Post by The Ascendant on Mar 9, 2006 10:48:17 GMT -5
Disciple of the Tablet
A Disciple of the Tablet is a life-long student of the path to divinity. As a result of this study, the Disciple understands the runic symbols and their respective powers that are engraved upon the Tablet of Fate. Access to this knowledge does not come cheap. There are rigid rules that the Disciple must adhere to or face a revocation of his abilities. The basic game play of this system is that the Disciple cannot change from a Lawful alignment or will immediately lose all benefits of his studies and become a simple sorcerer of similar level. There cannot be Atonement made for this deviation.
Requirements:
Alignment – Lawful
Skills – Knowledge (Ancient History) 10 ranks
Feats – Sense the Tablet, True Believer, Words of Creation
Class Features:
Hit Die – d6
Class Skills – See below or as per former class (es)
Skill Points per level – 4 + Intelligence modifier
Empowerment: the Disciple has begun to learn to infuse the power of the Tablet into his or her nervous system for overall greater efficiency, allowing them to generate short-lived bursts of increased ability. A Disciple can increase any one (1) STAT by 2 points for a number of minutes equal to the Disciple’s level. This extraordinary ability also has the side-effect of snapping the character awake for the duration, thus removing any negative effects due to grogginess or muddling spells or effects. This ability is usable once per day plus the Disciple’s base CHA modifier.
Augury: by meditating on the principles of divinity, the Disciple gains insight. The effect created is as the spell of the same name, at a rank equal to the Disciple’s level. This extraordinary ability may be performed once per day, per three (3) Disciple levels.
Enlightenment: having spent hours contemplating the runic symbols of the Tablet, the Disciple’s mind is capable of learning at a rate faster then other mortals. The result of this is that the Disciple can increase his skill ranks as if all non-class specific skills were class skills. This effectively means that any non-class specific skill is now a class skill for the Disciple.
Precognitive Awareness: this extraordinary ability is the applied sensitivity to the chronoplasmic energy that pervades everything. The Disciple can sense all corporeal objects within a 30-foot radius. This provides three main bonuses: the Disciple receives the ‘Blind Fight’ feat, which allows the character to successfully encounter all opponents (within 5’) in the dark with no negative modifier; the character receives a +2 modifier to AC because of his/her acute senses and the ability to react quicker to attacks; and the character also receives a +4 modifier to Initiative rolls because of these sharper senses. In addition, this power further grants a +4 modifier to all Listen, Search, and Spot checks as long as the Disciple concentrates only on the specific skill to be modified.
Flicker (There/Not There): the Disciple is capable of ignoring the physical limits of reality. This evidences itself in one of three possible ways. The first option, allows the Disciple to ignore barriers as if using the spell, Dimension Door. The second application of the Disciple’s knowledge is to enforce a Dimensional Anchor as per spell. The third application allows the Disciple to appear as if he has slipped from the fabric of reality himself, creating a Displacement effect. Each of these powers is used as if cast by a Sorcerer of equal level to the Disciple’s class level. This spell like ability can be used three times per day.
Travel on Light: the Disciple has learned the synergistic relationship between the runes of ‘travel’, ‘time’, and ‘place.’ This allows the Disciple to Teleport Without Error, and may be used twice per day.
Sense of Creation: Usable once per day as per spell. Spell is cast as per level of the Disciple.
Timewalk: the Disciple becomes seemingly capable of stopping the flow of time, if only momentarily. Due to his exhaustive study of the Tablet, he has learned the true nature of time itself and how it is defined through one’s perceptions. Since the Disciple’s perceptions are superior to a normal mortal’s, he becomes capable of taking action in a manner that is outside of mortal perception. This incredible ability functions identically to the Time Stop spell as described in PHB pg. 265. It is only usable once per day.
Ascend as the Immortal: this represents ultimate understanding of the Tablet—the path and power of divinity. The Disciple is now considered ‘an outsider’ and a magical creature. The result of this ascension is substantial. The Disciple is no longer harmed by mundane weapons and is considered to possess DR of 20/+1. The Disciple also gains access to Divine Spells and casts effectively as a 9th level Cleric, with access only to the Creation, Healing, Knowledge, and Mysticism domains. He may only use the Domain power of the Mysticism domain. There are disadvantages to this Ascension. The Disciple can also no longer be healed by anyone other then himself or a deity. The Disciple is immune to all poisons, diseases, or gases, but cannot benefit from ingesting either food or liquid. The Disciple does not breathe or age, which also means he cannot suffer a decrease in any of his physical abilities due to aging. The Disciple is also susceptible to the Dismissal spell and will be banished to the Astral Plane for one week if forcibly removed from their current plane. The Disciple is imbued with SR 20, but cannot voluntarily drop his SR for any reason and cannot be the beneficiary of a beneficial spell. The final result of this Ascension is a STAT increase of 2 to the Disciple’s Wisdom score.
