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Anchorites

Ability Requirement:    Wisdom 12+
Charisma 15+
Prime Requisite: Wisdom
Races Allowed: Human

This unusual class of priest exists only on the Demiplane of Dread. His mystical abilities stem from an unknown source, perhaps the dark powers themselves or perhaps something less. Whatever their source, however, these characters lose all magical abilities if they somehow leave Ravenloft.

Anchorites serve the church of Ezra. This unusual organization is a multi-denominational church that, like the anchorites, exists only in Ravenloft. While all branches of the church see Ezra in more or less the same way (as a defender, healer, and protector of her followers), specific practices and beliefs differ greatly. The church of Ezra is detailed more fully in Chapter Five: Secret Societies.

Ability Requirements

In order for a character to be an anchorite, he must have a Wisdom score of 12 or greater. This reflects his understanding of the ways of man and the many mysteries of the Demiplane of Dread. If an anchorite has a Wisdom of 16 or better, he receives a 10% bonus to any experience points he earns.

Further, an anchorite is expected to promote the actions and interests of the church. This task often requires him to deal with people from all walks of life. In order to promote success at these actions, all anchorite characters must have a Charisma of at least 15.

Alignment

The primary alignment of the Church of Ezra is lawful neutral. As one travels throughout the domains of Ravenloft, however, it becomes clear that temples deviate a great deal from each other. Any given anchorite is of the same alignment as the temple in which he studied for the priesthood.

An anchorite player character is allowed to deviate one step from lawful neutral in his alignment (although he cannot choose evil). Thus, he can be lawful neutral, true neutral, or lawful good. The most common alignments within the church are those of a lawful bent, with true neutral being encountered far less frequently.

Arms and Armor

Although priests in general can wear virtually any type of armor, anchorites can wear only metal armor, or none at all. Lighter forms of armor do not support the accepted image of Ezra and anchorites as protectors and defenders of the people. Those who opt to travel without armor are showing their faith in Ezra's protection, while those who garb themselves in steel are setting an example for others.

When it comes to weapons, however, somewhat less unity exists within the church. Anchorites of lawful good or lawful neutral alignment, for example, must adhere to the normal restrictions for clerics (that is, no edged weapons). Those of a true neutral alignment believe that it is acceptable for a priest of Ezra to use edged weapons, but require the use of a shield, so that only one-handed weapons are acceptable.

Spells and Magical Items

Anchorites use spells and magical items just as other priests do. The spheres of magic that a priest of Ezra has access to are determined by his alignment (see Table 92).

Table 92: Anchorite Spheres

Lawful Neutral    True Neutral    Lawful Good
All (M) All (M) All (M)
Charm (M) Charm (M) Charm (M)
Divination (M) Divination (M) Divination (M)
Guardian (m) Guardian (M) Guardian (m)
Healing (M) Healing (M) Healing (M)
Protection (M) Protection (M) Protection (M)
Wards (m) Wards (m) Wards (m)
Law (M) Wards (m) Wards (M)
Weather (m) Chaos (m) Sun (m)

(M) denotes major access to the sphere
(m) denotes minor access to the sphere

Duties of the Archorite

As a follower of Ezra, the anchorite is charged with the protection of the weak, the care of the sick, and the general betterment of the human condition. The exact manner in which each of the four alignments enacts these tenets varies, but the basic teachings of the church remain the same.

Anchorites of any alignment frown upon mistreatment or needless suffering of the innocent. They help the injured and show some degree of mercy to their enemies. Their healing powers are used without call for compensation or the need for obligation. Lastly, an anchorite avoids combat when possible, although they are certainly not pacifists, recognizing the need for battle from time to time.

Sanctuary of the Church

Any anchorite has the ability to seek shelter and safe haven in any temple dedicated to the worship of Ezra. The exact interpretation of "safe haven" varies depending upon the similarities in the alignment of the anchorite and that of the temple clergy he is sheltering with. At the very least, however, the anchorite is fed and clothed, his wounds tended to, and his presence within the temple kept secret. Greater levels of cooperation might even allow the anchorite to receive special equipment or information that will help him in his work.

