Clerics:

    Clerics recieve all the powers and abilities strickly out of the DMG, any special powers are given only to the speciality priests of the gods, see below.
 
 
 

FR Specialty Priest
-  Unofficial Prestige Class

 
 
 He or she begins his or her career as a  cleric in the faith of a single deity,  and then, through special dedication to this deity, somewhere at middle level, may have the opportunity to elevate his or her clerical calling as a specialty priest or priestess rather than as a simple cleric.  In elevation to the priesthood, the character's existing levels as a cleric are lost and replaced by the same levels as a specialty priest.

If, for example, a 6th level cleric of Ilmater, upon reaching the 7th level,
is called by Ilmater to the priesthood, he or she no longer is a cleric but
rather a 7th level specialty priest of Ilmater.
 
 

While the  cleric is a servant of his or her deity, guided by his
or her wisdom toward realizing the goals set by his or her god, the
specialty priest is the very foundation of his or her church.  He or she
builds the church, administers it, defends it, reaffirms the faith of its
believers and seeks new faithful.  His or her  wisdom comes from
unfaltering faith.

 A cleric cannot choose to become a specialty priest; he or she must be called to the priesthood by his or her deity.  In terms of game mechanics, it's the DM, of course, who issues this call on behalf of the deity.  If the call is issued, a PC should have the right to decline, if he or she does not consider himself or herself up to the calling.

Only those  clerics are called to the priesthood who, in their
role playing, frequently and consistently advocate and champion the
principles of their deity and the cause of their church.  If you have a
 cleric who's basically a combat machine with spells and a mace,
morning star or hammer, who pays only lip service toward advance of his or her faith, he or she may be serving his or her deity well as a cleric, but
he or she will not be called to the priesthood to become an example figure of the Church.

Once a cleric is consecrated as a specialty priest, the deity will
expect him or her to lead a focused and concentrated life in the priesthood,
working unswervingly to realize the church's goals and to stimulate others
to adopt these principles.  This does not mean that a specialty priestshould be allowed to burden your campaign with overdoses of role playing evangelism, but rather that the priest (or aspirant) should promote his or her church's causes and goals by leading a model life, as the church understands it, and in pointing out to others why successes are in part the result of pursuing his or her church's goals and upholding its principles.

  Unlike clerics, specialty priests do not need to pray for their new non-domain spells each day, only for domain spells.  Priests, somewhat like sorcerers, have an inherent, divine ability to call upon their non-domain spell powers.  Also like sorcerers, they must pick a list of non-domain spells that they know, and they can use non-domain spells only from this list.

This does not free the specialty priest from the obligation to pray to his
or her deity, but only 5 minutes per spell level per spell of prayer are necessary for domain spells, in comparison to an 10 minutes per spell level per spell of prayer for a cleric.  The specialty priest is free to choose his or her own time of prayer daily, independent of non-domain spells.

F&A, P&P and DD define the specialty priests of some gods as being druids or rangers.  Druids also can become specialty priests under these rules, but they retain their druidic abilities.  Rangers will continue to be handled as rangers under these rules and not as specialty priests.
 

Requirements:

Race: As defined in F&A, P&P and DD.
Current Class and Level:  Cleric of lvl 5 or higher, upon reaching at least Level 6.
Base Attack Bonus:  Use the table for clerics or druids, as applicable.
Skills:  Concentration 8 Ranks, Diplomacy 4 Ranks, Knowledge (Religion) 8 Ranks.
Feats:  No specific feats required.

Abilities:

Wisdom determines how powerful a spell a specialty priest can cast and how many spells the priest can cast daily, based upon the spell tables.  To cast a spell a priest must have a wisdom score of 10 + the spell's level.  A
priest also gets bonus spells based upon wisdom.  High charisma scores influence the priest's ability to turn undead, while strength, dexterity and constitution determine his or her combat abilities.
 
 
 

Special Abilities:
As in Faiths & Avatars, Powers & Pantheons and Demihuman Deities.

Hit Die:  d8

Base Attack Bonus and Saving Throws are based on the table for clerics or
druids, depending upon the priest's original class.
 

Class Skills:

The specialty priest's class skills are those of a cleric or a druid,
depending upon how he or she began his or her career.

·    Skill Points at 1st lvl:  Not applicable.  1st lvl is as a cleric.
·    Skill points at each additional level as Specialty Priest:  4 + Int modifier.

