The Confessor


Homebrew and House Rules


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Clerics, Druids, & the like, of all Urthly deities & alignments, are collectively called “Confessors.” These are basically as described by Pathfinder, albeit modified here-&-there in accordance with the nature of things on Urth. The reader will recall, for example, that there are only a total of 7 gods & goddesses worshipped on Urth; three of which are good, three evil, & one is neutral. Different gods bequeath their Urthly Confessors with different class features, skills, feats, & spells.

Confessors advocating good deities are referred to as “Clerics,” “Druids,” or “Warpriests.” Confessors of the neutral deity are called “Oracles.” Confessors espousing evil deities are either called “Inquisitors,” “Shamans,” or “Minions” (evil clerics). These 7 deities are:

• Isa (Lawful Good) is the God of Life, Love, Birth, Goodness, Sunlight, Dawn, Springtime, Air, Agriculture, the Harvest, Humility, Valor, Justice, Learning, Literacy, History, & Wisdom. An Isan Confessor more-or-less represents the standard good-aligned Cleric on Urth; & therefore follows those precepts laid out in the CR, starting on pg.38. His cleric’s bonus language is Celestial. His favored weapon is the warhammer (& his clerics are proficient with it). The holy symbol of Isa is a golden sun with a beneficent cherubic face in its center. Given Isa’s penchant for the humble, his holy symbols are usually yellow-painted wood; but some few are pure gold. Isa’s canon is called “The Book of Exalted Deeds,” usually weighing 3 lbs. & costing at least 40gp. A few of these more finely crafted books have been made into minor artifacts. The Isan Confessor gains the following additional class features: ▪ The Isan Confessor may not select the following Domains (as per the class feature): ‘Chaos,’ ‘Darkness,’ ‘Death,’ ‘Destruction,’ ‘Evil,’ & ‘Madness.’ Only Dwarven Clerics of Isa may select the ‘Rune’ domain. Obviously, subdomains such as ‘Murder’ (c.f., APG pg.94) & archetypes like ‘Undead Lord’ (c.f., UM pg.32) are also out of the question. Let common sense be your guide. ▪ A Cleric of Isa treats the spells Diagnose Disease (UM pg.216) & Sanctify Corpse (UM pg.236) as [0-level] Orisons. ▪ When a Cleric of Isa reduces the range of the spell Remove Sickness (UM pg.234) to ‘Touch,’ the beneficiary’s save bonus becomes +5 (instead of the usual +4).

• Agathi (Neutral Good) is the goddess of the Wilderness, Animals, Earth, Elves, Gnomes, Hobbits, Fairyfolk, Summertime, Joy, Intelligence, the Sublime, Romance, Instinct, Hunting, Fishing, & Gathering. Her favored weapon is the Shortbow. A Druid of Agathi should select those ‘Domains’ that common sense dictates pleasing to a NG nature-loving deity (e.g., Air, Animal, Earth, Fire, Plant, Water, Weather, & the like). The holy symbol of Agathi is a deciduous tree covered in tiny heart-shaped leaves. The vast majority of her holy symbols are enameled wood; once-in-a-great-while exhibited as finely carved jade. The Agathite canon is called “Leaves of Grass,” usually weighing 3 lbs. & costing at least 40gp. The Druid is described in the CR, starting on pg.48. In addition to those class features listed therein, the Agathite Confessor is also proficient with the shortbow (& composite shortbow).

• Solonarre (Chaotic Good) is the goddess of the Sea, Weather, Voyages, Military Expeditions, Conquering Evil, Knowledge, Charisma, Humor, Curiosity, Progress, Experiences, Water, Liberty, & Luck. Her favored weapon is the Trident. The holy symbol of Solonarre is a single-masted sailing ship framed in an unblinking eye. Solonarre’s canon is called “Mare Nostrum” (Old Evghennian for “Our Sea”) usually weighing 3 lbs. & costing at least 40gp. Solonarran Confessors are commonly called “Warpriests.” The Warpriest class is described in the ACG, starting on pg.X. The Warpriest on Urth is just as described by Pathfinder with the following exceptions: ▪ Unless he already has this weapon focus feat (vis-à-vis the trident) as a result of previous class levels, a first level Warpriest must apply his ‘Focus Weapon’ class feature to the trident. ▪ Warpriests cannot select ‘Evil,’ ‘Fire,’ or ‘Law’ blessings. Only Dwarven Warpriests may select the ‘Rune’ blessing; & only Goblin Warpriests may select the ‘Death’ blessing (as per the ‘Blessings’ class feature description). But all other blessings remain options.

• Gord (Neutral) is the god of Fortunetelling, Magic, Art, Deception, Thievery, Wit, Dexterity, Trickery, Wealth, Power, Trade, Innate Ability, Skill, Music, Theatre, Personal Achievement, Dreams, & Individualism. His favored weapon is the Dagger. Gord’s divine symbol is a black cat; & often as not is this emblem crafted out of expensive materials. The canon of Gord is called “The Prophet’s Profit,” weighing roughly 3 lbs. & costing at least 40gp. Gordian Confessors are called “Oracles.” Only Dwarves have access to the ‘Stone’ Mystery. The Oracle class is described in the APG, starting on page 42.

