Wandering adherents of a
particular faith, Pilgrims journey from one sacred site to the next in the name
of their beliefs, accumulating merit and blessings as they go. They tend to
eschew the material, embracing the hardships of life on the road as a spiritual
path to greater piety and, hopefully, sanctity. Although their primary concern
is with demonstrating the rightness of their beliefs through their own
devotion, they also seek to actively proselytise and oppose those whose goals
conflict with those of their faith.
Their piety and experience of
roughing it makes them rather more useful as adventurers than some other
Petty-classes, granting them a wide range of useful skills, some minor but
handy faith-related abilities and a slightly better capacity for combat than
most.
Attack
Matrix: Thief
Saving
Throws: Levels 1-3 (20 all, except
Petrification/Polymorph 18); Levels 4-6 (19 all, except Spells 18,
Petrification/Polymorph 17)
Hit
Dice: d4 (2 at 1st level)
Armour/Shield Permitted: leather, padded, studded, small shield only
Weapons Permitted: club, dagger, dart, light mace, light war
hammer, pick (any), sling, spear, staff.
Weapon Proficiencies: 2 +1 every 4 levels
Non-Proficiency Penalty: -3
Base
Skills: Common Knowledge 2, Endurance 1,
Folk Lore 1, Heal 1, Persuade 1.
Free
Elective Skills (choose 3 skills,
between which you may allocate 4 levels):
Climb, Concentration, Encourage, Fish, Herb Lore, Indomitable Will,
Linguistics, Local Knowledge, Numeracy, Public Speaking, Read/Write, Sense
Motive, Story Telling, and Swim.
Pilgrim Level Advancement
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Base Experience
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Hit Dice
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Level
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Points Required
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(d4)
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Abilities
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1
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0
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2
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Piety
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2
|
500
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+2
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Faith's Gift
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3
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1250
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+2
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Aura of the Faith
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4
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2250
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+1
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Preach The Word
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5
|
3500
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+1
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Blessed Endurance
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6
|
5000
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+1
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Faith's Gift
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Piety: Those who share
the Pilgrim’s beliefs are deeply moved by their demonstration of faith, and
offer them normal items, lodgings and food at a discount of 25% plus 5% per
level in the Pilgrim class.
Faith’s Gift: The Pilgrim randomly
selects one first level Cleric spell. They may cast this spell once per day as
if they were a Cleric of half their
own level (round down, minimum of 1st level). When receiving this
boon at 6th level, the Pilgrim may select another random first level
Cleric spell, or gain a second use per day of the spell they already know.
Aura of the Faith: Once per day the
Pilgrim may manifest their faith as a visible aura. This casts light in a 10’ radius and gives all
allies within the radius +1 to Saving Throws and damage rolls. If any allies
share the Pilgrim’s faith, the bonus increases to +2. Any enemies within the
radius forced to make a Morale check do so at -2. This effect lasts 1 round
only.
Preach The Word: The Pilgrim becomes
increasingly accomplished in spreading the basic doctrines of their faith,
gaining 2 Competency levels in both Persuade and Public Speaking, but only for
the purposes of preaching.
Blessed Endurance: Once per day you
may reroll a Saving Throw, although you must take the second value, even if it
is worse.
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