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Priest of Lankhor Mhy


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Priest of Lhankor Mhy

Required: You must be a devotee of Lhankor Mhy, the scholar god.  You can be a human or a duck.  
Play Style:   You are a cranky old man, whether or not you are a man or old.  You function as a mixture of artillery and talking people to death on the battlefield, but you also command some utility magics, because your god is the god of purified sorcery.  

Ability Scores:  Intelligence is your most important stat, given your god is the god of scholars, literacy, and Lore.  You may sometimes find Wisdom useful as well.  You gain +2 to either Intelligence or Wisdom; this must be a stat different than your racial bonus.  
Backgrounds:   You might be  a keeper of clan lore, who keeps the history and laws of your clan.  You might be a song-line walker, who traces out, studies, remembers, and expands on the song lines which record traditional lore about places.  You might be an artifact collector, with an interest in First and Second age artifacts.  You might be a reincarnated sage with flashes of your past lives.  You might be a book collector, who finds and restores old tomes.  Or you could have been an urban tutor, teaching wealthy city children to read, write and think.
Gods:   You serve Lhankor Mhy the scholar god.  HIs runes are Truth and Law.
Runes:  You must have the Truth and Law runes; your third rune can be whatever you want.  

Level Advancement:  I can't do the chart worth squat, so use the Wizard level advancement.  

Priest of Lankhor Mhy Stats
Initiative, AC, PD, MD, Hit Points, Recovery Dice, Icon Points, and Feats are level dependent.
Ability Bonus +2 Intelligence or Wisdom (different from racial bonus)
Initiative Dex mod + Level
Armor Class (light armor) 10 + middle mod of Con/Dex/Wis + Level
Physical Defense 10 + middle mod of Str/Con/Dex + Level
Mental Defense 12 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice (1d6 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Runes Truth, Law, a personal rune of your choice
Talents 3
Feats 1 per Level

Gear

You begin with robes (and underwear), a staff, a dagger, a set of ink, pens, and paper for writing, boots, a lantern, and oil.  

Armor and Weapons as Wizard

Class Features

  • Beard:  Whether you are male or female, you have a beard now.  If someone shaves it, it grows back overnight.  You gain the background Magical Beard at +5; this mainly lets you identify yourself as a Lhankor Mhy to others and be recognized as such.  
  • Literacy:  You are able to read, write, and make copies of written material; you can treat this as the Background Scribe with a rating equal to your Wisdom bonus.  
  • Lorekeeper:  You gain 2 points of backgrounds related to lore, stories, or mythology; these can boost one of your Backgrounds to a rating of +6!  
  • Ritual Magic:  Priests of Lhankor Mhy  can cast their spells as rituals (13th Age core rulebook, page 192).
  • Spell Choices:  Like the standard spellcasters in the 13th Age core rulebook, you choose the spells you will be able to cast after each full heal-up.

Talents  (Choose 3)

Cleanser

You have studied the use of the Law Rune to free people from hostile magic.  As an at-will quick action, you can target a nearby ally, allowing them to save against a magically-induced condition of your choice. 

  • Adventurer Feat: Your ally adds your Wisdom bonus to the saving throw.
  • Champion Feat:  You can target two allies within nearby range.
  • Epic Feat:  Targets can be up to far away.

 

Lawspeaker:

In any social interaction with people who follow Orlanth's law, you can cite obscure laws and tell stories about past law cases (try to restrict yourself to a few sentences, unlike a real Lawspeaker).  This allows you to substitute your Intelligence + Scribe for Charisma + Aprorpriate background in a Charisma check once per interaction or battle.  

 

Purified Grimoire Access
Choose another spell-casting character class. You can choose one spell from the spell list of that class, of your own level or lower, as an extra spell you know how to cast. You can even improve the spell you’ve jacked by taking its feats up to your tier, if it has any.  The spell still uses the stat it is normally based on, unless you get the Adventurer feat.  This spell is a bonus spell, not included in your Priest of Lankhor Mhy class count. You can’t purify spells that come from class talents.  You should rename the spell to suit the Orlanthi myth view.  