• Lolth (Lawful Evil) is the goddess of Subjugation, Inquisition, Slavemastery, the Autumn, Dispassionate Decisionmaking, the Underdark, Organized Crime, Knowledge, Conspiracies, Poison, Drow, Spiders, Vermin, Aberrations, Ooze, Dungeon Delving, Tomb Raiding, & the Night. Her favored weapons are the Scourge & the Whip. Lolth’s unholy symbol is a flattened black widow spider with 4 legs angled up & the other 4 down. Her unholy symbol is more-often-than-not cunningly chiseled out of some black semiprecious stone, such as jet. Lolth does not tolerate her Confessors, often called “Inquisitors,” wearing cheap trinkets in her honor. Lolth’s canon is called “The Mael-Du-Orden” (Kittrie for “History of the Spidermaiden”), weighing about 3 lbs. & costing at least 40gp. The Inquisitor class is described in Pathfinder’s APG, starting on page 38. ▪ In addition to those weapons noted in the APG, an Inquisitor is proficient with the whip & the scourge.

• Krom (Neutral Evil) is the god of Strength, Barbarians, Anger, Alcohol, Rage, Vengeance, Madness, Monstrous Humanoids, Winter, Constitution, Snakes, & Evil Magical Beasts. Krom’s unholy symbol is a double-bladed axe with a cobra-like snake spiraling up the haft & leering, just atop the axe, at the viewer. The more expensive of these are made of pure silver sporting tiny red-rubies for the snake’s eyes. Krom’s canon is called “The Skane-Skjerna” (Inazlunder for “The Bloodied Axe”), usually weighing 3 lbs. & costing at least 40gp. Krom’s favored weapon is the Greataxe. Confessors of Krom are commonly called “Shamans.” The Shaman class is described in the ACG, starting on pg.X. The Shaman on Urth is just as described by Pathfinder with the following exception: ▪ The Shaman does not have proficiency with medium armor. He instead enjoys proficiency with the battleaxe & the greataxe.

• Eosforos (Chaotic Evil) is the god of Murder, Assassins, Death, Evil, Hate, Disease, Famine, Drought, Narcotics, War, Nightmares, Demons, Devils, the Undead, & Fire. An Eosforite Confessor more-or-less represents the standard evil-aligned cleric on Urth (commonly called a “Minion”); & therefore follows those precepts laid out in the CR, starting on pg.38. His Minions receive the Abyssal / Infernal tongue as a bonus language. His favored weapon is the Scythe (& his Confessors are proficient with it). A Minion of Eosforos should select those ‘Domains’ that common sense dictates congruent with a CE hate-filled deity (e.g., Chaos, Darkness, Death, Destruction, Evil, Fire, War, & the like). His unholy symbol is a pale, red-eyed skull wearing a steel helmet bearing horns, oft-times in front of a field of fire; or bearing flaming eye-sockets. These are almost always quite pricey, flaunting the carved bone of some rare magical beast for the skull portion, while the rest is often finely crafted out of various precious stones &/or metals. The Eosforite canon is called “The Book of Vile Darkness,” weighing 3 lbs. & costing at least 40gp. A few of these more finely crafted canons have been made into minor artifacts. ▪ A Minion of Eosforos treats the spells Decompose Corpse (UM pg.216) & Restore Corpse (UM pg.235) as [0-level] Orisons.

Thus we have the nomenclature: The ‘Cleric of Isa’ (LG), the ‘Druid of Agathi’ (NG), the ‘Warpriest of Solonarre’ (CG), the ‘Oracle of Gord’ (N), the ‘Inquisitor of Lolth’ (LE), the ‘Shaman of Krom’ (NE), & the ‘Minion of Eosforos’ (CE).

As per the Pathfinder rule, Confessors of the aforementioned deities must not stray farther than “one step” away on the good-evil or law-chaos axis; & these are always proficient with their respective deity's favored weapon.


Even as the Pathfinder gaming platform has artifacts & dragons coming out of your ears, it enjoys little in the way of low fantasy support structures. With the following additional Urthly minor spells, I hope to remedy that somewhat. Note that in the following, the designation “Arc/Sor/Wiz” means “Arcanist, Sorcerer, & Wizard.” “Alc/Inv” means “Alchemist & Investigator.” A “Cleric” refers strictly to an Isan Cleric. And a “Minion” refers solely to an Eosforite cleric. (See above, under ‘The Confessor.’) Some of the following ideas below are mine. Others are adaptations of existing writings. For the most part, I can remember which is which. But where I can't, the reader should still rest easy. It's not like I'm personally making a nickel off of any of this stuff.

Absorbing Touch
School Transmutation
Level Alc/Inv 2
This extract functions as described in the APG pg.200 with the following two exceptions: It is now only a 2nd, instead of a 3rd, level extract. And any magic item, short of an artifact, may be absorbed by means of this extract.

Lesser Absorb Weapon
School Transmutation
Level Antipaladin 1, Arc/Sor/Wiz 0, Bloodrager 1, Hunter 0, Magus 0, Ranger 1, Shaman 0, Skald 0, Warpriest 0, Witch 0
Casting Time 1 standard action
Components V, S
Range Personal
Target You
Duration Concentration
Saving Throw Will negates (object)
Spell Resistance Yes (object)
You can harmlessly absorb any single light melee weapon into your forearm as long as the weapon is not in another creature’s possession. The absorbed weapon cannot be felt under the skin & does not restrict your range of motion in any way. However, if poison, or some other toxin (such as ooze), has affixed onto the weapon, it will interact with the caster normally. An absorbed weapon cannot be observed even by a careful search, although a Detect Magic spell would reveal a magical aura. At the caster’s will, the weapon springs forth into his hand. If the spell ends because the caster’s concentration is involuntarily broken, then, as an immediate action, he must make either a DC 15 Reflex save or Sleight of Hand check (caster’s choice) if he wishes to catch it. If the caster has the Quick Draw feat, then such a catch is automatic. Artifacts are unaffected by this spell.

