 0 level spells (1st level gets 2, 2nd level gets 3, and so forth) proficiency with light and medium armor (no shields) bad fortitude and reflex, good will Also some restrictions would be: must be same exact alignment as religion cannot be Neutral on both axis cannot multiclass into other class that gains power via the divine (exept if the force bestowing the power is the same exact alignment as the Idealist, is not lawful, has the same general views as the Idealist, and the Idealist would otherwise be able to become a favored soul of that diety; i.e. that diety favors him) Idealists cannot get Domains that oppose their alignment, and cannot get domains that are of opposing alignments to themselves (such as Good and Evil) They suffer the same alignment-changing restrictions/penalties as Paladins An Idealist must always hold true to his religion's ideals. This goes beyond the standard alignment system. (This one is almost entirely up to the DM) Special Abilities would be something like this: Favored Domain at 2nd, 7th, 11th, and 17th level (they can spontaenously cast from these domains) Favored Descriptor at 2nd and 12th level. (+1 Caster Level for spells with those descriptors) Favored School at 4th and 15th level. +1 Caster Level for spells in those schools Bonus Feat every 3 levels, starting at 3rd. Feats must be specific to their religion (DM's discretion) Detect Good/Evil/Law/Chaos (as Paladins detect evil). Neutral characters choose one. Domain every other level (2 at 1st level). Missionary (see below). Concept Boon (see below) Divine Apotheosis (see below). Special Ability Descriptions: Missionary: Part of the reason Idealist become adventurers is to spread word of their new-found religion. This basicly functions like the spell Enthrall, but the audience makes 3 opposing will checks. If the Idealist wins 2 or more and the target could reasonably join the religion (doesn't work if LG Idealist preaches to CE audience), than he/she does so. The DM may throw in other checks as he/she sees apropriate. Concept Boon: Need help here. They would get some ability based on their religion's values. I was thinking options would be like: Life Death fire Cold Sun Moon Good Evil Law Chaos Destruction Construction etc... Divine Apotheosis: Need help here too. This ability would either make them a quasi-diety or help them do so. Basically it helps with their divine ascention. Areas I need help on are: Concept Boon: Needs a list of ideals and abilities that go with them. Divine Apotheosis: Needs statistics on how far it brings the Idealist toward divine ascention. |
| Lord Karsus04-28-08, 12:17 AM | I'm sorry, but I don't see how that doesn't make sense. It is much smaller than the cleric's array of spells to choose from, but they still have to prepare the spells. -The fact that it is unbalanced to favor those at higher levels, by giving them access to more/better spells, being an upside down equalateral triangle, rather than being designed to favor those lower level spells, being an rightside up equalateral triangle. |
| Stigger04-28-08, 02:55 AM | How much it favors higher levels spells depends greatly on how often those spells can be swapped out, and if they have a minimum number of each spell level. You can equalize it fairly well there with a sentence or two. |
| Aerostoth04-28-08, 09:19 PM | -The fact that it is unbalanced to favor those at higher levels, by giving them access to more/better spells, being an upside down equalateral triangle, rather than being designed to favor those lower level spells, being an rightside up equalateral triangle. Ok, I get it now. Yes, having a minimum of lower level spells would be good. How about you need at least 1 more spell of the previous level (no requirement on 0 level spells). This doesn't do much, but it prevents the inversed pyramid thing from happening. Any ideas for the Concept Boon or Divine Apotheosis? |
| Lord Karsus04-28-08, 09:52 PM | Ok, I get it now. -Well, I am happy it clicked. Yes, having a minimum of lower level spells would be good. How about you need at least 1 more spell of the previous level (no requirement on 0 level spells). -That would work, though good luck with picking those limits. I wouldn't know if they should be arbitrarily picked, if there's some kind of formula to it, or... |
| Aerostoth04-28-08, 10:12 PM | Ok. My old computer's internet just started working again, so I'll post what I have on the Idealist class. This hasn't been fully updated from this thread, so please edit. |
| Aerostoth04-28-08, 10:15 PM | Idealist Class Information Level______Spell Slots __________0___1st___2rd___3rd___4th___5t h___6th___7th___8th___9th___ 1 _________2___1_____-_____-_____-_____-_____-_____-____-_____-____ 2 _________3___2_____-_____-_____-_____-_____-_____-____-_____-____ 3 _________3___2_____1_____-_____-_____-_____-_____-____-_____-____ 4 _________4___3_____2_____-_____-_____-_____-_____-____-_____-____ 5 _________4___3_____2_____1_____-_____-_____-_____-____-_____-____ 6 _________4___3_____3_____2_____-_____-_____-_____-____-_____-____ 7 _________4___4_____3_____2_____1_____-_____-_____-____-_____-____ 8 _________5___4_____3_____3_____2_____-_____-_____-____-_____-____ 9 _________5___4_____4_____3_____2_____1__ ___-_____-____-_____-____ 10 ________5___4_____4_____3_____3_____2___ __-_____-____-_____-____ 11 ________5___5_____4_____4_____3_____2___ __1_____-____-_____-____ 12 ________5___5_____4_____4_____3_____3___ __2_____-____-_____-____ 13 ________5___5_____5_____4_____4_____3___ __2_____1____-_____-____ 14 ________5___5_____5_____4_____4_____3___ __3_____2____-_____-____ 15 ________5___5_____5_____5_____4_____4___ __3_____2____1_____-____ 16 ________5___5_____5_____5_____4_____4___ __3_____3____2_____-____ 17 ________5___5_____5_____5_____5_____4___ __4_____3____2_____1____ 18 ________5___5_____5_____5_____5_____4___ __4_____3____3_____2____ 19 ________5___5_____5_____5_____5_____5___ __4_____4____3_____3____ 20 ________5___5_____5_____5_____5_____5___ __4_____4____4_____4____ Cleric Spells Known: An Idealist knows a number of Cleric spells equal to his/her Wisdom modifier + Idealist class levels. Level______Domains Known 1_________2 2_________1 (no granted power) 3_________1 4_________1 (no granted power) 5_________1 6_________1 (no granted power) 7_________1 8_________1 (no granted power) 9_________1 10________1 (no granted power) 11________1 12________1 (no granted power) 13________1 14________1 (no granted power) 15________1 16________1 (no granted power) 17________1 18________1 (no granted power) 19________1 20________1 (no granted power) Domains: Domains gained on even levels do not come with their granted powers. Level______Feat 1_________----------------- 2_________----------------- 3_________Feat 4_________----------------- 5_________----------------- 6_________Leadership 7_________----------------- 8_________----------------- 9_________Feat 10________---------------- 11________----------------- 12________Feat 13________----------------- 14________----------------- 15________Feat 