Doctrine of the Trees
Stemming from the jungle isles where the great trees grow, a system of reverence for the ancient giants over the eons grew into a divine relationship. Although the religion draws its origins from the deep jungle, through trade and exploration, the religion takes root among communities across Endeavour.
Ethics
Followers of this belief have a sacred oath to protect the forests. Direct transgressions against trees and other plant life is forbidden. Intentionally dealing harm to plantlife in a hostile manner revokes all powers granted by this faith. Only through rituals and sacred preparation, the fruits given by plantlife and the materials crafted from it may be preserved and used.
Members of the Wood Doctrine instead are forbidden from using or wearing armor, clothing, tools or weapons crafted out of stone or metal in their daily use. Any infraction revokes their faith-given powers until a proper ritual is completed.
Members of the Wood Doctrine instead are forbidden from using or wearing armor, clothing, tools or weapons crafted out of stone or metal in their daily use. Any infraction revokes their faith-given powers until a proper ritual is completed.
Granted Divine Powers
Jungle Doctrine:
Crusader- Growth: (Piety+LvL/day) A Crusader following the Jungle Doctrine can double his size growing to the next size category. All non-magical equipment grows with him (if the equipment is removed from the Crusader’s possession it returns to its original size, including projectiles). This costs 4 mana points per phase to maintain. This ability takes concentration and the Crusader reverts to normal size when it is broken.
Disciple- Growth: (Piety+LvL/day) A Disciple following the Jungle Doctrine can double his size growing to the next size category. All non-magical equipment grows with him (if the equipment is removed from the Disciple’s possession it returns to its original size, including projectiles). This costs 4 mana points per phase to maintain. This ability takes concentration and the Disciple reverts to normal size when it is broken.
Priest- Sprouted Strength: A Priest following the Jungle Doctrine can bolster an allies innate strength. By expending mana equal to their Religious Class level, they can increase either Strength or Endurance on a touched target by 5 times their Religious Class level. This boost lasts for minutes equal to the caster's Religious Class level.
Seer- Sprouted Strength: A Seer following the Jungle Doctrine can bolster an allies innate strength. By expending mana equal to their Religious Class level, they can increase either Strength or Endurance on a touched target by 5 times their Religious Class level. This boost lasts for minutes equal to the caster's Religious Class level.
Witch-Hunter- Growth: (Piety+LvL/day) A Witch-Hunter following the Jungle Doctrine can double his size growing to the next size category. All non-magical equipment grows with him (if the equipment is removed from the Witch-Hunter’s possession it returns to its original size, including projectiles). This costs 4 mana points per phase to maintain. This ability takes concentration and the Witch-Hunter reverts to normal size when it is broken.
Rebirth Doctrine:
Crusader- Rejuvenation Pod: By expending 10 mana, a Crusader following the Rebirth Doctrine as a full-round action can encase themselves in a seed-like pod for 1 minute. While in the pod, the Crusader has DR 50+Endurance, an armor dodge penalty of 50, and cannot move but otherwise can perform any mental action. Each time the Crusader is struck by an attack while in the pod instead of recieving damage reduce the DR of the pod. If the pod reaches 0 DR it is destroyed. After 1 minute, the Crusader emerges from the pod and regains hitpoints equal to the remaining DR of the pod.
Disciple- Life's Duplicate: Once a day, as a full round action, a Disciple may split his hit points in half and create a duplicate of himself. This is his new hit point maximum for the duration of this ability. This duplicate is treated as if it were a separate creature that is identical to the base disciple except it is a Plant creature in addition to its other types and appears as if it was made out of wood. It is controlled by the disciple and takes its turn directly after the Disciple. If either the disciple or the duplicate reach 0 hit points, the duplicate fades and the disciple is unconscious and dying. Otherwise this ability lasts for 10 minutes per level. A disciple may also expend 1 mana to extend the duplicate’s life for 1 minute. As a partial action, a disciple may expend 10 mana to reabsorb the duplicate at a distance, teleporting the disciple to the former location of the duplicate.
Priest- Life’s Expansion: When a Priest following the Rebirth doctrine would restore hit points, they heal an additional number of bonus hit points equal to their level + Foresight.
Seer- Life’s Expansion: When a Seer following the Rebirth doctrine would restore hit points, they heal an additional number of bonus hit points equal to their level + Foresight.
Witch-Hunter- Rejuvenation Pod: By expending 10 mana, a Witch-Hunter following the Rebirth Doctrine as a full-round action can encase themselves in a seed-like pod for 1 minute. While in the pod, the Witch-Hunter has DR 50+Endurance, an armor dodge penalty of 50, and cannot move but otherwise can perform any mental action. Each time the Witch-Hunter is struck by an attack while in the pod instead of recieving damage reduce the DR of the pod. If the pod reaches 0 DR it is destroyed. After 1 minute, the Witch-Hunter emerges from the pod and regains hitpoints equal to the remaining DR of the pod.