Greater Absorb Weapon
School Transmutation
Level Antipaladin 2, Arc/Sor/Wiz 1, Bloodrager 2, Hunter 1, Magus 1, Ranger 2, Shaman 1, Skald 1, Warpriest 1, Witch 1
This spell functions like Lesser Absorb Weapon above, except that you can absorb a one-handed melee weapon into your forearm.

Animate Quill
School Transmutation
Level Arc/Sor/Wiz 0, Cleric 0, Inquisitor 0, Oracle 0, Skald 0, Witch 0
Casting Time 1 round
Components V, S
Range Touch
Target Quill touched
Duration Concentration
This spell animates one non-magical quill; after which it dips itself in some nearby inkwell & follows the commands of the caster. As examples, the quill takes dictation, inks portrayed images, or copies another text the caster reads aloud to the quill. It then re-inks itself along the way (as long as there is ink to be had). The quill writes & draws a bit more rapidly, if also more clumsily, than would the caster were he to do the job by hand. In most cases a Craft or Profession skill check is required. Due to the spell’s hurried, splashy work, these are always made at a −2 penalty.

Ants in Pants
School Illusion (Phantasm) [Fear, Mind-Affecting]
Level Druid 0, Hunter 0, Shaman 0, Summoner 0, Witch 0
Casting Time 1 standard action
Components V, S, DF
Range Touch
Target 1 living, intelligent humanoid
Duration 1 round
Saving Throw Will disbelief
Spell Resistance Yes
This spell will automatically fail unless the target meets all the following criteria:
• He must be humanoid (i.e., have a head, torso, arms, & legs)
• He must be of some species that is either demonstrably male or female
• He must be wearing pants, a codpiece, a kilt, shorts, a dress, a loincloth or any kind of similar pelvic section covering
• He may not be of smaller stature than ‘Tiny’
• He must have an intelligence of at-least “3” & otherwise subject to mind-affecting magicks
• He must have 4 or fewer HD
Presuming the abovementioned benchmarks met, immediately upon being affected by this spell the subject must make his save or assume the panicked condition as he frantically scrambles to brush the illusory ants off his crotch. A creature who successfully makes his save against this spell cannot be affected by it again for at least 24 hours. This spell is countered & dispelled by Remove Fear.

Bestow Wound
School Necromancy
Level Antipaladin 1, Inquisitor 0, Minion 0, Oracle 0, Shaman 0, Skald 0, Warpriest 0, Witch 0
Casting Time 1 standard action
Components V, S, DF
Range Touch
Target Living creature touched
Duration Instantaneous
Saving Throw Fortitude negates
Spell Resistance Yes
If the caster is already wounded, he may cast this spell & touch a living creature. The creature then assumes the caster’s wounds as damage. This hp transference is equal to either 1 point of damage per caster level, or the amount needed to bring the caster up to his maximum hit points, or the subject’s current hit points + his Con score (which is enough to kill him), whichever number is less. The caster heals that much damage as though a cure spell had been cast on him. (Note, if the caster currently enjoys a higher hit point maximum, as might be the case if he’s under the effects of a Bear’s Endurance spell for instance, then this newly enhanced hit point max is the limit to which he may now heal himself by means of this spell.)

Bone Dry Thirst
School Necromancy
Level Arc/Sor/Wiz 0, Druid 0, Hunter 0, Magus 0, Shaman 0, Witch 0
Casting Time 1 standard action
Components V, S
Range Medium (100 ft. + 10 ft./level)
Target 1 living creature
Duration Instantaneous
Saving Throw Constitution negates (see text)
Spell Resistance Yes
With this spell the subject becomes dehydrated. He must immediately make a DC 10 Constitution check or take 1d6 points of nonlethal damage. If the dehydrated character drinks (at least) a pint of water (or some similar hydrating liquid, such as milk) soon after this spell is cast, then its effects are thereafter negated. But if he continues to go without hydration, then every hour after this spell has been cast, he must make another Constitution save with a DC one point higher than before (i.e., 11 after 1 hour, 12 after 2 hrs., & so on) or take another 1d6 points of nonlethal damage. After a certain point, this becomes lethal damage. See the rules for extreme thirst (CR pg.444).

Bug Spray
School Necromancy (Death)
Level Arc/Sor/Wiz 3, Druid 3, Hunter 3, Ranger 3, Shaman 3
Casting Time 1 standard action
Components V, S, M (a crushed black pearl worth 50gp)
Range Medium (100 ft. + 10 ft./lvl)
Effect Cloud spreads in a 20ʹ radius, 20ʹ high
Duration Instantaneous or 2d6 rounds (see text)
Saving Throw Fortitude partial (see text)
Spell Resistance Yes
This spell functions much like ‘Circle of Death’ (CR pg.255) except that it only effects vermin (to include swarms) whose individual members are fine or diminutive sized creatures. For those potentially affected vermin caught within the cloud’s wake, even upon making a successful save, they still become sickened & lose 10ʹ to their speed (to a minimum speed of zero) for 2d6 rounds; which is also how long the cloud remains visible. Note that the DM may rule that some vermin are immune to this spell (e.g., vermin that are also outsiders are largely resistant).

