Ralasha
2010-04-19, 02:54 AM
Game Rule Information:
Outlook, Personality, and Interaction in the world: People generally become Priests out of a geniuine feeling of need to help others, often risking and giving their lives to aid or help others at great cost to themselves. These selfless acts make them welcomed in many places with smiles, and good will. This attitude means they are more often than not living in poverty. However, many times they are treated as honoured guests, and patrons. Many think this is done in a hope that by showing favor to their Priests the Gods will show them favor in return, but wether ot not this is true is almost never mentioned since it brings no direct harm to those with such thoughts. A Priest that does not run into a burning building to save a child is often frowned upon, and rumors are faster than the wind. Since a Priests duty is to protect and aid others many commoners veiw Priests that fail in their duty with scorn, and other clergymen, such as Paladins, and Clerics, and even other Priests will not be so welcoming, making it harder on the Priest.
In the case of an evil priest, most people will fear them. Commoners will most often still treat them with reverance, for similar reasons. To avoid the punitive measures of their god, and to avoid the anger of the priest. These priests however, do not enter service to help others, but due to extreme faith, and sometimes due to a craving for power. Nerull has many necromancers that become his priests. On the other end of the spectrum, most priests follow Pelor. This does not mean all of them do.
The Preist, and Spells Per Day
Level BAB FS RS WS Special 0 1 2 3 4 5 6 7 8 9
1st +0 +0 +0 +2 (Un)Hallowed Step, Aura of Alignment 2 1 - - - - - - - -
[td]2nd +1 +0 +0 +3 Lay on Hands 3 2 - - - - - - -
3rd +1 +1 +1 +3 Divine Grace 4 3 - - - - - - - -
4th +2 +1 +1 +4 Detect Evil/Good 4 3 1 - - - - - - -
5th +2 +1 +1 +4 - 4 3 2 - - - - - - -
6th +3 +2 +2 +5 Healing Presence 4 3 3 - - - - - - -
7th +3 +2 +2 +5 - 4 3 3 1 - - - - - -
8th +4 +2 +2 +6 Remove Disease 1/week 4 3 3 2 - - - - - -
9th +4 +3 +3 +6 - 4 3 3 3 - - - - - -
10th +5 +3 +3 +7 Remove Curse 1/week 4 3 3 3 1 - - - - -
11th +5 +3 +3 +7 Consecration/Desecration 4 3 3 3 2 - - - - -
12th +6/+1 +4 +4 +8 Favor 4 3 3 3 3 - - - - -
13th +6/+1 +4 +4 +8 - 4 3 3 3 3 1 - - - -
14th +7/+2 +4 +4 +9 - 4 3 3 3 3 2 - - - -
15th +7/+2 +5 +5 +9 Radiant Aura 4 3 3 3 3 3 1 - - -
16th +8/+3 +5 +5 +10 Remove Disease 2/week 4 3 3 3 3 3 2 - - -
17th +8/+3 +5 +5 +10 - 4 3 3 3 3 3 3 1 - -
18th +9/+4 +6 +6 +11 - 4 3 3 3 3 3 3 2 1 -
19th +9/+4 +6 +6 +11 - 4 3 3 3 3 3 3 3 2 1
20th +10/+5 +6 +6 +12 Remove Curse 2/week 4 3 3 3 3 3 3 3 3 2
Hit Dice: d6.
Class Skills:
The Preists class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features:
All of the abilities in the above Table, and the following are Abilities of the Priest.
Aura of (Alignment) See Paladin. (PHB, CRB1)
Divine Favor (Su) While in the Temple of friendly deity healing during sleep is doubled. When aiding others attribute bonuses equal to the wisdom modifier can be gained as needed. And a prayer has a 50% chance of being granted, and a 75% chance of being heard. the benefits are equivalent to blessing as the spell, and prayer. it can be used when in a temple to regain lost spells per day as though having rested and prepared them again, once per day at level 10.
Detect Good/Evil Detect Good/Evil as a Supernatural Ability always active. With a 20 foot radius. If out of line of sight it is sensed, but if in sight, it is detectable by an aura. Spells such as Non-Detection, or Undetectable Alignment, keep the Priest from being able to see the aura, but do not trick the sensation. This ability requires concentration.
Divine Grace (Su): The Priest is blessed, and lives life so, his Charisma modifier is added to his saves, as well as the normal modifiers.
Favor (Ex) is graciousness shown by other members of the same "faith" usually clerics overseer's of the churches and temples, or other Priests. The amount of aid is determined by a roll of 1d20 + level and wisdom of Priest requesting Aid, against the cost of such aid if any in gold. Lets say N equals the amount Needed by the priest or for the favor, and C is the Cost. is N>C then it is likely they will help, this still depends on if that church or temple can afford it. If the favor requires something illegal then it is a Difficulty Check determined by the DM. This Favor is not usually limited to the Church/Temple. As the fact that they usually travel in tattered Robes embroidered with their holy symbol makes them easily identifiable, and due to their nature they are often left unscathed in a bar filled with hudlums. Many thugish types will even behave themselves in the presence of one when they would not otherwise.
