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(this article uses the rules posted on February 12th)

Hierophants are clerics who have turned to the worship of an entire pantheon instead of a single god. The hierophantic philosophy is to appease the gods who rule the different aspects of life in order to ensure prosperity no matter which god is looking down upon you at the moment. The broad views and open mind required for such belief entails that most hierophants are less dogmatic than most clerics, and dabbling in the knowledge of so many gods and their magics also make them aware of the magics of other magic-users beyond the ken of the faithful.

Gifts of Many Gods (First Circle)

When praying for spells, the hierophant can gain an additional spell beyond his normal limits. This must be a clerical spell of a level he can normally cast. By sacrificing appropriate goods worth at least 100 gp per level of the spell, the hierophant gains that additional spell for the day.

Succor the Faithful (First Circle)

Three times per day, when casting spells to aid those who worship gods of the hierophant’s pantheon, the hierophant increases the effects of said spells by +1 or +1 per die, as appropriate. A bless spell cast by a hierophant using this ability grants normal bonuses to his allies, but a +2 bonus to allies who worship gods of the pantheon. Similarly, a cure serious wounds spell would heal 2d6+4 damage instead of 2d6+2 when cast on one of the faithful.

Sorcerous Aptitude (Second Circle)

Twice per day, the hierophant can use a magic item as if he were a magic user. This allows for the use of many wands and staves normally prohibited to him, as well as spell scrolls.

Mighty Ritual (Third Circle)

Once per day, the hierophant can sacrifice a spell from his highest available spell level in order to attempt to cast a spell that is of a higher level. The hierophant loses the prepared spell, and makes a saving throw versus magic with a penalty equal to the difference in spell levels between the spell sacrificed and the spell he wishes to cast. If successful, he casts the spell as if it had been prepared that day. If he fails, however, he suffers a negative effect roughly proportional to the spell – typically the reverse of the spell if the spell would be beneficial, or he becomes the target of the spell if the spell would be harmful.

Power of the Pantheon (Fourth Circle)

Once per week, the hierophant can call upon the power of the pantheon to enhance one of his spells. All effects of the spell are doubled (duration, damage, range, etc).

Speak with One Voice (Fifth Circle)

Once per month, the hierophant can commune with the pantheon (as if casting the commune spell without having to prepare it). As he is speaking to the entire pantheon, the number of questions he may ask is increased to six, and this does not count against the normal limit of one use of the spell per week.

(this class was inspired mostly by the Hierophant prestige class in Necromancer Games’ Ancient Kingdoms: Mesopotamia)

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