Saturday, September 7, 2013

Oura

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 cast 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
5
3
-

-
-
-
-
-

-
-
2
+1
+0
+0
+3

6
4
-
-
-
-
-
-
-
-
3
+1
+1
+1
+3
Second Domain
6
5
-
-
-
-
-
-
-
-
4
+2
+1
+1
+4

6
6
3
-
-
-
-
-
-
-
5
+2
+1
+1
+4

6
6
4
-
-
-
-
-
-
-
6
+3
+2
+2
+5
Evangelical Leader
6
6
5
3
-
-
-
-
-
-
7
+3
+2
+2
+5
Third Domain
6
6
6
4
-
-
-
-
-
-
8
+4
+2
+2
+6

6
6
6
5
3
-
-
-
-
-
9
+4
+3
+3
+6

6
6
6
6
4
-
-
-
-
-
10
+5
+3
+3
+7
Energy Resistance
6
6
6
6
5
3
-
-
-
-
11
+5
+3
+3
+7

6
6
6
6
6
4
-
-
-
-
12
+6/+1
+4
+4
+8

6
6
6
6
6
5
3
-
-
-
13
+6/+1
+4
+4
+8
Fourth Domain
6
6
6
6
6
6
4
-
-
-
14
+7/+2
+4
+4
+9

6
6
6
6
6
6
5
3
-
-
15
+7/+2
+5
+5
+9

6
6
6
6
6
6
6
4
-
-
16
+8/+3
+5
+5
+10

6
6
6
6
6
6
6
5
3
-
17
+8/+3
+5
+5
+10

6
6
6
6
6
6
6
6
4
-
18
+9/+4
+6
+6
+11

6
6
6
6
6
6
6
6
5
3
19
+9/+4
+6
+6
+11

6
6
6
6
6
6
6
6
6
4
20
+10/+5
+6
+6
+12
Energy Resistance
6
6
6
6
6
6
6
6
6
6

Abilities: An Oura’s most important skill is wisdom 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. Charisma is also important, 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 worshippers the godling can attract. 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. A godling’s base abilities are determined the same way as a characters.
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(Arcana)(Int), Knowledge(Religion)(Int), Knowledge(the planes)(Int), Perform(Cha), Profession(Int), Sense Motive(Wis), and Spellcraft(Int).  
Skill Points at First Level: (4+int)x4
Skill Points at Each Additional Level: 2+int
                                                                                                                                  
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 of a chaotic, lawful, good, or evil godling has a particularly powerful aura corresponding to the godling’s alignment equivalent to that of a Cleric of the same level (see the Detect Evil spell for details).
Spells: An oura casts divine spells, which are drawn from the cleric spell list. He can cast any spell he knows without preparing it ahead of time, the way a cleric must.
To learn or cast a spell, an oura must have a wisdom score of at least 10+ the spell level. The difficulty class for a saving throw against an oura’s spells 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. His base daily spell allotment is given on Table O-1: The Oura. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1-1 of the Player’s Handbook).
An oura’s selection of spells is limited by the spells his godling knows to give him. The godling knows all of his domain’s spells, plus a number of spells given by Table O-5 Spells Known. This number of spells known, unlike spells per day, is not affected by the oura’s wisdom score, and is chosen from the cleric spell list. Upon reaching fourth level, and every even numbered level thereafter, an oura can change one of the spells his godling knows to give him for another of the same level. When the oura gets a domain, he/she can swap out any spells from that domain that he/she already knew. 
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.
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-2: 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 strength, dexterity, and constitution may be. The godling may not use any spells, spell like abilities, or supernatural abilities of its form as all its magic is tied up in the oura, and is of the outsider type. Other than that, its manifestation is the same as that of an ordinary creature of the same race and class.  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 ECL 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, and counts against the leadership score of the oura just as an animal companion, special mount, or familiar would for the purposes of getting a cohort. The godling’s natural weapons, and any weapon it wields, count as its lawful, chaotic, good, or evil, whatever its alignment is, for the purposes of overcoming damage reduction.The godling gets access to all domain powers of its domains. 
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 ECL is 3 or above, you may give the weapon total effective enhancement bonus  equal to the godling’s CR divided by three rounded down, which may include special abilities. 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 special abilities. You may only choose Holy, Unholy, Anarchic, or Axiomatic if your godling’s alignment matches. In the event that the godling manifests in a form that cannot wield weapons, chose one of the godling’s natural weapons to receive the enhancement bonus and special abilities. Your choice cannot change until the godling shifts form.
Energy Resistance: At tenth level, and twentieth, a godling gains resistance 10 to one energy type.

