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
|
<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
|
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
|