K this isn't the full of it but I am working on a world that is based of Divine magic working by faith. and the like here goes
Faith
Faith is the strongest ally that the elves of Aryande have against the great blight. Characters who start within the lands of the Elven Combine automatically start with a faith rank of 4, Clerics, Druids, and Paladins start with a faith rank equal to their level + their wisdom modifier. Other classes start with 0 faith.
Characters who start with ranks in faith have innate abilities not available to characters who gain the faith after the beginning of game play ( except through great deeds). Faith is the flowering of the divine at the core of humanity. It can inspire, it can motivate, it can heal, It can bring new life to an ailing soul. It should be noted that I do not talk about faith as a faith in a holy office, or in a particular religions teachings, but faith in the Divine, that which is higher than mortality.
Faith works like a feat it can gain ranks and gets additional modifiers from piety, or religious acts, and once a player has at least one rank in faith they gain their Wisdom modifier also.
Faith is one of the strongest weapons in the arsenal of a character, with it he can push back the hordes of undead that swarm, bring justice to the evil of the world, and sanctify cursed lands.
Those with faith may attempt to heal another’s wounds by “laying on of the hands” and praying. However the power of the Divine is fickle and not every wound will be healed every time. When a Character attempts to heal a subject they must specify the number of their hit points they are willing to transfer into the injured. If the faith check DC 15 is successful that number of hit points is transferred into the subject. If the check fails the character may try again but each time he does so the DC raises by +2. Healing by faith is an act of self sacrifice and has raised many to martyrdom.
The faithful will find that it is much easier to draw upon their faith on holy ground or on the holy days of their religion. In these locations, or on the Holy days a Character receives a DC one less than the normal standard on all faith related rolls.
When two or more faithful are together their is a chance that they can pool their faith to accomplish a greater divine act. They must come from the same religious tradition ( I. E. a Lutheran, a Catholic, and a Baptist all are of the Christian tradition). When characters attempt to pool faith they must join a circle and pray to their deity, requesting the divine link of power. A success occurs when each individual succeeds at a Faith check ( DC 20). Once linked they will remain so until either the link is broken by the death of one of the linked, or until one of the linked chooses to sever the tie.
As I stated above characters with True or Natural faith gain abilities that are not open to those that convert to the faith later.
Examples of these abilities are listed below.
Fast Healing [1-3]
Faithful with this ability heal faster than they normally could. Lost limbs will slowly reattach over time. Characters who have this ability are immune to common poisons such as hemlock, or arsenic
Raidiance [4-6]
Characters with this ability emit a holy aura that rallies allies to his cause. In addition undead, and demons shy away from a character with this ability. Creatures who are damaged by sunlight such as vampires take 1d6 damage from the raidiant light.
Gift of Life [7-8]
Once per month a character with this feat can bring back a recently deseased ally if they are willing to return from the dead.
This ability works like the true resurection spell, except that after its use the Character who uses the abilities power feals deminished and insubstantial for a period of four hours. While in this period they themselves receive a -2 to hit, and to Fort, and reflex saves.
Power of Truth [9-10]
Characters with this ability can automatically discern lies, and with a successful Will check (DC 15+ targets Wisdom Modifier) he can compell a targeted subject to tell the truth.
To others these abilities seem like miracles and because of this some NPC's may fear or be jealous towards the characters who wield these powers.
Examples of works by Faith
These are examples of how faith can work abilities that are considered class abilities such as Laying on Hands, or Turning Undead may receive additional DC modifiers depending on the wishes of the DM, and the level of the Character
Faith
Faith is the strongest ally that the elves of Aryande have against the great blight. Characters who start within the lands of the Elven Combine automatically start with a faith rank of 4, Clerics, Druids, and Paladins start with a faith rank equal to their level + their wisdom modifier. Other classes start with 0 faith.
Characters who start with ranks in faith have innate abilities not available to characters who gain the faith after the beginning of game play ( except through great deeds). Faith is the flowering of the divine at the core of humanity. It can inspire, it can motivate, it can heal, It can bring new life to an ailing soul. It should be noted that I do not talk about faith as a faith in a holy office, or in a particular religions teachings, but faith in the Divine, that which is higher than mortality.
Faith works like a feat it can gain ranks and gets additional modifiers from piety, or religious acts, and once a player has at least one rank in faith they gain their Wisdom modifier also.
Faith is one of the strongest weapons in the arsenal of a character, with it he can push back the hordes of undead that swarm, bring justice to the evil of the world, and sanctify cursed lands.
Those with faith may attempt to heal another’s wounds by “laying on of the hands” and praying. However the power of the Divine is fickle and not every wound will be healed every time. When a Character attempts to heal a subject they must specify the number of their hit points they are willing to transfer into the injured. If the faith check DC 15 is successful that number of hit points is transferred into the subject. If the check fails the character may try again but each time he does so the DC raises by +2. Healing by faith is an act of self sacrifice and has raised many to martyrdom.
The faithful will find that it is much easier to draw upon their faith on holy ground or on the holy days of their religion. In these locations, or on the Holy days a Character receives a DC one less than the normal standard on all faith related rolls.
When two or more faithful are together their is a chance that they can pool their faith to accomplish a greater divine act. They must come from the same religious tradition ( I. E. a Lutheran, a Catholic, and a Baptist all are of the Christian tradition). When characters attempt to pool faith they must join a circle and pray to their deity, requesting the divine link of power. A success occurs when each individual succeeds at a Faith check ( DC 20). Once linked they will remain so until either the link is broken by the death of one of the linked, or until one of the linked chooses to sever the tie.
As I stated above characters with True or Natural faith gain abilities that are not open to those that convert to the faith later.
Examples of these abilities are listed below.
Fast Healing [1-3]
Faithful with this ability heal faster than they normally could. Lost limbs will slowly reattach over time. Characters who have this ability are immune to common poisons such as hemlock, or arsenic
Raidiance [4-6]
Characters with this ability emit a holy aura that rallies allies to his cause. In addition undead, and demons shy away from a character with this ability. Creatures who are damaged by sunlight such as vampires take 1d6 damage from the raidiant light.
Gift of Life [7-8]
Once per month a character with this feat can bring back a recently deseased ally if they are willing to return from the dead.
This ability works like the true resurection spell, except that after its use the Character who uses the abilities power feals deminished and insubstantial for a period of four hours. While in this period they themselves receive a -2 to hit, and to Fort, and reflex saves.
Power of Truth [9-10]
Characters with this ability can automatically discern lies, and with a successful Will check (DC 15+ targets Wisdom Modifier) he can compell a targeted subject to tell the truth.
To others these abilities seem like miracles and because of this some NPC's may fear or be jealous towards the characters who wield these powers.
Examples of works by Faith
Deed DC
------ ---
Removing a curse   14
Sanctifying holy ground 15
Turning a Zombie   17
Cure Moderate Wounds 19
Walking on Water   22
Turning a Vampire 26
True Restoration 30
Summoning a Celestial 35
These are examples of how faith can work abilities that are considered class abilities such as Laying on Hands, or Turning Undead may receive additional DC modifiers depending on the wishes of the DM, and the level of the Character
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