Difference between revisions of "Preach (sage ability)"

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'''Preach''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|studies]] of [[Faith (sage study)|Piety]] and [[Piety (sage study)|Piety]]. The ability permits the delivery of a sermon that will compel an audience (limited to those within 60 feet of the speaker or contained within an acoustically efficient temple) of believers to embrace the moral truth of the preacher. For a period of four hours following a sermon, the audience or congregation shall willingly take action as proscribed by the character.
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[[File:Preach (sage ability).jpg|right|525px|thumb]]
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'''Preach''' is an [[Knowledge Points|amateur]]-status [[Sage Ability|sage ability]] in the [[Sage Study|studies]] of [[Faith (sage study)|Faith]] and [[Piety (sage study)|Piety]], allowing the character to deliver a sermon that compels an audience of believers to embrace the moral truth of what they wish to express.  The audience must be within 60 feet of the speaker or gathered in an acoustically efficient temple. For four hours following the sermon, those affected will willingly act in accordance with the preacher's guidance, provided the actions align with their faith and moral understanding.
  
To produce the opportunity for giving a sermon, the character must first obtain the attention of believers. This can be done through the use of the [[Enthrall (spell)|enthrall]] spell, but more likely the character will need to stand in a place where the audience can see his or her whole upper body, while shouting for others to listen. If the audience is passive or moving quietly, they will stop and listen without hesitation. If the audience is already involved in violence, however, the character must make both a wisdom and charisma [[Ability Checks|check]] (both must be successful).
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The message conveyed must align with the established texts and writ of the faith; the preacher cannot impose personal interpretations or fabricate teachings. For four hours following the sermon, those affected will willingly act in accordance with the guidance given, provided it does not conflict with their faith's core principles. This ability can serve as a means of preventing violence or rebellion, enforcing religious observances or encouraging acts of kindness and cooperation within the community.
  
It will require five minutes (25 rounds) to deliver the sermon. The character may ask for two sets of behaviours:
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Any individual person cannot be preached to more than one time per day.
  
* That believers should cease wrong actions, lay down their arms, become passive, become patient, cease their greed, envy or lust and allow their better natures to assert themselves for the good of all.
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== Gaining Attention ==
* That believers should resolve to commit right actions, taking up arms against enemies, ending vice (or perhaps embracing it, depending upon the nature of the preacher), quit the area or act to help others.
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Once the character begins to speak, all those of the same religion, within 60 feet, must roll against the preacher's [[Charisma (ability stat)|charisma]].  Those who roll equal to or under will stop what they are doing and listen. The sermon itself requires approximately five minutes, after which those affected will respond to the message given.
  
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A simple request — such as asking the congregation to follow the preacher to another location — will be met with willing compliance. Acknowledging benign requests from a preacher is a fundamental part of religious respect, reinforcing the authority of faith leaders. This allows a preacher to guide followers toward regular attendance at a temple or church of their own establishment.
  
Obviously, believers will not commit any act that is not firmly within the bounds of their religion, nor should a character ever think of asking such (thus risking excommunication).
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If those spoken to are currently engaged in an act of violence, a -4 modifier is applied to the check against the preacher's [[Charisma (ability stat)|charisma]]. However, those who succeed will immediately cease their actions and attend to the preacher's directive. This can be a powerful tool for disrupting aggression and potentially undermining the momentum of a violent mob.
  
