...is a homebrew one.
Well, following my thread on General Discussion about specialty priests and the lack thereof in 3e, I decided to make one for myself. I didn't think I knew enough about the 'official' pantheons to devise some for them, and I'm not sure how they would compare with the 2e ones from e.g. Oerth's journal. So here it is: just the game rule information, I'm afraid. If I posted everything, it would be far too long...but if interested, I could email you the rest.
GAME RULE INFORMATION
Pioctele, the Goddess of Temptation, Treachery and Deceit, has a following and a clergy which differs radically from the more martial deities such as Chrumank or Ealvos. Whilst a priest of Chrumank may be happiest smiting his foes in an orgy of bloodshed, Pioctelites, the specialty priests of Pioctele, are the master manipulators, with powers only rivalled by bards and rarely superseded by even mindbenders. Evil to the core, they seek to subtly subvert their opponents and, given time, can transform the most ardent and virtuous paladin into a simpering puppet to their mistress. Whilst their hearts may be black, they are adept at camouflaging their true nature, and few, if any, can penetrate their shroud of innocence and veil of charm. They typically dress in white robes to perpetuate this appearance of goodness.
Pioctelites have the following game rule information:
Abilities: Charisma is the most important ability for Pioctelites. Not only does it affect their social skills, but Pioctele grants spells based on Charisma (and not Wisdom), and it furthers affects their Shake Faith and Break Faith abilities. Intelligence and Wisdom are still important, as this can affect the depths of their intrigues. The physical statistics are less important, as Pioctelites endeavour to avoid battle.
Alignment: Lawful or neutral evil
Hit Dice: d6
Class Skills
The Pioctelite’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Innuendo (Wis), Knowledge (all) (Int), Perform (Cha), Profession (Wis), Scry (Int), Sense Motive (Wis) and Spellcraft (Int).
Pioctelites gain 4+Int mod skill points per level, and quadruple this amount at 1st level.
Class Features
All of the following are class features of the Pioctelite:
Armour and Weapon Proficiency: Pioctelites are proficient with the same weapons and armour as wizards.
Spells: Pioctelites gain spells as an ordinary cleric, and can additionally memorise Sor/Wiz spells from the Illusion or Enchantment schools as divine spells of one level higher (thus, a Pioctelite could memorise Dominate Person as a 6th level spell). Charisma is the key ability for determining bonus spells, maximum spell level and save DCs.
Domains: Pioctelites must take the Trickery domain, and can select Law, Evil or Charm as their second domain.
Mandatory Bluff: Pioctelites must have at least one rank in Bluff per level of Pioctelite in order to advance (thus, to reach 13th level, a Pioctelite needs 13 or more ranks in Bluff). At first level, the Pioctelite must buy one rank in Bluff.
Weakened Combat Spells: All spells causing direct damage (such as Blade Barrier or Flame Strike) are prepared at one level higher, have a caster level of two levels lower and have a DC two points lower than usual. Thus, an 11th level cleric of Pioctele with Charisma 20 memorising Flame Strike would use a 6th level slot, have an effective caster of level of nine, and have a DC of only 18.
No Energy Channelling: Pioctelites can neither spontaneously convert spells to cure or inflict, and neither can they turn or rebuke undead. This is because Pioctele cannot access Positive Energy, and chooses not to access Negative Energy to maintain a façade of goodness.
Proof versus Divinations: Pioctelites receive a +1 profane bonus to save against divinations at 1st level and every fifth level (+2 at level 5 etc.) and against spells that detect lies or trickery (such as Zone of Truth).
Shake Faith: By speaking softly and gently to any intelligent creature, the Pioctelite can convince him of real or perceived contradictions in his faith. Whilst the creature can eventually throw of its doubts, its loses all divine abilities, such as divine spells, undead turning, divine feats and granted abilites for one round per level of Pioctelite unless he can make a Will save of DC (10+1/2 Pioctelite level + Pioctelite’s Cha mod). This is a mind-affecting, language-dependent compulsion effect, and takes one full round.
It can be used once per day at 3rd level and one additional time for every four levels after that (7th, 11th, 15th, 19th). Anyone that saves against the Pioctelite cannot be further affected by the Shake Faith ability unless targeted by a different Pioctelite of higher level.
Undetectable Alignment: At 6th level, Pioctelites are continually protected by Undetectable Alignment, as the 2nd level spell, cast at their level. If dispelled, the Pioctelite can resume it immediately as a free action on his next turn.