Camouflage
School Illusion (Glamer)
Level Arc/Sor/Wiz 0, Druid 0, Hunter 0, Oracle 0, Ranger 1
Casting Time 1 standard action
Components V, S
Range Personal
Target You
Duration 1 minute / level
You change your coloring, shading, & outline to more closely match the environment around you. Thus, this spell grants you a +2 circumstance bonus to your Stealth checks. For every four caster levels beyond the 8th, this bonus becomes 1 point higher (i.e., at 9th through 12th this is +3, at 13th thru 16th it’s +4, & so on).

Darkenport Permit
School Universal
Level Minion 0
Duration 666 hours (D)
This spell is quite similar to ‘Arcane Mark’ (CR pg.244); emblazoning a profane symbol on the recipient’s forehead or right hand. This spell is generally used by Eosforite Minions as a means of permitting Darkenport city-dwellers to publically bear weaponry, wear armor, &/or cast spells. As mentioned, the price of a permit varies (e.g., an arcane spellcasting permit is more expensive than one chartering a shortsword).

Decompose Corpse
School Necromancy
Level Arc/Sor/Wiz 1, Cleric 1, Druid 1, Inquisitor 1, Minion 0, Oracle 1, Shaman 1, Warpriest 1, Witch 1
This spell is described in the UM, pg.216. The only difference herein is to lower its level to zero for the Minion.

Diagnose Disease
School Divination
Level Cleric 0, Druid 1, Hunter 1, Inquisitor 1, Minion 1, Oracle 1, Paladin 1, Ranger 1, Shaman 1, Warpriest 1, Witch 1
This spell is described in the UM, pg.216. The only difference herein is to lower its level to zero for the Cleric.

Electricity Jolt
School Evocation (Electricity)
Level Arc/Sor/Wiz 0, Magus 0, Summoner 0, Witch 0
This spell functions like Ray of Frost (CR pg.330) except that it deals electricity, rather than cold, damage.

Erupt Armor
School Evocation
Level Antipaladin 1, Bloodrager 1, Hunter 1, Magus 1, Paladin 1, Ranger 1, Warpriest 1
Casting Time 1 swift action
Components V
Range Personal
Target Your donned armor
Duration Instantaneous
Saving Throw Reflex partial (see text)
Spell Resistance No
By means of this spell, the caster detonates away his own armor in a burst of shrapnel. Needless to say, for this spell to work, the caster must first be wearing armor; & this spell renders that armor completely useless. This spell has no effect on shields. Erupted armor that is not constructed mostly of metal does no damage to those nearby. But if it is largely made of metal, although the caster is never at risk, all others within a 20ʹ radius burst hazard being hit by shards of flying buckshot. Damage dealt depends on the avoirdupois of the armor. Assuming the caster is a medium-sized humanoid, if he’s wearing light armor it deals 1d6 damage. His medium armor does 2d6. And his heavy armor deals 3d6. (Note Table 6-5 in the CR, pg.145.) Those caught in the shot’s area of effect may attempt a Reflex saving throw for half damage. Nonmagical armor receives no saving throw against exploding. Artifacts are immune to this spell. Other types of magical armor retain the usual saving throw against detonation as described in the CR on pgs.216 & 459. Only if the armor itself was magical prior to blasting-off will it overcome coinciding DR.

Extradimensional Sheath
School Illusion (Shadow)
Level Arc/Sor/Wiz 0, Cleric 0, Druid 0, Hunter 0, Inquisitor 0, Magus 0, Minion 0, Oracle 0, Shaman 0, Skald 0, Summoner 0, Warpriest 0, Witch 0
Casting Time 1 round
Components V, S
Range Touch
Target One touched sheath
Duration 1 hour / level
Saving Throw Will disbelief (if interacted with)
Spell Resistance No
This spell enchants a dagger-sized sheath in such a way that it may now hold a larger one-handed bladed melee weapon like a longsword, rapier, or short sword. But to anyone casually looking at the small sheath it only appears to be housing a dagger. Detect Magic will show the sheath dweomered. True Seeing reveals the sheath’s actual contents. This spell will only effect a sheath possessed by the caster or one of his willing allies. In other words, any circumstance that would normally cause an object saving throw to be rolled causes this spell to fail. Once the duration has expires, the too-long blade is forced out of the sheath.

Faith Healing
School Abjuration
Level Cleric 0
Casting Time 1 swift action
Components V
Range Personal
Target You
Duration 1 round
This spell maximizes “Cure” spells, such as Cure Light Wounds (as per the ‘Maximize Spell’ feat, CR pgs.130 & 262). However, only fellow worshippers of Isa are affected by the Faith Healing maximization (to include the casting Isan Cleric). This spell’s augmenting effect never confers on Cure spells used offensively, like when they are used to deal damage to the undead, even if that undead creature targeted ardently worships Isa (seldom though that might be the case). Note that the DM might rule that certain characters who ostensibly revere Isa are also unaffected by Faith Healing because they have fallen out of the deity’s favor for some reason or another.

Fool’s Gold
School Illusion (Glamer)
Level Arc/Sor/Wiz 1, Bloodrager 1, Magus 1, Skald 1
Casting Time 1 round
Components V, S
Range Touch
Target 1 Copper Drab
Duration 1 minute
Saving Throw Will disbelief (if interacted with)
Spell Resistance No
This spell makes a Copper Drab appear to be a Gold Pennon. It is important to note that even in the most libertine societies on Urth, use of this spell carries with it severe legal sanctions for those caught-in-the-act.