  • Adventurer Feat: You can use your Intelligence as the ability score that provides the purified spell’s attack bonus and damage bonus (if any). Other ability score references remain unchanged.
  • Champion Feat: Choose a second spell-casting class. Purify a spell from that class as well.
  • Epic Feat: Choose a third spell-casting class. Purify a spell from that class also.

Read Omens

At the beginning of each battle, you roll an omens die (d20).  Record what you got.  As a free action, during the battle, you can substitute the omens die for something you or an ally or a foe just rolled, explaining what omen predicted the actual result.  The action continues as if what was rolled on the omens die was rolled all along.

Secrets of Writing

You have mastered the Three Sacred Scripts and they do a jig for you; you can hide secret messages among normal writing that only your intended target can see, unless they also have this talent.  You can also decipher secret scripts and hidden writing by others (this is basically ritual magic keyed off your Literacy Feature).  You gain the Spell Wards of Lhankor Mhy:

Wards of Lhankor Mhy

Close-Quarters Spell

Once Per Battle

Quick Action to create and sustain.

Effect:  When a foe attacks you at Close-Quarters, the spell is triggered:

  • Attack:  Intelligence + Level vs MD.
  • Hit:  1d8 * your Level psychic damage.
  • Miss:  The target is dazed (save ends)
  • Adventurer Level Feat:  The target is also dazed (save ends) on a hit.
  • Epic Level Feat:  If the attack hits, the Lhankor Mhy pops free immediately and can take a free move.  

Truthtalker

Lhankor Mhy's job is to find and tell the truth.  When you are attuning a rune, if you roll a 1-3, you can choose to attune the Truth rune; you still get a random rune on a 4-6.  While the Truth rune is attuned, you can use Wisdom instead of Charisma for any Charisma check based on convincing people of the truth.  

 

Edited by John Biles
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First Level Spells

Berate
Close-Quarters or Ranged spell
Daily
Target:
One nearby or close creature
Attack: Intelligence + Level vs. MD
Hit: 4d8 psychic damage, and the target immediately moves away from the Lhankor Mhy.  This may trigger opportunity attacks.
Miss:  The spell refreshes on a roll of 11+; you may roll each round as a free action at the start of your turn.  

  • 3rd level spell 5d8 psychic damage, and the target immediately moves away from the Lhankor Mhy.  This may trigger opportunity attacks. 
  • 5th level spell 8d8 psychic damage, and the target immediately moves away from the Lhankor Mhy.  This may trigger opportunity attacks.
  • 7th level spell 2d4 x 10 psychic damage, and the target immediately moves away from the Lhankor Mhy.  This may trigger opportunity attacks.
  • 9th level spell 4d4 x 10 psychic damage, and the target immediately moves away from the Lhankor Mhy.  This may trigger opportunity attacks.
  • Adventurer Level Feat:   Any opportunity attacks triggered by the spell get +4 to hit.
  • Epic Feat:  You can now shout at foes at far away range.  

How Death Came Into the World
Close-Quarters spell

Daily

Triggered when someone attacks you
Target: 1 close-quarters enemy
Attack: Intelligence + Level vs. MD
Hit:  The first five points of damage they did to you is reflected back onto them; you take the remaining damage.  If this blocks all inflicted damage, any inflicted condition is also reflected, otherwise, you suffer it.  
3rd level spell The first ten points of damage
5th level spell The first eighteen points of damage
7th level spell The first twenty-eight points of damage
9th level spell  The first fifty points of damage
Adventurer Feat: Any condition inflicted by the attack automatically rebounds on the attacker, whether you hit or not.  
Champion Feat: Add your Wisdom bonus to the attack roll.  
 

 

Javelin of Vinga
Ranged spell
Daily
Target:
One nearby or far away creature
Attack: Intelligence + Level vs. PD
Hit: 4d10 damage, and 5 ongoing lightning damage (save ends).
Miss: 5 ongoing lightning damage (save ends), and you regain the spell during your next quick rest.

