Faith

House Rules
Religion

Faith Score

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If your character worships a deity, they begin play with a Faith Score equal to their level. If they are member of a faith-based class (cleric/paladin/etc.), then they may add their Attribute modifier (usually Wisdom or Charisma, minimum of 1). The Faith Score will range from -100 to 100 and represents a percentile score. A score of 0 represents a lack of connection with your chosen deity, whereas a negative score represents antipathy from (or maybe even toward) your deity.

Various activities will increase or decrease one’s Faith Score (see table below).

The score acts as a percentage chance of receiving divine intervention that can be called upon once per session by a character of faith (see below). It also acts as a benchmark for various Boons that can be purchased with Faith Points (see below).

Divine Intervention

Once per game session, a person of faith may call upon “divine intervention” from their deity to interfere in the game in some manner—cheat death, reveal a secret, defeat an enemy, achieve some impossible goal, etc. The possibilities are endless. The character’s Faith Score acts as a percentile chance that this intervention can occur. They get one roll, and one roll only, to see if this intervention occurs. If they make the percentile roll, then the GM will intervene in some creative way on their behalf, according to the idiom of that deity.

HOWEVER, if the deity does intercede on their behalf, the character takes a reduction of the Faith Score equal to the percentage rolled. For example, the character has a Faith Score of 57 and rolls a 24—gaining an intervention. However they now have a Faith Score of 33 (57-24). This represents “calling in their chips” with the deity.

If the character has a negative faith score, they may still call upon divine intervention. Treat their current negative score as a positive for this purpose. However, if the roll fails, the deity may express their displeasure at being bothered by the character in some equally creative fashion… Further, their Faith Score will go down even further according to the rule stated above.

The reduction in Faith Score may, depending on the character, represent a reduction of Faith Points, as their threshold has now changed. Remember, a character cannot have any more Faith Points than their current Faith Score. Any reduction would only be reduced to the new threshold.

Faith Points

Faithful characters also receive a number of Faith Points (FP) as they complete various deeds during gameplay (including increasing their Fame Score). Faith Points can be spent on Boons, various bonuses and perks from the gods, to assist the character on their journey through life. A character cannot have more FP than their Faith Score.

TYPICAL GAMEPLAY EVENTS FAITH POINTS AWARDED
Faith Score Modified +1 per point modified
Demonstrate/perform basic tenet of religion when problematic +1 to +5/instance (GM Discretion)
Specific Faith-Based Quests +1 to +5 / Quest

Thresholds

Your Faith Score acts as a threshold, making certain Boons available at certain points according to your level of Faith. For example, a lower-powered Boon may be available at a Faith Score of 10 than at a Faith Score of 55.

Faith-Based Classes

Certain classes receive their powers based upon a connection to a deity (Clerics, Druids, Paladins, etc.). Such classes also automatically receive a Faith Score and Faith Points. If their Faith Score ever drops to 0 or below, they lose their class abilities and must recover their Faith Score in order to recover their abilities. This may lead to new quests and adventures…

Faith Events Faith Score Modifier
Daily prayer (1 hour daily) +1/week
Fasting/Holding Vigil +2/day
Acquire a rank in Knowledge: Religion +1
Attend 4 religious services for your deity w/i 1 month +1
Proselytize to a friend1 +1
Proselytize to a stranger1 +2
Proselytize in the village square/street corner/etc.1 +3
Gain a level in a non-faith based class +1
Gain a level in faith-based class (cleric, paladin, etc.) +3
Conduct a religious service for your deity with sanction +3
Make an appropriate sacrifice to your deity2 +3
Defeat a rival cleric/paladin/etc. of your church of CR appropriate to APL +1
Defeat a rival cleric/paladin/etc. of your church of CR higher than your APL +3
Defeat a rival Outsider of your church of CR appropriate to APL +2
Defeat a rival Outsider of your church of CR higher than your APL +4
Convert a person to the faith +4
Create a magic item consecrated to your deity +5
Consecrate a temple to your deity +5
Defeat a rival temple of your deity +5
Destroy a magic item consecrated to a rival deity +5
Fail to attend religious services for over 6 months -1 and -1/month thereafter
Act against the tenets and beliefs of the deity -1 to -5/act (GM Discretion)
Gain a negative level in a faith-based class (cleric, paladin, etc.) -3
Conduct a religious service for your deity without sanction -3
Are defeated by a rival cleric/paladin/etc. of your church of CR appropriate to APL -3
Are defeated by rival cleric/paladin/etc. of your church of CR higher than your APL -1
Are defeated by a rival Outsider of your church of CR appropriate to APL -4
Are defeated by a rival Outsider of your church of CR higher than your APL -2
Your temple is defeated by a rival temple -5
Your temple is desecrated by a rival faith -5

1 Diplomacy used to bring person/group to “Friendly” status required to gain Faith Score modifier
2 See deity’s description and (as always) this is subject to GM discretion

Boons

The enacting of a Boon is an immediate action.