16________----------------- 17________----------------- 18________Feat 19________----------------- 20________----------------- Feats: All feats must have some relationship to your religion. ___________ex. Religion against undead: Improved Turning Leadership: An Idealist gains the feat Leadership at 6th level, representing the followers he/she has amassed through spreading his/her religion. Class Level___Abilities 1_________Self-made Concept, Missionary, Turn/Rebuke Undead, Belief-Dependent 2_________Favored Domain 1, Favored Descriptor 1 3_________Concept Boon 1 4_________Favored School 1 5_________Detect Good/Evil/Law/Chaos 6_________---------------------------- 7_________Favored Domain 2 8_________Concept Boon 2 9_________---------------------------- 10________Alignment Subtype 11________---------------------------- 12________Favored Domain 3, Favored Descriptor 2 13________Concept Boon 3 14________Sheer Stubbornness 15________Favored School 2 16________---------------------------- 17________Favored Domain 4 18________Concept Boon 4 19________---------------------------- 20________Conceptual Apotheosis Alignment: Cannot have both Neutrals. Cannot get a domain that is opposing your alignment, or another domain (ex. Good & Evil). Self-made Concept: You design your own religion. You forge a system of beliefs on your own based on a set of ideas, concepts, and values. You believe in your concept so blindly you would die for it and so strongly you gain strength from it. You draw your power from your own set of ideas and values, not by a diety. You, in essence, make your own religion, and spread it. Missionary: An Idealist's life is based on 3 things: founding a religion, attaining godhood, and gaining followers. An Idealist can use Enthrall as a spell-like ability at will with many alterations. You preach about your concept and religion. You must make various check to convince the audience of your religion. ` Step 1 First you make a diplomacy check to attempt to raise your standing with the crowd, but The DCs are 5 higher than they normally are. For example an Idealist attempts to make a diplomacy check on his half-elf audience; the check goes normally exept the DC to change the Indifferent half-elvesto friendly is 20 instead of 15. An Idealist gains a bonus on this check equal to half of his caster level. Spell Focus [enchantment] and other boosts to the save DC of an Idealist's enchantment effects give a bonus to this check equal to half of it's DC increase rounded down [with a minimum of one]. All NPCs in the area that can hear you are affected by the diplomacy check. This step takes 5 minutes. ` Step 2 Second, he/she trys to show the audience why his religion is correct. The Idealist makes a Charisma check with a bonus equal to the Idealist's level. The audience makes a will save with a DC equal to the Idealist's Charisma check. If anyone in the audience makes the save by 5 or more and has a religion, they see the Idealist as a heretic, becomes unfriendly, and starts jeering and heckling. The unfriendly members of the group make a collective Charisma check to stop the Idealist (see the spell Enthrall). Between the checks, the Idealist can make opposing will saves with anyone inhibiting his speech. He must make 3 will saves with the opposing side. After the 3, whoever won 2 of them succeeds in muffling the other (if the Idealist wins, the target stops jeering, and if the opponent wins, the Idealist recieves a -3 penalty to his next Charisma check). The Idealist makes 3 of the Charisma checks, each of them taking 20 minutes. ` Step 3 Finally, all who had failed all the will saves are converted into believers of that religion. Once the Idealist's caster level is higher than 6, all who fail 2 or more of the Will saves are converted. When the Idealist's caster level becomes 16 or higher, the Idealist can challenge the overcomer's Will. They make 3 opposing Will saves. If the Idealist wins 2 of the 3, then the NPC becomes a believer of that religion. If the opponent wins, then he shows the Idealist flaws in his concept and the Idealist takes a -2 penalty on all checks having to do with his religion or concept. The Idealist can remove this by spending 4 hours pondering and altering his concept/religion to solve/remove the problem. Belief Dependent: Idealists suffer the same alignment-changing restrictions as Paladins. Favored Domain: Choose one domain that you already know. You can spontaneously cast spells from that domain. Favored Descriptor: Choose one spell descriptor, such as Law, Evil, or Healing. You cast these spells with +1 caster level. You can select the same descriptor multiple times. Concept Boon: Choose one of the following concepts: Animal, Death, Destruction, Elements, Healing, Protection, or War. You gain an ability based on the choice. If you select a Concept Boon multiple times, you gain double the uses of that Concept Boon if it has a limited number of uses. If you choose the Death Concept Boon, then see the Death Concept Boon for information. The abilities are as follows: ` Animal: Wild Empathy: You gain Wild Empathy as a Druid of your Idealist level. ` Death: Unhallowed Aura: You exude an aura of corruption and death so powerful that your alignment is masked by what registers as overwhelming evil. In addition, undead in your service within a 60-foot radius gain a +4 bonus to resist turning; this bonus stacks with turn resistance and bolstering. If you select this Concept Boon again, than you gain the ability to cast Awaken Undead as a spell-like-ability usable 1/week. This functions as Awaken Undead exept it only awakens 1 undead. ` Destruction: Weapon of Annihilation: Once per day, you may imbue a weapn with devastating energy. Once the weapon is imbued, the first strike with it that successfully hits deals +1d6 points of damage per caster level to everything (including you) within a 20-foot radius, ignoring hardness. Everyone caught within the blast must make a DC 20 Reflex save for half damage. The imbued weapon retains this property for a number of rounds equal to the Idealist's Wisdom modifier, or until a successful hit, whichever comes first. The weapon itself is destroyed when it deals damage with this ability. Imbuing the weapon is a standard action that provokes an attack of opportunity. ` Elements: Elemental Resistance Aura: Once per day, you can generate an Elemental Resistance Aura as a supernatural ability. The aura extends from you in a radius equal to 5 feet per point of Charisma modifier (minimum 5 feet) and affects you and all allies within this area. All those affected recieve resistance to an energy type that you name (acid, cold, electricity, fire, or sonic) when activating the aura equal to your Wisdom modifier + half your Idealist level. The Elemental Resistance Aura is an abjuration effect that lasts a number of rounds equal to half your Idealist level. Invoking the aura is a standard action that does not provoke an attack of opportunity. ` Healing: Flash Heal: When you flash heal, you cast a cure or