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.

 

 

 

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