The Friar & Nun

Alignment: Good and/or Lawful.

Hit Die: d6.

 

The Friar (male) and Nun (female) are cloistered monks who spend their hours studying the ancient secrets of religion.  These monks spend their days tending to the churches or temples where they live, and their nights poring over ancient scriptures.  Much like wizards, friars who choose to take up the adventure’s life do so to gain more knowledge, with the added mission of spreading church doctrine.  The friar has a calm and tempered soul which causes

 

Class Skills

The friar’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), and Use Magical Device (Cha). See Chapter 4: Skills for

skill descriptions.

Skill Points at 1st Level: (8 + Int modifier) x4.

Skill Points at Each Additional Level: 8 + Int modifier.

 

Table: The Friar

 

 

 

 

 

 

——–————— Spells per Day —–—————

Level

Base Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

+0

+0

+0

+2

Scribe scroll, bonus feat, school focus 1st

3

1

—

—

—

—

—

—

—

—

2nd

+1

+0

+0

+3

 

4

2

—

—

—

—

—

—

—

—

3rd

+1

+1

+1

+3

Wild empathy

4

2

1

—

—

—

—

—

—

—

4th

+2

+1

+1

+4

Scribe holy writ

4

3

2

—

—

—

—

—

—

—

5th

+2

+1

+1

+4

School focus 2nd

4

3

2

1

—

—

—

—

—

—

6th

+3

+2

+2

+5

Bonus feat

4

3

3

2

—

—

—

—

—

—

7th

+3

+2

+2

+5

 

4

4

3

2

1

—

—

—

—

—

8th

+4

+2

+2

+6

 

4

4

3

3

2

—

—

—

—

—

9th

+4

+3

+3

+6

 

4

4

4

3

2

1

—

—

—

—

10th

+5

+3

+3

+7

School focus 3rd

4

4

4

3

3

2

—

—

—

—

11th

+5

+3

+3

+7

 

4

4

4

4

3

2

1

—

—

—

12th

+6/+1

+4

+4

+8

Bonus feat

4

4

4

4

3

3

2

—

—

—

13th

+6/+1

+4

+4

+8

 

4

4

4

4

4

3

2

1

—

—

14th

+7/+2

+4

+4

+9

 

4

4

4

4

4

3

3

2

—

—

15th

+7/+2

+5

+5

+9

School focus 4th

4

4

4

4

4

4

3

2

1

—

16th

+8/+3

+5

+5

+10

 

4

4

4

4

4

4

3

3

2

—

17th

+8/+3

+5

+5

+10

 

4

4

4

4

4

4

4

3

2

1

18th

+9/+4

+6

+6

+11

Bonus feat

4

4

4

4

4

4

4

3

3

2

19th

+9/+4

+6

+6

+11

 

4

4

4

4

4

4

4

4

3

3

20th

+10/+5

+6

+6

+12

School focus 5th

4

4

4

4

4

4

4

4

4

4

 

Class Features

All of the following are class features of the friar.

 

Weapon and Armor Proficiency: Friars are proficient with the club, dagger, heavy mace, light mace, and quarterstaff, but not with any type of armor or shield.

 

Bonus Languages: A friar may learn Abyssal, Astral, Asurasen, Celestial, Devan, Draconic, Infernal, Lucian, Tartarian, or Zien as one of his bonus languages.

 

Spells: A friar casts divine spells which are drawn from the Cleric spell list plus if he has a god any domain spells his deity grants. A friar must choose and prepare his spells ahead of time (see below).

To learn, prepare, or cast a spell, the friar must have a wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a friar’s spell is 10 + the spell level + the friar’s Intelligence modifier.  Each time he levels up he gains 2 new spells to add to his books.  Additionally, if he has a god he chooses he adds 1 spell from one of those domains to add as well.

Like other spellcasters, a friar can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Friar. In addition, he receives bonus spells per day if he has a high Intelligence score.

Unlike a bard or sorcerer, a friar may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying his divine text. While studying, the friar decides which spells to prepare.