healing. You cast this spell with an instant utterance. Casting the spell is an immediate action, and it counts toward the limit of one quickened spell per round. The spell takes up a spell slot one level higher than normal. You may use flash heal a number of times per day equal to 1 + your Wisdom modifier. ` Protection: Protection Aura: Once per day, you can generate a protection aura as a supernatural ability. The aura extends from you in a radius equal to 5 feet per Charisma modifier (minimum 5 feet) and affects you and all allies within this area. All those affected receive a bonus on their saving throws and damage reduction equal to your Wisdom modifier. The protection aura is an abjuration effect that lasts a number of rounds equal to half your Idealist level. ` War: Holy Strike: Once per day, you may imbue your concept's favored weapon with the power of your convictions and belief. You gain a bonus on attack and damage rolls equal to your Wisdom modifier, which lasts for a number of rounds equal to your Idealist level, as long as you wield concept's favored weapon. You may use this ability an additional time per day for every 5 path levels from the level at which you gained the "War" Concept Boon. Imbuing your weapon is a standard action that provokes attacks of opportunity. Favored School: Choose one spell school. You cast these spells at +1 caster level. You can select the same school multiple times. Detect Good/Evil/Law/Chaos: Can detect opposing alignment of you at will, as Paladins can detect evil. Neutral characters choose one alignment per axis to detect. This choose cannot be changed later. Sheer Stubbornness: At 14th level, an Idealist has such a strong mind set on his beliefs that he/she becomes immune to Compulsion effects. Conceptual Apotheosis: Once an Idealist achieves 20th level, his development of his religion is almost complete. This ability activates when the Idealist has at least 200 followers and his/her main ability score higher than 35, including worn magic items, but no effects that can expire, such as a potion of bull's strength. A number of worn magic items are destroyed whose total bonus to the main ability score equals at least 35. The Idealist's main ability score then becomes 35. The Idealist also gains a divine rank of 0, achieving the rank of Quasi-diety. If the Idealist expends 50,000 experience without dropping below 20th level, then he/she gains a divine rank of 1, becoming a Demigod. |
| Aerostoth05-03-08, 03:58 PM | Ok. It took me a really long time, but I edited the Idealist Class Level Chart. I have not edited the class yet, and if anyone can revise anything on it, that would be greatly appreciated. Thanks. |
| Aerostoth08-31-08, 03:54 PM | Ok, I have edited the class further, and this is what I've come up with so far: Idealist Class Information Level______Spell Slots __________0___1st___2rd___3rd___4th___5t h___6th___7th___8th___9th___ 1 _________2___1_____-_____-_____-_____-_____-_____-____-_____-____ 2 _________3___2_____-_____-_____-_____-_____-_____-____-_____-____ 3 _________3___2_____1_____-_____-_____-_____-_____-____-_____-____ 4 _________4___3_____2_____-_____-_____-_____-_____-____-_____-____ 5 _________4___3_____2_____1_____-_____-_____-_____-____-_____-____ 6 _________4___3_____3_____2_____-_____-_____-_____-____-_____-____ 7 _________4___4_____3_____2_____1_____-_____-_____-____-_____-____ 8 _________5___4_____3_____3_____2_____-_____-_____-____-_____-____ 9 _________5___4_____4_____3_____2_____1__ ___-_____-____-_____-____ 10 ________5___4_____4_____3_____3_____2___ __-_____-____-_____-____ 11 ________5___5_____4_____4_____3_____2___ __1_____-____-_____-____ 12 ________5___5_____4_____4_____3_____3___ __2_____-____-_____-____ 13 ________5___5_____5_____4_____4_____3___ __2_____1____-_____-____ 14 ________5___5_____5_____4_____4_____3___ __3_____2____-_____-____ 15 ________5___5_____5_____5_____4_____4___ __3_____2____1_____-____ 16 ________5___5_____5_____5_____4_____4___ __3_____3____2_____-____ 17 ________5___5_____5_____5_____5_____4___ __4_____3____2_____1____ 18 ________5___5_____5_____5_____5_____4___ __4_____3____3_____2____ 19 ________5___5_____5_____5_____5_____5___ __4_____4____3_____3____ 20 ________5___5_____5_____5_____5_____5___ __4_____4____4_____4____ Cleric Spells Known: An Idealist knows a number of Cleric spells equal to his/her Wisdom modifier + Idealist class levels. Level______Domains Learned 1_________2 2_________- (none) 3_________1 4_________- (none) 5_________1 6_________- (none) 7_________1 8_________- (none) 9_________1 10________- (none) 11________1 12________- (none) 13________1 14________- (none) 15________1 16________- (none) 17________1 18________- (none) 19________1 20________- (none) Domains: You recieve 2 domains at 1st level, and gain a domain at every odd level. Level______Feat 1_________----------------- 2_________----------------- 3_________----------------- 4_________----------------- 5_________----------------- 6_________Leadership 7_________----------------- 8_________----------------- 9_________----------------- 10________----------------- 11________----------------- 12________----------------- 13________----------------- 14________----------------- 15________----------------- 16________----------------- 17________----------------- 18________----------------- 19________----------------- 20________----------------- Feats: All feats must have some relationship to your religion. ___________ex. Religion against undead: Improved Turning Leadership: An Idealist gains the feat Leadership at 6th level, representing the followers he/she has amassed through spreading his/her religion. Class Level___Abilities 1_________Self-made Concept, Missionary, Turn/Rebuke Undead, Belief-Dependent 2_________Favored Domain 1, Favored Descriptor 1 3_________Concept Boon 1 4_________Favored School 1 5_________Detect Good/Evil/Law/Chaos 6_________---------------------------- 7_________Favored Domain 2 8_________Concept Boon 2 9_________---------------------------- 10________Alignment Subtype 11________---------------------------- 12________Favored Domain 3, Favored Descriptor 2 13________Concept Boon 3 14________Sheer Stubbornness 15________Favored School 2 16________---------------------------- 17________Favored Domain 4 18________Concept Boon 4 19________---------------------------- 20________Conceptual Apotheosis Alignment: Cannot have both Neutrals. Cannot get a domain that is opposing your alignment, or another domain (ex. Good & Evil). Self-made Concept: You design your own religion. You forge a system of beliefs on your own based on a set of ideas, concepts, and values. You believe in your concept so blindly you would die for it and so strongly you gain strength from it. You draw your power from your own set of ideas and values, not by a diety. You, in essence, make your own religion, and spread it. Missionary: An Idealist's life is based on 3 things: founding a religion, attaining godhood, and gaining followers. An Idealist can use Enthrall as a spell-like ability