Tuesday, February 28, 2023

Feat: Anointed Cleric

Anointed Cleric [General]


You are recognized as a spiritual authority among your faithful, capable of performing sacred rites and guiding your flock through life’s most important moments.

Prerequisite: Cleric level 1st

Benefit:
Choose a specific religious community or congregation (your “flock”), typically consisting of followers of your deity within a particular region or organization.

You gain a +4 bonus on Diplomacy, Gather Information, and Sense Motive checks when dealing with members of your chosen flock.

You are also able to perform common religious ceremonies appropriate to your faith, including rites of birth, marriage, and death. These ceremonies carry social and cultural significance, though they provide no direct mechanical benefit beyond those granted by this feat.

Special:
The DM determines what constitutes a valid “flock.” Expanding your influence to a new community may require time, roleplay, or additional investment at the DM’s discretion.

Monday, February 27, 2023

Feat: Mostly Harmless

Mostly Harmless [General]

"Mostly harmless"

You have an unassuming presence that causes others to underestimate you, often overlooking you as a threat until it is too late.

Benefit:
You gain a +4 bonus on Initiative checks.

Special:
This bonus does not stack with Improved Initiative. If you have both feats, you must choose which bonus to apply when determining your Initiative.

Wednesday, February 1, 2023

Feat: Sailor Swag

Sailor’s Swagger [General]


You carry yourself with the rough confidence of a seasoned sailor - hardened by hardship, yet strangely compelling despite (or because of) it.

Benefit:
When making Diplomacy or Intimidate checks, you may use either your Strength modifier or Constitution modifier in place of your Charisma modifier (your choice each time you make the check).

You must still meet any other requirements for the skill as normal.

Special:
You may choose which ability modifier to apply (Strength, Constitution, or Charisma) each time you make a Diplomacy or Intimidate check.

Class Modifications: Buccaneer

Class Modifications: Buccaneer


The buccaneer class is used as presented in Skull & Bones, with the following modifications:

Resilient (Ex):
The Resilient class feature is modified. Instead of granting a +2 resistance bonus on Fortitude saves to remain conscious due to Constitution damage, it now provides a +2 bonus on all Fortitude saves.

Bonus Feat:
A buccaneer gains Sailor’s Swag as a bonus feat.



Class: Bokor

Bokors are often associated with the creation of zombies and various other undead, and as such are reviled by the common peasant. It's not unusual for a bokor to have a small army of zombies accompanying them, much to the disconcertion of those nearby.

Also, bokors are said to work with Loa - souls or spirits which are either captured in a fetish (alchemical items) and made to enhance the Bokor's power or beseeched for assistance. Bokor normally work with the Loas Beraie, Baron Glegali, Mère Grosse, Inyammid, and in some cases they are said to work with Black Bête, the loa of the darkest bayou.

Bokors are similar to the "root workers" of Vodou. Some may be priests of a Vodou house. Bokor are usually chosen from birth, those who are believed to bear a great ashe (power). A bokor can be, by worldly terms, good or evil, though some sources consider them an evil version of a houngan.


Abilities:
 Charisma is the core ability of the bokor

Races: Any race but primarily those that live in swampy areas

Alignment: Any but tend toward chaotic

Starting Gold: Starting gold is 5d4x10 (100 gold.)

Starting Age: Younger

Hit Points: Bokor use 1d4 + Con bonus (if any) to determine HP

Class Skills: (2 + Int modifier per level, ×4 at 1st level)

Bluff, Concentration,Craft, Knowledge (Arcana, Forbidden Lore, Local, Spirit Lore, Undead), Spellcraft, Survival



Class Features:
• Weapon and Armor Proficiency: Bokor are proficient with Simple Weapons but don't use armor or shield.

• Spellcasting
As per wizard. Due to the nature of vodou, spells cast by bokor take double the normal length of casting time.

• Bonus feats
Starting at 1st level, and every odd numbered level thereafter, bokor can take one of the following feats:
Arcane Intimidation, Bloodburn, Bloodfury, Brew Potion, Corrupt Spell, Craft Alchemical Item, Dark Blessings, Defy the Dead, Empower the Dead, Enable Critical/Corporal Undead, Enable Critical/Incorporal Undead, Malign Spell Focus, Scribe Magical Tattoo, Spark The Undead, Swamp Stalker

Class: Hougan/Mombo

Hougans are leaders within the community who run temples (ounfò) to respect and serve lwa (also written as loa) alongside the Grand Maître (grandmaster or creator). Lwa are spirits, encompassing a collection of gods and nature spirits. Lwa manifest themselves in people during Vodou ceremonies through spirit possession. Each lwa has a distinct dance rhythm, song, sacrificial victuals, and clothing. Lwa choose oungans whilst they dream, where they are instructed by the gods of the Vodun to be their servants in the mortal world.

It is the hougan's role to preserve rituals and songs, maintaining and developing the relationship between the spirits and the community as a whole. Hougans are entrusted with leading the service of all of the spirits of their lineage, performing rituals for the community - death and marriage ceremonies; healing rituals; initiations for new priests (tesses); creating potions and casting spells; and dream interpretations.

Mombo are female hougan, but are otherwise treated exactly the same.


Abilities:
 Wisdom is the core ability of the hougan

Races: Any race but primarily those that live in swampy areas

Alignment: Any but tend toward lawful

Starting Gold: Starting gold is 5d4x10 (100 gold.)

Starting Age: Younger

Hit Points: Hougan use 1d6 + Con bonus (if any) to determine HP

Class Skills: (2 + Int modifier per level, ×4 at 1st level)

Climb, Craft, Diplomacy, Heal, Knowledge (Arcana, Forbidden Lore, History, Local, Religion, Spirit Lore, Undead), Spellcraft, Survival



Class Features:
• Weapon and Armor Proficiency: Hougan are proficient with Simple Weapons and can use Shields but never use armor.

• Spellcasting
As per Cleric. Due to the nature of vodou, spells cast by a hougan take double the normal length of casting time. Hougan may also sacrifice one spell and turn the lwa power into healing equal to 1d6 per level of the spell sacrificed (i.e. a hougan sacrifices a 4th level spell and can heal 4d6 damage to himself or someone else). Under no circumstance will a hougan ever attempt to heal a bokor, no matter the alignment, due to the hougan seeing the magic of the bokor as a corruption of the nature of the lwa and as submission to dark and evil powers.