Priest
The average cleric is simply any person who has been ordained into his religion’s priesthood. There are experts (theologians), warriors (monks and templars), adepts (faith-healers), aristocrats (high-ranking clergy), and even commoners (preachers) to be found ministering to the masses; holding mass for the faithful; and preaching to and praying for nonbelievers. These clerics have no special desire or aptitude for adventuring.
Then there are the priests who have been trained by their church for the special
purpose of seeking out evil and destroying it. The Connaian Church is
especially notorious for training agents who are well-equipped to deal with
matters of the occult, though adventuring priests may be trained by any church
of any faith. In Lethandria, the most common sort of adventuring priest is an
investigating agent, exorcist, or undead-hunter working for one of the churches
of Connaia, Pensula, or Ruloskiva.
These priests take up arms (whether it’s the classic warhammer and crossbow, or
a more up-to-date saber and shotgun); holy symbols and blessed water; and
spellbooks filled with theurgical spells, and go out into the world to defeat
the forces of darkness, wherever they may lurk (because darkness does
seem to just lurk around an awful lot…).
Hit Die: d6
Starting Cash: 5d4 × 100ƒ
Alignment: Any, but a priest’s alignment must be within one step of his
religion's (that is, it may be one step away on either the honor-freedom axis or
the good-evil axis, but not both). A priest may not be neutral unless his
religion's alignment is also neutral.
Class Skills
The priest’s class skills (and the key ability for each skill) are Concentration
(Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Heal (Wis),
Knowledge (all skills) (Int), Profession (Wis), Speak Language (none), and
Spellcraft (Int).
Domains and Class Skills: A priest who chooses the Animal domain adds
Handle Animal (Cha) to the priest class skills listed above. A priest who
chooses the Travel domain adds Survival (Wis) to the list. A priest who chooses
the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the
list. See Religion, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
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Table 3-10: The Priest |
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|
Level |
Base Attack Bonus |
AC Bonus |
Fort Save |
Ref Save |
Will Save |
Priest Special Abilities |
|
1st |
±0 |
±0 |
+1 |
±0 |
+2 |
Turn undead, two domains, divine spells, ready cure |
|
2nd |
+1 |
±0 |
+2 |
±0 |
+3 |
— |
|
3rd |
+2 |
±0 |
+2 |
+1 |
+3 |
— |
|
4th |
+3 |
±0 |
+2 |
+1 |
+4 |
Bonus feat |
|
5th |
+3 |
+1 |
+3 |
+1 |
+4 |
— |
|
6th |
+4 |
+1 |
+3 |
+2 |
+5 |
— |
|
7th |
+5 |
+1 |
+4 |
+2 |
+5 |
— |
|
8th |
+6/+1 |
+1 |
+4 |
+2 |
+6 |
Bonus feat |
|
9th |
+6/+1 |
+1 |
+4 |
+3 |
+6 |
— |
|
10th |
+7/+2 |
+2 |
+5 |
+3 |
+7 |
— |
|
11th |
+8/+3 |
+2 |
+5 |
+3 |
+7 |
Banish fiends |
|
12th |
+9/+4 |
+2 |
+6 |
+4 |
+8 |
Bonus feat |
|
13th |
+9/+4 |
+2 |
+6 |
+4 |
+8 |
— |
|
14th |
+10/+5 |
+2 |
+6 |
+4 |
+9 |
— |
|
15th |
+11/+6/+1 |
+3 |
+7 |
+5 |
+9 |
— |
|
16th |
+12/+7/+2 |
+3 |
+7 |
+5 |
+10 |
Bonus feat |
|
17th |
+12/+7/+2 |
+3 |
+8 |
+5 |
+10 |
— |
|
18th |
+13/+8/+3 |
+3 |
+8 |
+6 |
+11 |
— |
|
19th |
+14/+9/+4 |
+3 |
+8 |
+6 |
+11 |
— |
|
20th |
+15/+10/+5 |
+4 |
+9 |
+6 |
+12 |
Bonus feat |
Starting Feats: Priests start with Simple Weapons
Proficiency, Martial Weapon Proficiency (warhammer), Light Armor Proficiency,
Medium Armor Proficiency, Shield Proficiency, and Scribe Scroll.