at will with many alterations. You preach about your concept and religion. You must make various check to convince the audience of your religion. ` Step 1 First you make a diplomacy check to attempt to raise your standing with the crowd, but The DCs are 5 higher than they normally are. For example an Idealist attempts to make a diplomacy check on his half-elf audience; the check goes normally exept the DC to change the Indifferent half-elves to friendly is 20 instead of 15. An Idealist gains a bonus on this check equal to half of his Idealist class level. All NPCs in the area that can hear you are affected by the diplomacy check. This step takes 5 minutes. ` Step 2 Second, he/she trys to show the audience why his religion is correct. The Idealist makes a Charisma check with a bonus equal to the Idealist's level. The audience makes a will save with a DC equal to the Idealist's Charisma check. If anyone in the audience makes the save by 5 or more and has a religion, they see the Idealist as a heretic, becomes unfriendly, and starts jeering and heckling. The unfriendly members of the group make a collective Charisma check to stop the Idealist (see the spell Enthrall). Between the checks, the Idealist can make opposing will saves with anyone inhibiting his speech. He must make 3 will saves with the opposing side. After the 3, whoever won 2 of them succeeds in muffling the other (if the Idealist wins, the target stops jeering, and if the opponent wins, the Idealist recieves a -3 penalty to his next Charisma check). The Idealist makes 3 of the Charisma checks, each of them taking 20 minutes. ` Step 3 Finally, all who had failed all the will saves are converted into believers of that religion. Once the Idealist's caster level is higher than 6, all who fail 2 or more of the Will saves are converted. When the Idealist's caster level becomes 16 or higher, the Idealist can challenge the overcomer's Will. They make 3 opposing Will saves. If the Idealist wins 2 of the 3, then the NPC becomes a believer of that religion. If the opponent wins, then he shows the Idealist flaws in his concept and the Idealist takes a -2 penalty on all checks having to do with his religion or concept. The Idealist can remove this by spending 4 hours pondering and altering his concept/religion to solve/remove the problem. Belief Dependent: Idealists suffer the same alignment-changing restrictions as Paladins. Favored Domain: Choose one domain that you already know. You can spontaneously cast spells from that domain. Favored Descriptor: Choose one spell descriptor, such as Law, Evil, or Healing. You cast these spells with +1 caster level. You can select the same descriptor multiple times. Concept Boon: Choose one of the following concepts: Animal, Death, Destruction, Elements, Healing, Protection, or War. You gain an ability based on the choice. If you select a Concept Boon multiple times, you gain double the uses of that Concept Boon if it has a limited number of uses. If you choose the Death Concept Boon, then see the Death Concept Boon for information. The abilities are as follows: ` Animal: Wild Empathy: You gain Wild Empathy as a Druid of your Idealist level. ` Death: Unhallowed Aura: You exude an aura of corruption and death so powerful that your alignment is masked by what registers as overwhelming evil. In addition, undead in your service within a 60-foot radius gain a +4 bonus to resist turning; this bonus stacks with turn resistance and bolstering. If you select this Concept Boon again, than you gain the ability to cast Awaken Undead as a spell-like-ability usable 1/week. This functions as Awaken Undead exept it only awakens 1 undead. ` Destruction: Weapon of Annihilation: Once per day, you may imbue a weapn with devastating energy. Once the weapon is imbued, the first strike with it that successfully hits deals +1d6 points of damage per caster level to everything (including you) within a 20-foot radius, ignoring hardness. Everyone caught within the blast must make a DC 20 Reflex save for half damage. The imbued weapon retains this property for a number of rounds equal to the Idealist's Wisdom modifier, or until a successful hit, whichever comes first. The weapon itself is destroyed when it deals damage with this ability. Imbuing the weapon is a standard action that provokes an attack of opportunity. ` Elements: Elemental Resistance Aura: Once per day, you can generate an Elemental Resistance Aura as a supernatural ability. The aura extends from you in a radius equal to 5 feet per point of Charisma modifier (minimum 5 feet) and affects you and all allies within this area. All those affected recieve resistance to an energy type that you name (acid, cold, electricity, fire, or sonic) when activating the aura equal to your Wisdom modifier + half your Idealist level. The Elemental Resistance Aura is an abjuration effect that lasts a number of rounds equal to half your Idealist level. Invoking the aura is a standard action that does not provoke an attack of opportunity. ` Healing: Flash Heal: When you flash heal, you cast a cure or healing. You cast this spell with an instant utterance. Casting the spell is an immediate action, and it counts toward the limit of one quickened spell per round. The spell takes up a spell slot one level higher than normal. You may use flash heal a number of times per day equal to 1 + your Wisdom modifier. ` Protection: Protection Aura: Once per day, you can generate a protection aura as a supernatural ability. The aura extends from you in a radius equal to 5 feet per Charisma modifier (minimum 5 feet) and affects you and all allies within this area. All those affected receive a bonus on their saving throws and damage reduction equal to your Wisdom modifier. The protection aura is an abjuration effect that lasts a number of rounds equal to half your Idealist level. ` War: Holy Strike: Once per day, you may imbue your concept's favored weapon with the power of your convictions and belief. You gain a bonus on attack and damage rolls equal to your Wisdom modifier, which lasts for a number of rounds equal to your Idealist level, as long as you wield concept's favored weapon. You may use this ability an additional time per day for every 5 path levels from the level at which you gained the "War" Concept Boon. Imbuing your weapon is a standard action that provokes attacks of opportunity. Favored School: Choose one spell school. You cast these spells at +1 caster level. You can select the same school multiple times. Detect Good/Evil/Law/Chaos: Can detect opposing alignment of you at will, as Paladins can detect evil. Neutral characters choose one alignment per axis to detect. This choose cannot be changed later. Sheer Stubbornness: At 14th level, an Idealist has such a strong mind set on his beliefs that he/she becomes immune to Compulsion effects. Conceptual Apotheosis: Once an Idealist achieves 20th level, his development of his religion is almost complete. This ability activates when the Idealist has at least 200 followers and his/her main ability score higher than 35, including worn magic items, but no effects that can expire, such as a potion of bull's strength. A number of worn magic items are destroyed whose total bonus to the main ability score equals at least 35. The Idealist's main ability score then becomes 35. The Idealist also gains a divine rank of 0, achieving the rank of Quasi-diety. If the Idealist expends 50,000 experience without dropping below 20th level, then he/she gains a divine rank of 1, becoming a Demigod. P.S. Instead of making all of the checks for the Missionary ability, you can simply make a Diplomacy check modified by your Idealist level, roll the d% and half the result, then add the two together, and that is how many people you have converted (with the audience as the maximum). The DM chooses which style to use, and may also say certain individuals, such as the Cleric of Pelor, require a specific check to convert, or simply immune to the ability. |
