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== Description ==
== Description ==
A divine spellcaster who rises high in the service of his deity gains access to spells and abilities of which lesser faithful can only dream.
The hierophant is a divine spellcaster who are able to channel different and sometimes deeper connections with their magic. This has the chief consequence of having spells that are much more potent than normal, allowing hierophants to heal and damage much more efficiently and powerfully through understanding their prayers at a deeper, transcendent level.
 
The hierophant is a prestige class of clerics and druids. Hierophants are higher members of clergy and druidic circles who decide to temporarily forgo gaining the highest levels of divine magic in order to concentrate on the mastery of what they already possess. This has the chief consequence of having spells that are much more potent than normal, allowing hierophants to heal and damage much more efficiently and powerfully through understanding rather than calling on more involved prayers.


Most hierophants are [[cleric]]s, [[druid]]s or [[spirit shaman]]s, given their focus on deep introspection. [[Favored Soul]]s are much less common.




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Spell level: Able to cast 7th Circle Divine spells or higher
Spell level: Able to cast 7th Circle Divine spells or higher


Class: Cleric, Druid, Spirit Shaman.
Druid, Cleric and Favored Soul 19 Wisdom, Spirit Shaman 19 Wisdom OR 19 Charisma.
 


Class: Cleric, Druid, Spirit Shaman, Favored Soul.


== Class Features ==
== Class Features ==
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- Skill Points: 2 + Int Modifier.
- Skill Points: 2 + Int Modifier.


- Class Skills:  [[Concentration]], [[Craft Armor]], [[Craft Weapon]], [[Craft Alchemy]], [[Heal (skill)|Heal]], [[Spellcraft]], [[Lore: Arcana]], [[Lore: History]], [[Lore: Local]], [[Lore: Religion]]
- Class Skills:  [[Concentration]], [[Heal (skill)|Heal]], [[Lore: Arcana]], [[Lore: History]], [[Lore: Local]], [[Lore: Nature]], [[Lore: Religion]], [[Spellcraft]].


- Spells per Day/Spells Known: The Hierophant gains more spells per day at every level. If a character had more than one spellcasting class before becoming a hierophant, he must decide which class he adds the new level for purposes of determining spells per day.  
- Spells per Day/Spells Known: The Hierophant gains more spells per day at every level. If a character had more than one spellcasting class before becoming a hierophant, he must decide which class he adds the new level for purposes of determining spells per day.  
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<span style="color: rgb(255, 128, 0);">Mastery of Energy<br />
<span style="color: rgb(255, 128, 0);">Mastery of Energy<br />
</span>Type of Feat: Class Ability<br />Prerequisites: Hierophant 1<br />Specifics: Available only to hierophants with cleric levels, this ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant’s turning checks and turning damage rolls. This ability affects other creatures than undead if the hierophant can turn other creatures, such as with a domain power.<br />Use: Automatic
</span>Type of Feat: Class Ability<br />Prerequisites: Hierophant 1<br />Specifics: Available only to hierophants with cleric levels, this ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant’s turning checks, turning damage rolls, and damage and DCs for [[Sacred Purification]] and [[Profane Corruption]]. This ability affects other creatures than undead if the hierophant can turn other creatures, such as with a domain power.<br />Use: Automatic




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<span style="color: rgb(255, 128, 0);">Inscribe Rune<br />
<span style="color: rgb(255, 128, 0);">Inscribe Rune<br />
</span>Type of Feat: Class Ability<br />Prerequisites: Hierophant 6 or Dwarven Runesmith<br />Specifics: A 6th level Hierophant can learn to channel his power into runes, storing the spell for later use. He may store one spell per spell level, to a maximum of six runes, creating and imbuing the rune at modest expense compared to scribing a scroll of similar level.<br />Use: Automatic
</span>Type of Feat: Class Ability<br />Prerequisites: Hierophant 6 or Dwarven Runesmith<br />Specifics: A 6th level Hierophant can learn to channel his power into runes, storing the spell for later use. He may store one spell per spell level, '''to a maximum of six runes''', creating and imbuing the rune at modest expense compared to scribing a scroll of similar level. Runes do not support Metamagic.<br />Rune cost = Caster Level x Spell Level x 10, per Rune.<br />Use: Automatic




