PREACHER
This is a
special advanced class designed specifically for the Warhammer 40,000 setting.
As such it merits extra description but is lacking a “sample preachers” section
at the end. All preachers are ordained clergy of some sort, belonging to a
specific denomination of the Imperial cult. The Preacher class contains
elements from the Negotiator Modern SRD class.
“The Emperor is our guiding light, a beacon of hope for
humanity in a galaxy of darkness. As we serve him, he is our greatest servant.
As we pray to him, his thoughts are only for us. And in the dark when the
shadows threaten, the Emperor is with us, in spirit and in fact.”
To the
innumerable billions of humanity, the Emperor is a God – the subject of mass
praise and veneration. Yet it was not always so – not until the Emperor’s death
and incarceration in the Golden Throne did mankind turn as one to their
god-incarnate. In this way the Adeptus Ministorum grew, from superstition and
saints, from disciples and prophets into the galactic temple of the Emperor
Deified – the Ministorum of Terra.
There are
shrines to the Emperor on almost every world, dedicated to worship and praise
of the sacrifices He makes for mankind. With countless prayers, innumerable
ceremonies of adoration and homage, the Ministorum guides the mass of humanity
in their devotion to the Beneficient Emperor. The history of the Ministorum,
known by most as the Ecclesiarchy, is illuminated by thousands of saints and
martyrs who have dedicated their lives to spreading the Light of the Emperor to
the darkness – missionaries to distant worlds, mendicants whose pious acts have
served as examples to their peers, great religious leaders who have fought
heresy and blasphemy and turned humanity towards the path of the Emperor’s
Wisdom.
Ranks of
scribes and illuminators spend their entire lives copying out the sacred
scripts of the Litanies of Faith, the doctrines of the Ministorum and the Rolls
of Honoured Saints. Preachers and Cardinals lead their followers in fervent
prayer to the Protector of Mankind while Confessors move among the masses,
persecuting unbelievers.
This
section covers all the rules neccesary for playing a character who wishes to
spread the Imperial faith or keep it strong in the hearts of those around him.
It covers cardinals, confessors, sisters superior and anything along those
lines. The fastest way to become a preacher is through the Charismatic Hero
basic class.
Requirements
To qualify
to become a Preacher, a character must fulfill the following criteria.
Skills: Diplomacy 6
ranks, Gather Information 6 ranks
Feat: Trustworthy
CLASS
INFORMATION
The
following information pertains to the Preacher advanced class.
Hit Die
Preachers
gain 1d6 hit points per level. The character’s Constitution modifier applies.
Skills
Bluff
(Cha), Computer Use (Int), Diplomacy (Cha), Gather Information (Cha),
Intimidate (Cha), Investigate (Int), Knowledge (trade, earth and life sciences,
galactic events, streetwise, Imperium) (Int), Read/Write Language (none), Sense
Motive (Wis), Speak Language (none), Spot (Wis), Treat Injury (Wis).
Skill Points for each Level: 7 + Int modifier
|
Table: The Preacher |
|||||||
|
Class Level |
Base Attack |
Fort Save |
Ref Save |
Will Save |
Special |
Defense |
Leadership |
|
1 |
+0 |
+1 |
+0 |
+2 |
Imperial
Faith |
+0 |
+2 |
|
2 |
+1 |
+2 |
+0 |
+3 |
React
First |
+1 |
+2 |
|
3 |
+2 |
+2 |
+1 |
+3 |
Bonus
Feat |
+1 |
+2 |
|
4 |
+3 |
+2 |
+1 |
+4 |
Talk
Down 1 |
+1 |
+3 |
|
5 |
+3 |
+3 |
+1 |
+4 |
Inspirational |
+2 |
+3 |
|
6 |
+4 |
+3 |
+2 |
+5 |
Bonus
Feat |
+2 |
+3 |
|
7 |
+5 |
+4 |
+2 |
+5 |
Talk
Down 2 |
+2 |
+4 |
|
8 |
+6 |
+4 |
+2 |
+6 |
Confession |
+3 |
+4 |
|
9 |
+6 |
+4 |
+3 |
+6 |
Bonus
Feat |
+3 |
+4 |
|
10 |
+7 |
+5 |
+3 |
+7 |
Talk
Down 3 |
+3 |
+5 |
CLASS
FEATURES
The
following class features pertain to the Preacher advanced class.