| Lord Karsus09-03-08, 11:59 PM | -I'll have this thread moved to the Running the Realms section, where things like PrCs go now. :) |
| Keveras09-04-08, 05:54 AM | Ok, I have edited the class further, and this is what I've come up with so far: Idealist Class Information Level______Spell Slots __________0___1st___2rd___3rd___4th___5t h___6th___7th___8th___9th___ 1 _________2___1_____-_____-_____-_____-_____-_____-____-_____-____ 2 _________3___2_____-_____-_____-_____-_____-_____-____-_____-____ 3 _________3___2_____1_____-_____-_____-_____-_____-____-_____-____ 4 _________4___3_____2_____-_____-_____-_____-_____-____-_____-____ 5 _________4___3_____2_____1_____-_____-_____-_____-____-_____-____ 6 _________4___3_____3_____2_____-_____-_____-_____-____-_____-____ 7 _________4___4_____3_____2_____1_____-_____-_____-____-_____-____ 8 _________5___4_____3_____3_____2_____-_____-_____-____-_____-____ 9 _________5___4_____4_____3_____2_____1__ ___-_____-____-_____-____ 10 ________5___4_____4_____3_____3_____2___ __-_____-____-_____-____ 11 ________5___5_____4_____4_____3_____2___ __1_____-____-_____-____ 12 ________5___5_____4_____4_____3_____3___ __2_____-____-_____-____ 13 ________5___5_____5_____4_____4_____3___ __2_____1____-_____-____ 14 ________5___5_____5_____4_____4_____3___ __3_____2____-_____-____ 15 ________5___5_____5_____5_____4_____4___ __3_____2____1_____-____ 16 ________5___5_____5_____5_____4_____4___ __3_____3____2_____-____ 17 ________5___5_____5_____5_____5_____4___ __4_____3____2_____1____ 18 ________5___5_____5_____5_____5_____4___ __4_____3____3_____2____ 19 ________5___5_____5_____5_____5_____5___ __4_____4____3_____3____ 20 ________5___5_____5_____5_____5_____5___ __4_____4____4_____4____ Cleric Spells Known: An Idealist knows a number of Cleric spells equal to his/her Wisdom modifier + Idealist class levels. Level______Domains Known 1_________2 2_________- (none) 3_________1 4_________- (none) 5_________1 6_________- (none) 7_________1 8_________- (none) 9_________1 10________- (none) 11________1 12________- (none) 13________1 14________- (none) 15________1 16________- (none) 17________1 18________- (none) 19________1 20________- (none) Domains: You recieve 2 domains at 1st level, and gain a domain at every odd level. Level______Feat 1_________----------------- 2_________----------------- 3_________Feat 4_________----------------- 5_________----------------- 6_________Leadership 7_________----------------- 8_________----------------- 9_________Feat 10________---------------- 11________----------------- 12________Feat 13________----------------- 14________----------------- 15________Feat 16________----------------- 17________----------------- 18________Feat 19________----------------- 20________----------------- Feats: All feats must have some relationship to your religion. ___________ex. Religion against undead: Improved Turning Leadership: An Idealist gains the feat Leadership at 6th level, representing the followers he/she has amassed through spreading his/her religion. Class Level___Abilities 1_________Self-made Concept, Missionary, Turn/Rebuke Undead, Belief-Dependent 2_________Favored Domain 1, Favored Descriptor 1 3_________Concept Boon 1 4_________Favored School 1 5_________Detect Good/Evil/Law/Chaos 6_________---------------------------- 7_________Favored Domain 2 8_________Concept Boon 2 9_________---------------------------- 10________Alignment Subtype 11________---------------------------- 12________Favored Domain 3, Favored Descriptor 2 13________Concept Boon 3 14________Sheer Stubbornness 15________Favored School 2 16________---------------------------- 17________Favored Domain 4 18________Concept Boon 4 19________---------------------------- 20________Conceptual Apotheosis Alignment: Cannot have both Neutrals. Cannot get a domain that is opposing your alignment, or another domain (ex. Good & Evil). Self-made Concept: You design your own religion. You forge a system of beliefs on your own based on a set of ideas, concepts, and values. You believe in your concept so blindly you would die for it and so strongly you gain strength from it. You draw your power from your own set of ideas and values, not by a diety. You, in essence, make your own religion, and spread it. Missionary: An Idealist's life is based on 3 things: founding a religion, attaining godhood, and gaining followers. An Idealist can use Enthrall as a spell-like ability at will with many alterations. You preach about your concept and religion. You must make various check to convince the audience of your religion. ` Step 1 First you make a diplomacy check to attempt to raise your standing with the crowd, but The DCs are 5 higher than they normally are. For example an Idealist attempts to make a diplomacy check on his half-elf audience; the check goes normally exept the DC to change the Indifferent half-elves to friendly is 20 instead of 15. An Idealist gains a bonus on this check equal to half of his Idealist class level. All NPCs in the area that can hear you are affected by the diplomacy check. This step takes 5 minutes. ` Step 2 Second, he/she trys to show the audience why his religion is correct. The Idealist makes a Charisma check with a bonus equal to the Idealist's level. The audience makes a will save with a DC equal to the Idealist's Charisma check. If anyone in the audience makes the save by 5 or more and has a religion, they see the Idealist as a heretic, becomes unfriendly, and starts jeering and heckling. The unfriendly members of the group make a collective Charisma check to stop the Idealist (see the spell Enthrall). Between the checks, the Idealist can make opposing will saves with anyone inhibiting his speech. He must make 3 will saves with the opposing side. After the 3, whoever won 2 of them succeeds in muffling the other (if the Idealist wins, the target stops jeering, and if the opponent wins, the Idealist recieves a -3 penalty to his next Charisma check). The Idealist makes 3 of the Charisma checks, each of them taking 20 minutes. ` Step 3 Finally, all who had failed all the will saves are converted into believers