Priest of Fate by the numbers
Using rules from Spells and Magic, john created this specialty priest.
Feature or Power | Point Cost |
Major Access to Chaos Sphere | 8 |
Major access to Numbers Sphere | 10 |
Minor access to Time Sphere | 5 |
Major access to All Sphere | 5 |
Lvl 1 power Battle Fate (constant) | 26 |
Lvl 3 power Unfailing Premination (constant) | 28 |
Lvl 5 power Probability Control (constant) | 27 |
Lvl 7 Power Choose Future(constant) | 25 |
D10 for Hit points | 10 |
Reduced Spell Progression | -15 |
Weapon Restriction | -5 |
Odd behavior | -2 |
Slower Casting Time | -5 |
Total | 117 |
Look: I did not even spend all the points!
Note: Pending BOB's approval
12/23/09
I would like anyone's comments in order to get this approved. I think I would like to "test" this with a henchman.
5/4
Version 2 (michael)
Since I should run the character I want, I offer this modified version of above, with lessons learned from BOB's adjustment to Retaw. This version is not as powerful as above but also lacks the restriction. I think it would be good for a henchman to try out.
Feature or Power | Point Cost |
Major Access to Chaos Sphere | 8 |
Major access to Numbers Sphere | 10 |
Minor access to Time Sphere | 5 |
Major access to All Sphere | 5 |
Major access to Healing | 10 |
Lvl 1 power Battle Fate (constant) | 26 |
Lvl 3 power Unfailing Premonition (constant) | 28 |
Unarmed Combat per S&M | 15 |
D10 for Hit points | 10 |
Total | 117 |
Version 3
A little more spheres, less power but more "Kung Fu" like
Feature or Power | Point Cost |
Major Access to Chaos Sphere | 8 |
Major access to Numbers Sphere | 10 |
Minor access to Time Sphere | 5 |
Major access to All Sphere | 5 |
Major access to Healing | 10 |
Major access to Combat | 10 |
Minor access to War | 3 |
Minor access to Sun | 3 |
Lvl 1 power Battle Fate (constant) | 26 |
Armor class Improvement | 15 |
Unarmed Combat per S&M | 15 |
D10 for Hit points | 10 |
Total | 120 |
Not having the books handy I do not know the details on Battle Fate, AC improvement and what the Unarmed Combat portion is.
I would say that natural AC less than 10 OR D10 for hit points - both would be much more suitable for a warrior priest rather than someone who is pursuing 'fate'.
Unarmed combat for the most part involved only Punching and Wrestling in the Western World and no characters from the Oriental Lands or those skills would be available in the Small Kingdoms.
BOB
Just throwing it out there - how about no combat abilities at all; in exchange, the priest would get additional spells per level and perhaps the ability to hide or to retreat without an attacker getting an AoO. A thought behind this is the Priest being one who observes how Fate affects the world around him. Of course, this may be contrary to where John is trying to go, and like I said, it's just an idea.
Kaz