Glue
School Conjuration (Creation)
Level Arc/Sor/Wiz 0, Hunter 0, Magus 0, Summoner 0
Casting Time 1 standard action
Components V, S, M (splotch of dried glue)
Range Close (25 ft. + 5 ft./2 levels)
Effect Ray
Duration Instantaneous
Saving Throw Reflex partial (see text)
Spell Resistance No
This spell mimics the effects of a ‘Tanglefoot Bag’ (UE pg.109), but in a more limited sense. The caster must first make a ranged touch attack against his target. A caster between 1st & 4th level may only affect a Tiny or smaller sized creature with this spell. Between 5th & 8th, he may affect a Small sized creature. A 9th thru 12th level caster may affect a Medium sized creature. And a caster of 13th or higher level may affect up to a Large sized creature. Creatures of Huge or larger size are unaffected by this spell. If an inanimate unattended object is targeted, it may be no weightier than 20 pounds per caster level (to a maximum of 400 lbs). This spell automatically fails if the target is underwater; & a soaking wet target gains a +4 to his saving throw (or a corresponding 4 point decrease to DCs/damage required to defeat this spell’s effects). An affected creature suffers a −2 penalty to attack, a −4 to his Dex, & must make a Reflex save or be glued to the floor, unable to move. Moreover, even a successful save grants movement only at half speed. A flying creature must save or fall to the ground. To free a creature or object glued to the ground, one must either make a Str check or deal damage to the goo with a slashing weapon. This amount of damage against the goo & the Str/Ref DC equals 10 + the caster’s relevant ability score modifier. An entangled creature cannot cast a spell without first making a concentration check of 15 + the spell’s level.

Mouthpiece
School Necromancy (Language-Dependent)
Level Antipaladin 2, Arc/Sor/Wiz 2, Minion 1, Oracle 2, Witch 2
Casting Time 1 standard action
Components V
Range Touch
Target 1 dead creature
Duration Permanent or until discharged (D)
Saving Throw Will negates (see text)
Spell Resistance No
This spell preemptively misleads those who might cast ‘Speak with Dead’ (CR pg.346) on the targeted corpse. Instead of reaching the dead body, the ‘Speak with Dead’ caster inadvertently spurs the Mouthpiece caster to speak for the deceased, commandeering use of the cadaver’s mouth & voicebox in the process. If the dead creature’s alignment differed from the Mouthpiece caster, then the corpse gains a Will save to nullify this spell as though it were still alive. As long as the caster of this spell is on the same plane of existence when he’s elicited to speak in lieu of the corpse, there is no range limitation. If the caster of this spell is engaged in combat, lacks the ability to speak, cannot concentrate, or is otherwise indisposed at the time the dead body is spoken to, he cannot serve as the corpse’s Mouthpiece; & so this spell fails.

Peek
School Necromancy
Level Arc/Sor/Wiz 0, Cleric 0, Druid 0, Hunter 0, Inquisitor 0, Magus 0, Minion 0, Oracle 0, Ranger 1, Shaman 0, Skald 0, Summoner 0, Warpriest 0, Witch 0
Casting Time 1 standard action
Components V, S
Range Personal
Target You
Duration Concentration
With this spell the caster can move one of his eyeballs to the palm of one of his hands; & thus to see out of it. Among other things, this allows him to see around corners without exposing vital organs (like his brain) in doing so. As one might expect, while under the effects of this spell, any event that causes damage (or amputation) to the caster’s hand also does so to his embedded eye. Also as might be expected, this spell confers no special sight (like darkvision); nor does it quash the already existing use thereof. (The idea for this spell was given me by Billy Teague.)

Restore Corpse
School Necromancy
Level Arc/Sor/Wiz 1, Cleric 1, Druid 1, Inquisitor 1, Minion 0, Oracle 1, Shaman 1, Warpriest 1, Witch 1
This spell is described in the UM, pg.235. The only difference herein is to lower its level to zero for the Minion.

Rumor Mill
School Enchantment (Charm)
Level Arc/Sor/Wiz 0, Inquisitor 0, Minion 0, Oracle 0, Skald 0, Witch 0
Casting Time 1 standard action
Components V
Range Close (25 ft. + 5 ft./2 levels)
Target 1 humanoid creature
Duration Instantaneous
Saving Throw Will negates
Spell Resistance Yes
This spell makes the subjects believe some simple rumor about someone else (not the subjects). For instance, one might make a table-full of tavern-patrons believe that the barmaid is an ex-prostitute or the fighter-type party-member sitting next to you is a heroic, dragonslaying kingmaker. The caster need not share a language with the subjects to cast this spell as it is a telepathic effect. However, the caster cannot use this spell to make someone believe something false about himself. As a rule of thumb, this rumor should be some piece of information that can be conveyed in 5 or 10 words, not a detailed history. If the caster tries to use this spell against someone very familiar with the person the rumor is about, the familiar subject gains between a +1 & +4 on his save (as per the DM’s adjudication). For instance, if the caster tries to make someone’s mother believe her son a drug-addict, though he has never displayed any tale-tale signs of addiction, she would gain +4 to her saving throw roll. If the caster tries to make someone believe something obviously known to be false (like he is a god), the DM might rule that this spell fails entirely. Those affected by this spell are not thereafter compelled to do something they otherwise would not ordinarily do. They just know they heard a rumor about somebody somewhere before but don’t remember from whom (or when or where) they heard it. They aren’t even obliged to spread the rumor any further. It just depends on what an affected creature would normally do having known this rumor. After-all, people hear rumors everyday but don’t necessarily entirely believe, spread, or otherwise act upon them.