of that religion. Once the Idealist's caster level is higher than 6, all who fail 2 or more of the Will saves are converted. When the Idealist's caster level becomes 16 or higher, the Idealist can challenge the overcomer's Will. They make 3 opposing Will saves. If the Idealist wins 2 of the 3, then the NPC becomes a believer of that religion. If the opponent wins, then he shows the Idealist flaws in his concept and the Idealist takes a -2 penalty on all checks having to do with his religion or concept. The Idealist can remove this by spending 4 hours pondering and altering his concept/religion to solve/remove the problem. Belief Dependent: Idealists suffer the same alignment-changing restrictions as Paladins. Favored Domain: Choose one domain that you already know. You can spontaneously cast spells from that domain. Favored Descriptor: Choose one spell descriptor, such as Law, Evil, or Healing. You cast these spells with +1 caster level. You can select the same descriptor multiple times. Concept Boon: Choose one of the following concepts: Animal, Death, Destruction, Elements, Healing, Protection, or War. You gain an ability based on the choice. If you select a Concept Boon multiple times, you gain double the uses of that Concept Boon if it has a limited number of uses. If you choose the Death Concept Boon, then see the Death Concept Boon for information. The abilities are as follows: ` Animal: Wild Empathy: You gain Wild Empathy as a Druid of your Idealist level. ` Death: Unhallowed Aura: You exude an aura of corruption and death so powerful that your alignment is masked by what registers as overwhelming evil. In addition, undead in your service within a 60-foot radius gain a +4 bonus to resist turning; this bonus stacks with turn resistance and bolstering. If you select this Concept Boon again, than you gain the ability to cast Awaken Undead as a spell-like-ability usable 1/week. This functions as Awaken Undead exept it only awakens 1 undead. ` Destruction: Weapon of Annihilation: Once per day, you may imbue a weapn with devastating energy. Once the weapon is imbued, the first strike with it that successfully hits deals +1d6 points of damage per caster level to everything (including you) within a 20-foot radius, ignoring hardness. Everyone caught within the blast must make a DC 20 Reflex save for half damage. The imbued weapon retains this property for a number of rounds equal to the Idealist's Wisdom modifier, or until a successful hit, whichever comes first. The weapon itself is destroyed when it deals damage with this ability. Imbuing the weapon is a standard action that provokes an attack of opportunity. ` Elements: Elemental Resistance Aura: Once per day, you can generate an Elemental Resistance Aura as a supernatural ability. The aura extends from you in a radius equal to 5 feet per point of Charisma modifier (minimum 5 feet) and affects you and all allies within this area. All those affected recieve resistance to an energy type that you name (acid, cold, electricity, fire, or sonic) when activating the aura equal to your Wisdom modifier + half your Idealist level. The Elemental Resistance Aura is an abjuration effect that lasts a number of rounds equal to half your Idealist level. Invoking the aura is a standard action that does not provoke an attack of opportunity. ` Healing: Flash Heal: When you flash heal, you cast a cure or healing. You cast this spell with an instant utterance. Casting the spell is an immediate action, and it counts toward the limit of one quickened spell per round. The spell takes up a spell slot one level higher than normal. You may use flash heal a number of times per day equal to 1 + your Wisdom modifier. ` Protection: Protection Aura: Once per day, you can generate a protection aura as a supernatural ability. The aura extends from you in a radius equal to 5 feet per Charisma modifier (minimum 5 feet) and affects you and all allies within this area. All those affected receive a bonus on their saving throws and damage reduction equal to your Wisdom modifier. The protection aura is an abjuration effect that lasts a number of rounds equal to half your Idealist level. ` War: Holy Strike: Once per day, you may imbue your concept's favored weapon with the power of your convictions and belief. You gain a bonus on attack and damage rolls equal to your Wisdom modifier, which lasts for a number of rounds equal to your Idealist level, as long as you wield concept's favored weapon. You may use this ability an additional time per day for every 5 path levels from the level at which you gained the "War" Concept Boon. Imbuing your weapon is a standard action that provokes attacks of opportunity. Favored School: Choose one spell school. You cast these spells at +1 caster level. You can select the same school multiple times. Detect Good/Evil/Law/Chaos: Can detect opposing alignment of you at will, as Paladins can detect evil. Neutral characters choose one alignment per axis to detect. This choose cannot be changed later. Sheer Stubbornness: At 14th level, an Idealist has such a strong mind set on his beliefs that he/she becomes immune to Compulsion effects. Conceptual Apotheosis: Once an Idealist achieves 20th level, his development of his religion is almost complete. This ability activates when the Idealist has at least 200 followers and his/her main ability score higher than 35, including worn magic items, but no effects that can expire, such as a potion of bull's strength. A number of worn magic items are destroyed whose total bonus to the main ability score equals at least 35. The Idealist's main ability score then becomes 35. The Idealist also gains a divine rank of 0, achieving the rank of Quasi-diety. If the Idealist expends 50,000 experience without dropping below 20th level, then he/she gains a divine rank of 1, becoming a Demigod. P.S. Instead of making all of the checks for the Missionary ability, you can simply make a Diplomacy check modified by your Idealist level, roll the d% and half the result, then add the two together, and that is how many people you have converted (with the audience as the maximum). The DM chooses which style to use, and may also say certain individuals, such as the Cleric of Pelor, require a specific check to convert, or simply immune to the ability. Those feats are the non-class feats, yes? If so, why no feat at first level? |
| Aerostoth09-04-08, 09:10 PM | I would give them a feat at 1st level, but they are already getting a lot of stuff at 1st level. By the way LK, thanks for moving the forum (I'm not sure how to do that) |