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<span style="color: rgb(255, 128, 0);">Oak Friend<br />
<span style="color: rgb(255, 128, 0);">Oak Friend<br />
</span>Type of Feat: Class Ability<br />Prerequisites: Hierophant 1, Oaken Resilience<br />Specifics: A druid who has the feat oaken resilience may learn to grant the benefits of that feat to a friendly creature. This creature becomes immune to poison, sleep, paralysis, stunning and critical hits for ten minutes. Using Oak Friend costs one wildshape use.<br />Use: Selected
</span>Type of Feat: Class Ability<br />Prerequisites: Hierophant 1, [[Oaken Resilience]]<br />Specifics: A druid who has the feat oaken resilience may learn to grant the benefits of that feat to a friendly creature. This creature becomes immune to poison, sleep, paralysis, stunning and critical hits for ten minutes. Using Oak Friend costs one wildshape use.<br />Use: Selected




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</span>Type of Feat: Class Ability<br />Prerequisites: Hierophant 1, Animal Companion<br />Specifics: Your levels of Hierophant count towards your animal companion progression. You must have an Animal Companion already to profit from this feat.
</span>Type of Feat: Class Ability<br />Prerequisites: Hierophant 1, Animal Companion<br />Specifics: Your levels of Hierophant count towards your animal companion progression. You must have an Animal Companion already to profit from this feat.


== Gameplay Notes ==
Mastery of Energy will give you also a +4 bonus to Turning check of the feats [[Divine Spell Power]], [[Sacred Purification]], and [[Profane Corruption]] as though the character's Charisma were +8 higher than normal.
[[https://wiki.bgtscc.net/index.php?title=Divine_Spell_Power#Gameplay_Notes]].


[[Augment Form]]
==Server Notes==
</span>Type of Feat: General<br />Prerequisites: Hierophant 1, Spell Focus Transmutation
You have to choose which spell progression to take on the first level even though there are meta magic options available. This is not automatic.
 
Specifics: The character becomes skilled with spells and abilities that allow him to assume another form. For the duration, the character’s base attack bonus becomes medium (unless its already higher) but cannot exceed the character’s HD. As example, a 10 Wizard 10 Eldritch Knight will have 17 BAB.
*Affected Spells and Abilities: Polymorph, Shapechange.
* Contrary the feat description your base attack bonus does not become medium for your level.  Nor does it matter if your new BAB would become greater than medium BAB of a character of your level.  Instead, this feat actually just treats your low BAB classes as if they were medium BAB classes for the purposes of calculating your new BAB while shape shifted.
== Gameplay Notes ==
Mastery of Energy will give you also a +4 bonus to Turning check of the feat [[Divine Spell Power]][[https://wiki.bgtscc.net/index.php?title=Divine_Spell_Power#Gameplay_Notes]].





Latest revision as of 14:20, 5 April 2025

Description

The hierophant is a divine spellcaster who are able to channel different and sometimes deeper connections with their magic. This has the chief consequence of having spells that are much more potent than normal, allowing hierophants to heal and damage much more efficiently and powerfully through understanding their prayers at a deeper, transcendent level.

Most hierophants are clerics, druids or spirit shamans, given their focus on deep introspection. Favored Souls are much less common.


Requirements

Race: Any

Alignment: Any

Skills: Lore ( Religion ) 15 ranks OR Lore ( Nature ) 15 ranks

Feats: Any metamagic feat

Spell level: Able to cast 7th Circle Divine spells or higher

Druid, Cleric and Favored Soul 19 Wisdom, Spirit Shaman 19 Wisdom OR 19 Charisma.

Class: Cleric, Druid, Spirit Shaman, Favored Soul.

Class Features

- Hit Die: d8

- Base Attack Bonus: Medium

- High Saves: Fortitude, Will

- Weapon Proficiencies: A hierophant gains no weapon proficiencies.

- Armor Proficiencies: A hierophant gains no armor proficiencies.

- Skill Points: 2 + Int Modifier.

- Class Skills:  Concentration, Heal, Lore: Arcana, Lore: History, Lore: Local, Lore: Nature, Lore: Religion, Spellcraft.

