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Alternity: The Elements of Eternity - Joybringer of Naimah (Custom Class)


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Joybringer of Naimah


Description
Representatives of the seemingly omnipresent Temple of Naimah, Joybringers are renowned for their wit, charm, and discretion, and are often considered some of the most philanthropic and self-sacrificing souls in the omniverse. The Temple’s acts of charity are well-known, and its disciples contribute to (and benefit from) this benign reputation wherever they travel. Their interests and talents range from the sensual to the cerebral; many remain unconvinced, however, that Joybringers are much more than a group of unusually civic-minded prostitutes. Still, those who doubt the Joybringers’ motives or methods can question neither their successes, nor the effectiveness of their famously silvered tongues.

The fastest path into this advanced class is from the Charismatic hero basic class, though other paths are conceivable.

Requirements
To qualify to become a Joybringer of Naimah, a character must fulfill the following criteria.
Skills: Diplomacy 6 ranks, Knowledge (civics) 6 ranks, Knowledge (theology and philosophy) 6 ranks, Perform 6 ranks.
Charismatic Hero Talents: Charm, favor.
Allegiance: A Joybringer of Naimah must pledge her primary allegiance to a faction, nation, world, or empire and remain a dutiful servant of this body; if the Joybringer of Naimah breaks this allegiance, she loses all the benefits of the Free the Mind/Heart/Soul class features (see Class Features, below).

Class Information

The following information pertains to the Joybringer of Naimah advanced class:
Hit Die
The Joybringer of Naimah gains 1d6 hit points per level. The character’s Constitution modifier applies.
Action Points
The Joybringer of Naimah gains a number of action points equal to 6 + one-half her character level, rounded down, every time she attains a new level in this class.
Class Skills
The Joybringer of Naimah’s class skills are as follows:
Bluff (Cha), Craft (visual art) (Int), Craft (writing) (Int), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (art, behavioral sciences, civics, current events, history, theology and philosophy) (Int), Listen (Wis), Perform (any) (Cha), Profession (Wis), Sense Motive (Wis), and Tumble.
Skill Points at Each Level: 5 + Int modifier (4 + Int modifier for nonhumans).

Code:
Table: The Joybringer of Naimah
Class Lvl    BAB  FORT   REF WILL   Special            DEF   REP 
1st	      +0    +0    +0   +2   Consort’s Lore,     +1    +1
                                    Respect for Life	
2nd	      +1    +0    +0   +3   Bonus Class Skill   +1    +1
3rd	      +2    +1    +1   +3   Bonus feat	        +2    +1
4th	      +3    +1    +1   +4   First Impression    +2    +2
5th	      +3    +1	  +1   +4   Superior Renown     +3    +2
6th	      +4    +2	  +2   +5   Bonus feat	        +3    +2
7th	      +5    +2	  +2   +5   Free the Mind       +4    +3
8th	      +6    +2	  +2   +6   Free the Heart      +4    +3
9th	      +6    +3	  +3   +6   Bonus feat	        +5    +3
10th	      +7    +3	  +3   +7   Free the Soul       +5    +4



Class Features
The following class features pertain to the Joybringer of Naimah advanced class.
Consort’s Lore
A Joybringer of Naimah picks up stray and obscure facts during her career as a consort to the omniverse’s varied individuals. She may make a special Consort’s Lore check with a bonus equal to her Joybringer of Naimah class level + her Intelligence modifier to see whether or not she possesses some relevant knowledge about notable people, legendary items, or noteworthy places. If the Joybringer of Naimah has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check. She may take 10 but cannot take 20 on this check.

A Consort’s Lore check does not reveal the powers of a magic or psionic item but may give some hint as to its general function; a Joybringer of Naimah may not take 10 or take 20 on this check.

Code:
DC  Type of Knowledge	                         Examples
10  Common, known by at least a                  A local official’s hobbies and interests;
    substantial minority of the local            common legends or rumors about a powerful place 
    population.                                  of mystery.

20  Uncommon but available,                      The coordinates of a known but uncharted world;
    known by only a few people in the area.	 legends or rumors about a powerful psionic 
                                                 artifact.

25  Obscure, known by few, hard to come by. 	 The customs of a documented alien species; 
                                                 the true homeworld of an ancient royal dynasty.

30  Extremely obscure, known by very few,        The most likely location of a long-lost pharaoh’s 
    possibly forgotten by most who once knew     tomb; the history of a powerful artifact and its 
    it, possibly known only by those who don’t   creator; the likely coordinates of a fabled but  
    understand the knowledge’s significance.	 as-yet-undiscovered planet.