Unhallowed/Hallowed Step (Su): The priest is the pinnacle of un-epic holiness. His very step is enough to bless the ground upon which he walks. In the case of a good priest, any undead coming within 60 feet of his presence will begin taking His Charisma Modifier in damage every round. Any undead at half the priests hit dice or less are immediately Destroyed. In the case of an evil priest any undead within his presence are rebuked with a proper rebuke attempt, made each round, and healed at a rate of his Charisma Modifier multiplied by his class level per round. Any corpses will raise as 1 HD undead, up to the maximum of the clerics controllable undead, in hit dice. At level 10 this ability will similarly effect Outsiders of an opposing alignment, or enemy deity, it will not rebuke/turn them however, but instead banish them. If the outsider is more than half the hit dice of the priest it will instead take damage as an undead. This damage can be reduced by a successful willsave. Turn resistance acts as damage reduction.
Remove Disease, and Remove Curse are the same as the Paladin Abilities of the same name. (In the case of an Evil Preist change Remove to Bestow.)
Lay on Hands (Su): The Priest may heal a number of hit points equal to it's Charisma modifier per round. (In the instance of an Evil Priest Lay on hands uses Negative Energy, and harms living creatures other than the Priest using it.)
Radiant Aura, the Priest has gone so far towards his/her path that any attempt to discern their alignment (such as with detect good, if the priest is good) with the appropriate spell, will force the creature to make a will save vs a DC of 10+Class Level, failure will blind them for 1d4 rounds, even if the creature, or character is not normally susceptible to such an effect. In addition, the creature or character attempting to do so, must make a will save of a DC of 10+the strength of the priests aura or be stunned for a number of rounds equal to the priests charisma modifier.
Consecration/Desecration: (Su) The priest is surrounded by a field of positive, or negative energy. As per the Consecrate Spell and the Desecrate spell, respectively. This is a permanent aura effect, with a range of 30 feet. It acts as the spell, except as mentioned. If the area a priest is within has recently been Hallowed, or Unhallowed, these effects stack, or cancel each out for the duration of the priests presence, within the priests area of influence.
Healing Presence (Su): The priest's spells now heal/deal an additional amount of damage equal to the priests hit dice. In addition any creatures within 45 feet heal or take damage (friendlies heal/enemies take) equal to the priests charisma modifer per round, the healing/damage are both divine, and cannot be reduced. (This is an activated ability, and functions a number of rounds equal to the Priests Charisma Modifier per day.) This ability does not need to be used all at once, but can be divided up into individual uses each day.
Abilities: Wisdom is especially important to the Priest as it allows most of his spell casting Abilities. Charisma is also important as many of his abilities will rely upon it heavily, such as Divine Favor, healing abilities, and auras.
Alignment: Any Good, or Evil. (Allowing Players to use Evil Priests as Evil Characters is suggested Against as it is capable of collapsing the power of the game. However, this restriction is intended for PC's only, as evil priests, WILL exist.)
Starting Gold: Priests Start with 2d6x10 Gold, plus any benefits from Professions.
Weapon and Armor Proficiency:
Priests are proficient with all simple weapons, and light armor. They are proficient with the buckler.
Spells:
The Priest may prepare and cast any spell from the cleric and paladin domains and spell lists. He must prepare his spells ahead of time, the way a wizard or a cleric must.
To learn 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 Wisdom modifier.
(( I used the Wizard as a base for this, out of the PHB, along with the Cleric and Paladin. ))
Outlook, Personality, and Interaction in the world: People generally become Priests out of a geniuine feeling of need to help others, often risking and giving their lives to aid or help others at great cost to themselves. These selfless acts make them welcomed in many places with smiles, and good will. This attitude means they are more often than not living in poverty. However, many times they are treated as honoured guests, and patrons. Many think this is done in a hope that by showing favor to their Priests the Gods will show them favor in return, but wether ot not this is true is almost never mentioned since it brings no direct harm to those with such thoughts. A Priest that does not run into a burning building to save a child is often frowned upon, and rumors are faster than the wind. Since a Priests duty is to protect and aid others many commoners veiw Priests that fail in their duty with scorn, and other clergymen, such as Paladins, and Clerics, and even other Priests will not be so welcoming, making it harder on the Priest.
In the case of an evil priest, most people will fear them. Commoners will most often still treat them with reverance, for similar reasons. To avoid the punitive measures of their god, and to avoid the anger of the priest. These priests however, do not enter service to help others, but due to extreme faith, and sometimes due to a craving for power. Nerull has many necromancers that become his priests. On the other end of the spectrum, most priests follow Pelor. This does not mean all of them do.