Seamless Lies: At 9th level, the Pioctelite can take 10 on a Bluff check.
Tempt: At 11th level, the Pioctelite can manifest the Temptation usage of atonement once per day in addition to any atonement spells memorised. This rises to twice per day at 14th level, three times per day at 17th level and can be used at will at 20th level.
False Alignment: At 12th level, the Pioctelite can appear as whatever alignment he chooses. Thus, he could register as good if subjected to a Detect Good spell.
Break Faith: At 18th level, the Pioctelite’s Shake Faith ability becomes so convincing that he can permanently undermine the victim’s faith. At the end of the duration of Shake Faith, the victim must make another save at the same DC. If this save fails, he loses all divine abilities permanently, until he is atoned by a cleric of his former faith of higher level than the Pioctelite.
Multiclassing: Pioctelites can multiclass as sorcerers, wizards, bards or rogues. If they multiclass into any other class they cannot progress in level as a Pioctelite. If they multiclass into barbarian, they lose all special abilities and spells of the Pioctelite class.
Ex-Pioctelites: Follow the guidelines for ex-clerics in the PHB.
THE PIOCTELITE
Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Proof vs. Div +1
2 +1 +0 +0 +3
3 +1 +1 +1 +3 Shake Faith 1/day
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Proof vs. Div +2
6 +3 +2 +2 +5 Undetectable Alignment
7 +3 +2 +2 +5 Shake Faith 2/day
8 +4 +2 +2 +6
9 +4 +3 +3 +6 Seamless Lies
10 +5 +3 +3 +7 Proof vs. Div +3
11 +5 +3 +3 +7 Shake Faith 3/day, Tempt 1/day
12 +6/+1 +4 +4 +8 False Alignment
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9 Tempt 2/day
15 +7/+2 +5 +5 +9 Shake Faith 4/day, Proof vs. Div +4
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10 Tempt 3/day
18 +9/+4 +6 +6 +11 Break Faith
19 +9/+4 +6 +6 +11 Shake Faith 5/day
20 +10/+5 +6 +6 +12 Tempt at will, Proof vs. Div +5
Edit: Added some descriptive text.
Well, following my thread on General Discussion about specialty priests and the lack thereof in 3e, I decided to make one for myself. I didn't think I knew enough about the 'official' pantheons to devise some for them, and I'm not sure how they would compare with the 2e ones from e.g. Oerth's journal. So here it is: just the game rule information, I'm afraid. If I posted everything, it would be far too long...but if interested, I could email you the rest.
GAME RULE INFORMATION
Pioctele, the Goddess of Temptation, Treachery and Deceit, has a following and a clergy which differs radically from the more martial deities such as Chrumank or Ealvos. Whilst a priest of Chrumank may be happiest smiting his foes in an orgy of bloodshed, Pioctelites, the specialty priests of Pioctele, are the master manipulators, with powers only rivalled by bards and rarely superseded by even mindbenders. Evil to the core, they seek to subtly subvert their opponents and, given time, can transform the most ardent and virtuous paladin into a simpering puppet to their mistress. Whilst their hearts may be black, they are adept at camouflaging their true nature, and few, if any, can penetrate their shroud of innocence and veil of charm. They typically dress in white robes to perpetuate this appearance of goodness.
Pioctelites have the following game rule information:
Abilities: Charisma is the most important ability for Pioctelites. Not only does it affect their social skills, but Pioctele grants spells based on Charisma (and not Wisdom), and it furthers affects their Shake Faith and Break Faith abilities. Intelligence and Wisdom are still important, as this can affect the depths of their intrigues. The physical statistics are less important, as Pioctelites endeavour to avoid battle.
Alignment: Lawful or neutral evil
Hit Dice: d6
Class Skills
The Pioctelite’s class skills are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Innuendo (Wis), Knowledge (all) (Int), Perform (Cha), Profession (Wis), Scry (Int), Sense Motive (Wis) and Spellcraft (Int).
Pioctelites gain 4+Int mod skill points per level, and quadruple this amount at 1st level.
Class Features
All of the following are class features of the Pioctelite:
Armour and Weapon Proficiency: Pioctelites are proficient with the same weapons and armour as wizards.
Spells: Pioctelites gain spells as an ordinary cleric, and can additionally memorise Sor/Wiz spells from the Illusion or Enchantment schools as divine spells of one level higher (thus, a Pioctelite could memorise Dominate Person as a 6th level spell). Charisma is the key ability for determining bonus spells, maximum spell level and save DCs.
