Server
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Contents |
SERVER
Servers devote their lives to their love of others. They express this devotion through helping all creatures, great and small. Servers are the fulfillment of altruistic love through aiding those in need. They delight in giving hope to those whose need is greatest, and they believe that doing so anonymously, without recognition or praise, is the noblest expression of love. In this way they honor their patron, Flower, god of love.
Servers most often begin their careers as clerics, who already often have an interest in healing and ministering to others. A few severs may have experience as druids or adepts. Those without an inclination to the divine rarely become servers.
As NPCs, different servers use a range of strategies to help as many people as they can, or to help those whose need is greatest. Some spend their lives among the poor, sick, and weak of the Wold. Others help the high and noble to forge peace and settle disputes among the mighty. Some are teachers, counselors, or advisers. Some join armies and adventuring groups to help them fight the great evils of the Wold. All servers are respected and honored throughout the Wold because few people are willing to devote their lives to freely serving others. Flower grants servers special powers in recognition of their self-sacrifice and nobility of purpose.
Hit Die: d8
Requirements
To qualify to become a server, a character must fulfill the following criteria.
- Feats: Skill Focus (Sense Motive)
- Skills: Heal 3 ranks, Sense Motive 5 ranks
- Spells: Cure Light Wounds OR Remove Curse
- Special: Must have helped someone else in a significant way without the person knowing who helped them.
Class Skills
The Server's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Heal (Wis), Knowledge Religion (Int), Linguistics (Int) Profession (Wis), Perception (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Swim (Str), and Survival (Wis).
Skill Points per level: 4 + Int modifier
| Level | BAB | Fort Save | Ref Save | Will Save | Special |
|---|---|---|---|---|---|
| 1st | +0 | +1 | +1 | +1 | Act of Valor, +1 level of existing spellcasting class |
| 2nd | +1 | +1 | +1 | +1 | Aid in Combat, +1 level of existing spellcasting class |
| 3rd | +2 | +2 | +2 | +2 | Send Hope, +1 level of existing spellcasting class |
| 4th | +3 | +2 | +2 | +2 | Deep Insight, +1 level of existing spellcasting class |
| 5th | +3 | +3 | +3 | +3 | Aid in Practice, +1 level of existing spellcasting class |
| 6th | +4 | +3 | +3 | +3 | Send Supplies, +1 level of existing spellcasting class |
| 7th | +5 | +4 | +4 | +4 | Unseen Helper, +1 level of existing spellcasting class |
| 8th | +6 | +4 | +4 | +4 | Aid in Magic, +1 level of existing spellcasting class |
| 9th | +6 | +5 | +5 | +5 | Send Sacrifice, +1 level of existing spellcasting class |
| 10th | +7 | +5 | +5 | +5 | Life Gift, +1 level of existing spellcasting class |
Class Features
Ethos of Anonymity: When they are on duty, servers all wear masks and are addressed only as "Server." This helps keep them anonymous. Usually their masks all look alike -- a gray mask with a flower theme -- or are changed frequently (It defeats the purpose if your mask becomes well-known). Some servers have masks that are magical and include a change self / alter self feature so that hair color and body form change often, to help maintain anonymity. Some servers remove their masks and are called by real names when they are off duty; these often have civic and romantic lives, including spouses and children. Other servers are more extreme -- they never remove their masks and are always on duty; these servers usually remain chaste all their lives and often forget their names. This is also another way that servers honor Flower, who is often represented as wearing a mask.
Weapon and Armor Proficiency: Servers are proficient in all armor and shields, except tower shields. They are proficient with all simple weapons.
Spells Per Day: When a new server level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (better wildshape, metamagic or item creation feats, and so on). This essentially means that she adds the level of server to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one spellcasting class before she became a server, she must decide to which class she adds her server levels for purposes of determining spells per day when she first adopts the PrC.
Sect: The sect of servers is loose and egalitarian. There is no hierarchy, since even among themselves, servers are anonymopus -- how can one be set above others when all are unknown? Therefore, servers trust each other to serve each in his or her own way, guided by their personal sense of love for Flower and all people. When servers meet, they sit in circles, and no single server talks too much or too little, since reticence and exuberence are both ways of standing out. When servers do labor in groups, it is to achieve some good purpose that one alone could not: running a hospital or shelter, for example. In these cases, servers each use politeness, consensus, and love to cooperate on common goals.
NOTE: Certain server abilities can only be used when helping someone in need. But a person is defined as "in need" only when they are in true danger. Common combat does not pose any true danger to seasoned adventurers -- experienced characters who choose to put themselves in harm's way are only in true danger when there is a reasonable chance of death, permanent damage, or other significant threat. Servers who overuse their abilities when people are not truly in need may find that their powers fail to work from time to time, or fail altogether until the server atones.
Act of Valor: When helping a creature in need, the server gains a bonus of twice her level on Climb, Fly, Ride, Swim, and Strength checks to free a person in need and carry them to safety (this includes an effective +2 per level bonus to Strength for the purpose of increasing carrying capacity). For example, a server gains the bonus to break down the door of a burning house, move aside a fallen beam, and carry a victim away from the fire.
Aid in Combat: When a server uses the Aid Another action in combat to boost attacks or AC, the size of the bonus is doubled (note that two doublings is a tripling).
Send Hope (Sp): As a standard action, the server can send a telepathic message of up to three words per level to a creature in need. In addition to the message, which is understood even if the server does not speak the creature's language, the creature then receives a +2 morale bonus on attacks, saves, and skill checks. This bonus lasts ten minutes per server level. Hope can be sent to an individual creature no more than once per day.
Deep Insight: The server gains a bonus equal to his server level when making Sense Motive checks.
Aid in Practice: When a server uses the Cooperation rule to aid another with a skill check, a check against DC 10 doubles the size of the bonus awarded (usually to +4).
Send Supplies (Sp): As a standard action, the server can teleport objects weighing no more than two pounds per level without error to a creature in need. Supplies can be sent to an individual creature no more than once per day.
Unseen Helper: At will, as a free action, the server can become invisible to any creatures she is trying to help. This ability is like the Hide from Animals spell -- there is no saving throw, and the server cannot be perceived by any sense. The creatures affected do not have to be "in need," so long as the server wishes them well. The server uses this ability to help others without revealing the source of the help. It lasts for so long as the server desires, even if the server casts spells or attacks enemies in combat. Enemies, of course, sense the server normally.
Aid in Magic: As a readied action, the server gives up a spell and contributes the spell levels sacrificed as a metamagic feat to boost another's spell. For example, a server prepares to help a wizard. The server gives up a first level spell and makes the Wizard's spell a Silent spell. Or the server gives up a fifth level spell and makes the Wizard's spell a Quick Enlarged spell. The beneficiary does not have to accept the help. Whether the help is accepted or refused, and even if the recipient chooses not to cast a spell, the server's sacrificed spell is gone, as if it had been cast. For this purpose only -- to help another spellcaster -- the server has access to all the metamagic feats listed in the Player's Handbook.
Send Sacrifice (Sp): As a standard action, the server can teleport a creature in need without error to the server's location, but at the same moment the server teleports himself to the creature's location, exchanging places. A server can send himself to an individual creature no more than once per day ( -- but can send himself to other creatures in the same day, of course. Just not to the same one twice per day).
Life Gift (Su): With a touch, the server cures another's wounds by taking them upon herself. For every two hit points cured, the server takes one hit point of damage. This ability is a standard action that does not provoke attacks of opportunity.