Much like a swift action, an immediate action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time—even if it’s not your turn. Casting feather fall is an immediate action, since the spell can be cast at any time.

Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are flat-footed.

Faith Score 1

Divine Inspiration (1 FP): Gain a +5 Faith Bonus on any Knowledge roll. You may make this Knowledge roll as if trained in the skill (even if you have no ranks in it).

Divine Insight (1 FP): Gain the benefits of an augury spell. Use character level as caster level for determining your chance for a meaningful reply. After receiving your insight, make a DC 15 Fortitude save. Failure results in 1d3 Wisdom damage due to the painful “flash” of insight.

Divine Sanctuary (1+ FP): Gain the benefits of a sanctuary spell, with the following exceptions: opponents Will save versus 10+(Faith Score divided by 10 [min. 1]) to attack you and the target of the spell can only be yourself. The duration of the effect is 1 round/FP spent (all FP must be spent at the beginning of the rounds of Divine Sanctuary). Remember, the subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.

Guided Hand (1 FP): Gain a +4 Faith Bonus on a single skill check. You must spend the FP before rolling the die.

Faith Score 10

Faith Healing (3 FP): Heal 1d6 Hit Points by touching your subject and allowing the power of your deity to flow through you. If you follow a neutral deity, you can opt to do 1d6 points of damage instead. If you follow an evil deity, you automatically do 1d6 points of damage instead of healing.

Obedience (3 FP): Devout followers of each deity may perform a certain daily ritual called an “obedience” and receive a special blessing from that deity. The daily ritual lasts no more than an hour. See the description for the deity to see the obedience and Boon in question. The Boon lasts for 24 hours. This Boon replaces the feats “Deific Obedience” and “Demonic Obedience”. Those feats are not used in this system.

Planar Pact (5 FP): You gain the services of an extraplanar creature from the following table. You may choose a creature one alignment step away from you on each alignment axis. The creature acts as your servant for a number of encounters equal to your Intelligence, Wisdom, or Charisma bonus (whichever is higher), but remains for no more than 24 hours. The creature is a called outsider and returns to his home plane automatically at the end of this service.

Creature Alignment
Celestial Hawk Neutral Good
Dire Rat Neutral
Fiendish Viper Neutral Evil
Elemental, Small (Any type) Neutral
Stirge Neutral
Homunculus Any
Imp Lawful Evil
Mephit (Any type) Neutral
Pseudodragon Neutral Good
Quasit Chaotic Evil

Divine Recall (2 FP x Spell Level): You are granted the ability to recall a divine spell that you have already cast today. If you spend a number of FP equal to double the Spell Level of the spell you are trying to recall, you may cast that spell again today. This spell must be a spell that you have already cast in today’s allotment of spells. This boon is for divine spellcasters only.

Gnosis I (1 or 2 FP): You are blessed with the temporary ability to cast divine spells. If you spend 1 FP, you can prepare 4 0-level Cleric spells or 1 1st level Cleric spell. If you spend 2 FP, you can prepare 4 0-level Cleric spells and 1 1st level Cleric spell. You cast these spells as a Cleric and must have the minimum Wisdom to prepare the spells. You cannot select this Boon if you have divine spellcasting as a class ability. After 24 hours, you take d3 points of WIS damage and lose any uncast spells.

Divine Blessing (3 FP): You are essentially under the effects of a bless spell for the next 24 hours.

Divine Grace (3 FP): You gain a bonus equal to your Charisma or Wisdom bonus (whichever is higher) to all of your saving throws for the next 24 hours.

Faith Score 20

Detect Evil/Good (1 FP): This Boon allows you to say a prayer to your deity in order to either detect evil (if you worship a good deity), good (if you worship an evil deity), or either (if you worship a neutral deity). The prayer works as the spell of the same name.

Speak in Tongues (2 FP): This Boon allows you to spontaneously speak and understand the language of the Outsiders most closely aligned to your deity (Celestial, Abyssal, Infernal, etc.). You may have this knowledge for a number of minutes equal to your Faith Score. This effect does not affect their disposition, only your ability to communicate and understand.

Divine Dispensation (2 FP x Spell Level): This Boon allows you to be granted any divine spell you have at your disposal (castable by level, Attribute score, etc.), at a cost of 2 FP times the spell level being sought. This spell can be over and above the number of spells you have allotted for that day. This boon is only usable by divine spellcasters.

Gnosis II (3 FP): This Boon works like Gnosis I (see above) except that you can prepare one 2nd level Cleric spell and the WIS damage is d4 instead of d3. You can use Gnosis I and Gnosis II at the same time. You cannot select this Boon if you already have divine spellcasting as a class ability.