Imperial Faith
“God-Emperor, oh our source of security. Protect us from
foul daemons. Guard the wombs of our women that wee mites are not twisted into
mutants. Save us from the darkness within darkness. Oh watch over us as we
carry out your will. Imperator hominorum, nostra salvatio!”
- Reverend
Henrik Farb.
The most widespread
and well-established religion throughout the Imperium is the Imperial Faith. It
has billions upon billions of followers throughout the Imperium, with
representative cult leaders on every planet. The cult is run and controlled by
the Adeptus Ministorum. The headquarters of the Adeptus Ministorum is the
Ecclesiarchal Palace on Earth, where the organisation’s leader, the Ecclesiarch
himself, lives.
Beyond
Earth, the Imperial Cult has its representatives throughout the Imperium. Every
world forms a separate Diocese, or belongs to part of a larger Diocese,
administered by the Cardinals Astral. Beneath the Cardinals Astral are
Pontifexes (regional leaders) and Preachers. The Preachers look after one or
more shrines, each of which serves the religions needs of a small community.
Most populated worlds have many thousands of shrines and almost as many
preachers.
The
worship of the Emperor varies from Diocese to Diocese. He has many aspects and
not all are known by the Adeptus Ministorum. Indeed, it is impossible for them
to know all the ways the God-Emperor is worshipped due to the vastness of the
Imperium.
Each
Diocese has its own very strict scriptures which must be adhered to by its
preachers. A player character Preacher must choose in what way he wishes to
worship the Emperor and then make a note of the scriptures associated with his
Diocese.
The Emperor; The Humanist
The
Emperor is not always revered in his warrior/vengeful aspect, he can be
worshipped in his humane image. Those of the Diocese of the Humanist believe
that the weak should always be helped and protected. They believe that even
those displaying minor mutation should not be rounded up, tortured, and killed.
Dangerous mutants, however, such as Beastmen, do not deserve pity, even within
the Diocese of The Humanist; they know that mankind must be preserved. They
know that mutation is not always influenced by the power of Chaos but can be
the result of terrible living conditions and people afflicted this way deserve
pity not persecution. The Diocese of The Humanist run orphanages and
hospices on worlds where they are needed and this is not always on worlds
within the Diocese. The work they do is always much appreciated as the priests
are not quick to denounce people as heretics or enemies of the Imperium.
Missionaries of The Humanist often travel widely, preaching to the populations
that the Emperor cares for the weak and poor, the disabled and needy.
Scriptures
* Never
refuse healing to someone in need of it, unless the final stricture should be
broken.
* Never
refuse aid to someone in need of it.
* Protect
the weak, unless the final scripture should be broken.
* Always
promote the Diocese of The Humanist when possible.
* Defend
the interests of humanity.
Special: A humanist
gains a +2 bonus on Treat Injury checks and can treat his Preacher levels as
Charismatic Hero levels for the purpose of calculating the effects of
Charismatic Hero talents.
The Emperor; The Warrior
The Emperor
is a potent symbol of the warrior throughout the Imperium. The Horus Heresy and
tales of the Emperor’s heroism, is not lost on the billions who worship the
Saviour of Mankind in his warrior image. Newly acquired primitive worlds of
war-like tribes are encouraged to worship this aspect and in doing so they
merge the Emperor into their own beliefs. Where once their often obscure
bestial idols stood as the pinnacle of their belief, the Warrior-Emperor now
proudly stands. And this could be in many different ways. For example, tribes
that worship some powerful creature would include the Emperor riding upon its
back or caring for it. The Adeptus Astartes and Imperial Guard worship the
Emperor in his warrior aspect. The Space Marines always strictly observe the
practices within the Diocese and many within the Imperial Guard also do the
same; some regiments may worship the Emperor in other ways because of their
diversity. Most officers of the Imperial Guard, like the Space Marines, favour
the warrior aspect because it instills discipline and obedience in their
troops. Traditional Warrior Cults are practiced on many worlds where warfare is
endemic. Not all such worlds are primitive by any means, even some of the most
technically advanced worlds have warrior cultures. In some cases this violence
is highly ritualised, and takes the form of arena combats and formal duels. In
other cases the fighting is restricted to certain classes or individuals, so
that the ordinary members of society can go about their daily lives unaffected
by the gangland killings which go on around them. Although disapproved of by
the Adeptus Ministorum, warrior cults are tolerated by planetary government and
the Adeptus Terra. They promote martial ideals and warrior skills which are
actually very useful to their local governments and even to the Imperium
itself. As many of the cults stress the noble values of conflict, such as the
protection of the weak, they act as a stabilising force in what might otherwise
seem a dangerously violent society.
