Game Master Perspective: The point of Deepened Conviction is to provide a means of solidifying the idea of faith as a “power in community” ideal. Most of the real benefits require the target to be of the faith, and devoted to it. Those who support the faith gain its greatest benefits. It encourages a party to act together and strengthens bonds, hopefully improving the role-playing quality and maybe providing more story hooks for a GM (in the sense of you only need a single argument or reason to motivate a multitude of characters rather than contriving multiple reasons or forcing one PC to pull the others along who may have no vested interest). While at first glance, it may seem to affect a lot of things, really it’s a lot of flavor for the sacrifice, and mostly only benefits a party, not the PC themselves. The impact of the power is limited to 1st level spells and cantrips only. Although it may just seem easy to claim loyalty to a faith to get the mechanical benefits, there should be a cost. In the role as GM, if the GM feels like a character is not being true to the ideal of the faith, they may take away the enhanced benefits on either the character possessing the trait or a target that is not acting in line with the faith’s ideals. Atonement would be required in such cases.
Instead of taking the “level” abilities of 3rd level Cleric, the character still counts as a third level character, but current faith based capabilities are increased without having to spend monetary costs on one-shot enhancements and improved holy items – the strength of the characters’ faith is enhanced and carries with them. The character is basically 1 level behind in spells and level dependent power progression – i.e. at 4th level they would get 3rd level capabilities, but be considered 4th level for challenge rating purposes/character level, PB, ASI (ability score increases), HD for healing, # spells memorized (not slots or # per level though).
Enmity of Opposition (feature): Any directly opposing faith (GM to determine; some may be by the deity/faith’s goal or the goal of an individual or group within the faith at the time) is duty bound to attack without question. So too the character must attack their foes; There is no negotiating, no truce, no quarter given – the enemies must be eradicated. To let slip an opportunity to do this means all benefits of Deepend Conviction are lost until an Atonement is done.
Dutiful Pledge (feature): The character must tithe 10% to their faith’s authorities or spend on good will acts in the community that the faith (not the character) gains benefit and/or recognition of. Holy Symbols and personal tokens (non-magical sigils, banners, pins, etc.) of enemy faiths gained as loot must be turned into faith authorities without question or hesitation as an offering (without compensation), regardless of value.
These benefits only work upon those targets with a Shared Litany of that of the Cleric; A devoted follower of the same faith, but not self.
Requirements = Faith’s Pledge: For any target character, this requires a declaration of faith ceremony (100gp) and a normal holy symbol (5gp); The character can only gain this benefit for a single faith, the devout character also gains Enmity of Opposition feature.
Requirements = The following require the target to have a Holy Symbol of the same quality as that used as a Spell Casting focus (25gp and must prominently display for all to see at ALL times).