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Prophet

He spoke from on high, telling the people of the judgments of the gods and the coming end of days. The people listened in rapt stupor as he spake forth a prophecy of great turmoil about to befall the land.

Role: Prophets are divine spellcasters who perform miracles and see the future by way of prophecies. Prophets are sometimes members of an established religion and recognized for their unique connection to their deity and sometimes are enigmatic outsiders that are treated as blasphemous heretics by organized faiths.

Alignment: Any good or evil.

Hit Die: d6.

Class Skills

The prophet’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Class Features

All of the following are class features of the prophet.

Weapon and Armor Proficiency

Prophets are proficient with all simple weapons. They are not proficient with any type of armor or shield.

Channel Energy (Su)

A prophet can release a wave of energy by channeling the power of his faith through his body. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good prophet channels positive energy and can choose to deal damage to undead creatures and evil outsiders or to heal living creatures. An evil prophet channels negative energy and can choose to deal damage to living creatures or to heal undead creatures.

Channeling energy causes a burst that affects all creatures of the designated types in a 30-foot radius centered on the prophet. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two prophet levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the prophet’s level + the prophet’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A prophet may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A prophet can choose whether or not to include herself in this effect. A prophet need only wave his hands or arms to use this ability.

Blessings (Su)

Each day a prophet may bless himself or others with the graces of his god. A prophet may only have one blessing in effect at a time but he may use this ability as often as desired. A blessing remains in effect indefinitely, over-riding its normal duration unless the specific blessing states otherwise, or until the prophet delivers a new blessing. The prophet may choose from the following Blessings each day.

As a note, blessings are generally continuous effects that persist until a new blessing is activated.

Bless/Bane: The touched target gains the effects of a bless or bane spell.

Charm Animal: As the spell charm animal but the range is touch.

Endure Elements: As the spell endure elements.

Guardian: The prophet or whomever he touches gains the effects of the Deathwatch spell.

Light/Darkness: As the light spell but affects the prophet only. The effect emanates from his flesh, eyes, mouth, etc. This effect grants a +2 circumstance bonus to Diplomacy checks when dealing with good (light) or evil (darkness) creatures.

Protection from Good/Evil: As the spell protection from evil (or good).

Remove Fear: As the spell remove fear.

Sanctuary: As the spell sanctuary.

Minor Miracle (Su)

Each day a prophet may perform a number of minor miracles equal to his level. He can perform any of the following:

As a note, miracles are generally instantaneous or very short-term effects.

Calm Animals: Prophets have an uncanny effect on animals and are able to sooth their savage hearts with a touch of quiet voice. As the spell calm animals.

Create Bridge: A prophet can cast wall of stone (bridge form only) with a simple wave of his hand.

Detect Thoughts: As the spell detect thoughts.

Distance Viewing (Sp): As the spell clairvoyance/clairaudience.

Feed the Masses: A prophet can generate food and water as the Create Food and Water spell but he may feed ten times the number listed in the spell (30 medium creatures or 10 large creatures per level).

Flaming Body: Fire Shield.

Fly: As the fly spell.

Healing: Remove Disease, Neutralize Poison, Remove Curse, Cure X Wounds

Lore: The prophet can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, the prophet gains information as if he made the appropriate Knowledge skill check with a result equal to 15 + his prophet level + his Wisdom modifier.

Minor Creation: Minor Creation.

Speak with Animals: The prophet can speak with and understand common animals for 24 hours.

Speak with Dead: The prophet can communicate with the departed soul of a dead person. Unlike normal speak with dead, the prophet is actually communicating with the dead creatures conscious soul and can ask it about its wishes or about any memories the soul possesses of its mortal life. The prophet is expressly forbidden by his deity to ask the soul about any subject regarding its current condition.

Transmutation: The prophet can change one material into another. If he touches a weapon the weapon functions for one hour as if it were a special material of the prophets choosing (he does not need to continue touching the weapon or item, the effect persists for one hour after touching it).

Walk on Water:

Major Miracle (Su)

Each day a prophet may perform a number of major miracles equal to his level divided by three, rounded up (one at 1st-3rd level, two at 4th-6th, three at 7th-9th etc). He can perform any of the following:

Animate Plants:

Atonement:

Bilocation: The prophet is able to be in two places at once. The second prophet appears one mile from the first and the two prophets must never be less than one mile from each other or one instantly disappears and the effect ends. While using bilocation neither prophet may use any other major miracles. Otherwise, each prophet may act as a complete independent individual. Both prophets share the others senses. The two “copies” do not communicate because they share one mind. What one sees and experiences, they both see and experience. This can be disconcerting and confusing at times so while using bilocation a prophet is always treated as if he was flat-footed.

Control Weather:

Earthquake:

Ethereal Jaunt:

Fire Storm:

Hallow/Unhallow:

Healing: Heal,

Lower Water: Control Water.

Major Creation: Major Creation.

Miracle of the Sun:

Raise the Dead:

Regenerate:

Reincarnate:

Rise from the Dead:

Sunburst:

Wither:

Prophecy (Su)

Each day a prophet may pray to his god for knowledge of the future. He is not always given reliable information and often the information he receives is cryptic. The prophet must choose a specific time of day (that is the same every day) that he performs a ritual prayer to his god in order to gain a glimpse of the future. This prayer takes one hour and is usually performed in the morning but can be at any time of day so long as it is the same time every day. If a prophet misses this time or is unable to pray at this time he is not able to gain a prophecy that day.

Augury:

Divination:

In addition to the prophets regular daily prophecies a prophet is highly prone to random visions he has no control of or ability to predict. These visions are usually exceptionally cryptic and difficult to decipher. They sometimes occur as intense dreams or nightmares or sometimes simply as visions during the course of a normal day.

Disciple (Ex)

Beginning at 7th level the masses begin to hear of the prophet and his teachings. These followers believe strongly in the prophet and his connection to his deity and wish to aid the prophet in any way possible.

The prophet attracts a number of levels of followers equal to his prophet level minus four. The levels may be divided as desired by the prophet among any number of followers as long as each disciple has at least one level. For example, a 7th level prophet attracts 3 levels worth of followers. He may attract either three 1st level disciples or one 2nd level disciple and one 1st level disciple.

Disciples grow in power as the prophet does. Each time the prophet gains a level he may increase the level of one of his disciples.

In any event, disciples do not accompany a prophet into dangerous areas or on missions where danger is assumed. The disciples serve the prophet by seeking information for him, spreading his teachings, traveling to other places, interacting with other NPC’s, or doing other mundane tasks for the prophet. Disciples may accompany a prophet on occasion if the GM and players determine that such is needed to cover a weakness in the party.