Respect for Life
Beginning at 1st level, a Joybringer of Naimah takes a personal vow of pacifism. While many interpret this vow quite broadly, and refuse to take any violent action, the Temple itself is most concerned with the act of murder; that is, deliberately extinguishing the light of another’s life force or willfully engaging in acts that result in the death of another. Even those consorts who choose to undergo martial training must observe and adhere to this vow. Failure to do so results in censure, until such time as the Joybringer atones for his or her crime in the eyes of the Temple. If a Joybringer of Naimah is directly involved in the death of a sentient being, even if provoked, he or she may not progress further in this class until the GM determines that their atonement is complete.

First Impression
Starting at 4th level, upon meeting someone for the first time, the Joybringer of Naimah may make two standard Diplomacy skill checks and keep the most favorable result. At the GM’s discretion, if a substantial length of time has passed since contact with the Joybringer, this ability may be used to influence NPCs he or she has previously encountered.

Bonus Feats
At 3rd, 6th, and 9th levels, the Joybringer of Naimah gains a bonus feat. The bonus feat must be selected from the following list, and the Joybringer of Naimah must meet all the prerequisites of the feat to select it: Alertness, Attentive, Charisma Plus, Combat Throw, Confident, Creative, Deceptive, Defensive Martial Arts, Educated, Elusive Target, Improved Combat Throw, Renown, Studious, Trustworthy, Unbalance Opponent, Windfall

Superior Renown
Consorts of the Temple of Naimah are well-known throughout the omniverse and often enough find that their reputation precedes them. At 5th level, the Joybringer gains Renown as a bonus feat if he/she does not already possess it. If the Joybringer already possesses the Renown feat, they gain an additional +3 bonus to their reputation.

Free the Mind
Beginning at 7th level, the Joybringer of Naimah becomes skilled at invoking the reputation of the Temple and dispelling prejudices. By spending an action point, she may immediately improve a target’s disposition by one level.

This ability may not be used if the target is already hostile or has fallen negatively under the sway of the consort’s charms in the past.

Free the Heart
A Joybringer of Naimah of 8th level or higher can often talk his or her way out of trouble. Either prior to the start of hostilities or during combat, the Consort can talk down a single opponent within 15 feet of his or her position or one who is otherwise able to hear the Consort’s voice. The target must be able to understand the Joybringer of Naimah. That opponent immediately stops fighting and reverts to an indifferent attitude regarding the Consort and the situation in general. Any hostile action by the Consort or by one of the Consort’s allies directed at the opponent allows the opponent to act as he or she sees fit.

To initiate this talent, the Consort must spend a full-round action talking to his or her opponent. The opponent makes a Will saving throw. The DC is equal to 10 + Joybringer of Naimah’s class level + Joybringer of Naimah’s Charisma bonus. If the save fails, the opponent stops fighting. If the save succeeds, the opponent continues as normal.

At 10th level, a Consort can talk down a number of opponents equal to his or her Charisma bonus within 15 feet of his or her position or within 15 feet of a television, radio, or telephone broadcasting the Consort’s message.

This is a Mind-Affecting ability.

Free the Soul
At 10th level, a Consort’s force of personal magnetism increases to the point that he or she can arouse a single emotion of his or her choice in an emanation around her, or focus it into a number of targets equal to her charisma modifier. Use of this ability is constant and is considered an ‘aura’ within ten feet of the Consort; the Consort must spend 1 action point in order to focus it on others and while it’s focused she loses the benefits of the aura. The emotion he or she arouses affects targets within 15 feet of the Consort (or within 15 feet of a television, radio, or telephone that broadcasts the Consort’s performance or message).

Focusing the aura requires a full-round action, and its effects on the target last for 1d4+1 rounds plus the Consorts Charisma bonus. Changing the emotional aura requires one hour of preparation as the Consort alter his or her attitudes, mannerisms, clothing and make-up, etc to better suit the new emanation.

Aura of Courage: All in range gain a +2 morale bonus on saving throws, attack rolls and weapon damage rolls.
Focused: Target gains a +4 bonus on saving throws, attack rolls and weapon damage rolls.

Aura of Hope: All in range gain a +2 morale bonus on ability checks, skill checks and all action point dice rolls.
Focused: Targets gain a +4 morale bonus on ability checks, skill checks and all action point dice rolls.

Aura of Peace: The target gains a +2 morale bonus to Defense and +4 morale bonus to saves against fear effects (cowering, panicked, and shaken).
Focused: The Target gains a +4 morale bonus to defense and complete immunity to fear effects (cowering, panicked, and shaken).
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