Friday, July 7, 2023

GLOG Sofer, a golem priest class

Sofer class

Starting Equipment: Holy book, dagger, set of brushes and inks, a large slab of clay for golem creation, literacy in Adamic the original language, the language you speak and one other (other than your native language you can only read these not speak them).

A: Faith, Miracles, Animate Lesser Golem
B: Shem, Animate Common Golem
C: Golem Mech Suit, Golem Mastery
D: Sentient Golem, Colossal Golem

(A) Faith:
You are a pious servant of your God, your devotion manifests itself in the form of Faith Dice (FD) of variable size. They default to a d8. depending on the kind of game you want to run these could be used interchangeably with magic dice or not.
they work like the goblin punch cleric.

  • 1-3 the dice return to your faith pool
  • 4-6 the dice are expended and return to your faith pool the next day.
  • 7+ your prayer goes unheard and the dice returns to the faith pool

Faith dice improve (shrink) or worsen (enlarge) according to your behavior

(A) Miracles:
You know two miracles from the Sofer miracle list which you determine by rolling a d6 and d8.

(A) Animate Lesser Golem:
You can imbue one of your FD into a lump of clay the size of a dog or 10 year old child, shaped into a desired shape. You inscribe the Adamic (the original language) word for life on it somewhere clearly visible and breath life into it. You can only give it simple commands, guard this door, attack that guys ankles. Certain actions risk causing a golem going rogue described at the bottom. You cannot retrieve your FD until the Golem is destroyed or you dismiss it as an action. Your FD returns to your faith pool the next day.
By default a Lesser Golem has 1d8 hp, has a AC of 14, a DR of 2, speed of 25' and deals 1d6 damage with range 5'.

(B) Shem:
You can place a talisman  written in Adamic inside a cavity in your golem. The talisman describes one of the no doubt many ways you God is great. Depending on what you wrote the golem is blessed with special abilities or enhancements. For example, you could write"[Name of God] is mighty for they smiteth the wicked" on the talisman to give a golem extra strength, or "[Name of God] is swift and delivereth justice most expediently" to make a golem move faster. A golem can only have one talisman at a time.

(B) Animate Common Golem:
You can imbue two of your FD into a lump of clay that can be sized anywhere between a man and an ogre, and shaped into a desired shape. You inscribe the Adamic word for life on it somewhere clearly visible and breath life into it. you can give the golem relatively complex orders, anything that can be described in three sentences. Certain actions make cause a golem to go rogue, examples provided at the bottom. You cannot retrieve your FD until the Golem is destroyed or you dismiss it as an action. Your FD returns to your faith pool the next day.
By default a Common Golem has 2d8 hp, has a AC of 14, a DR of 4, speed of 25' and deals 1d8 damage with range 5'.


(C) Golem Mech Suit:
You can imbue three of your FD into a lump of clay that a large enough compartment to fit you inside somewhat comfortably. You inscribe the Adamic word for life on it somewhere clearly visible and breath life into it. While inside the golem, you control its movements and actions as if it were your own body. The golem has its own HP, and any damage it takes is deducted from its HP first. while you are not riding the golem mech suit it can act in the same way a common golem would. You cannot retrieve your FD until the Golem is destroyed or you dismiss it as an action. Your FD returns to your faith pool the next day.
By default a Golem Mech Suit has 3d8 hp, has a AC of 14, a DR of 4, speed of 25' and deals 1d10 damage with range 5'.

Sort of like this in terms of size but made of clay. doesn't necessarily have to be bipedal either.


(C) Golem Mastery:
Your control over your golems is absolute. Your golems will never go rogue and will always follow your commands to the best of their ability.

(D) Animate Sentient Golem:
You can imbue three of your FD into a lump of clay sculpted into the shape of a person. You inscribe the Adamic word for life on it somewhere clearly visible and breath true life into it. This Golem can think, learn, feel and act independently, though they are still utterly devoted to you. They can range in size from a human man to an ogre. You cannot retrieve your FD until the Golem is destroyed or you cruelly dismiss it as an action, though as the golem is sentient this would be an act of cold blooded murder. Your FD returns to your faith pool the next day.
By default a Sentient Golem has 3d8 hp, has a AC of 14, a DR of 4, speed of 25' and deals 1d10 damage with range 5'.

(D) Animate Colossal Golem:
You can imbue all four of your FD into a single immense structure sculpted entirely of clay. Getting your hands on so much clay and sculpting it in a way that is structurally integral will be a truly expensive, laborious and time consuming task,  but at the end of it you will have a mobile cathedral that stomps on things you tell it to. You cannot retrieve your FD until the Golem is destroyed or you dismiss it as an action. Your FD returns to your faith pool the next day.
By default a Colossal Golem has 150 hp, no AC you literally can't miss, a DR of 25, speed of 30' and deals 8d10 damage with range 0' as it deals damage by stepping on people



Miracles:

1. Heal:
R: touch
T: an injured person
D: one action
One creature is healed [sum]+[dice] HP.  For each [dice] used to cast this spell, you may divide the total restored HP among up to that many creatures.

