Oura
Few people realize that most gods are created and
sustained by belief. The gods themselves
tend to guard this knowledge zealously, but, every so often, a mortal finds
out. The more astute and charismatic of these individuals eventually become
oura.
Oura use sheer force of belief to form their own
proto-gods, or godlings, weak demigods capable of granting their oura powers
similar to those of a cleric. Unlike clerics, however, oura are often
accompanied by their godlings, who, after all, have a vested interest in the
oura’s survival. Without the oura’s persistant belief and persuasive
evangelism, a godling would be reduced to a voice on the wind, and, without the
godling, the oura would be powerless. Together, however, they are a force to be
reckoned with.
Adventures:
Oura see adventuring as a way to get more followers for their godling. Many
oura seek to do this through persuasion, diplomacy, and good works, but others
are not so noble. They find that threats and deceit will often work just as
well.
Characteristics:
An oura practices divine magic, just like a cleric. However, a godling can’t
grant as much power as a fully-fledged god, so an oura casts fewer spells per
day, and can only prepare from a small list of spells. Oura aren’t much good in
combat, but that generally doesn’t matter, as their godling’s manifestation
tends to shield them from most of the fray.
Since building up a godling’s power requires evangelism,
most oura are skilled at dealing with people. They also tend to be well versed
in divine lore.
Alignment: An
oura’s alignment is always the same as his or her godling’s. Oura tend toward chaotic, and are rarely
lawful, because being an oura is all about bending the cosmic rules.
Religion: An
oura only worships his or her godling. Exactly what form this worship takes
depends on his alignment.
Background:
Most oura learn their craft from an experienced oura and his or her godling.
The most important skill an oura acquires during this apprenticeship is the
ability to project a powerful force of belief. This mastery of the mind
requires many years of study. When an oura thinks his apprentice is ready, he
sends him deep into the desert, where the little gods are. Each embryonic
godling is a spark in the air above the desert sands, barely perceivable. The
prospective oura choses one that feels right, and then fixates on it, feeding
it belief and showing it a shape it can become. Thus, the apprenticeship ends,
and a godling is born.
Races: You can
find oura of all races. Those races with more jealous gods are usually less
well represented, as they tend to die before the end of their apprenticeship.
Other classes:
An oura tends to try to get along with everyone. However, clerics tend not to
like them, as they consider the creation of a new god to be irreverent, if not
an outright affront to their god.
Role: Godlings
usually try to shield their oura from combat, and most are more than happy to
extend this protection to other fragile casters. The oura themselves tend to
work to buff and heal other party members, as well as attacking from a
distance, when possible.
Game Rule Information
Oura have the following game statistics.
Table O-1: The Oura
Oura
|
Spells
per Day
|
||||||||||||||
Level
|
Base
Attack Bonus
|
Fort
save
|
Ref
Save
|
Will
save
|
Special
|
0
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
1
|
+0
|
+0
|
+0
|
+2
|
Godling companion,
First Domain, Favored Weapon
|
3
|
0+1
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
2
|
+1
|
+0
|
+0
|
+3
|
4
|
1+1
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
3
|
+1
|
+1
|
+1
|
+3
|
Second Domain
|
4
|
1+1
|
0+1
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
4
|
+2
|
+1
|
+1
|
+4
|
5
|
2+1
|
1+1
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
5
|
+2
|
+1
|
+1
|
+4
|
5
|
2+1
|
1+1
|
0+1
|
-
|
-
|
-
|
-
|
-
|
-
|
|
6
|
+3
|
+2
|
+2
|
+5
|
5
|
2+1
|
2+1
|
1+1
|
-
|
-
|
-
|
-
|
-
|
-
|
|
7
|
+3
|
+2
|
+2
|
+5
|
Third Domain
|
6
|
3+1
|
2+1
|
1+1
|
0+1
|
-
|
-
|
-
|
-
|
-
|
8
|
+4
|
+2
|
+2
|
+6
|
6
|
3+1
|
2+1
|
2+1
|
1+1
|
-
|
-
|
-
|
-
|
-
|
|
9
|
+4
|
+3
|
+3
|
+6
|
6
|
3+1
|
3+1
|
2+1
|
1+1
|
0+1
|
-
|
-
|
-
|
-
|
|
10
|
+5
|
+3
|
+3
|
+7
|
6
|
3+1
|
3+1
|
2+1
|
2+1
|
1+1
|
-
|
-