  • 3rd level spell 5d10 damage, and 10 ongoing lightning damage (save ends).  10 ongoing lightning damage (save ends) on a miss.
  • 5th level spell 8d10 damage, and 15 ongoing lightning damage (save ends).  15 ongoing lightning damage (save ends)  on a miss.
  • 7th level spell 3d4 x 10 damage, and 25 ongoing lightning damage (save ends).  25 lightning damage (save ends) ongoing on a miss.
  • 9th level spell 5d4 x 10 damage, and 40 ongoing lightning damage (save ends).  40 ongoing lightning damage (save ends) on a miss.
  • Adventurer Level Feat:  If this attack draws an opportunity attack which hits you, the attacker also takes the ongoing damage automatically.  (But you still get hit)

Orlanth and Aroka
Ranged spell
Target:
1d4 nearby enemies in a group
Attack: Intelligence + Level vs. PD
Hit: 2d8 fire  damage, and stuck (save ends)

  • 3rd level spell 4d6 fire damage  
  • 5th level spell 6d8 fire damage  
  • 7th level spell 10d6 fire damage  
  • 9th level spell 10d12 fire damage  
  • Adventurer Feat:  The target cannot attack you while it is stuck.  
  • Champion Feat:   It also inflicts 15 ongoing acid damage (save ends).  .  

 

The Unstoppable Curse
Ranged spell
At-Will
Target
: One nearby or far away enemy.
Attack: Automatic hit
Effect: 2d4 psychic damage.

  • 3rd level spell 2d8 psychic damage.
  • 5th level spell 4d6 psychic damage.
  • 7th level spell 6d6 psychic damage.
  • 9th level spell 10d6 psychic damage.
  • Adventurer Feat: You can choose two targets; roll half the damage dice for one curse and half the damage dice for the other, then assign one set of damage dice to each of the two targets.
  • Champion Feat: Roll a d20 when you use the spell; if you roll a natural 20, the curse crits and deals double damage.  (Rolling a 1 is not a fumble; this roll checks only to see if you can crit.)
  • Epic Feat: The 7th and 9th level versions of the spell now use d8s as damage dice.

Tongues of the Inanimate

Close-Quarters Spell

Daily

Target:  Yourself!

Effect:  You can hear the constant running commentary made by your enemies' possessions during battles, whether you want to or not.  They're so chatty, it's hard to focus on everything.  But this gives you some warning of what is coming... well, what they *think* is coming.  Roll once at the start of your turn, each round:

  1. When a foe attempts to engage you, his clothing gives it away; you can react to their engaging you by disengaging as a free action that goes before they can attack you, once before your next turn.
  2. Your shoes warn you when you mis-step; if you fail a disengage check, you can roll it a second time and take the second result.  
  3. Your foe's weapon or maybe your own clothing warns you of incoming attacks; gain +2 AC until the start of your next turn.  
  4. Your foe's armor talks too much and you find a weakness; your next attack against AC gains +2 to hit
  5. The ground guides you where you need to go; you can move twice as far with one move action until your next turn.
  6. Your clothing reassures you that you are right.  +2 to MD until the start of your next turn.

 

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Third Level Spells

 

Air Rune Binding
Close-Quarters spell

Daily

Triggered when someone attacks you
Target: 1 close-quarters enemy
Attack: Intelligence + Level vs. PD
Hit:  3d6 + Intelligence damage and the target is stuck and can't make ranged attacks (save ends both),  The Priest pops free of the target and can move as a free action.  

  • 5th level spell 5d6 damage
  • 7th level spell 5d8 damage 
  • 9th level spell  7d10 damage
  • Champion Feat:  You can use this on someone who attacks you from up to nearby range.
  • Epic Feat:   The save difficulty rises to Hard (16+).  

Curse of Incompetence
Ranged spell
Target
: One nearby or far away enemy.
Attack:  Intelligence + Level vs PD
Hit:  5d6 psychic damage and hampered (save ends)

  • 5th level spell 8d6 psychic damage.
  • 7th level spell 10d6 psychic damage.
  • 9th level spell 12d6 psychic damage.
  • Adventurer Feat:  Until the target saves, they must roll any disengage checks twice and take the worst result.
  • Champion Feat:  Until the target saves, they also must roll any attack rolls twice and take the worst result.
  • Epic Feat:  If the target rolls a 1 on an attack while still hampered, they hit themselves.  