 

Wild Empathy (Ex): At level 3 a friar can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The friar rolls 1d20 and adds his friar level and his Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the friar and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

An friar can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

 

Bonus Feats: At 1st, 6th, and every 6 levels after that, a friar gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The friar must still meet all prerequisites for a bonus feat, including caster level minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The friar is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

 

School focus (Ex): At 1st level, a friar may select a school of spell from among those given on Table: Friar School focuses. When casting a divine spell of this school.  The friar gains a +1 to his effective caster level when he is casting spells of this school.  Likewise, he gets a +1 bonus on touch attack rolls (both melee & ranged) made use spells of this school, and the DC of saves against spells he prepared from this school are increased by +1.  Lastly, when he must penetrate spell resistance he gains a +1 to the spells from his chosen school.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the friar may select an additional school focus from those given on the table. In addition, at each such interval, the bonus with any one school focus (including the one just selected, if so desired) increases by +1. 

If the friar chooses conjurations, divination, enchantment, or illusion as a school focus, he must also choose an associated subschool, as indicated on the table. If a specific spell falls into more than one category of school focus, the friar’s bonuses do not stack; he simply uses whichever bonus is higher.

 

Table: Friar School focuss

School (Subschool)

School (Subschool)

Adjuration

Enchantment (Other)

Conjuration (Calling)

Evocation

Conjuration (Creation)

Illusion (Figment)

Conjuration (Healing)

Illusion (Glamer)

Conjuration (Summoning)

Illusion (Pattern)

Conjuration (Teleportation)

Illusion (Phantasm)

Divination (Scrying)

Illusion (Shadow)

Divination (Other)

Illusion (Other)

Enchantment (Charm)

Necromancy

Enchantment (Compulsion)

Transmutation

 

Scribe Holy writ

Starting at 4th level, a Friar can create holy writs from which he or another divine spellcaster can cast a scribed spell. You can create a holy writ of any friar spell you know. Scribing a holy writ takes one minute per spell level + caster level.  It requires one sheet of paper or parchment per spell level.  It uses 1/100th x spell level of a vial of ink to scribe a holy writ.  If the spell has a focal component the component must be present during the scribing

The Friar must also spend experience points to scribe a holy writ. The XP cost is equal to the spell level x the caster level + 1/25 the cost any material components in gp.

Next, the Friar makes a Knowledge (religion) check. The DC for the check is 11 + the spell level + the caster level of the holy writ. If the check fails, the raw materials are used up but the XP are not spent. Finally, the Friar makes a Craft (writing) check. The DC for the check is 16 + the spell level + the caster level of the holy writ. If the check fails, the raw materials are used up but the XP are not spent. The Friar can try scribing the holy writ again as soon as he purchases more raw materials.

Any holy writ that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the holy writ.

A holy writ can be written on sheets of paper or parchment sewn together and attached to scroll rods or bound in a codex.  Making a holy writ into a scroll adds 5sp to the cost. While on the other hand, making a codex adds 5gp to the cost, never the less multiple holy writs may be bound into a single codex.

It is a full round action to use a holy write. Once a holy writ is used it burst into flames that consume only the holy writ. It is a full round action to find a codex or scroll in satchel or backpack and to pull it out is a move action.  Once he has a Codex out it is a standard action to find the exact spell he wishes to cast or a free action if he has the spell bookmarked (a book mark costs 1cp). 

 

Chaotic, Evil, Good, and Lawful Spells: A Friar can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

 

Divine texts: A friar must study his divine text each day to prepare his spells. He cannot prepare any spell not recorded in his divine text, except for cure minor wounds and read magic, which all friars can prepare from memory.

A friar begins play with a divine text containing all 0-level friar spells (except those from his prohibited alignment, if any; see spell alignments, above) plus three 1st-level spells of your choice. For each point of Intelligence bonus the friar has, the divine text holds one additional 1st-level spell of your choice. At each new friar level, he gains two new spells of any spell level or levels that he can cast (based on his new friar level) for his divine text. At any time, a friar can also add spells found in other friars’ divine texts to his own.

 

 

 

Daniel John Malone © 2007-2008

 

 

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