Difference between revisions of "Trinity:Faith Ability"

From RPGnet
Jump to: navigation, search
 
Line 7: Line 7:
 
===Obligatory===
 
===Obligatory===
 
* '''Divine Classes.''' Any class that has a Divine force alignment uses Faith as its key ability, rather than Wisdom or Charisma.
 
* '''Divine Classes.''' Any class that has a Divine force alignment uses Faith as its key ability, rather than Wisdom or Charisma.
* '''Divine Effects.''' A character with a Faith modifier adds his Faith modifier to a Divine effect's caster level to determine its effectiveness; this includes duration. (''For instance, a character with a 14 Faith (+2 modifier) is affected by a'' cure light wounds ''cast by a 2nd-level cleric. The spell is treated as having been cast by a 4th-level cleric.)
+
* '''Divine Effects.''' A character with a Faith modifier adds his Faith modifier to a Divine effect's caster level to determine its effectiveness; this includes duration (if the duration is reduced to 0 increments or fewer, the spell has no effect, as though the creature had made its saving throw). (''For instance, a character with a 14 Faith (+2 modifier) is affected by a'' cure light wounds ''cast by a 2nd-level cleric. The spell is treated as having been cast by a 4th-level cleric, healing 1d8+4 points of damage. If the character had instead had a 6 Faith (-3 modifier), the spell would have healed 1d8-1 points of damage instead.)
 +
 
 +
===Faith 0===
 +
A creature with a 0 Faith score has either lost all faith or never had any to begin with. A creature with a 0 Faith is immune to all Divine effects.
  
 
[[category:Trinity]]
 
[[category:Trinity]]

Revision as of 15:42, 16 October 2007

Faith

Faith (Fai) is not traditionally used in Trinity. However, it can be used in games or campaigns in which the idea of religious faith (of any sort) is important.

Unlike traditional ability scores, Education is modified based upon a combination of region and race, rather than just race.

Faith is Used for...

Obligatory

  • Divine Classes. Any class that has a Divine force alignment uses Faith as its key ability, rather than Wisdom or Charisma.
  • Divine Effects. A character with a Faith modifier adds his Faith modifier to a Divine effect's caster level to determine its effectiveness; this includes duration (if the duration is reduced to 0 increments or fewer, the spell has no effect, as though the creature had made its saving throw). (For instance, a character with a 14 Faith (+2 modifier) is affected by a cure light wounds cast by a 2nd-level cleric. The spell is treated as having been cast by a 4th-level cleric, healing 1d8+4 points of damage. If the character had instead had a 6 Faith (-3 modifier), the spell would have healed 1d8-1 points of damage instead.)

Faith 0

A creature with a 0 Faith score has either lost all faith or never had any to begin with. A creature with a 0 Faith is immune to all Divine effects.