Devout Priest

d20 FRPG Class for either D&D v3.5e SRD or Pathfinder OGC

Description
Where clerics often dispatch the justice of their gods, devout priests commune with them, devoting their entire lives studying writings about and from their deity. Whereas a wizard is a scholar of the arcane, the devout priest is a theologian of the divine. Most devout priests prefer the comfort and safety of their gods' monasteries and temples, unless compelled by their god or commanded by a high priest to adventure out into the world.
Alignment
A devout priest's alignment must be exactly the same of his god's. A devout priest must uphold and personify (and even perhaps mimic) his deity's goals, ideologies, intentions, teachings, etc. all day, every day.
Hit Die
d4 [D&D v3.5e SRD]
d6 [Pathfinder OGC]
Starting Wealth
2d6 x 10 gp (minimum 20 gp, average 70 gp, maximum 120 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The devout priest's class skills (and the key ability for each skill) are...

Domains and Class Skills

A devout priest who chooses the domains below adds the corresponding skill(s) to the priest class skills listed above.

Skill Points at 1st Level
(2 + Int modifier) x 4 [D&D v3.5e SRD only]
Skill Points at Each Additional Level
2 + Int modifier.

Table: Devout Priest
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +1 Please see below 3 1+1
2nd +1 +0 +0 +3 4 2+1
3rd +1 +1 +1 +3 Please see below 4 2+1 1+1
4th +1 +1 +1 +4 5 3+1 2+1
5th +1 +1 +1 +4 Channel Energy 3d6 5 3+1 2+1 1+1
6th +3 +2 +2 +5 5 3+1 3+1 2+1
7th +3 +2 +2 +5 Channel Energy 4d6 6 4+1 3+1 2+1 1+1
8th +4 +2 +2 +6 Cast Augury 1/day 6 4+1 3+1 3+1 2+1
9th +4 +3 +3 +6 Channel Energy 5d6 6 4+1 4+1 3+1 2+1 1+1
10th +5 +3 +3 +7 6 4+1 4+1 3+1 3+1 2+1
11th +5 +3 +3 +7 Channel Energy 6d6 6 5+1 4+1 4+1 3+1 2+1 1+1
12th +6/+1 +4 +4 +8 Leadership Feat 6 5+1 4+1 4+1 3+1 3+1 2+1
13th +6/+1 +4 +4 +8 Please see below 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1
14th +7/+2 +4 +4 +9 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1
15th +7/+2 +5 +5 +9 Channel Energy 8d6 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
16th +8/+3 +5 +5 +10 Cast Divination 1/day 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
17th +8/+3 +5 +5 +10 Channel Energy 9d6 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18th +9/+4 +6 +6 +11 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th +9/+4 +6 +6 +11 Channel Energy 10d6 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th +10/+5 +6 +6 +12 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1

Level 1

Level 3

Level 8

Level 12

Level 13

Level 16


Class Features

The following are class features of the devout priest.

Bonus Languages

A devout priest's bonus language options also include Abyssal, Celestial, and Infernal (the languages of chaotic evil, good, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Bonus Skill Points

Starting at 1st level, a devout priest automatically receives a +1 bonus skill point in both Knowledge (Int) [D&D v3.5e SRD] [Pathfinder OGC] studies below every time he advances a devout priest class level...

Divine Spells

A devout priest casts divine spells which are drawn from the Cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells.

In addition to the Cleric spell list, a devout priest may also add the following Sorcerer/Wizard Divination spells to his spell list...

Weapon and Armor Proficiency

A devout priest is only proficient with the favored weapon of their deity, light armor, buckler, and light shields.

Level 1

Aura (Ex)

A devout priest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel Energy (Su)

Regardless of alignment, any devout priest can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good devout priest channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil devout priest channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral devout priest of a neutral deity must choose whether he channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the devout priest can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the devout priest. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two devout priest levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the devout priest's level + the devout priest's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A devout priest may channel energy a number of times per day equal to 3 + his Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A devout priest can choose whether or not to include himself in this effect.

A devout priest must be able to present his holy symbol to use this ability.

Domains

A devout priest's deity influences his alignment, what magic he can perform, his values, and how others see him. A devout priest chooses two domains from among those belonging to his deity. A devout priest can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

Each domain grants a number of domain powers, dependent upon the level of the devout priest, as well as a number of bonus spells. A devout priest gains one or two domain spell slots for each level of devout priest spell she can cast, from 1st on up. Each day, a devout priest can prepare one spell from each of his two domains in that slot. If a domain spell is not on the devout priest spell list, a devout priest can prepare it only in one of his domain spell slots. Domain spells cannot be used to cast spells spontaneously.

In addition, a devout priest gains the listed powers from both of his domains, if he is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Please see Cleric Domains

Spontaneous Casting

A good devout priest can channel stored spell energy into healing spells that he did not prepare ahead of time. The devout priest can "lose" any prepared spell that is not an orison or domain spell in order to cast any Cure spell of the same spell level or lower (a Cure spell is any spell with "Cure" in its name).

