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== Prestige class: Rabbi == [http://1d4chan.org/wiki/Dungeons_%26_Dragons_3rd_Edition 3rd_Edition] (*=) not listed in PHP most of the abilities are listed in the [[Book of Exalted Deeds]] ---- A Rabbi is chief religious official of a synagogue who performs ritualistic, educational, and other functions as spiritual leader of a Jewish congregation. A Rabbi is also a scholar qualified to rule on questions on Talmudic law. The word “rabbi” in Hebrew translates to the word “teacher” ---- '''Requirements:''' '''Alignment:''' Cannot be any evil, cannot any chaotic '''Cleric of''' the Hebrew g-d* <NE> '''Holy symbol''' must be a 6-point star '''Cleric domain''' must be either; healing, knowledge, law, or Community* '''Feats:''' SACRED VOW * '''Languages:''' Hebrew* ---- '''Hit Die:''' d8. '''Class Skills:''' The Rabbi’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). '''Class Features:''' same as cleric ---- '''Ex- Rabbi''' A Rabbi who breaking their oaths of vow or A Rabbi who ceases to be lawful, who willfully commits an evil or chaotic act, loses all Rabbi/ Cleric spells and abilities). They may not progress any farther in levels as a Rabbi or Cleric. She regains her abilities and advancement potential if he atones for there violations (see the atonement spell description,) ---- [Level:1] [Lore (Ex)* SACRED VOW (kosher)* SACRED VOW (Sabbath)*][ Spells per Day: Same as cleric] [Level:2] [-] [Spells per Day:Same as cleric] [Level:3] [DEIFIC VENGEANCE* replaces Spiritual Weapon] [Spells per Day:Same as cleric] [Level:4] [-] [Spells per Day:Same as cleric] ---- '''Abilities:''' '''Lore (Ex):'''* Thanks to long hours of study, a cloistered cleric has a wide range of stray knowledge. This ability is identical to the bard’s bardic knowledge class feature, using the cloistered cleric’s class level in place of the bard level. '''VOW OF PURITY (kosher)*''' You have taken a sacred vow to avoid contact with dead flesh. '''VOW OF OBEDIENCE (kosher)*''' You have taken a sacred vow to live according to the dictates of another, generally your superior in a religious order or similar organization. Once every seven days commonly known as Starday (Sabbath) they must fulfill the fallowing sacred vow (the DM must keep track of what day of the week it is) '''VOW OF PEACE (Sabbath) *''' You have taken a sacred vow to abstain from harming any living creature. '''VOW OF POVERTY (Sabbath) *''' You have taken a sacred vow to forswear material possessions '''VOW OF NONVIOLENCE (Sabbath)*''' You have taken a sacred vow to avoid violence against humanoids. However on the other 6 days they do not get the benefit of these feats and no not have to fulfill said vow, Therefore If a rabbi brakes the SACRED VOW (Sabbath)* on any other day that is NOT the Sabbath (or Starday) they do not need to receive an atonement spell to get the benefits of SACRED VOW (Sabbath)* on the Sabbath (or Starday) ---- Common Day: Common Task: SACRED Vows ---- Starday: Work: (kosher) + (Sabbath) ---- Sunday: Work: (kosher) ---- Moonday: Work: (kosher) ---- Godsday: Worship: (kosher) ---- Waterday Work (kosher) ---- Earthday: Work: (kosher) ---- Freeday: Rest: (kosher) ---- Rabbis can take the '''Extra Turning [special]''' feat as a cleric even though they do not have the ability to turn undead at 1st level. This allows the rabbi to turn undead a number of times per day equal to there charisma modifier ---- ''' COMMUNITY DOMAIN*'''[http://en.wikipedia.org/wiki/Book_of_Exalted_Deeds] Granted Power: Use calm emotions as a spell-like ability once per day. Gain +2 bonus on Diplomacy checks. Community Domain Spells 1 Bless: Allies gain +1 attack and +1 on saves against fear. 2 Status: Monitors condition, position of allies. 3 Prayer: Allies gain +1 on most rolls, and enemies suffer –1. 4 Tongues: Speak any language. 5 Rary’s Telepathic Bond: Link lets allies communicate. 6 Heroes’ Feast: Food for 1 creature/level, cures and blesses. 7 Refuge: Alters item to transport its possessor to you. 8 Mordenkainen’s Magnificent Mansion: Door leads to extradimensional mansion. 