Sanctify Corpse
School Evocation (Good)
Level Cleric 0, Paladin 1, Warpriest 1, Witch 1
This spell is described in the UM, pg.236. The only difference herein is to lower its level to zero for the Isan cleric.

Silver Tongued Devil
School Divination (Language-Dependent)
Level Arc/Sor/Wiz 0, Inquisitor 0, Oracle 0, Skald 0
Casting Time 1 standard action
Components V
Range Personal
Target You
Duration Concentration
This spell helps you know what to either merely embellish or brazenly lie about; & what to wisely listen for in response. Therefore, whenever the caster makes a Bluff check while under the influence of this spell he gains a +2 insight bonus to his check. For every four caster levels beyond the 8th, this bonus becomes 1 point higher (i.e., at 9th through 12th this is +3, at 13th thru 16th it’s +4, & so on). Obviously this insight bonus assumes the person being communicated with wishes to be spoken with & shares a language with the caster; otherwise this spell fails. Resultantly, this spell is useless during combat.

Speak with Cats
School Divination
Level Oracle 0, Witch 0
This spell functions like Speak with Animals (CR pg.346) but limits communication to some kind of feline (e.g., domesticated cat, wildcat, cheetah, leopard, lion, tiger, etc.).

Summon Holy Symbol
School Conjuration (Summoning)
Level Antipaladin 1, Cleric 0, Druid 0, Hunter 0, Inquisitor 0, Minion 0, Oracle 0, Paladin 1, Ranger 1, Shaman 0, Warpriest 0
Casting Time 1 standard action
Components V, S
Range Personal
Effect Small wooden holy (or unholy) symbol
Duration 1 rd / lvl (D)
Saving Throw None
Spell Resistance No
You whisper a prayer to your deity; & his symbol appears in your hand. You conjure a small holy symbol, which you can then use to channel energy, or as a divine focus for spells, or for any other purpose that you would normally use one. The conjured holy symbol is made of wood; & is neither magical nor particularly valuable.

Thrall Mark
School Universal
Level Antipaladin 1, Alc/Inv 1, Arc/Sor/Wiz 1, Bloodrager 1, Hunter 1, Inquisitor 1, Magus 1, Minion 1, Oracle 1, Ranger 1, Shaman 1, Skald 1, Summoner 1, Warpriest 1, Witch 1
Duration Permanent (D)
Saving Throw Will negates
Spell Resistance Yes
This spell is quite similar to ‘Arcane Mark’ (CR pg.244); emblazoning a symbol on the recipient’s forehead that brands him a slave, as well as denotes his current owner. The caster may reshape this mark at will to show new ownership. (As one might expect, this alteration is a conventional term of the contract.) While Thrall Mark has no particular magical importance; it has tremendous social significance; not least, the injunction against slaves carrying weapons of any kind in many, if not most, communities. The DM must adjudicate what, if any, local laws are germane if-&-when the bearer of a Thrall Mark encounters authorities, bounty-hunters, & the like.

Throw Arrow
School Transmutation
Level Alc/Inv 1, Arc/Sor/Wiz 0, Bloodrager 1, Hunter 0, Magus 0, Ranger 1, Skald 0, Warpriest 0
Casting Time 1 standard action
Components V, S
Range Personal
Target You
Duration 1 round
The caster imbues his arm with the ability to throw an arrow or crossbow-bolt at a great velocity. This arrow or bolt performs like an appropriately sized dart (i.e., 1d3 or 1d4 dam, ×2 crit, 20ʹ range [to a max of 5 increments]). If the pitcher does not have proficiency with the dart, he suffers the usual −4 penalty to his attack roll. At 5th level the damage die inflates (e.g, a d4 becomes a d6). At 10th it grows again (e.g., a d6 becomes a d8). At 15th level the damage die again amplifies (e.g., a d8 becomes a d10). And finally, as a 20th level caster, the damage die maxes-out by expanding one size larger (e.g., a d10 becomes a d12). Note Table 6-5 in the CR, pg.145.
For every caster level after the 2nd, the range increment opens out by 10ʹ (i.e., a 30ʹ range increment as a 3rd level caster, a 40ʹ increment at 4th level, & so on) to a maximum of 100 feet. For every 2 caster levels beyond 10th, another range increment is gained (i.e., 6 increments at 12th level, 7 at 14th, 8 at 16th, 9 at 18th, & 10 range increments [the max] as a 20th level caster). If the arrow or bolt is magical, enhancement bonuses apply normally. But the hurled missile is otherwise considered a nonmagical projectile, even if the caster possesses some magically imbued natural attack (like the claws begotten of the abyssal bloodline as a 5th level sorcerer).

Transmute Staff to Ladder
School Transmutation
Level Arc/Sor/Wiz 0, Magus 0, Warpriest 0
Casting Time 1 standard action
Components V, S
Range Touch
Area 1 staff
Duration 1 minute / lvl (D)
Saving Throw None
Spell Resistance No
This spell enables the caster to change any nonmagical quarterstaff, any good-sized wooden stick (at-least 4ʹ in length & ~ 1ʺ diameter), or any other mundane wooden staff of similar mass into a ladder. The ladder can be up to 5 feet long per caster level (to a maximum of 30ʹ). Magic items are unaffected by this spell.


