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Divine Locations
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<blockquote data-quote="Primitive Screwhead" data-source="post: 3438447" data-attributes="member: 20805"><p>I was looking at extending my skills-n-feats paladin to open up some more options and came up with the below, please comment kindly <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p> Divine Locations are places a character creates and supports. In return the diety provides that character with some meaningful benefits. However if the location is ever desecrated the character must return and reconsecrate the location or fall from grace. *</p><p> 'Owning' an active Divine Location allows the character to take a pilgramage each year to visit the shrine, gaining XP as if overcoming an encounter of a given level. The character must be able to travel to the location in order to take advantage of this encounter.</p><p>The cost of the building/structure itself is not counted in the feats as the costs can vary based on the religion.</p><p></p><p></p><p>Shrine</p><p>Prerequisite: Ability to cast 'Consecrate'</p><p>You can build one Divine Location Shrine to your diety in a ritual that requires 3 days of casting Consecrate on the Shrine. The effects of Consecrate become Permanent at the Shrine.</p><p> Benefit: When using an Action point you may roll 2D20 and take the best result.</p><p>Special: NPC's do not normally have action points and must spend a Feat to acquire them.</p><p>Pilgrimage EL: 1</p><p></p><p>Chapel</p><p>Prerequiste: Leadership, Shrine</p><p>You convert your Shrine into a Chapel with a ritual that requires 3 days of casting Consecrate. One quarter of your followers stay at the Chapel to maintain it.</p><p>Benefit: You continue to gain the benefits of owning a Shrine</p><p>When using an Action point, you add 1D8 instead of 1D6</p><p>You gain +5 to your leadership score</p><p>Pilgrimage EL: 3</p><p></p><p>Temple:</p><p>Prerequisite: Chapel</p><p>You convert your Chapel into a Temple with a ritual that requires 3 days of casting Consecrate. Your Cohort and one half of your followers stay at the Temple to maintain it.</p><p>Benefit: You continue to gain the benefits of owning a Shrine and a Temple</p><p>You gain an additional +5 to your leadership score</p><p>As a free action you may burn an Action point for any of the following effects:</p><p>- Declare a D20 roll as an automatic '20'</p><p>- Gain a 1st level slot for casting a spell</p><p>- Regain a 'per day' ability use</p><p>- Apply a +1 metamagic effect to a spell cast this round</p><p>As an immediate action you may burn an Action point to add +1D8 to an allies D20 roll. This use must be declared before the results of the allies roll is determined.</p><p>Pilgrimage EL 6</p><p></p><p></p><p>* Both the DM and player need to be carefull of the fact that 'owning' a Divine Location can turn bad for the character. The location should not be in constant danger, minimizing the main storylines and using resources, nor should it be perfectly safe. If the location is desecrated the DM should be prepared to run an adventure based on reclaiming the location.</p><p>These feats provide some pretty nice benefits and give the characters a good reason to both build Shrines as well as destroy Evil Shrines.</p><p></p><p>============</p><p>Rally the Town</p><p>Prerequisite: Divine class ablity</p><p> You may call upon the citizens of the town to assist in the efforts of the party in defeating an evil that emperils the town.</p><p> Benefit: Roll a Perform Oratory check and add your class levels in all Divine classes {Cleric, Paladin...} The result is the number of 1st level NPCs willing to come to your aid. This aid can be in the form of:</p><p>- preparing town defences</p><p>- researching historical information in the town library</p><p>- scouting out where the enemy is</p><p>- if you result is higher than 30, you can gather a Mob of Villagers for no longer than a period of hours equal to your CHR modifier</p><p>- providing minor equipment and supplies, usually no more than 2gp wortth per willing Townsfolk</p><p>- Vote as a block in an election to remove an evil elected leader</p><p></p><p>Generally speaking the Townsfolk will continue to assist for a period of days equal to your Chr modifier. </p><p>The DM should provide higher level Townfolk when the population and story can suport it.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3438447, member: 20805"] I was looking at extending my skills-n-feats paladin to open up some more options and came up with the below, please comment kindly :) Divine Locations are places a character creates and supports. In return the diety provides that character with some meaningful benefits. However if the location is ever desecrated the character must return and reconsecrate the location or fall from grace. * 'Owning' an active Divine Location allows the character to take a pilgramage each year to visit the shrine, gaining XP as if overcoming an encounter of a given level. The character must be able to travel to the location in order to take advantage of this encounter. The cost of the building/structure itself is not counted in the feats as the costs can vary based on the religion. Shrine Prerequisite: Ability to cast 'Consecrate' You can build one Divine Location Shrine to your diety in a ritual that requires 3 days of casting Consecrate on the Shrine. The effects of Consecrate become Permanent at the Shrine. Benefit: When using an Action point you may roll 2D20 and take the best result. Special: NPC's do not normally have action points and must spend a Feat to acquire them. Pilgrimage EL: 1 Chapel Prerequiste: Leadership, Shrine You convert your Shrine into a Chapel with a ritual that requires 3 days of casting Consecrate. One quarter of your followers stay at the Chapel to maintain it. Benefit: You continue to gain the benefits of owning a Shrine When using an Action point, you add 1D8 instead of 1D6 You gain +5 to your leadership score Pilgrimage EL: 3 Temple: Prerequisite: Chapel You convert your Chapel into a Temple with a ritual that requires 3 days of casting Consecrate. Your Cohort and one half of your followers stay at the Temple to maintain it. Benefit: You continue to gain the benefits of owning a Shrine and a Temple You gain an additional +5 to your leadership score As a free action you may burn an Action point for any of the following effects: - Declare a D20 roll as an automatic '20' - Gain a 1st level slot for casting a spell - Regain a 'per day' ability use - Apply a +1 metamagic effect to a spell cast this round As an immediate action you may burn an Action point to add +1D8 to an allies D20 roll. This use must be declared before the results of the allies roll is determined. Pilgrimage EL 6 * Both the DM and player need to be carefull of the fact that 'owning' a Divine Location can turn bad for the character. The location should not be in constant danger, minimizing the main storylines and using resources, nor should it be perfectly safe. If the location is desecrated the DM should be prepared to run an adventure based on reclaiming the location. These feats provide some pretty nice benefits and give the characters a good reason to both build Shrines as well as destroy Evil Shrines. ============ Rally the Town Prerequisite: Divine class ablity You may call upon the citizens of the town to assist in the efforts of the party in defeating an evil that emperils the town. Benefit: Roll a Perform Oratory check and add your class levels in all Divine classes {Cleric, Paladin...} The result is the number of 1st level NPCs willing to come to your aid. This aid can be in the form of: - preparing town defences - researching historical information in the town library - scouting out where the enemy is - if you result is higher than 30, you can gather a Mob of Villagers for no longer than a period of hours equal to your CHR modifier - providing minor equipment and supplies, usually no more than 2gp wortth per willing Townsfolk - Vote as a block in an election to remove an evil elected leader Generally speaking the Townsfolk will continue to assist for a period of days equal to your Chr modifier. The DM should provide higher level Townfolk when the population and story can suport it. [/QUOTE]
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