NEW Special abilities:
Armor of the Weave: the Disciple can form energy around himself. The armor appears to be made of quartz crystal, complete with prism-like projections. The armor provides an AC modifier equal to the Disciple’s level for a number of minutes equal to this prestige class level. This armor weighs a mere two pounds per AC bonus, and forms on top of any armor already worn, though the character looks disproportionately bulky as a result. The character, however, does not suffer from anything but the increased weight. This ability is non-stackable with itself or other armoring spells, but can be used with armor and as many times per day as the Disciple’s base Wisdom score modifier allows.
Prerequisites: Disciple, none
Barrier of the Weave: by manipulatig the criss-crossing strands of energy in an area, the Disciple may effectively simulate a Wall of Fire/Ice spell. The caster level is equal to the Disciple’s level plus 2, and functions identically to the spells detailed in PHB pgs. 269-270. This spell like ability may be performed once a day per three (3) levels of Disciple.
Prerequisite: Disciple, Armor of the Weave feat
Chronomantic control: the altering perception of time extends to the duration of their spells or powers. This extraordinary ability is treated as the ‘Extend Spell’ feat, but without having to sacrifice a spell slot of higher level. This ability may be used once per day per three (3) levels of Disciple.
Prerequisites: Disciple, none
Chronometric control: the benefit of an enhanced understanding of time allows the Disciple to increase the rate for a manifestation of their spells. This extraordinary ability is treated as the ‘Quicken’ feat, but without having to sacrifice a spell slot of higher level. This ability may be used once per day per three (3) levels of Disciple.
Prerequisites: Disciple, Chronomantic control feat
Clairvoyance/Clairvoyance: by focusing on the runic character for ‘sight’ or ‘sound’ the Disciple can see or hear across great distances. The range is 100 feet per level, and can be used to see through barriers of any non-magical type. This spell-like ability is usable twice per day for two rounds per level, and takes one Full Action to prepare. Note that this ability also makes the Disciple susceptible to spells or effects based on sight or sound in the target area, such as a medusa’s petrification or a Shout spell. Clairvoyance does not impart the ability to see in the dark, neither does it allow one to see invisible or ethereal creatures.
Prerequisites: Disciple, none
Forms of Death: the Disciple no longer needs the weapons of mortals; his mind has become more powerful then any metal or wooden object could be. The Disciple can summon the Form of any melee weapon and then use that weapon to attack his enemies. He must use his hands to imitate the movement of the Form. The weapon does its base damage plus the Disciple’s Charisma modifier and attacks at the Disciple’s base attack plus 2. The weapon confers Improved Critical feat while in use and is also considered +5 for determining what creatures it can affect. The Form can be summoned as many times as once per day plus any Charisma modifier and remains for a number of minutes equal to the Disciple’s level.
Prerequisites: Disciple, none
Greater Vestment of the Weave: by constant meditation on the value of the runic character for ‘protection’ the Disciple is capable of enhancing his current Armor of the Weave ability by further affecting the protection with the empowerment of a Stoneskin spell. The Disciple gains all of the advantages of the spell as described in PHB pg. 257 with duration and protection being determined by the Disciple’s level plus 3. This spell like ability can only be used once per day per three (3) Disciple levels and cannot be stacked with any other spell of similar effect.
Prerequisites: Disciple, Armor of the Weave
In the Image of its Maker: by thoroughly studying the manner of creation and by mastering the lesser creation feats, the Disciple is capable of creating a Simulacrum as per the spell described in PHB on pg. 252. This awesome power costs the Disciple 100 experience points per level of the intended servitor. The creation is permanent, but can be slain.
Prerequisites: Disciple, Mirror Image, Minor Creation, Major Creation, Sense of Creation
In the Mind’s Eye: the Disciple has learned how to force others to ignore him entirely. The result of this ability is that the Disciple is effectively Invisible as per spell if cast by a 4th level Sorcerer. This spell like ability can be used once per day per two (2) levels of Disciple.
