Wednesday, July 24, 2013

The Oura (homebrew class)

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

1
½
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
2
½
½
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
3
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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