Bump


I am terribly disappointed. Not at your mechanics or anything, but at a presumed association.

I thought you were making a Confessor base class, based upon the Confessors from the Sword of Truth series. And yet, that is not the case. Yes, quite disappointed.


There are already about thirty official core classes. Add to that myriad prestige classes. Add to that all the archetypes. Add to that 'The Expert' (which is my personal work in progress).

With all due respect, at a certain point, you've gotta just turn off the spigot; instead opting to better flesh-out those options already in existence.

After-all, how finely can we split the core class hairs here? Long after Paizo publishes 47 different incarnations of the "pyromancer" & the "cryomancer" somebody might start looking desperate.

What's next after that? The tailor & the cartwright?


UsagiTaicho wrote:

I am terribly disappointed. Not at your mechanics or anything, but at a presumed association.

I thought you were making a Confessor base class, based upon the Confessors from the Sword of Truth series. And yet, that is not the case. Yes, quite disappointed.

I thought the exact same thing, but didn't post, which saved me the patronizing lecture. You're neither alone, nor did your comment merit anything other than a "Nope! Sorry."


Even if you both are right....even if I should abase myself before you, begging your forgiveness for my impertinence while I flay my back with a cat-o-nine-tails....if only for the sake of clarity rather than agreement, it still begs the question:

Is there a point of core-class saturation?

And if so, how many, exactly, is that?

Thirty (plus myriad prestiges & archetypes) isn't enough. Clearly.

So what is the magic number here?

50?

100?

1000?

At what point do you put the Dungeon Master with anything but unlimited funds for books...& a rules-lawyer-brain on par with Clearance Darrow's...out of business? It's getting to the point where the tax code is more easily understood.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Count me in that category - totally thought someone was writing up a Confessor from Sword of Truth.

Not sure how one would DO that as a class, actually. Due to poor support for low fantasy settings, Pathfinder doesn't really do well to represent "I have one insanely powerful class feature, but I'm otherwise a Commoner".


So am I to understand not one man will answer my question? I thought it was a pretty simple query. But as it happens, I might as well had asked for the meaning of life.


Peter Green wrote:

Even if you both are right....even if I should abase myself before you, begging your forgiveness for my impertinence while I flay my back with a cat-o-nine-tails....if only for the sake of clarity rather than agreement, it still begs the question:

Is there a point of core-class saturation?

And if so, how many, exactly, is that?

Thirty (plus myriad prestiges & archetypes) isn't enough. Clearly.

So what is the magic number here?

50?

100?

1000?

At what point do you put the Dungeon Master with anything but unlimited funds for books...& a rules-lawyer-brain on par with Clearance Darrow's...out of business? It's getting to the point where the tax code is more easily understood.

I'm going to try and be diplomatic (for me), though if you video yourself self-flagellating and post in on youtube, you'll get a thumbs up from me. =)

No one, except you, is talking about class saturation in this discussion.

You posted a title that was confused with a concept from a fiction setting by several folks. These folks were interested in seeing another's take on how said class would be setup, just like I was interested in seeing the replacement for Bard in the Dark Sun setting many years ago when it came out (for example).

In a Sword of Truth setting, Confessor, Mord Sith, and so on "classes" would be constructed for use and in some cases replace pre-existing classes. There is nothing else to it.

To address your comments about class saturation, I actually agree with you. I think roughly five or so classes with a host of archetypes could do just about every concept quite well.

P.S. I'm serious about the video, it could go viral.


I have to be diplomatic (for me), because, unlike most anyone else around here, I feel the moral imperative to use my real name. I had no idea that "Confessor" had been used in some other game setting.

I own pretty-much every Pathfinder book that's not explicitly tied to the gameworld they support (Golarion, I think it's called?) And I had never heard of any other kind of Confessor. But that kinda makes my point for me. I possess 14 or 15 hardback Pathfinder books (not to mention my GM screen). I read them all the time. And I still can't keep it all straight.

From now on, let's all just assume that when Peter S. Green (& yes, like I say, that is my God-given [or at least parent-given] name) writes about something, his source material always limits to some non-Golarion official Pathfinder hardbound book.

Moreover, while it's true I want Paizo to be very very profitable as a company. And while it's obviously true I think they print a product far superior to any competing role playing game platform. I'm also seriously worry that the core class angle has been overdone. For example, why have a Paladin & a Cavalier? Or why have a Magus & an Eldritch Knight? Or why a Swashbuckler & a Duelist?

Hell, why have a Gunslinger at all? Wouldn't that class be far more fitting in a 19th century old west RPG? Don't get me wrong, I'm a huge fan of the 2nd Amendment. But this genre is called sword-&-socrery, not gun-&-sorcery. And I don't know about the rest of you, but I enjoy it because it's an escape from reality rather than a reminder of it. If I wanted to look inside a book that reflects the cold-hard reality I live everyday, I'd crack-open my checkbook.

So, I'm glad to see we agree on this point of saturation angle, Da'ath...if that's your real name...& I only hope more players might join the discussion. Because the last thing I want is to see Paizo start losing its market share via printing copious amounts of superfluous material (as I thought the "Ultimate Campaign" book to be at the time). Perhaps a book chock full of Prestige, rather than Core, classes would be advised. I don't know. But I desperately want them to do well.

