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<blockquote data-quote="Sidran" data-source="post: 358182" data-attributes="member: 6160"><p><strong>Faith long and still not finished</strong></p><p></p><p>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</p><p></p><p></p><p><span style="font-size: 12px"><span style="color: gold"><strong><u>Faith</u></strong></span></span></p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>As I stated above characters with True or Natural faith gain abilities that are not open to those that convert to the faith later.</p><p>Examples of these abilities are listed below.</p><p></p><p><strong>Fast Healing</strong> [1-3]</p><p></p><p>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</p><p></p><p><strong>Radiance </strong> [4-6]</p><p></p><p>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 radiant light.</p><p></p><p><strong> Gift of Life </strong> [7-8]</p><p></p><p>Once per month a character with this feat can bring back a recently deceased ally if they are willing to return from the dead. </p><p>This ability works like the true resurrection spell, except that after its use the Character who uses the abilities power feels diminished 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.</p><p></p><p><strong> Power of Truth </strong> [9-10]</p><p></p><p>Characters with this ability can automatically discern lies, and with a successful Will check (DC 15+ targets Wisdom Modifier) he can compel a targeted subject to tell the truth. </p><p></p><p>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.</p><p></p><p><span style="color: tan"></span></p><p><span style="color: tan">[code]</span></p><p><span style="color: tan">[b]Table 1 Examples of works by Faith[/b]</span></p><p><span style="color: tan"></span></p><p><span style="color: tan"> Deed DC</span></p><p><span style="color: tan"> ------ --- </span></p><p><span style="color: tan">Removing a curse &nbsp 14 </span></p><p><span style="color: tan">Sanctifying holy ground 15</span></p><p><span style="color: tan">Turning a Zombie &nbsp 17</span></p><p><span style="color: tan">Cure Moderate Wounds 19</span></p><p><span style="color: tan">Walking on Water 22</span></p><p><span style="color: tan">Turning a Vampire 26</span></p><p><span style="color: tan">True Restoration 30</span></p><p><span style="color: tan">Summoning a Celestial 35</span></p><p><span style="color: tan"></span></p><p><span style="color: tan">[/code]</span></p><p><span style="color: tan"></span></p><p><span style="color: tan"><em> 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</em></span></p><p><span style="color: tan"></span></p><p><span style="color: tan">Characters with faith have more protection against sorcerous beings, and foul magics. As such a character with four or more points of faith can on a successful check (DC 10 + Base DC of Spell) counter spells, spell like abilities, and effects. This is a supernatural ability.</span></p><p><span style="color: tan"></span></p><p><span style="color: tan"><strong> Loosing faith </strong> </span></p><p><span style="color: tan"></span></p><p><span style="color: tan">Faith can be earned, and faith can be lost. Faith is lost when a character does something that goes against the prescripts of his faith, Or is considered Anathema to the teachings of his Religion. ( It is up to the DM to determine when and how a character looses faith). Faith that is lost in this way can be regained through prayer and supplication, or through acts of good will.</span></p><p><span style="color: tan"></span></p><p><span style="color: tan"><span style="color: tan"></span></span></p><p><span style="color: tan"><span style="color: tan"></span></span></p><p><span style="color: tan"><span style="color: tan">[code] </span></span></p><p><span style="color: tan"><span style="color: tan">[b] Table 2: Examples of how faith is lost [/b]</span></span></p><p><span style="color: tan"><span style="color: tan"></span></span></p><p><span style="color: tan"><span style="color: tan"> Deed Faith </span></span></p><p><span style="color: tan"><span style="color: tan"> ------- Lost</span></span></p><p><span style="color: tan"><span style="color: tan"></span></span></p><p><span style="color: tan"><span style="color: tan">A Close NPC dies as a result of the </span></span></p><p><span style="color: tan"><span style="color: tan">PC's Mistakes. Leaving the PC feeling -1</span></span></p><p><span style="color: tan"><span style="color: tan">guilty, and bereft. </span></span></p><p><span style="color: tan"><span style="color: tan"></span></span></p><p><span style="color: tan"><span style="color: tan"></span></span></p><p><span style="color: tan"><span style="color: tan">Close to completing his life's goal the </span></span></p><p><span style="color: tan"><span style="color: tan">end is torn from him by an act that -2</span></span></p><p><span style="color: tan"><span style="color: tan">seems of God.</span></span></p><p><span style="color: tan"><span style="color: tan"></span></span></p><p><span style="color: tan"><span style="color: tan">The PC fails a trial set by his Elders -1</span></span></p><p><span style="color: tan"><span style="color: tan"></span></span></p><p><span style="color: tan"><span style="color: tan">A PC's Attempt at "laying on hands" </span></span></p><p><span style="color: tan"><span style="color: tan">Fails at an inopportune time. -1</span></span></p><p><span style="color: tan"><span style="color: tan"></span></span></p><p><span style="color: tan"><span style="color: tan">The PC Fails at an attempt to save </span></span></p><p><span style="color: tan"><span style="color: tan">A fellow PC from final death. -3</span></span></p><p><span style="color: tan"><span style="color: tan"></span></span></p><p><span style="color: tan"><span style="color: tan">[/code]</span></span></p><p><span style="color: tan"></span></p><p><span style="color: tan">Faith should not be lost at every turn for the worst, but when the stress of the world threatens to overwhelm the Character questioning his Deity, or his personal faith is a possible occurrence. Any time where a player questions his faith he should loose -1 point of faith, due his crisis of faith.</span></p></blockquote><p></p>
[QUOTE="Sidran, post: 358182, member: 6160"] [b]Faith long and still not finished[/b] 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 [size=3][color=gold][b][u]Faith[/u][/b][u][/u][/color][/size] 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. [b]Fast Healing[/b] [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 [b]Radiance [/b] [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 radiant light. [b] Gift of Life [/b] [7-8] Once per month a character with this feat can bring back a recently deceased ally if they are willing to return from the dead. This ability works like the true resurrection spell, except that after its use the Character who uses the abilities power feels diminished 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. [b] Power of Truth [/b] [9-10] Characters with this ability can automatically discern lies, and with a successful Will check (DC 15+ targets Wisdom Modifier) he can compel 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. [COLOR=tan] [code] [b]Table 1 Examples of works by Faith[/b] 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 [/code] [i] 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[/i] Characters with faith have more protection against sorcerous beings, and foul magics. As such a character with four or more points of faith can on a successful check (DC 10 + Base DC of Spell) counter spells, spell like abilities, and effects. This is a supernatural ability. [b] Loosing faith [/b] Faith can be earned, and faith can be lost. Faith is lost when a character does something that goes against the prescripts of his faith, Or is considered Anathema to the teachings of his Religion. ( It is up to the DM to determine when and how a character looses faith). Faith that is lost in this way can be regained through prayer and supplication, or through acts of good will. [color=tan] [code] [b] Table 2: Examples of how faith is lost [/b] Deed Faith ------- Lost A Close NPC dies as a result of the PC's Mistakes. Leaving the PC feeling -1 guilty, and bereft. Close to completing his life's goal the end is torn from him by an act that -2 seems of God. The PC fails a trial set by his Elders -1 A PC's Attempt at "laying on hands" Fails at an inopportune time. -1 The PC Fails at an attempt to save A fellow PC from final death. -3 [/code][/color] Faith should not be lost at every turn for the worst, but when the stress of the world threatens to overwhelm the Character questioning his Deity, or his personal faith is a possible occurrence. Any time where a player questions his faith he should loose -1 point of faith, due his crisis of faith.[/COLOR] [/QUOTE]
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