An evil devout priest 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 devout priest who is neither good nor evil and whose deity 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 devout priest channels positive or negative energy (please see Channel Energy).

Level 3

Holy Symbol Bond

At 3rd level, a devout priest forms a powerful bond with his deity's holy symbol that is much like the wizard's Arcane Bond. A bonded holy symbol is an item a devout priest can use to cast additional domain spells or to serve as a magical item.

The holy symbol must be worn or held by the devout priest to have effect. If a devout priest attempts to cast any spell without his bonded holy symbol worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level.

A bonded holy symbol can be used once per day to cast any one domain spell that the devout priest is capable of casting, even if the spell is not prepared. This domain spell is treated like any other domain spell cast by the devout priest, including casting time, duration, and other effects dependent on the devout priest's level. This domain spell cannot be modified by metamagic feats or other abilities. The bonded holy symbol cannot be used to cast domain spells from the devout priest's opposition schools.

A devout priest can add additional magic abilities to his bonded holy symbol as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a devout priest with a bonded holy symbol who wants to add a wondrous amulet ability, like amulet of natural armor, to his bonded holy symbol must be at least 3rd level to do so (see Craft Magic Arms and Armor feat). The magic properties of a bonded holy symbol, including any magic abilities added to the object, only function for the devout priest who owns it. If a bonded holy symbol's owner dies, or the item is replaced, the holy symbol reverts to being an ordinary holy symbol.

If a bonded holy symbol is damaged, it is restored to full hit points the next time the devout priest prepares his spells. If the holy symbol of a divine bond is lost or destroyed, it can be replaced after 1 week in a special ritual that includes fasting and praying, and costs 200 gp per devout priest level plus the cost of the holy symbol. This ritual takes 8 hours to complete, but fasting and praying lasts for the entire week. Items replaced in this way do not possess any of the additional enchantments of the previous bonded holy symbol.

Level 13

High Priest

At 13th level, a devout priest may earn or simply acquire the title of a high priest, depending upon his deity, his religious sect, and the Dungeon/Game Master. Once the devout priest has obtained the title of high priest, he may become a high priest of a temple, monastery, or shrine to his god, often in an area (such as a city or town) that lacks one. This religious place becomes a sanctuary (safe haven), giving the high priest added benefits and bonuses while there. However, the high priest must visit his temple, monastery, or shrine at least once per week, or risk losing converts and followers, and gain disfavor among his religious organizaion. Most high priests do not travel too far away their temple, monastery, or shrine, unless aided by other forms of transportation (flight, teleportation, etc.). For each and every week a high priest visits his temple, monastery, or perminent/stationary shrine, he may attract new followers per month.

Lawful Alignment

A devout priest who worships a Lawful deity often go through difficult trials lead by a small group of elder high priests within his religious organization. Depending upon his deity and their religious sect, these tests can be either mental and/or physical (chosen by the player with the Dungeon/Game Master's appoval/discretion, and usually has a DC rating from 13 to 15). If a devout priest fail these trials, he must wait until he has raised another priest class level before re-attempting these tests again. However, once the devout priest has passed these vigorous tests, he earns the title of high priest within their religious organization, may have a temple, monastery, or shrine built, and will be reviewed by his elder high priests with every priest class level advancement.

Temples

Since followers of Lawful deities are easier to organize, direct, and instruct, most Lawful high priests often have temples built to their god. There is a 75% chance that the elder high priests may gather and organize 12d4 + Charisma modifer (maximum of +4) of existing worshippers to help build a large temple four levels tall at a suitable site, with outside walls for protection. The existing worshippers that become followers of the new temple once it's complete is limited by the high priest's Leadership Feat. This temple may vary in size (Dungeon/Game Master's discression), but the player may decide how to design the interior...

The temple usually takes about 52 weeks to complete, but every worshipper that helps build the temple reduces this time by one week. A high priest can only have one temple, and once the temple is complete, a high priest must spend at least an entire day each week at his temple. Failure to visit his temple risks a 75% chance of losing 1d4 followers each week the high priest is absent, even during the temple's constuction.

A lawful high priest also may choose to build either a monastery or shrine instead of a temple (please see below).

Neutral Alignment

A devout priest who worships a neutral deity may go through simple trials lead by another elder high priest within his religious organization. Depending upon his deity and his religious sect, these tests could be either mental and/or physical (chosen by the player with the Dungeon/Game Master's appoval/discretion, and usually has a DC rating from 8 to 10). If a devout priest fail these trials, he must wait until he has raised another priest class level before re-attempting these tests again. However, once the devout priest has passed these easy tests, he earns the title of high priest within their religious organization and may have a temple, monastery, or shrine built, and may be reviewed by his elder high priest with every priest class level advancement.

