A worshipper belief system

Mallerick

First Post
Good day all, forgive the length of this post. Currently my group has been working on a system for our campaign world. In the world religion and worship of gods is highly prevalent. We wanted something to show the tangible power. This system doesn't normally require class specific things to work. Anyone who meets the requirements can become a follower and advance through the levels of devotion. We have been working on roleplaying requirements as well for some of the levels of devotion. I'm still trying to decide on other skills, feats, and such to help make requirements.

One last note since religion is so prevalent, knowledge religion is considered general for all classes.

I look forward to your feedback about the nature of this and your help in balancing the system somewhat.

Odendark
God of Evil

Proselyte
Requirement: Knowledge (Religion): 1

Benefit:
+1 on any roll vs. opponent of chaos or good, 1 time per day

Orthodox
Requirement:
Knowledge (Religion): 3
Intimidate: 2
Alignment: any evil

Benefit:
Globe of Darkness, 1 time per day

Disciple
Requirement:
Knowledge (Religion): 7
Intimidate: 5
Alignment: any evil
Murder of worshipper of any other god

Benefit:
Aura of Protection from Good, as CoP, 1 time per day

Devoted
Requirement:
Knowledge (Religion): 10
Alignment: any evil
Murder of multiple worshippers of any other god
Participation in defilement of a holy place of another god

Benefit:
Ignore the Weak, 1/day. Any attack by any worshipper of either Ariana, Magnus, or Meletrifys maybe ignored.

Zealot
Requirement
Knowledge (Religion): 15
Alignment: Lawful Evil
Murder of multiple worshippers of any other god
Public and grizzly murder of members of the Church of Ariana
Participation in the defilement of a temple of Ariana


Benefit:
Demon’s Call – summon a demon of X power. 1/week, the call will only be answered if the outcome directly involves confrontation with or suffering inflicted on the Gods of good.
 
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I like the idea, but I think there should be some cost. Basically these are like free feats. Once the person meets the prerequits they automatically get them. How about some ritual needs to be performed and the person gaining the abilities has to spend XP?
 

agreed

Well, there are definitely going to be more roleplaying (ritual characteristics). I like the XP cost. I think some of the existing requirements are tough to complete. I realize that more skill, feat, or ability requirements are needed. That's why I'm looking here. :)
 

Of course, if you simply discard the idea of balancing it against core rules, you just say that devotion to the gods is a Good Thing that gets you advantages. Non-devotion to the gods is your choice, but kind of foolish.

In a world where the gods are real, why should agnosticism and ignorance of them net you a benefit?
 

Hmm

I don't want to disgard balancing, I realize this system rewards belief and followers. I am fine with that. I just want to make sure that the abilities granted aren't overpowering. Since there are gods for most alignment and class possibilities everyone has a chance of gaining certain abilities.
 

To give an idea of another god to see the contrast, well here it is:
Frostra is an angry Arelian, essentially snow elves, who became a mortal ascendant into the Pantheon. She represents revenge, the cold, desolation and solitutde.


Frostra

Rotes
Grasp of Winter – User takes one less damage from the cold. If cast in a group, every one hundred people involved provides a 1% chance that the rage of a wintry storm dissipates. There is a base 10% chance that Frostra will be angered by the request and increase the power of the storm.

Quiet Solitude – User may ignore all normal sounds in his presence.


Proselyte
Requirement: Knowledge (Religion:Frostra): 1
Benefit:
+2 on any roll vs. cold or cold effects, 1 time per day

Orthodox
Requirement:
Knowledge (Religion:Frostra): 3
Alignment: any non-good

Benefit:
Pass without trace: snow, duration: X
Walk on Ice as if normal ground

Disciple
Requirement:
Knowledge (Religion:Frostra): 7
Alignment: any non-good
One month of total isolation from all other people

Benefit:
+2 save on any spell that affects the mind

Devoted
Requirement:
Knowledge (Religion:Frostra): 10
Alignment: any non-good
Race: Arel
One week of survival in the most inhospitable environment available, alone

Benefit:
DR: 10 vs. cold and cold effects


Zealot
Requirement:
Knowledge (Religion:Frostra): 15
Alignment: any non-good
Race: Arel
Sex: Female
Revenge – Someone that has wronged you must be made to pay. The person must be destroyed little by little. Politically, socially, financially and after the person is left as waste their very life must be taken.

Benefit:
Word of Despair – with but a few words the zealot convinces the target of the Word that his life is meaningless. The target makes a saving throw vs DC 15 + Zealot’s level. If they fail they stop whatever they are doing and to wander away. This effect lasts for 1d6 rounds. They again make a saving throw to determine if they have broken the effect. Failure continues the effect. Attacking the victim will negate the effect.
 
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