As said, for at least four hours, believers shall accept the counsel of the character — however, after that time, all persons failing in a morale checks will abandon the character's wishes and resort to their original intentions, once again growing angry, turning to vice, fleeing before their enemies and so on. A character must be sure that a situation can be resolved within four hours in order to gain the best results from preaching — but at the same time the ability will work to buy time, move people to a different place, ensure that at least some good work will be done and so on.
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In a military or self-defense context, a preacher might use this ability to prevent faithful soldiers from fleeing, reminding them of the divine cause they fight for.  This could help [[Rally (sage ability)|rally]] a group before it begins or ensure that a last stand holds firm.
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== Almsgiving ==
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Individuals may be asked to participate in a just cause, provided the action benefits more than just the preacher. This may include building fortifications in preparation for an imminent threat, cleaning or restoring an area, caring for the injured or unwell, or engaging in other acts of charity that serve the community. The preacher may also direct followers to distribute food to the poor, bury the dead with proper rites, protect vulnerable individuals or maintain places of worship by sweeping floors, repairing damage or preparing for ceremonies.
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Other efforts could include digging irrigation channels to improve farmland, helping a caravan unload goods or guarding a location if the threat is justified by religious principles. The preacher may also guide followers to settle disputes peacefully or lead them in communal fasting, prayer or ritual observance in times of crisis.
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If alms are requested, individuals may donate up to one-tenth of their present wealth on-hand, but no more; their greater wealth, not present, is not considered in this amount.  The offering may take the form of coin, goods or services, but individuals cannot be coerced beyond what's deemed appropriate by doctrine.
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[[Category: Sage Abilities]][[Category: Reviewed]]

Latest revision as of 23:28, 16 February 2025

Preach (sage ability).jpg

Preach is an amateur-status sage ability in the studies of Faith and Piety, allowing the character to deliver a sermon that compels an audience of believers to embrace the moral truth of what they wish to express. The audience must be within 60 feet of the speaker or gathered in an acoustically efficient temple. For four hours following the sermon, those affected will willingly act in accordance with the preacher's guidance, provided the actions align with their faith and moral understanding.

The message conveyed must align with the established texts and writ of the faith; the preacher cannot impose personal interpretations or fabricate teachings. For four hours following the sermon, those affected will willingly act in accordance with the guidance given, provided it does not conflict with their faith's core principles. This ability can serve as a means of preventing violence or rebellion, enforcing religious observances or encouraging acts of kindness and cooperation within the community.

Any individual person cannot be preached to more than one time per day.

Gaining Attention

Once the character begins to speak, all those of the same religion, within 60 feet, must roll against the preacher's charisma. Those who roll equal to or under will stop what they are doing and listen. The sermon itself requires approximately five minutes, after which those affected will respond to the message given.

A simple request — such as asking the congregation to follow the preacher to another location — will be met with willing compliance. Acknowledging benign requests from a preacher is a fundamental part of religious respect, reinforcing the authority of faith leaders. This allows a preacher to guide followers toward regular attendance at a temple or church of their own establishment.

If those spoken to are currently engaged in an act of violence, a -4 modifier is applied to the check against the preacher's charisma. However, those who succeed will immediately cease their actions and attend to the preacher's directive. This can be a powerful tool for disrupting aggression and potentially undermining the momentum of a violent mob.

In a military or self-defense context, a preacher might use this ability to prevent faithful soldiers from fleeing, reminding them of the divine cause they fight for. This could help rally a group before it begins or ensure that a last stand holds firm.

Almsgiving

Individuals may be asked to participate in a just cause, provided the action benefits more than just the preacher. This may include building fortifications in preparation for an imminent threat, cleaning or restoring an area, caring for the injured or unwell, or engaging in other acts of charity that serve the community. The preacher may also direct followers to distribute food to the poor, bury the dead with proper rites, protect vulnerable individuals or maintain places of worship by sweeping floors, repairing damage or preparing for ceremonies.

Other efforts could include digging irrigation channels to improve farmland, helping a caravan unload goods or guarding a location if the threat is justified by religious principles. The preacher may also guide followers to settle disputes peacefully or lead them in communal fasting, prayer or ritual observance in times of crisis.

If alms are requested, individuals may donate up to one-tenth of their present wealth on-hand, but no more; their greater wealth, not present, is not considered in this amount. The offering may take the form of coin, goods or services, but individuals cannot be coerced beyond what's deemed appropriate by doctrine.