If a 2E non-weapons proficiency is listed as required in Faith & Avatars,
Powers & Pantheons or Demihuman Deities, it is considered a full skill for
that specialty priest, not a cross class skill.  If Faith & Avatars, Powers
& Pantheons or Demihuman Deities defines a bonus 2E non-weapon proficiency, it is a free skill with a bonus of 2 in addition to any other bonuses available.
 

Class Features:

Weapon and Armor Proficiencies:  As defined in F&A, P&P and/or DD.  If these publications define a weapon proficiency not normally available to a cleric, he or she gains this proficiency as a free feat.

Domains:  The same spell domains are available as specified in the online FR 2000 Survival Kit.  The list will be further expanded by the FR 3E Hardcover in June 2001.

Specialty Spells:  F&A, P&P and DD list additional spells available only to specialty priests of the given deity.  A specialty priest also may chose his known non-domain spells from this list.

Deities, Domains and Spells:  See the rules for clerics.  Druid specialty
priests also use these rules.

Available Spells:  See the tables below.  Druid specialty priests always use these tables.
Turning and Rebuking Undead:  F&A, P&P and DD define whether a specialty priest of a certain god can turn or command undead or both,  If a specialty priest is listed in these books as having the ability to command undead, he or she can rebuke undead under the 3E rules.  The definitions in F&A, P&P and DD are decisive in this case.  The number of times a priest can turn or rebuke in a day's time is equal to 3 + Wisdom Modifier + Charisma Modifier. If the source books give the priest neither the power to turn nor the power to rebuke, he does not have these powers.

Chaotic, Evil, Lawful and Good Spells:  Same rules as for clerics.

Extra Turning:  Same rules as for clerics.  Some specialty priests also have  additional bonuses, as defined in Faith & Avatars, Powers & Pantheons and Demihuman Deities.

Bonus Languages:  As for clerics or druids, depending upon the priest's
original class.
Spells Known:

The following list shows the number of non-domain spells known to a specialty priest.  All healing spells always are available, as for a cleric, and need not be included in this list.  The priest chooses his or her own non-domain spells from the list of available spells plus special spells in Faith & Avatars, Powers & Pantheons and Demihuman Deities. Once a spell is chosen, the list cannot be changed, except for the addition of new spells. The specialty priest can use one domain spell of each level daily.  He or show can choose different domain spells each day.

        Non-Domain Spells Known to the Priest per Level w/out Wisdom adjustment:
PriestLevel    0    1    2    3    4    5    6    7    8    9
                6    8    3    3    1    -    -    -    -    -    -
                7    8    4    3    2    1    -    -    -    -    -
                8    8    4    3    3    2    -    -    -    -    -
                9    8    4    4    3    2    1    -    -    -    -
               10   9    4    4    3    3    2    -    -    -    -
               11   9    5    4    4    3    2    1    -    -    -
               12   9    5    4    4    3    3    2    -    -    -
               13   9    5    5    4    4    3    2    1    -    -
               14   9    5    5    4    4    3    3    2    -    -
               15   9    5    5    5    4    4    3    2    1    -
               16   9    5    5    5    4    4    3    3    2    -
               17   9    5    5    5    5    4    4    3    2    1
               18   9    5    5    5    5    4    4    3    3    2
               19   9    5    5    5    5    5    4    4    3    3
               20   9    5    5    5    5    5    4    4    4    4

 

The following table shows how many non-domain spells can be used daily by a priest.  The number of useable spells must be further modified according to Wisdom, together with Table 1-1 in the D&D Player's Handbook.  In addition to these spells, the priest also can use Two domain spell’s of his choice per level per day in each level for which he or she is untitled to at least one non-domain spell.
 
 
 

        Non-Domain Spells Useable per Day Without Wisdom Bonus - Level:
PriestLevel    0    1    2    3    4    5    6    7    8    9
               6    7    5    5    3    -    -    -    -        -     -
               7    8    6    5    4    3    -    -    -       -     -
               8    8    6    5    5    4    -    -    -      -     -
               9    8    6    6    5    4    3    -    -      -     -
              10   8    6    6    5    5    4    -    -    -     -
              11   8    7    6    6    5    4    3    -    -    -
              12   8    7    6    6    5    5    4    -    -    -
              13   8    7    7    6    6    5    4    3    -    -
              14   8    7    7    6    6    5    5    4    -    -
              15   8    7    7    7    6    6    5    4    3    -
              16   8    7    7    7    6    6    5    5    4    -
              17   8    7    7    7    7    6    6    5    4    3
              18   8    7    7    7    7    6    6    5    5    4
              19   8    7    7    7    7    7    6    6    5    5
              20   8    7    7    7    7    7    6    6    6    6
 
 

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