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The Priest |
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Many who choose to devote themselves to a deity show their commitment not through martial prowess, but by ministering to a flock of worshippers or by leading lives of piety and service to Logos and the church. As pillars of local village or neighborhood life, priests are often very politically minded and astute. They are the confidants of the commoners and the local authorities. Priests usually wield a lot of political power both within a church and among the laity. The priest class may include many professions or callings within the church, such as monks, nuns, priests, etc. It may also include wandering holy persons, and hermits. What sets it apart from other ecclesiastics such as the templar or paladin, is the priest's singular devotion to scholarship and the study of divine magic, the revealed power of Logos. The priest's choice of spells and magical flexibility is second to none. Long before there were wizards, or even templars, the priesthood toiled to hone their art and produce magical items to bolster the faithful and fight the enemies of the church. Remember, the first wizards were priests long before Logos revealed the secrets of arcane magic to mortal man. In Palaestra, the priest class was the progenitor of the templar and wizards classes. The templars came about as priest took up weapons to defend the faithful and when logos revealed the mystery of arcane magic to St. Decius, the wizards that followed quickly adapted their scholarly ways, and many of their magical feats, to the Arcane Arts. Adventures: Priests sometime leave their studies to venture forth in the world, most often at the behest of some church official (sometimes in spite of it). Some take it upon themselves to do missionary work or test their faith on unorthodox adventures. A few take sabbaticals to search out some mystery on their own. Characteristics: Priests are the ultimate wielders of divine magic, outstripping the templar in their flexibility and knowledge of the magical arts. Like their more martial brethren, the templars, priest can heal and even bring back the dead. Also like templars, priests have the ability to turn undead and even destroy them at higher levels. Priests are learned; many dedicate their lives to acquiring knowledge. Others become leaders in their communities -- persons the populace turns to for advice and guidance. Alignment: Priests tend to be close to the alignment of their deity, although this is not a requirement. Most priests are lawful, since they are inclined to discipline and study. Religion: All priest are members in good standing of one of the Orders of the Church of Logos. Background: Most priest are recruited from the merchant or noble classes. The sons and daughters of the nobility who do not stand to inherit land often join the church. The church is a stepping stone for many merchant families. Parents who can afford to send their children to seminary gain status in the community. Races: Most priest are human, although non-humans who join the church can become priests, although they would still face the prejudices of their race within the church hierarchy. But if logos calls one to service... Other Classes: Priests get along famously with paladins and clerics. Anyone that is part of the One Faith will get the benefit of the doubt from most priests. Most likely a priest's own personality and Order will determine much about how she views others. Justinians tend to be rather stern, while Valarians tend to be rather open-minded, for example. Abilities: Wisdom is the chief characteristic of the priest. Their scholarly bent does mean that a high Intelligence will allow them to fully utilize their extensive list of class skills and charisma is also important to a priest. Leadership is expected from high level priests. Alignment: Varies. Hit Die: d6
Class Skills The priest's class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha) Heal (Wis), Knowledge (Relition) (Int), Profession (Wis), Scry (Int, exclusive skill), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4: Skills, page 57 PHB, for skill descriptions. Domains and Class Skills: The choice of domains may influence class skills. Skill Points at 1st Level:
(6 + Int modifier) x 4. Class Features All of the following are class features of the priest. Armor and Weapon Proficiency: Priests receive little or no military training unlike templars and paladins. Nonetheless they are proficient with club, dagger, quarterstaff, heavy and light crossbows. Priests are not proficient with any armor or shields. Armor and shield do not hinder a priest's spellcasting, but they do not begin the game with these proficiencies, although they may take these later on in their careers. As with templars, if a priest's saint has a favored martial weapon, and the priest chooses the War domain, he receives the Martial Weapon Proficiency feat as well as the Weapon Focus feat for that favored weapon. Divine Grace: A priest applies his Charisma modifier (if positive) to all saving throws. Turn or Rebuke Undead: As cleric, page 32 PHB, except the Turning Damage for Priests is equal to 2d8 + your priest level + Charisma modifier. Skill Focus: A 2nd level priest automatically gains the feat Skill Focus (Knowledge: Religion) for free. Bonus Feats: Every four levels a priest gains a bonus feat. These feats must be either a divine feat, metamagic feat or an item creation feat. Note: these feats are in addition to those granted every character by level, regardless of class. Feats granted by overall character level (as opposed to class level) and the starting bonus feat for humans, need not be metamagic or item creation feats. Spells: Priests cast divine spells according to the table below. As with clerics, priests spend about an hour at dawn preparing their spells for the day. Priests, like clerics, get one domain spell of each spell level, starting at 1st -- hence the +1 on the chart below. When a priest prepares a domain spell, it must come from one of his two domains. A priest, much like a sorcerer, is limited to casting a certain number of spells of each level per day from the spells that he prepared that morning. Priests refer to this as their tableau, or spell pool. The domain spell "slot" can only be used for casting the prepared domain spell. The domain slot cannot be used to cast another spell, it is sacrosanct. Priests, unlike sorcerers, cannot use higher slots for lower level spells, unless they are cure spells (see Spontaneous Casting, below). If a 6th level priest has used up all his 2nd level spells, he cannot use one of his third level slots to cast a 2nd level spell. For example, a 1st level priest chooses Command and Bless as his 1st level spells and Calm Animals (Animal Domain) as his domain spell. He could cast each spell once, or cast Command twice and Calm Animal once, or Bless twice and Calm Animal once, or Calm Animal three times. The domain slot cannot be used to cast another spell. Priest using metamagic feats that require a spell to be cast at a higher level may lock-in spells, loosing the flexiblity of that slot. They cannot use that slot for any other purpose.
Domain Spells: Each domain is associated with a spell list and a power which the priest receives. When choosing a domain spell, you may choose from any of these lists. Domain descriptions are on page 90 of the PHB. At 10th level a priest may choose a third domain. He or she gains the appropriate access to the domain's spells and the commensurate domain power listed. Spontaneous Casting: Priests, like clerics, may choose to cast healing spells on the fly. This eats up one of their castings per level, but effectively means that priests never have to prepare cure spells. If a priest runs out of slots of a particular level, he may choose to use a higher level slot to cast a cure. (Normally, priests cannot use higher level slots to cast lower level spells.) Alignment Spells: A priest can't cast spells of an alignment opposed to his own, or to his saint's. Bonus Languages: As cleric, page 32 PHB. Ex-Priests An ex-priests loses all spells and class features and cannot gain levels as a priest until he atones (see the atonement spell description, page, 176 PHB). Base Starting Gold = 5d4 x 10
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