The Priest
Alignment: A Priests alignment must be within one step of his deitys (that is, it may be one step away on either the lawfulchaotic axis or the goodevil axis, but not both). A Priest may not be neutral unless his deitys alignment is also neutral.
Hit Die: d8.
The Priests class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills: A Priest who chooses a god
with the Animal or Plant domain may add Knowledge (nature) (Int) to the Priest
class skills listed above. A Priest who chooses a deity with the Knowledge
domain may add all Knowledge (Int) skills to the list. A Priest who chooses a
deity with the Travel domain may add Survival (
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.
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Table: The Priest |
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Spells per Day1 |
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Level |
Base Attack Bonus |
|
Ref Save |
Will Save |
Special |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
Spell Points |
|
1st |
+0 |
+2 |
+0 |
+2 |
Turn or rebuke undead |
6 |
5 |
|
|
|
|
|
|
|
|
16 |
|
2nd |
+1 |
+3 |
+0 |
+3 |
|
7 |
6 |
|
|
|
|
|
|
|
|
19 |
|
3rd |
+2 |
+3 |
+1 |
+3 |
|
8 |
7 |
|
|
|
|
|
|
|
|
22 |
|
4th |
+3 |
+4 |
+1 |
+4 |
|
9 |
8 |
5 |
|
|
|
|
|
|
|
50 |
|
5th |
+3 |
+4 |
+1 |
+4 |
|
9 |
9 |
6 |
|
|
|
|
|
|
|
57 |
|
6th |
+4 |
+5 |
+2 |
+5 |
|
9 |
9 |
7 |
5 |
|
|
|
|
|
|
102 |
|
7th |
+5 |
+5 |
+2 |
+5 |
|
9 |
9 |
8 |
6 |
|
|
|
|
|
|
115 |
|
8th |
+6/+1 |
+6 |
+2 |
+6 |
|
9 |
9 |
9 |
7 |
5 |
|
|
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|
193 |
|
9th |
+6/+1 |
+6 |
+3 |
+6 |
|
9 |
9 |
9 |
8 |
6 |
|
|
|
|
|
214 |
|
10th |
+7/+2 |
+7 |
+3 |
+7 |
|
9 |
9 |
9 |
9 |
7 |
5 |
|
|
|
|
325 |
|
11th |
+8/+3 |
+7 |
+3 |
+7 |
|
9 |
9 |
9 |
9 |
8 |
6 |
|
|
|
|
356 |
|
12th |
+9/+4 |
+8 |
+4 |
+8 |
|
9 |
9 |
9 |
9 |
9 |
7 |
5 |
|
|
|
512 |
|
13th |
+9/+4 |
+8 |
+4 |
+8 |
|
9 |
9 |
9 |
9 |
9 |
8 |
6 |
|
|
|
555 |
|
14th |
+10/+5 |
+9 |
+4 |
+9 |
|
9 |
9 |
9 |
9 |
9 |
9 |
7 |
5 |
|
|
758 |
|
15th |
+11/+6/+1 |
+9 |
+5 |
+9 |
|
9 |
9 |
9 |
9 |
9 |
9 |
8 |
6 |
|
|
815 |
|
16th |
+12/+7/+2 |
+10 |
+5 |
+10 |
|
9 |
9 |
9 |
9 |
9 |
9 |
8 |
7 |
5 |
|
1052 |
|
17th |
+12/+7/+2 |
+10 |
+5 |
+10 |
|
9 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
6 |
|
1125 |
|
18th |
+13/+8/+3 |
+11 |
+6 |
+11 |
|
9 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
7 |
5 |
1416 |
|
19th |
+14/+9/+4 |
+11 |
+6 |
+11 |
|
9 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
6 |
1707 |
|
20th |
+15/+10/+5 |
+12 |
+6 |
+12 |
|
9 |
9 |
9 |
9 |
9 |
9 |
8 |
8 |
8 |
8 |
1407 |
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Table:
Priest Spells Known |
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Spells
Known |
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Level |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
|
1st |
5 |
3 |
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2nd |
6 |
3 |
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3rd |
6 |
4 |
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4th |
7 |
4 |
2 |
|
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5th |
7 |
5 |
3 |
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6th |
8 |
5 |
3 |
2 |
|
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7th |
8 |
6 |
4 |
3 |
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8th |
9 |
6 |
4 |
3 |
2 |
|
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|
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9th |
9 |
7 |
5 |
4 |
3 |
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10th |
10 |
7 |
5 |
4 |
3 |
2 |
|
|
|
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11th |
10 |
8 |
6 |
5 |
4 |
3 |
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12th |
11 |
8 |
6 |
5 |
4 |
3 |
2 |
|
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13th |
11 |
8 |
7 |
6 |
5 |
4 |
3 |
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14th |
12 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
|
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15th |
12 |
8 |
8 |
7 |
6 |
5 |
4 |
3 |
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16th |
12 |
8 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
|
|
17th |
12 |
8 |
8 |
7 |
7 |
6 |
5 |
4 |
3 |
|
|
18th |
12 |
8 |
8 |
7 |
7 |
6 |
5 |
4 |
4 |
2 |
|
19th |
12 |
8 |
8 |
7 |
7 |
7 |
6 |
5 |
5 |
4 |
|
20th |
12 |
8 |
8 |
7 |
7 |
7 |
6 |
6 |
6 |
6 |
All of the following are class features of the Priest.