Prerequisites: Disciple, Mirror Image
Major Creation: the power of the Tablet allows for the creation of worlds. The Disciple hasn’t yet learned this power, but had learned one of the most important steps in that path, namely the creation of metal and stone objects. This power functions identically to the arcane spell of the same name as found in PHB pg. 225, but differs in one respect, the items created are permanent. This special power can only be used once per day and requires a similar substance to the intended creation.
Prerequisites: Disciple, Mirror Image, Minor Creation
Minor Creation: the Tablet allows the Disciple to conjure items as he learns to master the path of creation. This power functions identically to the arcane spell found in PHB on pg. 228 and is cast at the Disciple’s level to determine efficacy. This power can be used once per day.
Prerequisites: Disciple, Mirror Image
Mirror Image: this spell-like ability functions as the arcane spell of the same name. By forming and manipulating immaterial two-dimension sheets of reflective energy, the Disciple can create multiple, confusing images of himself. The number of images produced is always three, and the duration is one round plus a number of rounds equal to the Disciple’s level. This power can be used twice per day, plus one for every three (3) Disciple levels.
Prerequisites: Disciple, none
Quickness in Action: having studied and mastered the runic character of ‘speed’, the Disciple can invoke the substantial power of Haste as per spell described in PHB pg. 212. The duration and effect are determined by the levels of Disciple. This power can be manifest according to the base Constitution modifier of the Disciple per day.
Prerequisites: Disciple, none
Sight of the Sleeper: the Disciple may create a floating crystal sphere that functions as a crystal ball. The ability may be used for ten total minutes per day, and the total minutes may be split up into multiple uses. The Disciple is capable of using the ball in conjunction with the Scry spell (PHB pg. 247), and the sphere shatters if anyone or anything other than the creator touches it. If the sphere is destroyed in this manner, the Disciple must wait one week before using this ability.
Prerequisites: Disciple, Clairvoyance/Clairaudience
True Forms of Death: having mastered the Forms of Death, the Disciple can now call upon the True Forms. This further enhancement allows for the Disciple to do other tasks while the True Form fights for him. The range that the weapon can stay away from its master is determined by the Disciple’s level x5 yards. The True Form also increases its effect by adding another +1d8 of sonic damage and can ‘Cleave’ as per the feat. This enhancement simply furthers the efficacy of the lesser Form.
Prerequisites: Disciple, Forms of Death
Weapons of the Weave: the final mastery of the Forms of Death, the Weapon is imbued with the supernatural energy of the Weave itself. This confers an additional d6 of damage per Disciple level and can be manifest as lightning, ice, fire, or sonic energy. Not all charges/levels need to be applied on one attack although the Disciple must declare before the attack if he will use the power. The power is only expended if the attack succeeds, but cannot be doubled/tripled through a critical; the energy being directed differently. A 5th-level Disciple, for example, could strike with five 1d6 imbued attacks, one 3d6 and one 2d6 attack, or one 5d6 imbued attack. The Weapon of the Weave can also be used as a ranged attack that can be released on a target up to the Disciple’s level x10 yards. An attack made this way automatically hits the creature, denying any saving throw, although SR still applies. This power can be manifest a number of times per day according to the Disciple’s base Constitution modifier plus 1.
Prerequisites: Disciple, Forms of Death, True Forms of Death
NEW Feat:
Sense the Tablet: the base feat required to become a Disciple. The character can tell time on his or her home plane. The character has internalized a sense of time, though outside clues (position of stars/sun in the sky, light from the horizon, certain creature and plant behavior) give this character a better sense of exact times. In perfect conditions (clear sky), the time can be perfectly accurate (within a minute). In moderate conditions (cloudy), the time is usually off by 15 to 40 minutes. In conditions less than ideal (underground, severe storm) the internal clock could register 50 to 80 minutes off of “true time”. Under no circumstances would a person with this feat ever be off more than two hours. While on another plane of existence, conditions would be considered less than ideal for knowing the time on his or her home plane. The character with this feat never oversleeps and does not need a wake-up device.
Prerequisites: Knowledge (Astrology): 3 ranks, Must have seen the True Form of a Rune.
A Disciple of the Tablet is a life-long student of the path to divinity. As a result of this study, the Disciple understands the runic symbols and their respective powers that are engraved upon the Tablet of Fate. Access to this knowledge does not come cheap. There are rigid rules that the Disciple must adhere to or face a revocation of his abilities. The basic game play of this system is that the Disciple cannot change from a Lawful alignment or will immediately lose all benefits of his studies and become a simple sorcerer of similar level. There cannot be Atonement made for this deviation.
