Religious Leader
This Prestige Class is adapted from Dynasties and Demagogues by Atlas Games.
Religious Leaders are usually associated with temple or law holdings, though
they are not unheard of in guilds or provinces. They run sacred organizations
devoted to a specific god.
Game Rule Information
Restrictions: A
religious leader who changes alignment or leaves their religious organization
loses all of the class abilities of the religous leader. He cannot
regain them or advance as a religious leader until he returns to the fold
and atones (by means of atonement). A character who gains a level in any other class except cleric, can no longer advance as a religious leader.
Hit Dice: d6
Class Skills
The
class skills of the conspiracy leader are Concentration (Con), Craft (Int), Diplomacy
(Cha), Heal (Wis), Knowledge (Religion) (Int),
Perform (Oratory) (Cha), and Sense Motive (Wis)
Skill Points at each level: 4 + Int modifier
Level |
BAB |
Fort |
Ref |
Will |
Special |
| 1 | +0 | +0 | +0 | +2 | Followers, New Spells |
| 2 | +1 | +0 | +0 | +3 | Enthralling Speech, Spell Focus (Enchantment) |
| 3 | +2 | +1 | +1 | +3 | Sinners in the Hands of an Angry God |
| 4 | +3 | +1 | +1 | +4 | Moral Authority |
| 5 | +3 | +1 | +1 | +4 | Divine Experience |
| 6 | +4 | +2 | +2 | +5 | Gift of Tongues, Spell Focus (Divination) |
| 7 | +5 | +2 | +2 | +5 | Seniority |
| 8 | +6 | +2 | +2 | +6 | Divine Power |
| 9 | +6 | +3 | +3 | +6 | Divne Armor |
| 10 | +7 | +3 | +3 | +7 | Aura of the Divine |
Class Features
Armor and Weapon Proficiency: Religious Leaders are proficient
in the use of all simple weapons.
Followers: A religious leader recieves a +4 modifier to their leadership score for recuiting
cohorts and followers. Any PC or NPC who follow the character are considered
to be "followers" below. Rulers who rule holdings may consider any
member of the holding as a follower. Rulers who rule provinces may
consider any subject of his realm as a follower.
Enthralling Speech:
A religious leader can hold an audience in thrall with a firey sermon. He
must speak to the audience for two rounds, then can make a Perform (Oratory)
check (DC 20). If he succeeds, the audience becomes facinated.
It remains quiet an attentive for as long as the religious leader continues
speaking. The target's Spot and Listen checks suffer a -4 penalty.
The religious leader gains a +2 circumstance bonus to any attempt to
influence members of the audience for the duration of his speech. The
religious leader may speak for one hour per class level before becoming exhausted;
the endurance feat doubles this time period.
Sinners in the Hands of an Angry God: At 3rd level, the religious
leader may make a terrifying speech about the power of his god. As
a full round action, he can make a Perform (Oratory) check. Any creature
that can see the religious leader and hear and understand the speech must
make a Will save against the result of that check. If the creature
fails, it suffers the effect of the cause fear spell as if the religious
leader had cast the spell. This ability can be used once per day. This
is a mind-affecting spell-like ability.
Moral Authority: At 4th level, the religious leader gains a
+4 competence bonus to Diplomacy and Perform (Oratory) checks when he argues
in favor of an official possition of his religion.
Divine Experience: At 5th level, the religious leader has undergone
a divine experience. He gains a +2 inherent bonus to either his Wisdom
or Charisma score.
Gift of Tongues: At 6th level, the religious leader may cast the tongues spell on himself at will as a free action.
Seniority:
At 7th level, the religious leader gains the benifit of his years of service,
and recieves a +2 reaction bonus to Bluff, Diplomacy, and Intimidate checks
when dealing with a worshiper of the same god who has fewer levels of the
religious leader class than he has.
Divine Power: At 8th level, the religous leader gains the metamagic
feat Maximize Spell. Additionally, once per day the religious leader
may spontanously cast any divine spell maximized without having prepared
to do so, or meeting the requirements of casting it as if it were three levels
higher.
Divine Armor: At 9th level, the religious leader gains the
ability to manifest supernatural armor around himself. Once per game
session, he may gain a +10 sacred or profane bonus to AC for a number of
hours equal to his charisma bonus, to a minimum of one hour.
Aura of the Divine: At 10th level, the religious leader may designate
any die roll - even that of another character - as a "natural 20." He
may do this once per play session for every 5 character levels he has. He
must make the declaration before the result of the die is known (other than
by the DM).
New Spells: A religious leader learns new divine spells, though his ability to cast more or more powerful spells does not increase.
The 1st level religious leader learns these spells, which are considered
2nd level spells, unless the character may already cast them as divine spells:
Command, Comprehend Languages, Charm Person, Hypnotism, Remove Fear, Sanctuary
The 2nd level religous leader learns these spells, which are considered 3rd
level spells, unless the character may already cast them as divine spells:
Augury, Consecrate, Desecrate, Detect Thoughts, Enthrall, Hypnotic Pattern,
Ray of Enfeeblement, Bull's Strength or Cat's Grace, Zone of Truth
The 3rd level religious leader learns these spells, which are considered
4rd level spells, unless the character may already cast them as divine spells:
Suggestion
4th/5th Discern Lies, Emotion, Locate Creature, Shout, Tongues,
5th/6th Atonement, Dominate Person, Greater Command, Hallow, Mind Fog, True Seeing, Unhallow
6th/7th Forbiddance
8th/8th Antipathy, Sympathy
9th/9th Foresight,
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