Expose Flaw
Ranged spell
Once per Battle
Target:
One nearby creature
Attack: Intelligence + Level vs. MD
Hit: 4d8 psychic damage, and the target is vulnerable (save ends)
Miss:  The target is vulnerable (save ends)

  • 5th level spell  6d8 psychic damage 
  • 7th level spell  8d8 psychic damage 
  • 9th level spell  10d8 psychic damage
  • Adventurer Level Feat:   This does not draw opportunity attacks.  
  • Champion Feat:  You can now attack a foe at far away range.  
  • Epic Feat:  You can target two foes within range.

Inspiring Tale
Ranged spell
Daily

Quick action to cast
Target:
One nearby ally
Effect:   One of your allies adds your Wisdom bonus to their crit range until they score a critical hit or the battle ends.  

  • 5th level spell When the ally criticals, they add two extra damage dice
  • 7th level spell When the ally criticals, they add five extra damage dice.
  • 9th level spell  When the ally criticals, they add eight extra damage dice.
  • Adventurer Level Feat:   The ally can be far away.
  • Champion Feat:  This benefits two allies.  

Lightning Bolt (as Core, p. 155)

 

Punish Crime
Ranged spell
At-Will
Target:
One nearby creature which has inflicted damage on an ally in this battle
Attack: Intelligence + Level vs. MD
Hit: 4d6 psychic damage, and the target is weakened (save ends)
Miss:  The target is weakened (save ends)

  • 5th level spell 4d12 psychic damage 
  • 7th level spell  6d12 psychic damage 
  • 9th level spell  10d12 psychic damage
  • Adventurer Level Feat:   This does not draw opportunity attacks.  
  • Epic Feat:  You can now shout at foes at far away range.  

 

 

 

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Fifth Level Spells

Fire Rune Binding
Ranged spell
Daily

Target: 1d3 nearby enemies in a group.
Attack: Intelligence + Level vs. PD
Hit: 10d10 fire damage.
Miss: Half damage.

  • 7th level spell 12d10 fire damage.
  • 9th level spell 20d10 fire damage.
  • Champion Feat:  The targets also take 20 ongoing fire damage (save ends)
  • Epic Feat:  The targets need not be in a group.  

Heroic Legend
Ranged spell
Daily
Quick action to cast

Effect: One nearby ally deals +4d6 damage with melee attacks this battle or they can add your Wisdom to all saving throws this battle.
7th level spell Power +4d10 Broad  target two allies
9th level spell Power +6d10 Broad target three allies

 

Invisibility (as Core, p. 156.)

Painful Truth
Ranged spell

Daily
Target: 
One nearby creature 
Attack: Intelligence + Level vs. MD.  Against creatures who have the Disorder rune, it criticals on a 12+.  
Hit: 8d6 psychic damage, and hampered (save ends). 
Miss:  1/2 damage

  • 7th level spell  11d6 psychic damage 
  • 9th level spell  14d6 psychic damage
  • Champion Level Feat:   Add 25 psychic ongoing damage (save ends)
  • Epic Feat:  You can now target two foes.

 

Trapped in Contemplation
Ranged spell

Daily
Target: 
One nearby creature 
Attack: Intelligence + Level vs. MD
Hit: 8d6 psychic damage, and the target wanders around, distracted by the problem; they must move in a random direction on their turn and do not attempt to properly disengage (save ends)
Miss:  The target is vulnerable (save ends)

  • 7th level spell  11d6 psychic damage 
  • 9th level spell  14d6 psychic damage
  • Champion Level Feat:   This does not draw opportunity attacks.  
  • Epic Feat:  You can now target two foes.

Wrath of Orlanth
Ranged spell
Daily

Target: 1d3 nearby enemies in a group.
Attack: Intelligence + Level vs. PD
Hit: 8d10 damage and the target pops free and is pushed to far away range, landing prone.  
Miss: Half damage.

