GLOG Class: Acolyte

GLOG Class: Acolyte

Maybe Pilgrim is more accurate

I am working on a hack of GLOG and some classes to potentially run Hot Springs Island with and the first I wanted to detail was a non-magical religious class. I really like treatments of priests/clerics that lean away from "God's Wizards" and into social, economical or other aspects. I took inspiration from several places around the OSR sphere so I want to shout them out before I proceed. 

Goblin Punch's GLOG Cleric - Especially the Guardian Angel and Ceremonies.
Jeff Marches' Priest - Especially the Tend the Flock

Notes about plans for the Hack before I go into the class: 
  1. I use Boons & Banes from Shadow of the Demon Lord both for skills and for general buffs. For each Boon you have when you roll a check you roll a d6. You subtract the highest result from your final result. Banes add to the final result. Boons and Banes cancel each other out.
  2. Parties can have group alignments and have a class and ability as a collective. I talk about this a bit in a prior post. 
  3. Alignments are metaphysical allegiance rather than moral. You can be Unaligned or you can Align with The Light, The Darkness or The Elemental Lords. 
  4. Traveling between hexes requires checking with specific abilities to avoid mishap, unless you are on a road.
Here's the class as it currently stands:



Acolyte

Starting Equipment: Vestments, Holy Text, Holy Symbol, Staff, 1d6 silver pieces

+1 to Saves versus Fear and the Unholy per Acolyte template. Any party containing an acolyte must be Aligned with The Light.

A: Blessing, Pilgrim’s Persistence
B: Sermon, Pilgrim’s Pulchritude
C: Ritual Purification, Pilgrim’s Path
D: Penance, Pilgrim’s Puissance

Blessing: By saying a brief (one sentence) blessing over the party at the start of the day the Acolyte grants the party +1 Faith Die.
Pilgrim’s Persistence: The Acolyte can go twice as long without food, water, or sleep before suffering penalties or taking damage.

Sermon: By saying a short (fifteen minute) sermon that is at a consecrated location and with the party participating the Acolyte grants the party +1 Faith Die.
Pilgrim’s Persuasion: By quoting the scriptures of their faith an Acolyte may gain a boon on reaction rolls with anyone not aligned with The Darkness.

Ritual Purification: By leading an extensive (one hour) ritual purification that uses 10*participant silver pieces of ritual materials, the Acolyte grants the party +1 Faith Die.
Pilgrim’s Path: The Acolyte can choose to let The Light be their navigator. 1/day they can successfully navigate to a location that The Light wants them to be, taking the normal time to travel there. No encounters are rolled on this journey.

Penance: By leading a short (fifteen minute) session of physical mortification dealing 1 damage to each participant the Acolyte grants the party +1 Faith Die.
Pilgrim’s Puissance: Once a day per Acolyte Template the Acolyte can declare they are using this ability before rolling an attack or check. They always hit or succeed. If it is an attack that does damage, they automatically do the maximum damage.
Faith Dice: Faith Dice are used by a group of faithful adventurers to grant a Boon on a roll that is in service of the group’s objectives or the tenants of the Church of The Light. This die must always be rolled, even when used to cancel out a Bane. On a roll of 5-6 on the Faith Die, it is expended for the day in a heroic effort of faith and confidence.


Starting Skills:
1- Religion. You were a dedicated student of your holy texts. Name the Emanation of Light you serve, and describe why it is the most popular in The Civilized Lands. You start with a relic of a minor saint.
2- Finance. You sold indulgences or handled tithe collections. Name the sin for which indulgences are most often purchased in The Civilized Lands. You start with 1d6 extra silver pieces.
3- History. Your order was an ancient one, with ties to the history of the Civilized Lands. Name one event in the past which your order was involved in and explain why it is remembered so widely. You start with a history text in addition to your holy text.
4- Brewing. You made beer (rarely wine or spirits) with several other brothers. Name the drink that the people of the Civilized Lands favor. You start with a cask of that drink.
5- Scribe. You spent your days writing and copying holy and secular texts alike. Name the secular text that you copied the most, and why it is so popular in the Civilized Lands. You start with a blank book and writing supplies.
6- Medicine. Your order provided succor to the sick and wounded of the last great war. Name the terrible disease you treated, and describe its effects on the Civilized Lands. You start with a bag of poultices and tonics.

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