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Re: Converts
- __From__: Ian R. Malcomson
- __Subject__: Re: Converts
- __Date__: Thu, 04 Dec 2003 07:56:29 -0600
phy <[EMAIL PROTECTED]> writes
The thought just occurred to me that the cleric writeup has no guidelines
for converting people. That aspect could make for some interesting story
lines.
As it happens, I do this IMC:
CLASS ADJUSTMENTS
==================
Clerics, druids, and paladins gain the counter-conversion class ability
from 1st-level. If using OA, shamans gain this ability too.
Counter-conversion: By using their devotion to stage counter-arguments,
a cleric, druid, or paladin can raise the difficulty of a conversion
attempt made by another (see the Conversion feat). Characters add their
Cha mod, plus 1/2 of their class level, to the initial DC for the
Charisma check made by the converter.
FEATS
=====
Conversion [Divine]
---------------------------
You can sway others to your faith or cause.
Prerequisite: Turn, rebuke, or command undead, Charisma 13+, Bluff 3
ranks, Diplomacy 3 ranks
Benefit: With this feat, characters may attempt to win over people who
are not of their own faith via debate and diplomacy. This is not merely
about winning an argument - it is about changing another's religion. Use
of the feat requires a character to use one of their turn, rebuke, or
command undead attempts per day.
In order to be able to make the attempt, the converter must follow a
religion which permits individuals of the convertee's characteristics
(e.g., alignment). If this requirement is not met, the conversion
fails.
The conversion process comprises two steps. First, the converter rolls
to determine whether he has made his arguments well, and opened the mind
of the individual to conversion. This is a Charisma check (DC 15 + 1/2
the convertee's level + the convertee's Cha mod, + modifiers as below).
Bluff and Diplomacy work in synergy with this check.
Situation...DC Mod
...........................
Convertee is a religious character[2].....+10
Cleric, druid, or paladin engaging in
counter-conversion.....+character's Cha mod, +1/2 the character's
relevant class level
Convertee under the effects of a non-beneficial charm person or
similar[3].....+8
Convertee previously harmed by the converter to a minor extent[4].....+2
Convertee previously harmed by the converter to a major extent[4].....+4
Convertee previously harmed by the converter to a greater
extent[4].....+8
Convertee under the effects of a beneficial charm person or
similar[3].....-8
Convertee previously aided by the converter to a minor extent[4].....-2
Convertee previously aided by the converter to a major extent[4].....-4
Convertee previously aided by the converter to a greater
extent[4].....-8
[2] Includes Clerics, Druids, Monks, and Paladins, as well as any other
class which receives divine spellcasting or whose focus is religious in
nature.
[3] Measure beneficial or non-beneficial with respect to the converter's
cause.
[4] Minor extents include healing (or damage) to a non-life threatening
level; major extents include healing (or damage) to a moderately
life-threatening level, or maiming; greater extents include killing of
the convertee's friends or family, or raising the same from death
[Yes, there's no [1] note - that's cut out, as being specific to my
campaign setting]
If the roll fails, the argument has not been made, and the conversion
has no other effects.
If successful, the convertee is entitled to a Will save (DC 10 + 1/2 the
converter's character level) if originally unwilling to convert. If the
save fails, the convertee is now of the converter's religion, with all
the ramifications that might bring (e.g., if the convertee is a Cleric,
there may be some transitory problems she suffers...).
Willing participants in the conversion negate the need for the
converter's initial roll or the convertee's save - they are
automatically converted.
In order to perform a single conversion attempt, the converter must
debate and/or orate with the subject for 30 minutes, after which the
conversion check and Will save (if required) are made.
Improved Conversion [Divine]
-----------------------------------------
Prerequisites: Conversion, turn, rebuke, or command undead, Charisma
16+, Bluff 5 ranks, Diplomacy 5 ranks
Benefit: As Conversion, except the initial roll DC is 10 + the
appropriate modifiers.
Greater Conversion [Divine]
---------------------------------------
Prerequisites: Conversion, Improved Conversion, turn, rebuke, or command
undead, Charisma 19+, Bluff 10 ranks, Diplomacy 10 ranks
Benefit: As Conversion, except the initial roll DC is 8 + the
appropriate modifiers.
Epic Conversion [Epic, Divine]
-------------------------------------------
Prerequisites: Conversion, Improved Conversion, Greater Conversion,
turn, rebuke, or command undead, Charisma 23+, Bluff 15 ranks, Diplomacy
15 ranks, 21st level
Benefit: The character can automatically convert other beings to his
faith of up to half his own hit dice. For beings of greater hit dice,
see the Conversion feat, except that the initial roll DC is 5 + the
appropriate modifiers, and if this roll succeeds the convertee receives
no saving throw.
Improved Counter-conversion [General]
-----------------------------------------------------
Prerequisites: Counter-conversion, Cha 15+
Benefit: The counter-converter can add his full class level, plus their
Cha mod, to the DC of the initial conversion roll (see the Conversion
feat).
Normal: The counter-converter adds half their class level, plus their
Cha mod, to the DC of the initial conversion roll.
Epic Counter-conversion [Epic, General]
--------------------------------------------------------
Prerequisites: Counter-conversion, Improved Counter-conversion, Cha 19+,
21st level
Benefit: As Improved Counter-conversion, except that the
counter-converter adds double their Cha mod to the DC, and all
conversion attempts made by individuals up to half the
counter-converter's hit dice automatically fail.
Mass Conversion [Divine]
------------------------------------
Prerequisites: Conversion, Improved Conversion, turn, rebuke, or command
undead, Cha 18+, Bluff 8 ranks, Diplomacy 10 ranks
Benefit: The character can attempt to convert more than one person at a
time. The number of individuals that are subject to conversion attempts
is equal to the converter's Cha mod. If more individuals than that
exist within a crowd that is listening to the converter's oratory, the
converter may choose those individuals he wishes to attempt to affect.
Improved Mass Conversion [Divine]
--------------------------------------------------
Prerequisites: Conversion, Improved Conversion, turn, rebuke, or command
undead, Cha 19+, Bluff 10 ranks, Diplomacy 12 ranks
Benefit: The number of individuals the converter can reach with his
oratory is equal to double his Cha mod.
Mass Counter-conversion [General]
------------------------------------------------
Prerequisite: Counter-conversion, Improved Counter-conversion, Cha 18+
Benefit: The character can counter-convert to crowds, affecting up to
his Cha mod individuals. The converter, if using a Mass Conversion
feat, does not automatically reveal which individuals he is attempting
to convert. The counter-converter can discover this information by
making a Wis check (DC 15), one check per round. A single successful
check means that all those specifically targeted by the conversion
attempt are revealed.
Improved Mass Counter-conversion [General]
--------------------------------------------------------------
Prerequisite: Counter-conversion, Improved Counter-conversion, Mass
Counter-conversion, Cha 18+
Benefit: As Mass Counter-conversion, except the counter-converter can
affect up to double their Cha mod individuals, and they automatically
know which individuals are being specifically affected.
--
Ian R Malcomson