  • 7th level spell 10d10 damage.
  • 9th level spell 16d10 damage.
  • Champion Feat:  The targets also take 20 ongoing damage (save ends)
  • Epic Feat:  You can use this in close-combat on people engaged with you, without drawing an opportunity attack.  

 

 

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Seventh Level Spells

 

Circle of Protection:  As core rules, page 100.  

Command the Earth
Close Quarters spell
Daily

Target: 1d3 enemies engaged with you
Attack: Intelligence + Level vs. PD
Hit: 10d10 damage and you ride away from them, popping free and taking a move action; you are on top of a stone pillar at the end of the action; you can get down with a quick action and it vanishes, until then, you are out of melee range while on top of it.  
Miss:  You ride away from them, popping free and taking a move action; you are on top of a stone pillar at the end of the action; you can get down with a quick action and it vanishes, until then, you are out of melee range while on top of it.  

  • 9th level spell 16d10 damage.
  • Champion Feat:   You gain cover until the start of your next turn, adding  +4 to your AC
  • Epic Feat:  Your foes are hampered (save ends) on a hit.  

 

Darkness Rune Binding
Ranged spell
Daily

Target: 1d3 nearby enemies in a group.
Attack: Intelligence + Level vs. PD
Hit: 10d10 necrotic damage and until they disengage (if necessary) and take a move action away from the Lhankor Mhy, they are blinded.
Miss: Half damage.

  • 9th level spell 16d10 necrotic damage.
  • Champion Feat:  The targets also take 20 ongoing necrotic damage (save ends)
  • Epic Feat:  The targets need not be in a group. 

Invisibility Purge:  As core rules, page 157.  

Orlanth's Gift (As per the flght power, core rules, page 156.)

The Sword Story
Close-Quarter Spell
Daily

Quick Action to Cast and sustain.  

Effect:  This summons Death itself, or at least a shadow of it, allowing the Lhankor Mhy to make Intelligence based melee attacks which do their level in d8s of necrotic damage and 25 ongoing necrotic damage (save ends).  This lasts to the end of the battle.  Anything which boosts sword attacks works on this power.  

  • Champion Level Feat:   The blade has a critical range of 19.  
  • Epic Feat:  The blade has a critical range of 18.  

 

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9th Level Spells

Child of the Man Rune
Close-Quarter Spell
Daily

Quick Action to Cast and sustain

Target:  The caster

Effect:   You can take on the appearance of any creature which is linked to the Man rune (Aldryamai, Duck, Human, Merfolk, Mostali,. Troll, etc). You must have seen this person or you can become a 'generic' person of this type.  This lets you eat what they can eat and breathe what they can breathe, but you otherwise retain the same powers, abilities, etc.  This is a physical change, not an illusion.  

  • Epic Feat:  You can use their appropriate racial ability while changed under its normal conditions.  

Lhankor Mhy Talks And Talks and Talks
Ranged spell
Daily

Target: 1 close-quarters or nearby enemy
Attack: Intelligence + Level vs. MD
Hit: 160d10 psychic damage.  Until the target disengages and moves away, they take 30 psychic damage each round as you keep blathering at them.  
Miss: Half damage.

  • Epic Feat:  This does not draw an opportunity attack when used in close quarters.  

 

Lhankor Mhy Finds the Truth
Close-Quarter Spell
Daily

Quick, Move, and Standard action to cast; Quick action to sustain.  

Target:  The caster

Effect:   You are now heroforming your God, the power of his runes surging through you.  You gain Resist 16+ against Illusion and Disorder magic and creatures and add your Wisdom bonus to any saves against magical conditions.  You can also use this power before doing ritual magic, out of combat; in that case, you roll twice for the ritual and take the best result.  

  • Epic Feat:  Any ongoing conditions on you when you cast this are immediately cancelled.

 

Scrying (as page 152 of the Core)

Water Rune Binding
Ranged spell
Daily

Target: 1d3 nearby enemies in a group.
Attack: Intelligence + Level vs. PD
Hit: 160d10 cold damage and 30 ongoing cold damage (save ends)
Miss: Half damage.

  • Epic Feat:  The targets need not be in a group.  

 

This should cover this.  Let me know if you have comments / suggestions / laser eyes.,

 

 

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