A priest who chooses the War domain receives the Weapon Focus feat related to
his religion's favored weapon as a bonus feat. He also receives the appropriate
Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that
category.
Heavy armor and tower shields can interfere with priest spells that have somatic
components, but even when wearing heavy armor or carrying a tower shield,
priests may ignore up to 30% of the spell failure chance that these pieces of
equipment would normally cause.
Aura: A priest of a free, evil, good, or honorable religion has a
particularly powerful aura corresponding to the religion's alignment (see the
detect evil spell for details). Priests who don’t follow a specific religion
but choose the Freedom, Evil, Good, or Honor domain have a similarly powerful
aura of the corresponding alignment.
Spells: A priest casts divine spells, which are drawn
from the cleric spell list. However, his alignment may restrict him from casting
certain spells opposed to his moral or ethical beliefs; see Free, Evil, Good,
and Honorable Spells, below. A priest must choose and prepare his spells in
advance (see below).
To prepare or cast a spell, a priest must have a Wisdom score equal to at least
10 + the spell level. The Difficulty Class for a saving throw against a priest’s
spell is 10 + the spell level + the priest’s Wisdom modifier.
|
Table 3-11: Priest Spells Prepared Per Day |
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|
Level |
Base MP Per Day |
Spell Level |
|||||||||
|
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
||
|
1st |
2 |
3 |
1 |
– |
– |
– |
– |
– |
– |
– |
– |
|
2nd |
6 |
3 |
2 |
– |
– |
– |
– |
– |
– |
– |
– |
|
3rd |
11 |
3 |
2 |
1 |
– |
– |
– |
– |
– |
– |
– |
|
4th |
17 |
3 |
3 |
1 |
– |
– |
– |
– |
– |
– |
– |
|
5th |
25 |
3 |
3 |
1 |
1 |
– |
– |
– |
– |
– |
– |
|
6th |
35 |
3 |
3 |
2 |
1 |
– |
– |
– |
– |
– |
– |
|
7th |
46 |
3 |
3 |
2 |
1 |
1 |
– |
– |
– |
– |
– |
|
8th |
58 |
3 |
3 |
2 |
2 |
1 |
– |
– |
– |
– |
– |
|
9th |
72 |
3 |
3 |
3 |
2 |
1 |
1 |
– |
– |
– |
– |
|
10th |
88 |
3 |
3 |
3 |
2 |
2 |
1 |
– |
– |
– |
– |
|
11th |
106 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
– |
– |
– |
|
12th |
126 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
– |
– |
– |
|
13th |
147 |
3 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
– |
– |
|
14th |
170 |
3 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
– |
– |
|
15th |
195 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
– |
|
16th |
221 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
– |
|
17th |
250 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
|
18th |
280 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
|
19th |
311 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
2 |
|
20th |
343 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
3 |
2 |
|
All priests prepare 1 additional domain spell at each spell level except the 0-level. |
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Like other spellcasters, a priest can prepare only a certain number of spells of
each spell level per day. His base daily spell allotment is given on Table 3-11:
Priest Spells. Note that the number of spell slots is fixed -- priests do not
prepare additional spells for having high Wisdom. A priest does, however, get
one domain spell of each spell level he can cast, starting at 1st level. When a
priest prepares a spell in a domain spell slot, it must come from one of his two
domains (see Religions, Domains, and Domain Spells, below).
Priests must study holy texts and pray for their spells. Each priest must choose
a time at which he must spend 1 hour each day in quiet contemplation of a sacred
book to regain his daily allotment of spells. Time spent resting has no effect
on whether a priest can prepare spells. A priest may prepare and cast any spell
on the priest spell list, provided that he can cast spells of that level, but he
must choose which spells to prepare during his daily meditation.
In order to cast a spell, the priest must expend the appropriate amount of magic
points. A priest's total magic points are equal to his base MP per Day (see
Table 3-11: Priest Spells) plus bonus magic points earned for high Wisdom. Bonus
MP are equal to the priest's Wisdom modifier × priest level × one-half.