Turning Undead

An anchorite of any alignment has the ability to turn undead just as a cleric does. No follower of Ezra has the ability to command undead, however.

Table 93: Turning Undead (Anchorite)

Undead Type/
Level
Level of the Ancrite
   1    2    3    4    5    6    7    8    9    10-11    12-13    14+
Skeleton/1 HD 13 10 7 4 1 1 1* 1* 1* 1* 1* 1*
Zombie 16 13 10 7 4 1 1 1* 1* 1* 1* 1*
Ghoul/2 HD 19 16 13 10 7 4 1 1 1* 1* 1* 1*
Shadow/3-4 HD 20 19 16 13 10 7 4 1 1 1* 1* 1*
Wight/5 HD - 20 19 16 13 10 7 4 1 1 1* 1*
Ghast - 20 19 16 13 10 7 4 1 1 1*
Wraith/6 HD - - - 20 19 16 13 10 7 4 1 1
Mummy/7 HD - - - - 20 19 16 13 10 7 4 1
Spectre/8 HD - - - - - 20 19 16 13 10 7 4
Vampire/9 HD - - - - - - 20 19 16 13 10 7
Ghost/10 HD - - - - - - - 20 19 16 13 10
Lich/11+ HD - - - - - - - - 20 19 16 13
Special - - - - - - - - - 20 19 16

* If the undead cannot flee at its maximum movement rate or get out of the anchorite's sight, it is destroyed.

Mist Walking

Upon reaching 9th level, an anchorite can travel from any domain to any other domain that is physically linked to it (in other words, part of the same Cluster or another part of the Core) simply by stepping into a pocket of Mist. The character emerges at his destination by stepping out of a similar cloud of vapor. This ability can be used once per month.

Upon reaching the 13th level of experience, the anchorite gains the ability to bring another character with him on his voyage through the Mists. Each additional level allows the priest to bring another character with him, so that at 20th level a party of nine characters (the anchorite plus eight companions) could walk the Mists.

At 15th level, an anchorite can use his Mist walking ability to travel from any domain to any other domain. Thus, he can leave the Core behind and travel to a Cluster, Island, or Pocket domain. However, he cannot take any companions with him.

An anchorite's Mist walking ability does not permit him to enter or exit a domain whose borders have been closed. Should he attempt to leave a closed domain, the lord of that realm is instantly made aware that someone has attempted to escape from him. Further, he can sense the exact location in which this challenge to his authority was made.

Shield of Ezra

Upon reaching 6th level, anchorites can create the shield of Ezra three times per day. This magical barrier requires a single round to call into being and remains in place for a number of rounds equal to half the experience level of the anchorite (round down). While under the protection of Ezra, the anchorite character is encased in a faint glow. A dispel magic or similar spell causes the shield of Ezra to dissipate if the anchorite fails a saving throw vs. spell.

If the anchorite is of lawful neutral alignment, the shield of Ezra makes the anchorite immune to attacks by weapons of less than +1 enchantment. Nonmagical creatures of 4+1 or greater Hit Dice can still harm the character, but lesser ones are unable to do so.

If the anchorite is of true neutral alignment, the shield of Ezra gives the anchorite partial, or even full, immunity to any magical attack that causes physical damage. In cases where the spell does not allow a saving throw, then the anchorite automatically receives the ability to make a saving throw to prevent half of the spell's damage. If the spell normally allows a saving throw, then the anchorite automatically gains the listed benefit and can roll to see if the rest of the damage is negated. This protection does not extend to any others around him, so that a fireball thrown at him will still harm any others within the area of effect.

If the anchorite is of lawful good alignment, the shield of Ezra makes the anchorite immune to attacks by metal weapons of a certain category. Examples of categories include swords (scimitar, bastard sword, long sword, broad sword, etc.), axes (hand axe, battle axe), and polearms (glaive, halberd, bardiche, voulge, guisarme, glaive-guisarme, guisarme-voulge). Specific decisions about which weapons are related should be left to the Dungeon Master. Dungeon Masters should note that an arrow with a steel head is certainly considered a metal weapon (in the missile weapon category, for example) for this purpose. Even magical weapons made of metal are blocked by this aura.

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