Monday, August 15, 2022

What Else Belongs In the Joyous City? (GLOG Class: Prophet)

Variations on a theme.
 
Starting Equipment: Ascetic's rags or rich trappings, a staff, and bleeding feet or a palanquin.
 
Skills: Preaching and 1d3: 1. Shepherding, 2. Pottery, 3. Tactics
 
A: Cult, Miracles, +1 MD
B: Augury, +1 MD
C: Oration, +1 MD
D: Divinity, +1 MD

Cult: You are the charismatic leader of a cult (in the traditional sense, not the modern)—or rather, you will be. You start with no followers, but gain 1d4 for every day you preach in the streets. Generally, your followers are simply regular people (1/2 HD, Morale 6), though their circumstances will vary depending on your creed, but every twentieth follower is a level 1 character with a template in a random class. They will not join your party, but they will be loyal to you within reasonable bounds. Your specific type of cult gives you a miracle and an ability.
 
Cult Types:
  1. Revolutionary:
    Miracle: Turn Tax Collectors
    Ability: S
    ecular and religious authorities are invariably opposed to you, but all your followers will die for the cause.
  2. Mystery
    Miracle:
    Water to Wine
    Ability: Your followers require exclusive ceremonies and gathering locations, but they will tend to be wealthy and influential.
  3. Schismatic
    Miracle:
    Dispel Heathenry
    Ability: Gain 1 additional follower every time you attract followers previously of the religion you abandoned.When you roll reaction with the faithful of that religion, a result of 3-7 counts as a 2 and a roll of 8-11 counts as a 12.
  4. Messianic
    Miracle:
    Healing Hands
    Ability: Your followers view you as the ultimate authority in the world, and will never recant their faith.
  5. Oracular
    Miracle:
    Roll 1d8 on the table.
    Ability: You gain Augury at A Template and your chance of receiving an incorrect answer begins at 0-in-6 rather than 1-in-6.
  6. Occult
    Miracle:
    Bestow Curse
    Ability: When you perform a miracle while performing a taboo act in your society, you can increase either [dice] or [sum] by 1. If it's an irredeemable act, you can increase both by 1 or either by 2.
  7. Heroic:
    Miracle:
    Righteous Might
    Ability: 1 in every 10 followers is a level 1 character, rather than 1 in 20.
  8. Apocalyptic:
    Miracle:
    Doom of Cities
    Ability: Enemies have -1 to Morale checks if you preach to them of the impending end of the world.
 
Miracles: You have a pool of Miracle Dice (MD), which work exactly like Magic Dice in every way. In addition to the miracle you know from your cult, you know a miracle determined by rolling 1d6 on the table at the end of the class. Roll again with a d8 at B Template, a d10 at C Template, and a miracle of your choice from all 12 options at D Template.
 
Augury: You can perform a divination ritual about a course of action you or another person plans to take soon. The DM will tell you their opinion of the plan with one word: good, bad, or unsure. There's a 1-in-6 chance the DM will instead answer randomly, and this chance increases by one each time you use this ability that day, resetting at the end of the day.

Types of Divination (d6):
  1. Augury
  2. Haruspicy
  3. Astrology
  4. Geomancy
  5. Scrying
  6. Cartomancy or token casting
 
Oration: Any group of people will remain quiescent and receptive while you preach to them. This ends if any violent act is taken against them. If this ability is used to end a combat or quell those who are already immediately disposed to violence against you, it only succeeds if the targets fail a Morale roll.
 
Divinity: When in dire need, you may call upon a miracle that you don't know—either one from the class list or one improvised by the DM for your circumstances. All MD used to perform a miracle in this manner are automatically depleted.