|
-
|
-
|
|
11
|
+5
|
+3
|
+3
|
+7
|
6
|
4+1
|
3+1
|
3+1
|
2+1
|
1+1
|
0+1
|
-
|
-
|
-
|
|
12
|
+6/+1
|
+4
|
+4
|
+8
|
6
|
4+1
|
3+1
|
3+1
|
2+1
|
2+1
|
1+1
|
-
|
-
|
-
|
|
13
|
+6/+1
|
+4
|
+4
|
+8
|
Fourth Domain
|
6
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
1+1
|
0+1
|
-
|
-
|
14
|
+7/+2
|
+4
|
+4
|
+9
|
6
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
2+1
|
1+1
|
-
|
-
|
|
15
|
+7/+2
|
+5
|
+5
|
+9
|
6
|
4+1
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
1+1
|
0+1
|
-
|
|
16
|
+8/+3
|
+5
|
+5
|
+10
|
6
|
4+1
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
2+1
|
1+1
|
-
|
|
17
|
+8/+3
|
+5
|
+5
|
+10
|
6
|
4+1
|
4+1
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
1+1
|
0+1
|
|
18
|
+9/+4
|
+6
|
+6
|
+11
|
6
|
4+1
|
4+1
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
2+1
|
1+1
|
|
19
|
+9/+4
|
+6
|
+6
|
+11
|
6
|
4+1
|
4+1
|
4+1
|
4+1
|
4+1
|
3+1
|
3+1
|
2+1
|
2+1
|
|
20
|
+10/+5
|
+6
|
+6
|
+12
|
6
|
4+1
|
4+1
|
4+1
|
4+1
|
4+1
|
3+1
|
3+1
|
3+1
|
3+1
|
Abilities: An
Oura’s most important skill is charisma, as that determines how powerful his or
her godling is, which, in turn, determines how effective the godling’s
manifestation is in combat, and how many spells the godling knows how to grant
them. Wisdom is also important as, like a cleric, an oura’s wisdom determines
how many extra spells per day the oura gets as well as the spell’s save DC. High
con and dex can prevent dying. Int and strength are less important, as an oura
doesn’t tend to fight directly or use many skills.
A godling’s most important skills tend to be strength,
dex, and con, although much depends on the class and race the godling decides
to manifest as. A godling’s wisdom,
intelligence, and charisma may never be higher than that of the oura who
created it.
Alignment:
Always the same as the oura’s godling.
Hit die: d4
Class Skills
The oura’s class skills, and key abilities for these
skills, are Bluff(Cha), Concentration(Con), Craft(Int), Diplomacy(Cha),
Disguise(Cha), Gather Information(Cha), Heal(Wis), Intimidate(Cha), Knowledge(religion)(Int), Knowledge(the
planes)(Int), Perform(Cha), Profession(Wis), Sense Motive(Wis), Spellcraft(Int).
Skill Points at 1st Level: (2+Int modifier)x4
Skill Points at Each Additional Level: 2+Int modifier
Class Features
All of the following are class features of the oura.
Armor and Weapon
Proficiency: Oura are proficient with all simple weapons. They are not
proficient with any type of armor or shield.
Aura (Ex): An oura has a particularly powerful aura corresponding
to the godling’s alignment, as does the godling.
Spells: An oura
casts divine spells according to Table O-1: The Oura. A godling only knows a
small number of spells to grant the oura, so the oura must prepare and cast
from that list, and the list of domain spells of the godling’s domain(s), which
is added to by the godling every time the oura levels up or increases in
charisma(See Table O-2). A godling may not learn, and the oura may not cast,
spells opposed to his godling’s alignment. An oura must chose and prepare his
or her spells in advance (see below).
To prepare or cast a spell, an oura must have a wisdom
score equal to at least 10 + the spell level. The difficulty class for a saving
throw against a cleric’s spell is 10 + the spell level + the oura’s wisdom
modifier.
Like other spellcasters, an oura can cast only a certain
number of spells per day. The base daily spell allotment is given on Table O-1:
The Oura. In addition, he or she receives extra spells per day if he or she has
a high enough wisdom score(see Table 1-1: Ability modifiers and bonus spells,
Player’s Handbook, page 8). An oura also gets one domain spell of each spell
level he or she can cast, starting at first level. At first, and oura has only
one domain to choose from, but at 3rd, 7th, and 13th
level, the godling gets an additional domain.
Bonus Languages:
An oura’s bonus language options include Celestial, Abyssal, Infernal (the
languages of good, chaotic evil and lawful evil outsiders, respectively). These choices are in addition to the bonus
languages available to the character because of his race (see Race and
Language, Player’s Handbook, page 12, and the Speak Language skill, page 82).