Base MP Cost by Spell Level
Spell Level 0 1 2 3 4 5 6 7 8 9 Magic Points * 1 3 5 7 9 11 13 15 17
|
Most
spells use the MP cost given on the chart, but for spells that deal so many dice
of damage per caster level, you have to add 2 MP for each additional die of
damage, up to the maximum allowed by your level.
Religion,
Domains, and Domain Spells: A priest’s religion influences his alignment,
what magic he can perform, his values, and how others see him. A priest chooses
two domains from among those belonging to his religion. A priest can select an
alignment domain (Evil, Freedom, Good, or Honor) only if his alignment matches
that domain.
If a priest is
not devoted to a particular religion, he still selects two domains to represent
his spiritual inclinations and abilities. The restriction on alignment domains
still applies.
Each domain gives
the priest access to a domain spell at each spell level he can cast, from 1st on
up, as well as a granted power. The priest gets the granted powers of both the
domains selected.
With access to
two domain spells at a given spell level, a priest prepares one or the other
each day in his domain spell slot. If a domain spell is not on the priest spell
list, a priest can prepare it only in his domain spell slot.
|
Faith-Healing Because this game's priest class is a spontaneous caster, the healing domain is less useful than it is for normal clerics. To make up for this, the granted power of the Healing domain changes. Priests with the Healing domain use d12s, rather than d8s, to tell how much damage is restored by cure spells.
|
Ready Cure:
A good priest (or a neutral priest of a good religion) can channel stored spell
energy into healing spells that the priest did not prepare ahead of time. As a
free action, the priest can “lose” any prepared spell that is not a domain spell
in order to instantly prepare any cure spell of the same spell level or
lower (a cure spell is any spell with “cure” in its name). Once the swap
has been made, it cannot be changed back until the priest is again able to
prepare spells normally.
An evil priest (or a neutral priest of an evil religion), can’t convert prepared
spells to cure spells but can convert them to inflict spells (an
inflict spell is one with “inflict” in its name).
A priest who is
neither good nor evil and whose religion is neither good nor evil can convert
spells to either cure spells or inflict spells (player’s choice).
Once the player makes this choice, it cannot be reversed. This choice also
determines whether the priest turns or commands undead (see below).
Evil, Free,
Good, and Honorable Spells: A priest can’t cast spells of an alignment
opposed to his own or his religion's (if he has one). Spells associated with
particular alignments are indicated by the evil, freedom, good, and honor
descriptors in their spell descriptions.
Turn or Rebuke
Undead: Any priest, regardless of alignment, has the power to affect undead
creatures by channeling the power of his faith through his holy (or unholy)
symbol (see Turn or Rebuke Undead).
A good priest (or a neutral priest who follows a good religion) can turn or
destroy undead creatures. An evil priest (or a neutral priest who follows an
evil religion) instead rebukes or commands such creatures. A neutral priest of a
neutral religion must choose whether his turning ability functions as that of a
good priest or an evil priest. Once this choice is made, it cannot be reversed.
This decision also determines whether the priest can spontaneously ready cure
or inflict spells (see above).
A priest may attempt to turn undead a number of times per day equal to 3 + his
Charisma modifier. A priest with 5 or more ranks in Knowledge (theology &
philosophy) gets a
+2 bonus on turning checks against undead.
Bonus
Languages: A priest’s bonus language options include Celestial and Fiendish
(the languages of good and evil outsiders, respectively). These choices are in
addition to the bonus languages available to the character because of his race.
Bonus Feats:
At every 4th level, the priest receives a bonus feat. This feat may be a
metamagic feat, an item creation feat, or a divine feat.
Banish Fiends
or Celestials: A priest of 11th level can affect outsiders just like undead,
in place of a daily turn undead attempt. Priests who can ready cure
spells and turn udead are able to banish fiends, while priests who can ready
inflict spells and rebuke undead can do the same to celestials. An affected
outsider is banished to its home plane, rather than merely turned away – and
even if the outsider can travel between planes, it may not return to the prime
material plane for 10 rounds. If the priest’s level is twice that of the
outsider's, the affected outsider is immediately and utterly destroyed.
Ex-Priests
A priest who grossly violates the code of conduct required by his religion loses
all spells and class features, except for starting feats and bonus feats. He
cannot thereafter gain levels as a priest of that religion until he atones (see
the atonement spell description).