9 Heal, Mass: As heal, but with several subjects. ---- A Rabbi can not learn the the spell Spiritual Weapon Level: Clr 2, War 2 Instead they can lean the spell DEIFIC VENGEANCE This is simply replaced in the clerics level 2 spell list in the PHP '''DEIFIC VENGEANCE'''[http://en.wikipedia.org/wiki/Book_of_Exalted_Deeds] Conjuration (Summoning) Level: Cleric 2, Purification 2 Components: V, S, DF Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will half Spell Resistance: Yes When you cast this spell, you call out to a deity, listing the crimes of your target and urging the deity to punish the miscreant. (The target’s alignment is irrelevant to the success of the spell.) The divine power of the angry deity imposes this punishment in the form of a sharp, spiritual blow to the target. This attack hits automatically and deals 1d6 points of damage per two caster levels (maximum 5d6), or 1d6 points per caster level (maximum 10d6) if the target is undead. A successful Will saving throw reduces the damage by half. ---- '''Feats:''' '''SACRED VOW''' [http://en.wikipedia.org/wiki/Book_of_Exalted_Deeds] You have willingly given yourself to the service of a good deity or cause, denying yourself an ordinary life to better serve your highest ideals. Benefit: You gain a +2 perfection bonus on Diplomacy checks. Special: This feat serves as the prerequisite for several other feats, including the Vow of Abstinence, Vow of Chastity, Vow of Nonviolence, Vow of Obedience, Vow of Peace, Vow of Poverty, and Vow of Purity. VOW OF NONVIOLENCE (Sabbath)* You have taken a sacred vow to avoid violence against humanoids. Prerequisites: Sacred Vow. Benefit: The saving throw DC for spells you cast or other special abilities you use against humanoid or monstrous humanoid targets is increased by +4 if the spell does not deal damage (including ability damage but not nonlethal damage), bestow negative levels, or cause death. Spells affected by this feat include most Abjuration, Enchantment, and Illusion spells (though not phantasmal killer, for example), those few Divination spells that have targets and require saving throws (including detect thoughts and discern lies), and even Necromancy spells such as waves of fatigue and ray of exhaustion. It does not affect most Evocation, Conjuration, and Transmutation spells. The bonus granted by this feat does not stack with the bonus granted by the Spell Focus feat. It affects only saving throw DCs, not caster level checks or other elements of a spell. The benefit of this feat extends to special abilities other than spells that allow a saving throw, but only if the ability does not deal damage and is not dependent on dealing damage. For example, a character with the Stunning Fist feat can increase the saving throw DC to avoid being stunned by +4 if she deals nonlethal damage, rather than regular damage, with her stunning attack. A couatl’s venom would not become more virulent because of this feat, however, because it deals ability damage and requires the couatl to deal hit point damage in order to deliver it. Special: To fulfill your vow, you must not cause harm or suffering to humanoid or monstrous humanoid foes. You may not deal real damage or ability damage to such foes through spells or weapons, though you may deal nonlethal damage. You may not target them with death effects, disintegrate, pain effects, or other spells that have the immediate potential to cause death, suffering, or great harm. Your purity is so great that any ally of yours who slays a helpless or defenseless foe within 120 feet of you feels great remorse. Your ally takes a –1 morale penalty on his attack rolls for 1 hour per your character level. For each helpless foe slain, the attack penalty increases by 1, to a maximum equal to your character level. The duration of the increased penalty starts from the latest slaying. You may ask your allies to give you an oath that a helpless foe will not be slain. If the oath is sworn, an ally who later breaks the oath takes the penalty for doing so as if you were present. If you leave a helpless foe to be killed by your allies, you have broken your vow. You may ask a defeated creature to give you an oath of surrender or noninterference in exchange for its life. If the creature breaks this oath to you, you can allow your allies to deal with the creature as they see fit without breaking their oaths or your vow of nonviolence. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell. ---- ''' VOW OF OBEDIENCE''' [http://en.wikipedia.org/wiki/Book_of_Exalted_Deeds] (kosher)* You have taken a sacred vow to live according to the dictates of another, generally your superior in a religious order or similar organization. Prerequisites: Sacred Vow. Benefit: You gain a +4 perfection bonus on Will saving throws against compulsion spells and effects. Special: To fulfill your vow, you must unquestioningly obey your superior and live according to the rules of your organization. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell. ---- '''VOW OF PEACE''' [http://en.wikipedia.org/wiki/Book_of_Exalted_Deeds] (Sabbath)* You have taken a sacred vow to abstain from harming any living creature. Prerequisites: Sacred Vow, Vow of Nonviolence. Benefit: This sacred vow grants significant supernatural benefits, but its cost is high. First, you are constantly surrounded by a calming aura to a radius of 20 feet. Creatures within the aura must make a successful Will save (DC 10 + one-half your character level + your Cha modifier) or be affected as by the calm emotions spell. Creatures who leave the aura and reenter it receive new saving throws. A creature that makes a successful saving throw and remains in the aura is unaffected until it leaves the aura and reenters. The aura is a mind-affecting, supernatural compulsion. Second, you gain a +2 natural armor bonus to your AC, a +2 deflection bonus to your AC, and a +2 exalted bonus to your AC. This exalted bonus does not apply to touch attacks and does not hinder incorporeal touch attacks. Brilliant energy weapons, however, do not ignore it. It does not stack with an armor bonus. If you also have the Vow of Poverty feat, the natural armor, deflection, and exalted Armor Class bonuses granted by that feat all increase by +2. If a creature strikes you with a manufactured weapon, the weapon must immediately make a successful Fortitude save (DC 10 + one-half your character level + your Con modifier) or shatter against your skin, leaving you unharmed. Finally, you gain a +4 exalted bonus on all Diplomacy checks. Special: To fulfill your vow, you must not cause harm to any living creature (constructs and undead are not included in this prohibition). You may not deal real damage or ability damage to such creatures through spells or weapons, though you may deal nonlethal damage. You may not target them with death effects, disintegrate, or other spells that have the immediate potential to cause death or great harm. You also may not use nondamaging spells to incapacitate or weaken living foes so that your allies can kill them—if you incapacitate a foe, you must take him prisoner. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion or otherwise unwittingly, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell. (Characters who have taken a Vow of Peace are known to drink water through a strainer in order to avoid accidentally swallowing, and thereby causing harm to, a small insect.) ---- ''' VOW OF POVERTY''' [http://en.wikipedia.org/wiki/Book_of_Exalted_Deeds](Sabbath)* You have taken a sacred vow to forswear material possessions. Prerequisites: Sacred Vow. Benefit: You gain bonuses to your Armor Class, ability scores, and saving throws, as well as bonus exalted feats, all depending on your character level. See Voluntary Poverty in Chapter 2 of the [[Book of Exalted Deeds]] for details. Special: To fulfill your vow, you must not own or use any material possessions, with the following exceptions: You may carry and use ordinary (neither magic nor masterwork) simple weapons, usually just a quarterstaff that serves as a walking stick. You may wear simple clothes (usually just a homespun robe, possibly also including a hat and sandals) with no magical properties. You may carry enough food to sustain you for one day in a simple (nonmagic) sack or bag. You may carry and use a spell component pouch. You may not use any magic item of any sort, though you can benefit from magic items used on your behalf—you can drink a potion of cure serious wounds a friend gives you, receive a spell cast from a wand, scroll, or staff, or ride on your companion’s ebony fly. You may not, however, “borrow” a cloak of resistance or any other magic item from a companion for even a single round, nor may you yourself cast a spell from a scroll, wand, or staff. If you break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. ---- ''' VOW OF PURITY''' [http://en.wikipedia.org/wiki/Book_of_Exalted_Deeds] (kosher) You have taken a sacred vow to avoid contact with dead flesh. Prerequisites: Sacred Vow. Benefit: You gain a +4 perfection bonus on Fortitude saving throws to resist disease and death effects. Special: To fulfill your vow, you must avoid all contact with dead creatures, including meat cooked for food. You may not touch fallen foes. You may fight undead foes, but must purify yourself as soon as possible afterward. You may touch dead characters in order to restore them to life (by way of a raise dead or similar spell that requires you to touch the corpse), but for no other purpose. If you fight undead creatures or accidentally touch dead flesh, you must purify yourself in a special ritual that requires 1 hour and a flask of holy water. If you intentionally break your vow, you immediately and irrevocably lose the benefit of this feat. You may not take another feat to replace it. If you break your vow as a result of magical compulsion, you lose the benefit of this feat until you perform a suitable penance and receive an atonement spell. --[[User:Nlstrong|Nlstrong]] ([[User talk:Nlstrong|talk]]) 21:47, 7 July 2014 (UTC) [[Category:Dungeons & Dragons]]
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