Domains: Pioctelites must take the Trickery domain, and can select Law, Evil or Charm as their second domain.
Mandatory Bluff: Pioctelites must have at least one rank in Bluff per level of Pioctelite in order to advance (thus, to reach 13th level, a Pioctelite needs 13 or more ranks in Bluff). At first level, the Pioctelite must buy one rank in Bluff.
Weakened Combat Spells: All spells causing direct damage (such as Blade Barrier or Flame Strike) are prepared at one level higher, have a caster level of two levels lower and have a DC two points lower than usual. Thus, an 11th level cleric of Pioctele with Charisma 20 memorising Flame Strike would use a 6th level slot, have an effective caster of level of nine, and have a DC of only 18.
No Energy Channelling: Pioctelites can neither spontaneously convert spells to cure or inflict, and neither can they turn or rebuke undead. This is because Pioctele cannot access Positive Energy, and chooses not to access Negative Energy to maintain a façade of goodness.
Proof versus Divinations: Pioctelites receive a +1 profane bonus to save against divinations at 1st level and every fifth level (+2 at level 5 etc.) and against spells that detect lies or trickery (such as Zone of Truth).
Shake Faith: By speaking softly and gently to any intelligent creature, the Pioctelite can convince him of real or perceived contradictions in his faith. Whilst the creature can eventually throw of its doubts, its loses all divine abilities, such as divine spells, undead turning, divine feats and granted abilites for one round per level of Pioctelite unless he can make a Will save of DC (10+1/2 Pioctelite level + Pioctelite’s Cha mod). This is a mind-affecting, language-dependent compulsion effect, and takes one full round.
It can be used once per day at 3rd level and one additional time for every four levels after that (7th, 11th, 15th, 19th). Anyone that saves against the Pioctelite cannot be further affected by the Shake Faith ability unless targeted by a different Pioctelite of higher level.
Undetectable Alignment: At 6th level, Pioctelites are continually protected by Undetectable Alignment, as the 2nd level spell, cast at their level. If dispelled, the Pioctelite can resume it immediately as a free action on his next turn.
Seamless Lies: At 9th level, the Pioctelite can take 10 on a Bluff check.
Tempt: At 11th level, the Pioctelite can manifest the Temptation usage of atonement once per day in addition to any atonement spells memorised. This rises to twice per day at 14th level, three times per day at 17th level and can be used at will at 20th level.
False Alignment: At 12th level, the Pioctelite can appear as whatever alignment he chooses. Thus, he could register as good if subjected to a Detect Good spell.
Break Faith: At 18th level, the Pioctelite’s Shake Faith ability becomes so convincing that he can permanently undermine the victim’s faith. At the end of the duration of Shake Faith, the victim must make another save at the same DC. If this save fails, he loses all divine abilities permanently, until he is atoned by a cleric of his former faith of higher level than the Pioctelite.
Multiclassing: Pioctelites can multiclass as sorcerers, wizards, bards or rogues. If they multiclass into any other class they cannot progress in level as a Pioctelite. If they multiclass into barbarian, they lose all special abilities and spells of the Pioctelite class.
Ex-Pioctelites: Follow the guidelines for ex-clerics in the PHB.
THE PIOCTELITE
Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Proof vs. Div +1
2 +1 +0 +0 +3
3 +1 +1 +1 +3 Shake Faith 1/day
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Proof vs. Div +2
6 +3 +2 +2 +5 Undetectable Alignment
7 +3 +2 +2 +5 Shake Faith 2/day
8 +4 +2 +2 +6
9 +4 +3 +3 +6 Seamless Lies
10 +5 +3 +3 +7 Proof vs. Div +3
11 +5 +3 +3 +7 Shake Faith 3/day, Tempt 1/day
12 +6/+1 +4 +4 +8 False Alignment
13 +6/+1 +4 +4 +8
14 +7/+2 +4 +4 +9 Tempt 2/day
15 +7/+2 +5 +5 +9 Shake Faith 4/day, Proof vs. Div +4
16 +8/+3 +5 +5 +10
17 +8/+3 +5 +5 +10 Tempt 3/day
18 +9/+4 +6 +6 +11 Break Faith
19 +9/+4 +6 +6 +11 Shake Faith 5/day
20 +10/+5 +6 +6 +12 Tempt at will, Proof vs. Div +5
Edit: Added some descriptive text.
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