Table O-2: Spells Known By Godling to Grant to Oura(In
Addition to Domain Spells)
Oura
Level
|
|||||||||||||||||||||
Oura
Charisma Modifier
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
18
|
19
|
20
|
|
0 or lower
|
---Oura’s godling cannot grant Oura
spells other than domain spells---
|
||||||||||||||||||||
1
|
4
|
5
|
6
|
8
|
10
|
12
|
15
|
17
|
20
|
22
|
26
|
27
|
30
|
31
|
34
|
35
|
37
|
38
|
40
|
41
|
|
2
|
5
|
6
|
7
|
9
|
11
|
13
|
16
|
18
|
21
|
23
|
27
|
28
|
31
|
32
|
35
|
36
|
38
|
39
|
41
|
42
|
|
3
|
6
|
7
|
8
|
10
|
12
|
14
|
17
|
19
|
22
|
24
|
28
|
29
|
32
|
33
|
36
|
37
|
39
|
40
|
42
|
43
|
|
4
|
7
|
8
|
9
|
11
|
13
|
15
|
18
|
20
|
23
|
25
|
29
|
30
|
33
|
34
|
37
|
38
|
40
|
41
|
43
|
44
|
|
5
|
8
|
9
|
10
|
12
|
14
|
16
|
19
|
21
|
24
|
26
|
30
|
31
|
34
|
35
|
38
|
39
|
41
|
42
|
44
|
45
|
|
6
|
9
|
10
|
11
|
13
|
15
|
17
|
20
|
22
|
25
|
27
|
31
|
32
|
35
|
36
|
39
|
40
|
42
|
43
|
45
|
46
|
|
7
|
10
|
11
|
12
|
14
|
16
|
18
|
21
|
23
|
26
|
28
|
32
|
33
|
36
|
37
|
40
|
41
|
43
|
44
|
46
|
47
|
Each oura must choose a time of the day at which to spend
and hour receiving spells from his or her godling. Time spent resting has no
effect on whether an oura can prepare spells, nor does the current state of the
godling’s manifestation.
Domains: At
first, third, seventh, and thirteenth level, the godling gets a new domain,
giving the oura access to the domain’s spells, and a new domain ability. You
can select an alignment domain only if your godling is that alignment. Each day
at least one of the spells chosen for each level must be a domain spell (that
is what the +1 means).
Godling companion:
The godling manifests as a protector for the oura in order to keep its primary
source of belief from drying up. What form the godling takes depends on the
oura’s level and charisma modifier (see Table O-3: Godling manifestation level),
and the disposition of the godling (a lawful good godling is unlikely to be a giant
spider or a drow). The godling may change its form anytime the maximum challenge
rating goes up, and need not stay the same race or class, or even age. The
basic nature of the godling (alignment, int, cha, wis) is never altered by the
form the godling takes, but its base strength, dexterity, and constitution may
be. The godling may not use any spells or spell like abilities, as all its
magic is tied up in the oura, but it may use any supernatural abilities its
form might have. If the oura is dead, the godling can no longer manifest. If
the godling’s manfestation dies, the oura may meditate for 24 hours to bring
the godling back in a manifestation <½ CR. It takes another 24 hours of
meditation to bring the godling up to a form with ½ CR, and another 24 hours
for CR 1, and so on and so forth until the godling’s manifestation reaches full
power. So, in all, to bring the godling back to full power requires one day x
the godling’s maximum challenge rating plus three days. A godling’s
manifestation vanishes inside an antimagic field.
Favored Weapon:
At first level, an oura may choose a favored weapon for his or her godling. The
godling is always proficient with this weapon, and may manifest it along with
his or her chosen form. If the weapon is ranged, ammunition also manifests, or
the weapon automatically reappears in the godling’s hands following being
thrown. If the godling’s maximum manifestation CR is 3 or above, you may give the
weapon powers equivalent to the godling’s CR divided by three rounded down. The
weapon’s powers cannot change; they may only be added to. You may choose not to
add powers when you can to save up for more powerful abilities. You may only choose Holy, Unholy, Anarchic, or Axiomatic if your godling's alignment matches.
Table O-3: Godling Manifestation Level
Godling
Maximum Challenge Rating
|
|||||||||||||||||||||
Oura
Charisma Modifier
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
18
|
19
|
20
|
|
0 or lower
|
<½
|
||||||||||||||||||||
1
|
<½
|
<½
|
<½
|
<½
|
½
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
|
2
|
<½
|
<½
|
½
|
½
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
|
3
|
<½
|
½
|
½
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
|
4
|
½
|
½
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
18
|
|
5
|
½
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
18
|
19
|
|
6
|
½
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
18
|
19
|
|
7 or higher
|
½
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
18
|
19
|
< =less than
Ex-Oura
As the godling is essentially a small god, it cannot
change its alignment, and its alignment cannot be changed. However, an oura is
merely mortal, and is significantly more malleable. If the oura’s alignment
ever changes, or the oura significantly violates the godling’s code of conduct,
the oura loses all spells and class features, except for proficiency with
simple weapons. The godling can still manifest to interact with the mortal
plane, but is unlikely to protect the oura anymore. The only way an oura may
regain his or her powers and abilities and take further levels in the oura
class is to atone (see the atonement spell description, Player’s Handbook, page
201).
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