| Aerostoth09-04-08, 09:33 PM | This class has been approved by one of my friends, and he is currently DMing for my first Idealist. He's currently an Idealist 3/Wizard 2/True Necromancer 6. He is unbelievable. I've worked him up from 1st, and now has designed a city (created via the Stronghold Builder's Guide). He's awsome; on average, I need to handicap myself extremely for combat to be any fun now (as in using no spells, no undead, and only one light weapon). He's got Leadership, and is going for Epic Leadership; one of his followers is a Merchant Prince (Economic PrC in Power of Faerun, which is btw a great book) and he's got an amazing buisness with a massive monthly income of 4,000 gp (using Dungeon Master's Guide II, another great book). His cohort is a dragon-obssessed Neraph, who's got unbelievable two-weapon fighting. He beliefs can more or less be summed up by: Never discriminate, understand the inner being, not the state of being; and Do good at all costs, creatures should be judged on their net effort (e.x. some bad intentions, but more good totals out to some good) I'm just so pumped up about him that I thought I'd post about him. |
| naex09-04-08, 10:07 PM | By the way LK, thanks for moving the forum (I'm not sure how to do that) You click your heels together three times and say "there's no place like running the realms." :P |
| Lord Karsus09-05-08, 10:58 AM | -And then let me know. I like seeing people do silly dances before I do things! :D |
| Aerostoth11-16-08, 02:43 PM | Those feats are the non-class feats, yes? If so, why no feat at first level? No, those are bonus feats. |
| Keveras11-17-08, 05:43 AM | So all non-class feats plus a bunch of bonus feats plus a lot of bonus abilities... well, ok. |
| Aerostoth11-18-08, 09:31 AM | Thank you for pointing that out it; I had not noticed that progression was @ the same lvls as the base feats. I will change it when I can, but I'm currently in a big time crunch trying to get my own web site up and fix my D&D group. I'll be able to change it within the week. |
| Aerostoth11-22-08, 05:38 PM | I've updated their bonus feat progression. Idealist Class Information Level______Spell Slots __________0___1st___2rd___3rd___4th___5t h___6th___7th___8th___9th___ 1 _________2___1_____-_____-_____-_____-_____-_____-____-_____-____ 2 _________3___2_____-_____-_____-_____-_____-_____-____-_____-____ 3 _________3___2_____1_____-_____-_____-_____-_____-____-_____-____ 4 _________4___3_____2_____-_____-_____-_____-_____-____-_____-____ 5 _________4___3_____2_____1_____-_____-_____-_____-____-_____-____ 6 _________4___3_____3_____2_____-_____-_____-_____-____-_____-____ 7 _________4___4_____3_____2_____1_____-_____-_____-____-_____-____ 8 _________5___4_____3_____3_____2_____-_____-_____-____-_____-____ 9 _________5___4_____4_____3_____2_____1__ ___-_____-____-_____-____ 10 ________5___4_____4_____3_____3_____2___ __-_____-____-_____-____ 11 ________5___5_____4_____4_____3_____2___ __1_____-____-_____-____ 12 ________5___5_____4_____4_____3_____3___ __2_____-____-_____-____ 13 ________5___5_____5_____4_____4_____3___ __2_____1____-_____-____ 14 ________5___5_____5_____4_____4_____3___ __3_____2____-_____-____ 15 ________5___5_____5_____5_____4_____4___ __3_____2____1_____-____ 16 ________5___5_____5_____5_____4_____4___ __3_____3____2_____-____ 17 ________5___5_____5_____5_____5_____4___ __4_____3____2_____1____ 18 ________5___5_____5_____5_____5_____4___ __4_____3____3_____2____ 19 ________5___5_____5_____5_____5_____5___ __4_____4____3_____3____ 20 ________5___5_____5_____5_____5_____5___ __4_____4____4_____4____ Cleric Spells Known: An Idealist knows a number of Cleric spells equal to his/her Wisdom modifier + Idealist class levels. Level______Domains Learned 1_________2 2_________- (none) 3_________1 4_________- (none) 5_________1 6_________- (none) 7_________1 8_________- (none) 9_________1 10________- (none) 11________1 12________- (none) 13________1 14________- (none) 15________1 16________- (none) 17________1 18________- (none) 19________1 20________- (none) Domains: You recieve 2 domains at 1st level, and gain a domain at every odd level. Level______Feat 1_________----------------- 2_________Feat 3_________----------------- 4_________----------------- 5_________----------------- 6_________Leadership 7_________----------------- 8_________----------------- 9_________----------------- 10________Feat 11________----------------- 12________----------------- 13________----------------- 14________Feat 15________----------------- 16________----------------- 17________----------------- 18________Feat 19________----------------- 20________----------------- Feats: All feats must have some relationship to your religion. ___________ex. Religion against undead: Improved Turning Leadership: An Idealist gains the feat Leadership at 6th level, representing the followers he/she has amassed through spreading his/her religion. Class Level___Abilities 1_________Self-made Concept, Missionary, Turn/Rebuke Undead, Belief-Dependent 2_________Favored Domain 1, Favored Descriptor 1 3_________Concept Boon 1 4_________Favored School 1 5_________Detect Good/Evil/Law/Chaos 6_________---------------------------- 7_________Favored Domain 2 8_________Concept Boon 2 9_________---------------------------- 10________Alignment Subtype 11________---------------------------- 12________Favored Domain 3, Favored Descriptor 2 13________Concept Boon 3 14________Sheer Stubbornness 15________Favored School 2 16________---------------------------- 17________Favored Domain 4 18________Concept Boon 4 19________---------------------------- 20________Conceptual Apotheosis Alignment: Cannot have both Neutrals. Cannot get a domain that is opposing your alignment, or another domain (ex. Good & Evil). Self-made Concept: You design your own religion. You forge a system of beliefs on your own based on a set of ideas, concepts, and values. You believe in your concept so blindly you would die for it and so strongly you gain strength from it. You draw your power from your own set of ideas and values, not by a diety. You, in essence, make your own religion, and spread it. Missionary: An Idealist's life is based on 3 things: founding a religion, attaining godhood, and gaining followers. An Idealist can use Enthrall as a spell-like ability at will with many alterations. You preach about your concept and religion. You must make various check to convince the audience of your religion. ` Step 1 First you make a diplomacy check to attempt to raise your standing with the crowd, but The DCs are 5 higher than they normally are. For example an Idealist attempts to make a diplomacy check on his half-elf audience; the check goes normally exept the DC to change the Indifferent half-elves to friendly is 20 instead of 15. An Idealist gains a bonus on this check equal to half of his Idealist class level. All NPCs in the area that can hear you are affected by the diplomacy check. This step takes 5 minutes. ` Step 2 Second, he/she trys to show the audience why his religion is correct. The Idealist makes a Charisma check with a bonus equal to the Idealist's level. The audience makes a will save with a DC equal to the Idealist's Charisma check. If anyone in the audience makes the save by 5 or more and has a religion, they see the Idealist as a heretic, becomes unfriendly, and starts jeering and heckling. The unfriendly members of the group make a collective Charisma check to stop the Idealist (see the spell Enthrall). Between the checks, the