- Spells per Day/Spells Known: The Hierophant gains more spells per day at every level. If a character had more than one spellcasting class before becoming a hierophant, he must decide which class he adds the new level for purposes of determining spells per day.

- Hierophant Levels stack with Cleric (+ Morninglord of Lathander) Levels for Turning Undead.

- Class Feats

1:
2: Special Ability
3:
4: Special Ability
5:
6: Special Ability
7:
8: Special Ability
9:
10: Special Ability

No bonus feats.

Abilities

Blast Infidel
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: The Hierophant now deals double the damage for any negative energy spells that he casts (inflict wounds series, death knell, harm, slay living and negative energy ray). This does not apply to Vampiric Feast or Spell-like abilities.
Use: Automatic


Faith Healing
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: The Hierophant now heals for double the amount when casting any of the cure wounds spells (applies to all cure wounds or mass cure wounds spells).
Use: Automatic


Mastery of Energy
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: Available only to hierophants with cleric levels, this ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant’s turning checks, turning damage rolls, and damage and DCs for Sacred Purification and Profane Corruption. This ability affects other creatures than undead if the hierophant can turn other creatures, such as with a domain power.
Use: Automatic


Advanced Divine Spell Power
Type of Feat: Class Ability
Prerequisites: Hierophant 1, Divine Spellpower
Specifics: Available only to hierophants with the feat Divine Spell Power, the feat now uses your full turning roll to complement casterlevel and progress DC's (You can go beyond +4). You no longer suffer negative effects from rolling poorly. 
Use: Automatic


Metamagic Feat
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: A hierophant can choose a metamagic feat in place of one of the special abilities described here if desired. This does not include improved metamagic feats.
Use: Automatic


Gift of the Deity
Type of Feat: Class Ability
Prerequisites: Hierophant 9
Specifics: Your visage of the deity line of spells are now automatically empowered by your deity.
Use: Automatic


Inscribe Rune
Type of Feat: Class Ability
Prerequisites: Hierophant 6 or Dwarven Runesmith
Specifics: A 6th level Hierophant can learn to channel his power into runes, storing the spell for later use. He may store one spell per spell level, to a maximum of six runes, creating and imbuing the rune at modest expense compared to scribing a scroll of similar level. Runes do not support Metamagic.
Rune cost = Caster Level x Spell Level x 10, per Rune.
Use: Automatic


Spellpower
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: This special ability increases a hierophant’s effective caster level by 1 for purposes of determining dependent spell variables (such as damage and DC calculation). This ability can be selected more than once up to a maximum of 3 times, for a total casterlevel bonus of +3.
Use: Automatic


Toll of Nature
Type of Feat: Class Ability
Prerequisites: Hierophant 1
Specifics: The Hierophant excels with spells that attack the nerve system of living creatures, being able to alter their lethality further. The following spells recieve a +2 DC bonus; Contagion, Infestation of Maggots, Poison, Quillfire (the DC is set right now), Mass Contagion, Swamp Lung, Blood to Water, Dehydrate, Hypothermia and Cascading Plague.
Use: Automatic


Oak Friend
Type of Feat: Class Ability
Prerequisites: Hierophant 1, Oaken Resilience
Specifics: A druid who has the feat oaken resilience may learn to grant the benefits of that feat to a friendly creature. This creature becomes immune to poison, sleep, paralysis, stunning and critical hits for ten minutes. Using Oak Friend costs one wildshape use.
Use: Selected


Animal Companion Progression
Type of Feat: Class Ability
Prerequisites: Hierophant 1, Animal Companion
Specifics: Your levels of Hierophant count towards your animal companion progression. You must have an Animal Companion already to profit from this feat.

Gameplay Notes

Mastery of Energy will give you also a +4 bonus to Turning check of the feats Divine Spell Power, Sacred Purification, and Profane Corruption as though the character's Charisma were +8 higher than normal. [[1]].

Server Notes

You have to choose which spell progression to take on the first level even though there are meta magic options available. This is not automatic.


Class courtesy of Rasael and Karond, thorough testing by the Quality Control Team. Implementation on the server by Luna.