Benefactor Doctrine:
Crusader- Nature's Sword: As a Partial Action, a Crusader can turn a normal stick into a magical weapon of their choice. It has a WDR of 2+Level and deals Holy damage. If the weapon leaves the Crusader’s hand it reverts to its original form. Attacks made with other wooden weapons have their WDR increased by ½ Level.
Disciple- Wooden Fist: A Disciple can use a minor action to turn their fist into wood. This lasts for rounds equal to their level in Disciple. While the effect is active, all attacks made using the fist double the base WDR of the unarmed strike. In addition, the attack gains the Holy and Plant subtypes in addition to its regular types.
Priest- Bountiful Harvest: A Priest may expend 5 mana to make a 2 meter area of plants grow and mature. When cast the Priest can choose to entangle or harvest. If entangle is chosen, all creatures within the area must make a simple STR save or become entangled. If harvest is chosen, any edible nuts, fruits, or vegetables ripen and any taken from these plants restore 2 HP when eaten, but lose their powers in 10 hours.
Seer- Bountiful Harvest: A Seer may expend 5 mana to make a 2 meter area of plants grow and mature. When cast the Seer can choose to entangle or harvest. If entangle is chosen, all creatures within the area must make a simple STR save or become entangled. If harvest is chosen, any edible nuts, fruits, or vegetables ripen and any taken from these plants restore 2 HP when eaten, but lose their powers in 10 hours.
Witch-Hunter- Nature's Sword: As a Partial Action, the Witch-Hunter can turn a normal stick into a magical weapon of their choice. It has a WDR of 2+Level and deals Holy damage. If the weapon leaves the Witch-Hunter’s hand it reverts to its original form. In addition, the Witch-Hunter adds the Plant subtype to their list of specialties.
Wood Doctrine:
Crusader- Enhanced Organics: While using a weapon crafted completely out of wood double the base WDR of the weapon. In addition when wearing armor completely crafted out of plantfibers, leaves or wood double the base AR of the armor.
Disciple- Unburdened by Plants: Change the Unburdened ability to 'Disciples do not carry heavy weapons or armor unless they are made of wood. A disciple cannot use its abilities while wearing/wielding medium or heavy weapons, shields and armor unless they are made completely from plantfiber, leaves or wood.
Priest- Natural Caster: Priests following the Wood Doctrine can cast spells that normally require training in a nature class. In addition all spells with the N component are 50% cheaper. M components comprised of plant fiber, leaves or wood are not consumed after casting.
Seer- Natural Caster: Seers following the Wood Doctrine can cast spells that normally require training in a nature class. In addition all spells with the N component are 50% cheaper. M components comprised of plant fiber, leaves or wood are not consumed after casting.
Witch-Hunter- Enhanced Organics: While using a weapon crafted completely out of wood double the base WDR of the weapon. In addition when wearing armor completely crafted out of plantfibers, leaves or wood double the base AR of the armor.
Sects
The main sect is the Jungle Doctrine. This is the original sect of the faith. In this sect is the core belief of the strength of the ancient trees and the power that derives from their magnitude.
In the temperate isles and the frigid center, the Rebirth Doctrine holds the belief in a different light. With the changing seasons, the trees rotate between green and bare. Each Spring brings new life and each winter, death. This sect celebrates the rejuvenation of life and its cycle.
One of the more reclusive sects, the Benefactor Doctrine reveres the gifts that trees bestow. Members of this sect are usually seen as sacred orchard tenders and keepers of secret groves. They accept the plentiful bounties laden upon them by the generous trees and pay their respects in turn.
The final sect is quite different from the others. It is almost considered heresy to the main branch, but barely accepted due to the level of reverance given to the trees. The Wood Doctrine’s unique approach is the worship of the materials that are carved out of the trees. Members of this sect exclusively use materials crafted from plantlife. It is instead a sin to use stone or metal in one's life.
In the temperate isles and the frigid center, the Rebirth Doctrine holds the belief in a different light. With the changing seasons, the trees rotate between green and bare. Each Spring brings new life and each winter, death. This sect celebrates the rejuvenation of life and its cycle.
One of the more reclusive sects, the Benefactor Doctrine reveres the gifts that trees bestow. Members of this sect are usually seen as sacred orchard tenders and keepers of secret groves. They accept the plentiful bounties laden upon them by the generous trees and pay their respects in turn.
The final sect is quite different from the others. It is almost considered heresy to the main branch, but barely accepted due to the level of reverance given to the trees. The Wood Doctrine’s unique approach is the worship of the materials that are carved out of the trees. Members of this sect exclusively use materials crafted from plantlife. It is instead a sin to use stone or metal in one's life.
Type
Religious, Druidic Circle
Jungle Doctrine: Knowledge, Might, and Plant
Rebirth Doctrine: Death, Life, and Plant
Benefactor Doctrine: Plant, Purity, and Secrets
Wood Doctrine: Art, Craftsmanship, and Plant