Saturday, February 22, 2020

Saints: a GLOG Class

Saints
So a bit ago on the OSR Discord, I suggested a way to make clerics be different from Wizards while fitting the theme of magic being risky to use.

The core idea is simple. When a Saint casts a Miracle, they gain a random Curse until the end of they day. What a Saint’s Curses and Miracles are depends from their Path to Path.

Lynn over at Words for Yellow made her own version of the idea. As I didn’t have a blog at the time, she cited me via my discord username. Anyways, here is my version of the Saint, designed to be a template similar to the GLOG Wizard class, with its countless schools.

In fact I’m designing this so Lynn’s Saint can work as a Path.

A Saint in service to some Deity/Entity/Philosophy.

Saint: A mortal who invokes the Miracles of the divine, or their philosophy, at the cost of being burdened with terrible curses.

Your starting equipment, starting skills, and stat bonuses and maluses granted by Saint are determined by your Path.

Saint A: Path, Miraculous
Saint B: Burden, First Boon
Saint C: Second Boon
Saint D: Divine Retribution, Final Boon

Path: A Path is a Saint’s philosophy, or the God they worship, whatever it is, it’s something they put all of their faith into. Every Path has 10 Miracles, 12 Curses, and 3 Boons.

Miraculous: Perform a Miracle at the cost of afflicting yourself with a Curse. When you choose a Miracle from your Path to cast, roll 1d6 for a Curse, adding +1 to your roll for each Miracle you have used in the same day. Curses last the rest of the day unless otherwise noted or if that wouldn't make sense. 

Burden: Once per day, select an enemy when you use a Miracle, inflicting them with the Curse instead of yourself.

Boons: Every Path has three Boons. A Boon is simply a special ability unique to Saints of that Path. Using these does not afflict a Saint with a curse.

Divine Retribution: Once per day, spread one Curse that afflicts you onto an enemy. They will be alleviated when you are, or can release the Curse afflicting then separately.

—The Silence, A Example Path—
Her symbol. Represents tranquility and the curve of the sky.


A alien goddess, watching from the void above at the world below. Her heart is full of love, and she longs to share it with the mortals of the world below and bring them peace.

However there are three problems in her way. A. Her definition of peace can be summed up as “calmly and quietly floating in space, free from greed and suffering”. B. The average mortal is not able to get to or survive in space. C. Sound hurts her, for she is a creature of silence and nothingness as much as she is a creature of love.

Her Saints are her way around that. Chosen mortals, tasked with easing suffering, allowing mortals to reach the void above, and making them able to survive in it. She communicates with them through their dreams. Each is host to a tiny shard of her power. They are not built to hold such power, hence they Curses they suffer from.

Saints of the Silence gain +1 Stealth with each template they have in Saint, but lose -1 HP with every two templates they have in Saint.

Starting Items: A dagger, a weightless rosary made of black star-stone.

Starting Skills: Cultist, Doctor, or Begger

Boons of The Silence:

First Boon: Blessed Hands: [Level] times per day, the Saint can lay hands on another creature to heal them 1 HP OR clear 1 Fatal Wound from then.

Second Boon: Aura of Silence: The Saint possesses a Aura of Silence they can toggle on and off with a action. The Aura has a radius of 10’, and no sounds can exist within the radius of a active Aura.

Third Boon: Void Form: The Silence blesses the Saint with a form capable of surviving in the depths of space. The Saint’s new form is strangely beautiful and matches their ideal self, does not need to breath or eat, can levitate up to 5’ off the ground(which allows you to move in a zero-g environment without pushing off anything), and takes no damage from ambient temperatures(ie fireball still burns you, but you can walk around just fine in a blizzard or volcano).

Miracles of the Silence:
1: One creature or object you see has gravity reversed on it for the next 1d6 rounds. Things with reversed gravity fall at a rate of 20’ per round.
2: Swap the positions of two objects or beings you can see, however the largest thing you can effect with this is a large house.
3: Up to 10’ of inanimate(ie not alive or a spirit or undead or some kind of being) material you see ceases to exist.
4: One being you can see becomes incapable of hurting any other being for the next hour.
5: Up to [level x 2] HD worth of beings you can see must Save or fall asleep for 1d4 hours.
6: One sleeping being you see dreams of the Silence and her love. They must Save or forever have the memory of the Silence’s limitless love for them and everyone else on their mind.
7: Change the appearance of one thing your touching in any way that is purely cosmetic.
8: One thing you can see is not affected by gravity for the next hour. It won’t automatically float away, but if pushed into the air it won’t fall down till the duration ends.
9: All beings you can see become able to communicate with each other through telepathy for the next hour. This telepathy transmits emotion and thoughts, translates them so everyone linked can understand each other, and only truth can be said with it.
10: One being you see takes 1 point of Non-Lethal damage every time it attempts to harm another being in the next 24 hours.

Curses of The Silence
1: You cannot talk. When your lips move, nothing comes out except silence.
2: You are blinded, and see only the void between stars.
3: You are deafened, and hear only the song of the spheres.
4: You feel cold. Incredibly cold. Cold enough that it numbs your reaction times. Whenever you roll Initiative, roll twice and take the worst result.
5: One inventory slot of yours has everything in it crumble to star dust. (The player chooses)
6: You are filled with a desire to be under the sky. Every hour you are not under the open sky, Save or be forced to do everything under your power to get under the open sky.
7: The Sun hates you. Whenever sunlight touches you, Save or be turned to a statue made of the same kind of stone as your rosary, until the curse ends.
8: Sound hurts you. Whenever you hear any noise that isn’t quiet, Save or take 1d4 damage.
9: You cannot rest unless you are in pitch black darkness.
10: All of the money upon your person ceases to exist.
11: Every time you fail a save, you also fall asleep for 1d4 turns.
12+: You are teleported into the void between starts for X turns. When you are teleported by this Curse, unless you have Void Form, take X divided by 2 damage, where X is the result of your roll.

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