Monasteries

Since followers of Neutral deities are somewhat "fickle", most Neutral high priests often have monasteries built to their god. There is a 50% chance that the elder high priest may gather and organize 5d4 + Charisma modifer (maximum of +4) of existing followers to help build a small monastery three levels tall at a suitable site. The existing worshippers that become members of the new monastery once it's complete is limited by the high priest's Leadership Feat. This monastery may vary in size (Dungeon/Game Master's discression), but the player may decide how to design the interior...

The monastery usually takes about 26 weeks to complete, but every follower that helps build the monastery reduces this time by one week. A high priest may have multiple monasteries (up to ½ of the high priest's Charisma modifer), but they cannot be spaced too far apart from each other where the high priest cannot spend an entire day at every monastery each week. Failure to visit his monastery risks a 50% chance of losing 1d4 followers each week the high priest is absent, even during the monastery's construction.

Chaos Alignment

Due to lack of organization within their religious sect, a devout priest who worships a Chaotic deity usually appoints themselves as a high priest without having to withgo any tests or trials.

Shrines

Since followers of Chaotic deities are usually very independant and unreliable, most Chaotic high priests often build shrines to their god. A shrine is usually nothing more than an altar that is designed to withstand the ordinary elements of the outdoors. Shrines usually take four weeks to build, but the high priest may reduce construction time by one week for every follower (minimum of 1 week to build a shrine). There are two types of shrines...

Perminent Shrine
This type of shrine are immobile and stationary, but attracts converts and worshippers every month the high priest spends an entire day each week at the shrine. A high priest may have multiple perminent shrines (up to the high priest's Charisma modifer), but they cannot be spaced too far apart from each other where the high priest cannot spend an entire day at every shrine each week. Failure to visit his shrine risks a 25% chance of losing 1d4 worshippers each week the high priest is absent, even during the shrine's construction.
Portable Shrine
This type of shrine are mobile, often built in a horse-drawn cart, but because they are always on the go, they do not attract any followers. Like temples, a high priest may only have one portable shrine.

Whether the shrine is at a perminant site or is portable, the high priest must stay within a five foot radius of the shrine to receive the added benefits and bonuses.

Converts And Worshippers

Attracting converts and worshippers to the high priest's temple, monastery, or perminent shrine every depends upon its location, adding the high priest's Charisma modifier to the dice rolled.

Table: Attracting Converts And Worshippers
Rural Town City
1d4 + Charisma modifier 1d6 + Charisma modifier 1d8 + Charisma modifier

Commoners are 93% of the attracted converts and worshippers, while 2% of are evenly distributed between Adepts, Experts, and Warriors, and the remaining 1% are Aristocrats. These converts and worshippers may be called upon by the high priest to help defend the temple, monastery, or shrine in time of need. However, only the number of followers restricted by the high priest's Leadership Feat will leave to follow the high priest on adventures and quests.

Tithing

The high priest may receive tithing from their devout worshippers each week he is visiting his temple, monastery, or perminent, stationary shrine. Tithing is based upon how many attending devout worshippers, their NPC status, and their deity's alignment...

Table: Follower Tithing
Good Alignment Neutral Alignment Evil Alignment
1 Copper piece per 1 Commoner 1 Copper piece per 2 Commoners 1 Copper piece per 4 Commoners
1 Silver piece per 1 Adept/Expert/Warrior 1 Silver piece per 2 Adepts/Experts/Warriors 1 Silver piece per 4 Adepts/Experts/Warriors
1 Gold piece per 1 Aristocrat 1 Gold piece per 2 Aristocrats 1 Gold piece per 4 Aristocrats

High priests must spend a portion of tithes on repairing and upkeep of their temple, monastery, or shrine. This also includes any beverages (such as wine), food, and other items used during religious rights and rituals.

Most good high priests only keep 10% of tithes for themselves, often spending the remaining 90% of tithes on repairs, upkeep, and charities. Most neutral high priests keep 50% of tithes for themselves, often spending the remaining 50% of tithes on repairs, upkeep, and charities. Most evil high priests keep 90% of tithes for themselves, often spending the remaining 10% of tithes on as little as possible.

Benefits and Bonuses

When a high priest is inside their temple or monastery or within 5 feet of their shrine, he receives the following benefits and bonuses...

Obligations and Responsibilities

The high priest's reponsibilities are often determined by their alignment and religious sect. Lawful high priests tend to have the most, whereas Chaotic high priests tend to have the least, and Neutral high priests are somewhere in the middle. These obligations are often performed while the high priest is visiting his temple, monastery, or shrine, and often include...

Celebrations
Feasting, marriages, and weddings
Ceremonies
Calendar events and funerals
Rights
When worshippers hit milestones in their life including births and adulthood
Rituals
Atonement, communion, meditation, praying, and worship services

At the Dungeon/Game Master's discretion, the player may decide what their high priest character is doing for the entire day spent at their temple, monastery, or shrine, or by simply rolling percentage dice. The majority of the day spent will most likely be performing Rituals.