Weapon and Armor Proficiency: Priests are proficient with all simple weapons and all light and one handed melee weapons, with light and medium armor, and with shields (except tower shields).
A Priest who chooses a deity with the War domain may receive the Weapon Focus feat related to his deitys weapon as a bonus feat and gain proficiency with heavy armor. He also may receive the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex): A Priest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deitys alignment (see the detect evil spell for details)..
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 Chaotic, Evil, Good, and Lawful Spells, below. A Priest spontaneously cast spells from a set of spells he has learned (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 Priests spell is 10 + the spell level + the Priests Charisma modifier.
Like other spellcasters, a Priest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Priest. In addition, he receives bonus spells per day if he has a high Spirit score. A Priest also gets 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 Deities, Domains, and Domain Spells, below).
Each spell for the Priest is more like a little prayer. Each Priest chooses a time each day to spend about ten minutes in quiet contemplation or supplication to center his soul. Time spent resting has is important and if a Priest can not get at least half the amount of time normally need for resting for his race then his spells gain 10% failure chance. A Priest may learn 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.
Upon reaching 4th level,
and at every even-numbered Priest level after that (6th, 8th, and so on), a
Priest can choose to learn a new spell in place of one he already knows. In
effect, the Priest loses the old spell in exchange for the new one. The new
spells level must be the same as that of the spell being exchanged, and it
must be at least two levels lower than the highest-level Priest spell the
Priest can cast. A Priest may swap only a single spell at any given level, and
must choose whether or not to swap the spell at the same time that he gains new
spells known for the level.
Unlike a wizard or a cleric, a Priest need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells hell cast. A Priest of the Will may choose from the druidic spell list instead of the Cleric list.
Healers and Harmers: Like Clerics, Priest sustain a
connection with positive or negative energy.
Good priest and priest of good deities gain cure spells as bonus known
spells. Likewise evil priest and priest
of evil deities gain inflict spells as bonus known spells. Like clerics, priest that are neither good
nor evil and do not follow a good or evil deity may choose to gain cure or
inflict spell but this choice like that of clerics determines whether they
turn or rebuke undead.
Deity, Domains, and Domain Spells: A Priests deity influences his alignment, what magic he can perform, his values, and how others see him. A Priest may learn any spell from any domain list among those belonging to his deity. A Priest can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a Priest is not devoted to a particular deity, he still selects three domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
The Priest may learn any spell his deity grants form any domain his deity grants but only gains the granted powers of one domain per point of wisdom bonus to a minimum of one. If he must chose the order in which he gains these domain granted power so that the order of their loss can be know should his wisdom score be reduced.
Chaotic, Evil, Good, and Lawful Spells: A Priest cant cast spells of an alignment opposed to his own or his deitys (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): 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 worships a good deity) can turn or destroy undead creatures. An evil Priest (or a neutral Priest who worships an evil deity) instead rebukes or commands such creatures. A neutral Priest of a neutral deity 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.
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 (religion) gets a +2 bonus on turning checks against undead.
Bonus Languages: A Priests bonus language options include:
Name The
language of
Alphabet
Abyssal Chaotic Evil Outsiders Infernal+Asurak
Astral Chaotic Good Outsiders Celestial+Asurask
Asurasen Chaotic Outsiders Asurak
Devan Lawful Outsiders Devan
Celestial Good Outsiders Celestial
Infernal Evil Outsiders Infernal
Lucian Lawful Good Outsiders Celestial+Devan
Tartarian Lawful Evil Outsiders Infernal+Devan
Zien Outsiders (mostly Neutral) Zien
A Priest who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a Priest of that god until he atones (see the atonement spell description).