Table O-2: Godling Manifestation Maximum Effective Combat Level

Level of Oura
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
½= ½ CR
<1/2 = less than ½ CR

Evangelical Leader: At sixth level, an Oura can attempt to attract worshippers to his godling, in a similar manner to the Leadership feat. This ability counts as the leadership feat for the purposes of taking other feats (spiritual leader, epic leadership, etc). The oura may not take the leadership feat in addition to this ability, but may replace this ability by taking the leadership feat if he or she so wishes. The oura does not get a cohort unless he or she replaces this ability with the leadership feat, but does get worshippers. The number of worshippers the oura can get is based on the oura’s leadership score, which is the oura’s level plus his or her charisma modifier, plus any other modifiers (see table O-3) that might apply. Once you have your oura’s leadership score, look at Table O-4 to see how many worshippers your oura can attract for his/her godling. Please note that this is an upper limit, not something you automatically get. It takes time and effort to acquire worshippers. They are also just people who worship your godling. They will not necessarily follow all your orders. For every 20 worshippers you attract, one of them may be a Cleric or Favored Soul. For every 30 followers you attract, your godling's manifestation gains a +1 bonus to its AC.

Table O-3: Modifiers to Leadership Score
Condition
Modifier
Godling or oura as great renown
+2
Godling or oura as reputation for fairness and generosity
+1
Godling or oura has reputation of special power
+1
Godling or oura has reputation for failure
-1
Oura is aloof
-1
Godling or oura is cruel
-2
Godling has a temple
+2
Godling or oura has caused the death of other followers
-1
Godling has a reputation as a protector
+1
Godling or oura has prevented the death of other followers
+1
DM’s choice
+/- DM’s discretion

Table O-4: Followers per Leadership Score
Leadership
Score
Number of Followers by Level
1st
2nd
3rd
4th
5th
6th
9 or lower
10
5
11
6
12
8
13
10
1
14
15
1
15
20
2
1
16
25
2
1
17
30
3
1
1
18
35
3
1
1
19
40
4
2
1
1
20
50
5
3
2
1
21
60
6
3
2
1
1
22
75
7
4
2
2
1
23
90
9
5
3
2
1
24
110
11
6
3
2
1
25 or higher
135
13
7
4
2
2

Table O-5: Spells Known
Level
0
1
2
3
4
5
6
7
8
9
1
4
2
-
-
-
-
-
-
-
-
2
5
2
-
-
-
-
-
-
-
-
3
5
3
-
-
-
-
-
-
-
-
4
6
3
1
-
-
-
-
-
-
-
5
6
4
2
-
-
-
-
-
-
-
6
7
4
2
1
-
-
-
-
-
-
7
7
5
3
2
-
-
-
-
-
-
8
8
5
3
2
1
-
-
-
-
-
9
8
5
4
3
2
-
-
-
-
-
10
9
5
4
3
2
1
-
-
-
-
11
9
5
5
4
3
2
-
-
-
-
12
9
5
5
4
3
2
1
-
-
-
13
9
5
5
4
4
3
2
-
-
-
14
9
5
5
4
4
3
2
1
-
-
15
9
5
5
4
4
4
3
2
-
-
16
9
5
5
4
4
4
3
2
1
-
17
9
5
5
4
4
4
3
3
2
-
18
9
5
5
4
4
4
3
3
2
1
19
9
5
5
4
4
4
3
3
3
2
20
9
5
5
4
4
4
3
3
3
3


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