Holy Man- Shotgun Preachers and Servants of Monsters for Cowboy DND
|
Sidney Poitier |
- Holy Men use 1d6 for their Hit Die.
- Their Defensive Number is 17.
- They may use any Normal weapon (d8).
- They may also use shotguns.
- They speak Lawful, the maddening tongues to their god, and a language of their choice.
- If they have Wisdom 16 they level using the XP requirements for Professionals instead.
- At level 1 a Holy Man gains a gift of prophecy which grants them
the answer to questions from their god. A caveat here: most gods aren’t
omniscient, and may change the subject, but all information they impart
for the purpose of THIS feature will be
valuable. A Holy Man can beseech their god for this kind of guidance a
number of times per day equal to 1/4 their Wisdom score, rounded down.
Holy Men with Wisdom 18 can beseech an additional time, for a total of 5
in any 24 hour period. When they seek answers while awake they may only
be rewarded with YES or NO answers, or NO ANSWER.
In their dreams, however, the questions they pose are answered in the
form of cryptically detailed visions which may impart additional
information or context.
- Holy Men get spells beginning Level 2. These are mysteries revealed
to them by their gods, mighty boons they can pray for. Their power
grows as they level and their relationship with their god becomes
closer, their understanding deeper. They may find holy spells in sacred
scriptures. Learning a found spell takes an hour per level of the spell.
Otherwise these blessings are revealed gradually, and any spell the
Holy Man knows may be prayed for and may be granted by the Holy Man’s
god/gods. Whenever they become capable of casting a new Tier of spell, they learn 1 spell and a number of spells equal to their Wisdom bonus. Like other magic-using classes, the Holy Man’s spells are
rolled randomly, with one exception: they may always choose to learn Turn Undead instead of any other First Tier spell.
- At level 2, a Holy Man has a 27% chance that their First Tier
prayer will be answered. When their understanding deepens, their faith
in old ways strengthens; when a Holy Man becomes capable of casting
Second Tier spells, they have a 27% chance of casting Second Tier spells
and a 39% chance of casting First Tier spells. Each time the Holy Man
is granted a new Tier of spells, their chance of their prayer being
answered by their god for the previous Tiers improve by 12%. Failing to
cast a spell means your god has not answered your prayer. You will not
be able to request that blessing again until you perform a service for
your god, which they will specify at some point, often immediately.
- At level 5 a weapon or item or possession of the Holy Man takes on a
divine blessing simply from association with the Holy Man and comes to
signify them specifically. This object, usually a mundane weapon, takes
on a magical property and can affect creatures accordingly. Additionally
if you have not learned the spell Turn Undead already the item in
question becomes vested in its power.
- At level 9 a Holy Man may elect to raise a Mission. Performing a
favor for their god/gods bestows you fortune and lets you build it for
half cost. A Mission attracts other Holy Men, Soldiers, and Folk. These
are true believers and will fight for you and your cause til death.
- Holy Men may advance to Level 16.
Features |
Level |
XP |
HP |
Prophet |
1 |
0 |
1d6+1+Constitution bonus |
Spells |
2 |
1650 |
+1d6+Constitution bonus |
|
3 |
3300 |
+1d6+Constitution bonus |
|
4 |
6600 |
+1d6+Constitution bonus |
Holy Weapon |
5 |
13200 |
+1d6+Constitution bonus |
|
6 |
26400 |
+1d6+Constitution bonus |
|
7 |
52800 |
+1d6+Constitution bonus |
|
8 |
105600 |
+1d6+Constitution bonus |
Mission |
9 |
211200 |
+1d6+Constitution bonus |
|
10 |
323000 |
+2 |
|
11 |
435000 |
+2 |
|
12 |
547000 |
+2 |
|
13 |
659000 |
+2 |
|
14 |
771000 |
+2 |
|
15 |
883000 |
+2 |
|
16 |
995000 |
+2 |