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Re: Converts



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



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