Scriptures
* Always
obey the command of a superior rank and never question it.
* Always
speak clearly and concisely to one of superior rank.
* Never
flee from the enemies of humanity even in the face of overwhelming odds.
* Always
defend the interests of humanity even at one’s expense.
Special: Gets one of the
following bonus feats: Personal Firearms Proficiency, Advanced Weapons
Proficiency, Advanced Melee Weapons Proficiency.
The Emperor; The Protector
The Diocese
of The Protector is very militant indeed. It is essentially a Diocese of
witch-hunters and is widely respected, though its methods are sometimes called
into question. Deviants, mutants, and psykers are despised by priests of the
Emperor; the Protector. They are hunted down and brought to trial. Trials
seldom, if ever, give the ‘victim’ much of a fair hearing. They commonly refer
to rogue psykers as ‘witches’. Psykers of the Adeptus Astra Telepathica are
tolerated because their minds have been controlled. Witches are typically
beaten to death while attached to a large turning wheel (a symbol of the
Protector Diocese.) Mutants also suffer this same treatment although burning at
the stake is often favoured for them. Again this varies from Diocese to Diocese.
Anyone found to have deviated from the norm (eg, possessing six fingers,
different coloured eyes, and so on) is reported to the local temple. Then the
lynch mob comes where they bring the deviant to the preacher for justice.
Newborn babies found to have deviated are swiftly drowned by the overseeing
priest. All this is for the preservation of humanity.
Scriptures
A preacher
of the Diocese of the Protector must adhere to the following scriptures or lose
all class abilites until the end of the month.
* There
must be no mercy or quarter given to deviants of humanity. Mutants and witches
must be hunted down and destroyed.
* Always
lend help to other priests of the Diocese of the Emperor; The Protector.
* Always
protect the interests of the Diocese of the Emperor; The Protector.
* Always
defend the interests of humanity even at one’s own expense.
Special: Preachers of
the Diocese of the Protector gain a +2 pious
bonus on attack rolls and skill checks when dealing with witches and
mutants. He also gets a general +2 bonus on Sense Motive Checks.
React First
Starting
at 2nd level, a Preacher gains the ability to react first when trying to make a
deal or mediate a settlement. The Preacher must make contact and speak to the
participants prior to the start of combat. If he or she does this, he or she
gains a free readied action that allows the Preacher to make either a move or
attack action if either side in the negotiation (other than the Preacher)
decides to start hostilities. The Preacher gets to act before any initiative
checks are made, in effect giving him or her the benefit of surprise.
Bonus Feats
When a
Preacher gains bonus feats he must select them from this list.
Armour
Proficiency (light), Armour Proficiency (medium), Attentive, Confident, Dead
Aim, Deceptive, Educated, Far Shot, Frightful Presence, Iron Will, Oathbound.
Talk Down
A Preacher
of 4th level or higher can talk his or her way out of trouble. Either prior to
the start of hostilities or during combat, the Preacher can talk down a single opponent
within 15 feet of his or her position or otherwise able to hear the Preacher’s
voice. The target must be able to understand the Preacher. That opponent
immediately stops fighting and reverts to an indifferent attitude regarding the
Preacher and the situation in general. Any hostile action by the Preacher or by
one of the Preacher’s allies directed at the opponent allows the opponent to
act as he or she sees fit.
To
initiate this talent, the Preacher must spend a full-round action talking to
his or her opponent. The opponent makes a Will saving throw. The DC is equal to
10 + Preacher’s class level + Preacher’s Charisma bonus. If the save fails, the
opponent stops fighting. If the save succeeds, the opponent continues as
normal.
At 7th
level, a Preacher can talk down a number of opponents equal to his or her
Charisma bonus within 15 feet of his or her position or within 15 feet of a
television, radio, or telephone broadcasting the Preacher’s message.
At 10th
level, the range extends to 30 feet and covers all opponents who can hear and
understand the Negotiator’s voice.
This is a
Mind-Affecting ability.
Inspirational
The sheep
flock to the shephard. The Preacher gets a bonus of +3 to his Leadership bonus.
This stacks with the Renown feat.
Confession
The
preacher has learned the art of drawing a confession out of someone. When
making a Sense Motive check to see if someone is bluffing he may also add his
ranks in Intimidate as well.