Idealist can make opposing will saves with anyone inhibiting his speech. He must make 3 will saves with the opposing side. After the 3, whoever won 2 of them succeeds in muffling the other (if the Idealist wins, the target stops jeering, and if the opponent wins, the Idealist recieves a -3 penalty to his next Charisma check). The Idealist makes 3 of the Charisma checks, each of them taking 20 minutes. ` Step 3 Finally, all who had failed all the will saves are converted into believers of that religion. Once the Idealist's caster level is higher than 6, all who fail 2 or more of the Will saves are converted. When the Idealist's caster level becomes 16 or higher, the Idealist can challenge the overcomer's Will. They make 3 opposing Will saves. If the Idealist wins 2 of the 3, then the NPC becomes a believer of that religion. If the opponent wins, then he shows the Idealist flaws in his concept and the Idealist takes a -2 penalty on all checks having to do with his religion or concept. The Idealist can remove this by spending 4 hours pondering and altering his concept/religion to solve/remove the problem. Belief Dependent: Idealists suffer the same alignment-changing restrictions as Paladins. Favored Domain: Choose one domain that you already know. You can spontaneously cast spells from that domain. Favored Descriptor: Choose one spell descriptor, such as Law, Evil, or Healing. You cast these spells with +1 caster level. You can select the same descriptor multiple times. Concept Boon: Choose one of the following concepts: Animal, Death, Destruction, Elements, Healing, Protection, or War. You gain an ability based on the choice. If you select a Concept Boon multiple times, you gain double the uses of that Concept Boon if it has a limited number of uses. If you choose the Death Concept Boon, then see the Death Concept Boon for information. The abilities are as follows: ` Animal: Wild Empathy: You gain Wild Empathy as a Druid of your Idealist level. ` Death: Unhallowed Aura: You exude an aura of corruption and death so powerful that your alignment is masked by what registers as overwhelming evil. In addition, undead in your service within a 60-foot radius gain a +4 bonus to resist turning; this bonus stacks with turn resistance and bolstering. If you select this Concept Boon again, than you gain the ability to cast Awaken Undead as a spell-like-ability usable 1/week. This functions as Awaken Undead exept it only awakens 1 undead. ` Destruction: Weapon of Annihilation: Once per day, you may imbue a weapn with devastating energy. Once the weapon is imbued, the first strike with it that successfully hits deals +1d6 points of damage per caster level to everything (including you) within a 20-foot radius, ignoring hardness. Everyone caught within the blast must make a DC 20 Reflex save for half damage. The imbued weapon retains this property for a number of rounds equal to the Idealist's Wisdom modifier, or until a successful hit, whichever comes first. The weapon itself is destroyed when it deals damage with this ability. Imbuing the weapon is a standard action that provokes an attack of opportunity. ` Elements: Elemental Resistance Aura: Once per day, you can generate an Elemental Resistance Aura as a supernatural ability. The aura extends from you in a radius equal to 5 feet per point of Charisma modifier (minimum 5 feet) and affects you and all allies within this area. All those affected recieve resistance to an energy type that you name (acid, cold, electricity, fire, or sonic) when activating the aura equal to your Wisdom modifier + half your Idealist level. The Elemental Resistance Aura is an abjuration effect that lasts a number of rounds equal to half your Idealist level. Invoking the aura is a standard action that does not provoke an attack of opportunity. ` Healing: Flash Heal: When you flash heal, you cast a cure or healing. You cast this spell with an instant utterance. Casting the spell is an immediate action, and it counts toward the limit of one quickened spell per round. The spell takes up a spell slot one level higher than normal. You may use flash heal a number of times per day equal to 1 + your Wisdom modifier. ` Protection: Protection Aura: Once per day, you can generate a protection aura as a supernatural ability. The aura extends from you in a radius equal to 5 feet per Charisma modifier (minimum 5 feet) and affects you and all allies within this area. All those affected receive a bonus on their saving throws and damage reduction equal to your Wisdom modifier. The protection aura is an abjuration effect that lasts a number of rounds equal to half your Idealist level. ` War: Holy Strike: Once per day, you may imbue your concept's favored weapon with the power of your convictions and belief. You gain a bonus on attack and damage rolls equal to your Wisdom modifier, which lasts for a number of rounds equal to your Idealist level, as long as you wield concept's favored weapon. You may use this ability an additional time per day for every 5 path levels from the level at which you gained the "War" Concept Boon. Imbuing your weapon is a standard action that provokes attacks of opportunity. Favored School: Choose one spell school. You cast these spells at +1 caster level. You can select the same school multiple times. Detect Good/Evil/Law/Chaos: Can detect opposing alignment of you at will, as Paladins can detect evil. Neutral characters choose one alignment per axis to detect. This choose cannot be changed later. Sheer Stubbornness: At 14th level, an Idealist has such a strong mind set on his beliefs that he/she becomes immune to Compulsion effects. Conceptual Apotheosis: Once an Idealist achieves 20th level, his development of his religion is almost complete. This ability activates when the Idealist has at least 200 followers and his/her main ability score higher than 35, including worn magic items, but no effects that can expire, such as a potion of bull's strength. A number of worn magic items are destroyed whose total bonus to the main ability score equals at least 35. The Idealist's main ability score then becomes 35. The Idealist also gains a divine rank of 0, achieving the rank of Quasi-diety. If the Idealist expends 50,000 experience without dropping below 20th level, then he/she gains a divine rank of 1, becoming a Demigod. P.S. Instead of making all of the checks for the Missionary ability, you can simply make a Diplomacy check modified by your Idealist level, roll the d% and half the result, then add the two together, and that is how many people you have converted (with the audience as the maximum). The DM chooses which style to use, and may also say certain individuals, such as the Cleric of Pelor, require a specific check to convert, or simply immune to the ability. |
| Lord Karsus11-22-08, 11:41 PM | -You can use a word processor program (to make tabs and paragraphs and such), and then copy and paste it exactly, using the (code)(/code) codes at the beginning and front to make the format the same as it was on the program. |