Requirements:
Alignment – Lawful
Skills – Knowledge (Ancient History) 10 ranks
Feats – Sense the Tablet, True Believer, Words of Creation
Class Features:
Hit Die – d6
Class Skills – See below or as per former class (es)
Skill Points per level – 4 + Intelligence modifier
Class Level | BAB | Fort | Ref | Will | Special |
1 | +0 | +2 | +2 | +2 | Empowerment, Special ability (Disciple) |
2 | +1 | +3 | +3 | +3 | Augury, Enlightenment |
3 | +1 | +3 | +3 | +3 | Special ability (Disciple) |
4 | +2 | +4 | +4 | +4 | Precognitive Awareness |
5 | +2 | +4 | +4 | +4 | Special ability (Disciple) |
6 | 3 | +5 | +5 | +5 | Flicker (There/Not There) |
7 | +4 | +5 | +5 | +5 | Special ability (Disciple) |
8 | +4 | +6 | +6 | +6 | Travel on Light, Sense of Creation |
9 | +5 | +6 | +6 | +6 | Timewalk, Special ability (Disciple) |
10 | +5 | +7 | +7 | +7 | Ascend as the Immortal |
Empowerment: the Disciple has begun to learn to infuse the power of the Tablet into his or her nervous system for overall greater efficiency, allowing them to generate short-lived bursts of increased ability. A Disciple can increase any one (1) STAT by 2 points for a number of minutes equal to the Disciple’s level. This extraordinary ability also has the side-effect of snapping the character awake for the duration, thus removing any negative effects due to grogginess or muddling spells or effects. This ability is usable once per day plus the Disciple’s base CHA modifier.
Augury: by meditating on the principles of divinity, the Disciple gains insight. The effect created is as the spell of the same name, at a rank equal to the Disciple’s level. This extraordinary ability may be performed once per day, per three (3) Disciple levels.
Enlightenment: having spent hours contemplating the runic symbols of the Tablet, the Disciple’s mind is capable of learning at a rate faster then other mortals. The result of this is that the Disciple can increase his skill ranks as if all non-class specific skills were class skills. This effectively means that any non-class specific skill is now a class skill for the Disciple.
Precognitive Awareness: this extraordinary ability is the applied sensitivity to the chronoplasmic energy that pervades everything. The Disciple can sense all corporeal objects within a 30-foot radius. This provides three main bonuses: the Disciple receives the ‘Blind Fight’ feat, which allows the character to successfully encounter all opponents (within 5’) in the dark with no negative modifier; the character receives a +2 modifier to AC because of his/her acute senses and the ability to react quicker to attacks; and the character also receives a +4 modifier to Initiative rolls because of these sharper senses. In addition, this power further grants a +4 modifier to all Listen, Search, and Spot checks as long as the Disciple concentrates only on the specific skill to be modified.
Flicker (There/Not There): the Disciple is capable of ignoring the physical limits of reality. This evidences itself in one of three possible ways. The first option, allows the Disciple to ignore barriers as if using the spell, Dimension Door. The second application of the Disciple’s knowledge is to enforce a Dimensional Anchor as per spell. The third application allows the Disciple to appear as if he has slipped from the fabric of reality himself, creating a Displacement effect. Each of these powers is used as if cast by a Sorcerer of equal level to the Disciple’s class level. This spell like ability can be used three times per day.
Travel on Light: the Disciple has learned the synergistic relationship between the runes of ‘travel’, ‘time’, and ‘place.’ This allows the Disciple to Teleport Without Error, and may be used twice per day.
Sense of Creation: Usable once per day as per spell. Spell is cast as per level of the Disciple.
Timewalk: the Disciple becomes seemingly capable of stopping the flow of time, if only momentarily. Due to his exhaustive study of the Tablet, he has learned the true nature of time itself and how it is defined through one’s perceptions. Since the Disciple’s perceptions are superior to a normal mortal’s, he becomes capable of taking action in a manner that is outside of mortal perception. This incredible ability functions identically to the Time Stop spell as described in PHB pg. 265. It is only usable once per day.