Channel Energy (5 FP): This Boon grants the ability to Channel either positive or negative energy as a cleric of that deity would. You cannot select this Boon if you already have the channel energy class ability. Spending the 5 FP grants you the ability to channel as a Cleric of your deity, at your level minus 3 (minimum of 1), once, at the time of the point expenditure. This Boon does not impart the ability to Turn Undead.

Fortuitous Arrival (5 FP): You tend to be in the right place at the right time. Or, sometimes, an ally arrives when needed. Spending Faith Points may allow you (or your deity) to manipulate a situation to work in your favor in this regard.

Faith Score 30

Faith-Bond (2 FP): You can select an ally who shares your faith and has a Faith Score of at least 5. You may lend that ally up to 5 FP. They may spend those FP how they please, but if they are not spent in 24 hours, they return to you.

Divine Vision (3 FP): You receive a divine vision (similarly to the spell divination). Treat your character level as caster level for the purposes of determining your chance of receiving a correct divination. After receiving your vision, make a DC 15 Fortitude save. Failure results in d6 Wisdom damage.

Gnosis III (3 FP): This Boon works like Gnosis II (see above) except that you can prepare one 3rd level Cleric spell and the WIS damage is d6 instead of d4. You can use Gnosis I and Gnosis II and Gnosis III at the same time. You cannot select this Boon if you already have divine spellcasting as a class ability.

Cheat Death (5 FP): If you are reduced to 0 or fewer hit points, but are not yet dead, you automatically stabilize. On your next turn, you are healed 2d8+3 hit points. You can select this Boon only once per character level.

Faith Healing II (5 FP): Heal 2d6 Hit Points by touching your subject and allowing the power of your deity to flow through you. If you follow a neutral deity, you can opt to do 2d6 points of damage instead. If you follow an evil deity, you automatically do 1d6 points of damage instead of healing.

Increased Channeling (5 FP): Divine channelers (such as clerics or paladins) may channel energy one time more per day per 5 FP spent.

Faith Score 40

Channel Energy II (5 FP): This Boon grants the ability to Channel either positive or negative energy as a cleric of that deity would. You cannot select this Boon if you already have the channel energy class ability. Spending the 5 FP grants you the ability to channel as a Cleric of your deity, at your current level (minimum of 1), once, at the time of the point expenditure. This Boon also imparts the ability to Turn Undead.

Hallowed Aura (5 FP—Good only): This Boon grants the bearer a holy aura that bestows the following benefits to the area (60’ radius) in which she stands:

  • The area is warded as if surrounded by a magic circle against evil spell.
  • DC to resist positive channeled energy within this area gains a +2 sacred bonus and the DC to resist negative energy is reduced by 2. Spell resistance does not apply to this effect.
  • Corpses lying within the aura cannot rise as undead (ala raise undead).
  • The aura lasts a number of rounds equal to 1/5 the character’s Faith Score.
  • If the area is already hallowed ground, these bonuses do not stack.
  • A Hallowed Aura counters, but does not dispel, an Unhallowed Aura or unhallow spell.

Unhallowed Aura (5 FP—Evil only): This Boon grants the bearer an unholy aura that bestows the following benefits to the area (60’ radius) in which he stands:

  • The area is warded as if surrounded by a magic circle against good spell.
  • DC to resist negative channeled energy within the spell’s area of effect gains a +2 sacred bonus and the DC to resist positive energy is reduced by 2. Spell resistance does not apply to this effect.
  • The aura lasts a number of rounds equal to 1/5 the character’s Faith Score.
  • If the area is already unhallowed ground, these bonuses do not stack.
  • An Unhallowed Aura counters, but does not dispel, a Hallowed Aura or hallow spell.

Faith Score 55+

Guardian (5 FP): This Boon allows you to summon a guardian from your deity to protect you for a short time. The guardian can be selected from the following table (at GM discretion). You may choose a creature one alignment step away from you on each alignment axis. The creature acts as your guardian for a number of rounds equal to the sum your Intelligence, Wisdom, and Charisma bonuses. The creature is a called outsider and returns to his home plane automatically at the end of this service.

Creature Alignment
Babau (Demon) Chaotic Evil
Bearded Devil Lawful Evil
Bralani Azata Chaotic Good
Elemental (Large)—Any Neutral
Salamander Chaotic Evil
Xill Lawful Evil
Celestial Dire Lion Neutral Good
Hound Archon Lawful Good
Celestial Dire Bear Neutral Good
Lillend Azata Chaotic Good

Faith Healing II (10 FP): Your touch can heal the blind/deaf/diseased. Remove one affliction (blindness/deafness) or disease by touching your subject and letting the power of your deity flow through you (as the spell Remove Blindness/Deafness or Remove Disease). This can be either a magically-induced affliction or disease or a natural one. If worshiping an evil deity, you cause a disease or affliction instead of heal. If neutral, you may choose whether to heal or cause an affliction or disease.

Faith

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