As for me self-flagellating, while it's true I don't do it on YouTube; it's equally true I'm way ahead of you: I've been married for ten years.


It would have been helpful if you began your original post a little differently, with an introductory paragraph saying that this is what you do in your home brewed gaming, and what the intention of what you posted is. I have no idea if you are asking from input from others or are simply sharing what you wrote. For myself, I'm pretty confused as to why you have -basically- put alignment restrictions on each of the divine casting classes. Describing your intentions would have helped, because I feel that such restrictions are unnecessary and unappealing.

Generally, in the homebrew forum, there is a lot of critiquing done by other posters (hopefully) for the sake of improving what we are writing. Offering input on what other people write will encourage generating interest in what you are doing. Also, you should format your text so it is easier to read. Huge walls of text are difficult to read.


The term "Confessor" (as far as I know) is not tied to another game but a series of books known as the Sword of Truth.


Well done, Mr. Barnes. That's what I'm looking for: Constructive criticism. I do want my homebrew campaign to be a fine piece of work; & I admittedly don't know exactly how to do that. Therefore I post this stuff for other folks to read & then tell me stuff like "such restrictions are unnecessary & unappealing" so I can know what to modify for the better.

In fact, everyone, from now on, please assume that when Peter S. Green posts stuff about Urth, he is asking for ways in-which he is screwing things up. Because his ultimate goal is to post this "book" as its own free website (I know how to design websites)...to include all the attendant tables & hand-drawn maps (which I couldn't have included herein). And the last thing I want it to be is hard to read &/or unappealing.

Please know I'm trying to do something great here...& again, for free. Granted, it's not "great" in the sense of our Founding Fathers during the American Revolution. But in my own small way, before I die, I would like to leave something behind for my fellow mankind (read that "gamers") to truly enjoy. And I've clearly made my choice as to what that ought to be: Paizo's Pathfinder kinda stuff. Not Sword of Truth. Not Star Wars. Not Monopoly. Not Axis & Allies. Just core rulebook Pathfinder related type stuff.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

As an apology for having a bit of fun with you, I will try to offer some honest critique.

I actually like the idea of tying various classes strictly to various alignments and deities; I'm doing something very similar for a world I am designing. It's a great way to give theme to a setting, and more importantly it's a great way of communicating that theme to players without making them read books of setting material.

Don't design settings that require players to read books full of setting material. If they wanted to do that, they'd be GMs. :)

I do notice that your deities have very broad portfolios. I could see this as a good thing or a bad thing - it means two worshipers of the same deity can be very different depending on the aspects they focus on (I imagine a naval commander who gives praise to Solonarre as deity of water and military expeditions worships her quite differently than a scholar who prays for her blessing of knowledge and invention), which is quite cool.

On the other hand, it makes it a bit harder to "classify" the deities. Deities with simple portfolios are easier to understand - again, try to design your setting such that players grok it quickly.

Also: Do all the deities shop at the same bookbinder? I notice a theme of "weighs 3lbs and costs roughly 40gp" among the holy books.

Comments on spells:

Ants in Pants seems childish. I'm honestly not really sure what the point of the spell is, except to be a joke. If your setting is meant to be taken seriously, setting-specific mechanics that players are likely to take as a joke are probably not going to set the right tone.

Bestow Wound is really, really overpowered. Not only free healing but also free damage, as a cantrip? This would be a good 1st level spell, kind of like a lesser version of Vampiric Touch. But it's way too good as a cantrip.

Bone Dry Thirst is also really strong for a cantrip. It's easy to negate, but it's also potentially devastating if you catch someone without easy access to water. It also kills targets faster than Cup of Dust, which is a third level spell (and specifically can't kill you).

Bug Spray has convoluted wording. It functions like circle of death, but it creates a cloud? Does the cloud linger if everything fails its save? Does it have the hit die limit of circle of death? Also, this spell is likely to only be used against swarms, and swarms suffer virtually nothing from the sickened condition.

Erupt Armor's wording is excessively complex. Also, why would you want your armor to get a saving throw? Besides, as an attended magical item, the armor uses your saving throw, and you can choose to fail to save anyway, so....

My suggestion for cleaner wording:
Erupt Armor
School Evocation
Level Antipaladin 1, Bloodrager 1, Hunter 1, Magus 1, Paladin 1, Ranger 1, Warpriest 1
Casting Time 1 swift action
Components V, M (the armor you are wearing)
Range 20ft.
Area 20ft. spread centered on you
Duration Instantaneous
Saving Throw Reflex half
Spell Resistance No
Upon invoking this spell, the caster detonates his own armor in a blast of shrapnel. Armor that is not constructed mostly of metal causes no damage; otherwise, this spell deals damage based on the weight of the armor worn. This spell deals 1d6 piercing damage if cast wearing light armor, 2d6 damage with medium armor, or 3d6 damage for heavy armor. If the armor was magical, this damage also counts as magic for overcoming DR.

Oh, something else I noticed. Your spells mention paladins, antipaladins, and hunters - I got the impression from your writeup in your first post that these classes don't exist in your setting?

Mouthpiece is a really cool spell.

I'm debating whether Rumor Mill is too strong for a cantrip or not. It's pretty limited, but it could also be used to very great effect. I think it's probably okay.

Throw Arrow is very similar to the already existent spell Ki Arrow.

Anyway, there's my 2 cents.

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