Ascend as the Immortal: this represents ultimate understanding of the Tablet—the path and power of divinity. The Disciple is now considered ‘an outsider’ and a magical creature. The result of this ascension is substantial. The Disciple is no longer harmed by mundane weapons and is considered to possess DR of 20/+1. The Disciple also gains access to Divine Spells and casts effectively as a 9th level Cleric, with access only to the Creation, Healing, Knowledge, and Mysticism domains. He may only use the Domain power of the Mysticism domain. There are disadvantages to this Ascension. The Disciple can also no longer be healed by anyone other then himself or a deity. The Disciple is immune to all poisons, diseases, or gases, but cannot benefit from ingesting either food or liquid. The Disciple does not breathe or age, which also means he cannot suffer a decrease in any of his physical abilities due to aging. The Disciple is also susceptible to the Dismissal spell and will be banished to the Astral Plane for one week if forcibly removed from their current plane. The Disciple is imbued with SR 20, but cannot voluntarily drop his SR for any reason and cannot be the beneficiary of a beneficial spell. The final result of this Ascension is a STAT increase of 2 to the Disciple’s Wisdom score.
NEW Special abilities:
Armor of the Weave: the Disciple can form energy around himself. The armor appears to be made of quartz crystal, complete with prism-like projections. The armor provides an AC modifier equal to the Disciple’s level for a number of minutes equal to this prestige class level. This armor weighs a mere two pounds per AC bonus, and forms on top of any armor already worn, though the character looks disproportionately bulky as a result. The character, however, does not suffer from anything but the increased weight. This ability is non-stackable with itself or other armoring spells, but can be used with armor and as many times per day as the Disciple’s base Wisdom score modifier allows.
Prerequisites: Disciple, none
Barrier of the Weave: by manipulatig the criss-crossing strands of energy in an area, the Disciple may effectively simulate a Wall of Fire/Ice spell. The caster level is equal to the Disciple’s level plus 2, and functions identically to the spells detailed in PHB pgs. 269-270. This spell like ability may be performed once a day per three (3) levels of Disciple.
Prerequisite: Disciple, Armor of the Weave feat
Chronomantic control: the altering perception of time extends to the duration of their spells or powers. This extraordinary ability is treated as the ‘Extend Spell’ feat, but without having to sacrifice a spell slot of higher level. This ability may be used once per day per three (3) levels of Disciple.
Prerequisites: Disciple, none
Chronometric control: the benefit of an enhanced understanding of time allows the Disciple to increase the rate for a manifestation of their spells. This extraordinary ability is treated as the ‘Quicken’ feat, but without having to sacrifice a spell slot of higher level. This ability may be used once per day per three (3) levels of Disciple.
Prerequisites: Disciple, Chronomantic control feat
Clairvoyance/Clairvoyance: by focusing on the runic character for ‘sight’ or ‘sound’ the Disciple can see or hear across great distances. The range is 100 feet per level, and can be used to see through barriers of any non-magical type. This spell-like ability is usable twice per day for two rounds per level, and takes one Full Action to prepare. Note that this ability also makes the Disciple susceptible to spells or effects based on sight or sound in the target area, such as a medusa’s petrification or a Shout spell. Clairvoyance does not impart the ability to see in the dark, neither does it allow one to see invisible or ethereal creatures.
Prerequisites: Disciple, none
Forms of Death: the Disciple no longer needs the weapons of mortals; his mind has become more powerful then any metal or wooden object could be. The Disciple can summon the Form of any melee weapon and then use that weapon to attack his enemies. He must use his hands to imitate the movement of the Form. The weapon does its base damage plus the Disciple’s Charisma modifier and attacks at the Disciple’s base attack plus 2. The weapon confers Improved Critical feat while in use and is also considered +5 for determining what creatures it can affect. The Form can be summoned as many times as once per day plus any Charisma modifier and remains for a number of minutes equal to the Disciple’s level.
Prerequisites: Disciple, none
Greater Vestment of the Weave: by constant meditation on the value of the runic character for ‘protection’ the Disciple is capable of enhancing his current Armor of the Weave ability by further affecting the protection with the empowerment of a Stoneskin spell. The Disciple gains all of the advantages of the spell as described in PHB pg. 257 with duration and protection being determined by the Disciple’s level plus 3. This spell like ability can only be used once per day per three (3) Disciple levels and cannot be stacked with any other spell of similar effect.
Prerequisites: Disciple, Armor of the Weave
In the Image of its Maker: by thoroughly studying the manner of creation and by mastering the lesser creation feats, the Disciple is capable of creating a Simulacrum as per the spell described in PHB on pg. 252. This awesome power costs the Disciple 100 experience points per level of the intended servitor. The creation is permanent, but can be slain.