Miracles:

  1. Turn Tax Collectors
    Casting Time: 1 action
    Duration: [sum] days
    Range: 60'
    [sum] HD of authority figures within range must Save vs Magic or flee your presence immediately. If they were imposing their authority on a person or group, they will not bother them again for the duration.
  2. Water to Wine
    Casting Time: 1 minute
    Duration: -
    Range: 60'
    [sum]*[dice] gallons (slots) of water within range become wine.
  3. Sticks to Snakes
    Casting Time: 1 action
    Duration: [sum] rounds
    Range: 30'
    Turn sticks into [dice] HD worth of obedient snakes, divided as you choose (minimum 1 HD). Their bite attacks deal 1 damage, and the target must Save vs Poison or take an additional 1d6 damage. A 1 HD snake must be from a stick longer than 4' feet, a 2 HD snake from a stick longer than 7', a 3 HD snake from a small dead tree or log, and a 4 HD snake from a large dead tree or log. You may instead spend 1 HD to grant the snakes one of the following abilities:
    1. Instead of extra damage, the poison is now a Save vs Death.
    2. Wings and a flying speed of 60'.
    3. Human speech.
    4. Prophecy. 
    5. Fire breath (Save vs 2d6 damage, one use).
  4. Multiply Food
    Casting Time: 1 minute
    Duration: -
    Range: Touch
    One slot of food within range becomes [sum]*[dice] slots of identical food
  5. Amplify Voice
    Casting Time: 1 action
    Duration: [dice] hours
    Range: [dice]*100'
    Everyone within range can hear every word you speak, if you so choose, at an intelligible and comfortable volume. You may also shout, dealing [sum] damage and knocking every affected creature prone in a 120' cone. This instantly ends the spell. On a successful Save vs Magic, the damage is halved and the target is not knocked prone.
  6. Healing Hands
    Casting Time: 1 action
    Duration: -
    Range: Touch
    A target within range either regains [sum]+[dice] hitpoints or makes a Save with a +[dice] bonus against an ongoing negative ailment or injury, ending it on a success.
  7. Summon Bear
    Casting Time: 1 action
    Duration: [sum] rounds
    Range: [dice] miles
    An animal of your choice with no more than [dice] HD is summoned to you. After it arrives, it will serve you for the duration, then return peacefully to its business. For example, a wolf is 1 HD, a bear is 2 HD, a giant eagle is 3 HD, and a giant stag is 4 HD.
  8. Bestow Curse
    Casting Time: 1 action
    Duration: [dice] years
    Range: Hearing
    A creature who can hear you must Save vs Magic or become cursed for the duration. Choose one of the following options: 1. They can only speak in rhymes, 2. They can only walk backwards, 3. Animals will either run from them or attack them on sight while yowling loudly, 4. They become infertile, 5. They're always in shadow, even if they're standing outside on a sunny day, 6. Any product of their profession has a 3-in-6 chance of being non-functional or spoiled. If you cast the spell with at least 4 MD, it lasts indefinitely.
  9. Dispel Heathenry
    Casting Time: 1 action
    Duration: [sum] rounds
    Range: 60'
    A magical effect within range has its [sum] reduced by your [sum] and its [dice] reduced by your [dice] for the duration (this may end the spell instantly or eliminate its effect, in which case it does not resume after the duration). If cast on a magical item or other non-spell effect, the DM determines how many MD it has and rolls them. If this would reduce the item/effect's [sum] to 0, it shatters and is destroyed. Non-magical devotional objects count as 0 MD effects.
  10. Righteous Might
    Casting Time: 1 action
    Duration: [dice] minutes
    Range: Self
    For the duration, you have +[sum] to all Strength and Constitution checks you make, +[sum] additional hitpoints, and +1d4 damage on melee attacks.
  11. Divine Mantle
    Casting Time: 1 action
    Duration: [sum] rounds
    Range: Self
    For the duration, you have +[dice] to reaction rolls and +[dice] AC, while your foes have -[dice] to Morale rolls. Everyone present must Save vs Magic or exclusively pay attention to you for the duration.
  12. Doom of Cities
    Casting Time: [dice] days
    Duration: [sum] decades
    Range: [dice] miles
    After spending the duration in the targeted location while loudly and publicly prophesying a dire fate, the area within range is doomed. Plants will wither and die, drought or floods or plague will blight it, cities will burn and crumble. Nothing here shall prosper for the duration.