Hierodule (3.5e Class)
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The Hierodule[edit]
Lizardfolk biology and society leave few good options for females. All important positions in every tribe are only meant for the males, and the clerics are no exception. Even with this state of affairs, the lizardfolk realize that survival is best assured by taking advantage of all of the talents that their society has to offer, and that leaving females with absolutely no place to contribute would be counterproductive at best. To this end, the class of the hierodule was created, enabling lizardfolk females who are willing to enter a religious life to use spells and to be able to better contribute to the survival and propagation of the race.
Their main goal is to lay eggs at the temple they live in, and raise new generations of priests. Many hierodules, sadly, are temple slaves, but those which come from a higher background are rarely enslaved, and are instead made into free consorts of the priests of the temple. Due to the training needed to become a user of divine magic, the hierodule females don't suffer from the normal female lizardfolk reductions of -2 intelligence and -2 wisdom, but this only applies if their first class is that of a hierodule.
Making a Hierodule[edit]
Hierodules aren't combatants; they lack almost everything needed to survive in a melee fight. They also have no priestly spells with offensive capability. As a result, these female lizardfolk must stay out of close combat, and serve as a healer/enhancer. At best, a heirodule can give herself enhancements and try to survive in combat that way, but obtaining and being able to cast such spells is very rare.
Abilities: Charisma is the most important stat for the hierodule, as the divine magic used by the Hierodules is based on emotion and feeling, so being able to process empirical knowledge (intelligence) or knowing eternal truths about the universe (wisdom) is largely irrelevant. The training needed to be a hierodule consists of using emotions to control divine (not psionic) magic, a rare method of control indeed. Dexterity is important as well, as it will help the heirodules survive combat should an enemy be able to get close to her.
Alignment: Any neutral.
Starting Gold: 1d4×5 gp.
Starting Age: Moderate
Class Skills (8 + Cha modifier per level, ×4 at 1st level)Bluff (Cha), Concentration (Con), Disguise (Cha), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (all) (Int), Listen (Wis), Perform (Cha), Search (Int), Spellcraft (Int), Spot (Wis).Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day1 | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||
1st | +0 | +2 | +0 | +2 | Turn or Rebuke Undead | 3 | 1+1 | — | — | — | — | — | — | — | — |
2nd | +1 | +3 | +0 | +3 | 4 | 2+1 | — | — | — | — | — | — | — | — | |
3rd | +2 | +3 | +1 | +3 | 4 | 2+1 | 1+1 | — | — | — | — | — | — | — | |
4th | +3 | +4 | +1 | +4 | 5 | 3+1 | 2+1 | — | — | — | — | — | — | — | |
5th | +3 | +4 | +1 | +4 | 5 | 3+1 | 2+1 | 1+1 | — | — | — | — | — | — | |
6th | +4 | +5 | +2 | +5 | 5 | 3+1 | 3+1 | 2+1 | — | — | — | — | — | — | |
7th | +5 | +5 | +2 | +5 | 6 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | — | — | |
8th | +6/+1 | +6 | +2 | +6 | 6 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | — | — | |
9th | +6/+1 | +6 | +3 | +6 | 6 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | — | |
10th | +7/+2 | +7 | +3 | +7 | 6 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | — | |
11th | +8/+3 | +7 | +3 | +7 | 6 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | |
12th | +9/+4 | +8 | +4 | +8 | 6 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | |
13th | +9/+4 | +8 | +4 | +8 | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | |
14th | +10/+5 | +9 | +4 | +9 | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | |
15th | +11/+6/+1 | +9 | +5 | +9 | 6 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | |
16th | +12/+7/+2 | +10 | +5 | +10 | 6 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | |
17th | +12/+7/+2 | +10 | +5 | +10 | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | |
18th | +13/+8/+3 | +11 | +6 | +11 | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | |
19th | +14/+9/+4 | +11 | +6 | +11 | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | |
20th | +15/+10/+5 | +12 | +6 | +12 | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 4+1 |
Class Features[edit]
The following are class features of the Hierodule.
Spells: Heirodules specialize in healing and enhancement magic. They have very limited combat spells. A Hierodule chooses her spells from the following list:
- 2nd— Aid, Cure Moderate Wounds, Delay Poison, Remove Paralysis, Restoration, Lesser, Shield Other, Status
- 3rd— Create Food and Water, Cure Serious Wounds, Helping Hand, Dispel Magic, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease, Water Breathing, Water Walk
- 7th— Regenerate, Cure Serious Wounds, Mass, Scrying, Greater, Symbol of Stunning, Restoration, Greater
- 9th— Heal, Mass
Campaign Information[edit]
Playing a Hierodule[edit]
Religion: Duty to the divine is of great and obvious importance for the Hierodule, and her life revolves around the precepts of Semuanya, which means that she is expected to do everything in her power to ensure the continued survival and propagation of the lizardfolk.
Combat: Hierodules are healers and enhancers; they are not meant to fight. If they are in a party, they are supposed to stay out of the fray and keep the fighters healed and keep the party free from hostile magic effects and other bad conditions.
Advancement:
Hierodules in the World[edit]
Hierodules rarely leave their temples; they may be sent to aid a party that are working with the lizardfolk (especially if that party has no cleric), but they don't often join an adventure of their own accord.
Daily Life: At the temple, a Hierodule is expected to say prayers, assist the priests in any ceremonies they require help in, lay as many eggs as they can, and raise children at the temple (these children will later become priests, hierodules, temple guards, sauromancers, scribes, and other related positions; some will even found villages in the surrounding area and become chiefs.) Heirodules also pick up and practice a few simple crafts, such as weaving straw mats, and making the clothes that the priests and heirodules wear. They are also expected to keep the temple clean.
Notables: Hierodules are not intended to become famous or noteworthy; it would distract them from their duties.
Organizations: All Hierodules are part of the Paludian temple complexes; there is no need for them to form other organizations.
NPC Reactions: Most NPCs treat Hierodules with respect, seeing as they are part of a temple system and are protected by it.
Hierodule Lore[edit]
DC | Result |
---|---|
5 | Heirodules are the female servants of the Paludian priests. |
10 | Many Heirodules are enslaved, some are free, but all have divine spellcasting powers. |
15 | Hierodules have no offensive spells, but are excellent healers and enhancers. |
20 | Hierodules are concerned with laying as many eggs as possible and raising lizardfolk for service in the temples. |
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