Prerequisites: Disciple, Mirror Image, Minor Creation, Major Creation, Sense of Creation
In the Mind’s Eye: the Disciple has learned how to force others to ignore him entirely. The result of this ability is that the Disciple is effectively Invisible as per spell if cast by a 4th level Sorcerer. This spell like ability can be used once per day per two (2) levels of Disciple.
Prerequisites: Disciple, Mirror Image
Major Creation: the power of the Tablet allows for the creation of worlds. The Disciple hasn’t yet learned this power, but had learned one of the most important steps in that path, namely the creation of metal and stone objects. This power functions identically to the arcane spell of the same name as found in PHB pg. 225, but differs in one respect, the items created are permanent. This special power can only be used once per day and requires a similar substance to the intended creation.
Prerequisites: Disciple, Mirror Image, Minor Creation
Minor Creation: the Tablet allows the Disciple to conjure items as he learns to master the path of creation. This power functions identically to the arcane spell found in PHB on pg. 228 and is cast at the Disciple’s level to determine efficacy. This power can be used once per day.
Prerequisites: Disciple, Mirror Image
Mirror Image: this spell-like ability functions as the arcane spell of the same name. By forming and manipulating immaterial two-dimension sheets of reflective energy, the Disciple can create multiple, confusing images of himself. The number of images produced is always three, and the duration is one round plus a number of rounds equal to the Disciple’s level. This power can be used twice per day, plus one for every three (3) Disciple levels.
Prerequisites: Disciple, none
Quickness in Action: having studied and mastered the runic character of ‘speed’, the Disciple can invoke the substantial power of Haste as per spell described in PHB pg. 212. The duration and effect are determined by the levels of Disciple. This power can be manifest according to the base Constitution modifier of the Disciple per day.
Prerequisites: Disciple, none
Sight of the Sleeper: the Disciple may create a floating crystal sphere that functions as a crystal ball. The ability may be used for ten total minutes per day, and the total minutes may be split up into multiple uses. The Disciple is capable of using the ball in conjunction with the Scry spell (PHB pg. 247), and the sphere shatters if anyone or anything other than the creator touches it. If the sphere is destroyed in this manner, the Disciple must wait one week before using this ability.
Prerequisites: Disciple, Clairvoyance/Clairaudience
True Forms of Death: having mastered the Forms of Death, the Disciple can now call upon the True Forms. This further enhancement allows for the Disciple to do other tasks while the True Form fights for him. The range that the weapon can stay away from its master is determined by the Disciple’s level x5 yards. The True Form also increases its effect by adding another +1d8 of sonic damage and can ‘Cleave’ as per the feat. This enhancement simply furthers the efficacy of the lesser Form.
Prerequisites: Disciple, Forms of Death
Weapons of the Weave: the final mastery of the Forms of Death, the Weapon is imbued with the supernatural energy of the Weave itself. This confers an additional d6 of damage per Disciple level and can be manifest as lightning, ice, fire, or sonic energy. Not all charges/levels need to be applied on one attack although the Disciple must declare before the attack if he will use the power. The power is only expended if the attack succeeds, but cannot be doubled/tripled through a critical; the energy being directed differently. A 5th-level Disciple, for example, could strike with five 1d6 imbued attacks, one 3d6 and one 2d6 attack, or one 5d6 imbued attack. The Weapon of the Weave can also be used as a ranged attack that can be released on a target up to the Disciple’s level x10 yards. An attack made this way automatically hits the creature, denying any saving throw, although SR still applies. This power can be manifest a number of times per day according to the Disciple’s base Constitution modifier plus 1.
Prerequisites: Disciple, Forms of Death, True Forms of Death
NEW Feat:
Sense the Tablet: the base feat required to become a Disciple. The character can tell time on his or her home plane. The character has internalized a sense of time, though outside clues (position of stars/sun in the sky, light from the horizon, certain creature and plant behavior) give this character a better sense of exact times. In perfect conditions (clear sky), the time can be perfectly accurate (within a minute). In moderate conditions (cloudy), the time is usually off by 15 to 40 minutes. In conditions less than ideal (underground, severe storm) the internal clock could register 50 to 80 minutes off of “true time”. Under no circumstances would a person with this feat ever be off more than two hours. While on another plane of existence, conditions would be considered less than ideal for knowing the time on his or her home plane. The character with this feat never oversleeps and does not need a wake-up device.
Prerequisites: Knowledge (Astrology): 3 ranks, Must have seen the True Form of a Rune.