2. Bless
R: Touch
T: A person
D: [sum] minutes
For the duration of the spell, target people add [dice] to every d20 they roll. Characters have advantage on saves against poisons or diseases from blessed rations.

3. Translate writing:
R: legible reading distance
T: Writting in a language you cannot read.
D: 1 hour
[sum] paragraphs of a text you cannot read are translated into Adamic, the letters appear as gold light suspended in the air.

4. Message:
R: [dice] *5 miles
T: A person you know the name of
D: one action
This spell allows you to send a message of [sum] words or fewer to a person you know. You can choose to have this happen immediately or at some point within the next 24 hours. If the target is asleep, you can choose to have the message delivered by an angel in their dream, or normally when they awake.

5. Water from the rock:
R: touch
T: A fist sized rock
D: 1 minute
You cause a rock to emit [sum] litres of holy water then crumble to sand.

6 Quicksand:
R: 60'
T: [dice]*10' square 10' deep
D: one action
You point at the ground and it become loose, ready to welcome any who enter into its smothering embrace. A creature who enters this space or ends their turn there must make a strength save or sink to their waste and become restrained, they may make a strength save at the beginning of their turn to escape if they don't succeed they sink up to their armpits and must make a hard strength save at the beginning of their next turn to drag themselves up to waste height again, if they fail they sink under completely and cannot make any more saves, someone else must rescue them or they will suffocate.

7 wall of earth:
R: 50'
T: A line up to [dice]*10' long
D: one action
You create a wall of earth up to [dice]*10' long and [dice]+10' high.  The wall can be any shape, as long as it is one continuous path along the ground.  Any creatures in the path of the wall as it is created must save.  On a failed save, they are launched [the height of the wall]+10' into the air and take fall damage as normal.  On a success they take [dice]+1d6 damage as they are merely thrown horizontally.
The wall has [sum]*2 HP and takes no damage from sharp damage, half damage from bludgeoning damage and no damage from anything that could not harm a large rock.  The wall is permanent until destroyed. 

8 Hallow:
R: 60'
T: 60' circle, centered on caster
D: variable
You bless the area within 60' of you. for one [dice] it lasts a day, for two [dice] it lasts a month, for three [dice] it lasts a year and for four [dice] it is permanent. Outsiders, Spirits, Ghosts and other purely Spiritual creatures cannot enter the area unless you grant them explicit permission.  This makes the creation of Undead impossible within the hallowed area, unless the caster should permit it.

For each [dice] used beyond 1, select one of the options below:
- Designate a type of creature, belonging to a race, class or other specific group.  Those creatures must make a morale check to enter or remain within the hallowed area.
- Designate a type of creature, belonging to a race, class or other specific group.  Those creatures cannot be frightened or charmed while within the hallowed area and automatically pass all morale checks.
- Designate a type of creature, belonging to a race, class or other specific group.  Those creatures take +[dice] extra damage from an elemental source of your choosing (fire, ice, etc).
- Designate a type of creature, belonging to a race, class or other specific group.  Those creatures take -[dice] less daamge from an elemental source of your choosing (fire, ice, etc).
- Portals or teleportation is impossible inside the hallowed area.
- No sound that you do not wish to be heard can be heard within the hallowed area.
- You have perfect knowledge of the location of all objects and creatures within the hallowed area, as long as you are within it yourself.  This gives you +4 to all attack rolls and saving throws.
- As long as you are within the hallowed area, it is illuminated by natural sunlight, unless you wish otherwise.
- All creatures within the hallowed area gain the ability to speak a language of your choosing as long as they are within the hallowed area.  



Rogue Golems:

A rogue Golem is one you have lost control of, it still has your FD locked up inside it, but it can no longer be dismissed, it must be rendered inert by force if you want your FD back. when a Golem goes rogue there is a 25% chance it will become hostile to everyone, 25% chance it will become hostile to all adherents of its creators religion (it can sense their faith), a 25% chance it becomes hostile to its creator alone, and a 25% chance it becomes neutral only harming those who would harm it.

The following actions have a 10% chance of causing a Golem to go rogue.

  • Issuing it a command that violates its creators religion.
  • Issuing orders that will likely result in its destruction.
  • Issuing orders that might lead to it suffering harm for the first time.
  • If it is attacked with a miracle or some other holy source of harm.
  • When it kills a person for the first time.

 

Inspiration: 

https://as-they-must.blogspot.com/2019/10/blessed-of-gd-class-cleric.html

https://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html

https://nuclearharuspex.blogspot.com/2019/03/the-golemist-glog-class.html

https://goblinpunch.blogspot.com/2019/04/the-cleric.html


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