The Preist, and Spells Per Day
Level BAB FS RS WS Special 0 1 2 3 4 5 6 7 8 9
1st +0 +0 +0 +2 (Un)Hallowed Step, Aura of Alignment 2 1 - - - - - - - -
[td]2nd +1 +0 +0 +3 Lay on Hands 3 2 - - - - - - -
3rd +1 +1 +1 +3 Divine Grace 4 3 - - - - - - - -
4th +2 +1 +1 +4 Detect Evil/Good 4 3 1 - - - - - - -
5th +2 +1 +1 +4 - 4 3 2 - - - - - - -
6th +3 +2 +2 +5 Healing Presence 4 3 3 - - - - - - -
7th +3 +2 +2 +5 - 4 3 3 1 - - - - - -
8th +4 +2 +2 +6 Remove Disease 1/week 4 3 3 2 - - - - - -
9th +4 +3 +3 +6 - 4 3 3 3 - - - - - -
10th +5 +3 +3 +7 Remove Curse 1/week 4 3 3 3 1 - - - - -
11th +5 +3 +3 +7 Consecration/Desecration 4 3 3 3 2 - - - - -
12th +6/+1 +4 +4 +8 Favor 4 3 3 3 3 - - - - -
13th +6/+1 +4 +4 +8 - 4 3 3 3 3 1 - - - -
14th +7/+2 +4 +4 +9 - 4 3 3 3 3 2 - - - -
15th +7/+2 +5 +5 +9 Radiant Aura 4 3 3 3 3 3 1 - - -
16th +8/+3 +5 +5 +10 Remove Disease 2/week 4 3 3 3 3 3 2 - - -
17th +8/+3 +5 +5 +10 - 4 3 3 3 3 3 3 1 - -
18th +9/+4 +6 +6 +11 - 4 3 3 3 3 3 3 2 1 -
19th +9/+4 +6 +6 +11 - 4 3 3 3 3 3 3 3 2 1
20th +10/+5 +6 +6 +12 Remove Curse 2/week 4 3 3 3 3 3 3 3 3 2
Hit Dice: d6.
Class Skills:
The Preists class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) × 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features:
All of the abilities in the above Table, and the following are Abilities of the Priest.
Aura of (Alignment) See Paladin. (PHB, CRB1)
Divine Favor (Su) While in the Temple of friendly deity healing during sleep is doubled. When aiding others attribute bonuses equal to the wisdom modifier can be gained as needed. And a prayer has a 50% chance of being granted, and a 75% chance of being heard. the benefits are equivalent to blessing as the spell, and prayer. it can be used when in a temple to regain lost spells per day as though having rested and prepared them again, once per day at level 10.
Detect Good/Evil Detect Good/Evil as a Supernatural Ability always active. With a 20 foot radius. If out of line of sight it is sensed, but if in sight, it is detectable by an aura. Spells such as Non-Detection, or Undetectable Alignment, keep the Priest from being able to see the aura, but do not trick the sensation. This ability requires concentration.
Divine Grace (Su): The Priest is blessed, and lives life so, his Charisma modifier is added to his saves, as well as the normal modifiers.
Favor (Ex) is graciousness shown by other members of the same "faith" usually clerics overseer's of the churches and temples, or other Priests. The amount of aid is determined by a roll of 1d20 + level and wisdom of Priest requesting Aid, against the cost of such aid if any in gold. Lets say N equals the amount Needed by the priest or for the favor, and C is the Cost. is N>C then it is likely they will help, this still depends on if that church or temple can afford it. If the favor requires something illegal then it is a Difficulty Check determined by the DM. This Favor is not usually limited to the Church/Temple. As the fact that they usually travel in tattered Robes embroidered with their holy symbol makes them easily identifiable, and due to their nature they are often left unscathed in a bar filled with hudlums. Many thugish types will even behave themselves in the presence of one when they would not otherwise.
Unhallowed/Hallowed Step (Su): The priest is the pinnacle of un-epic holiness. His very step is enough to bless the ground upon which he walks. In the case of a good priest, any undead coming within 60 feet of his presence will begin taking His Charisma Modifier in damage every round. Any undead at half the priests hit dice or less are immediately Destroyed. In the case of an evil priest any undead within his presence are rebuked with a proper rebuke attempt, made each round, and healed at a rate of his Charisma Modifier multiplied by his class level per round. Any corpses will raise as 1 HD undead, up to the maximum of the clerics controllable undead, in hit dice. At level 10 this ability will similarly effect Outsiders of an opposing alignment, or enemy deity, it will not rebuke/turn them however, but instead banish them. If the outsider is more than half the hit dice of the priest it will instead take damage as an undead. This damage can be reduced by a successful willsave. Turn resistance acts as damage reduction.
Remove Disease, and Remove Curse are the same as the Paladin Abilities of the same name. (In the case of an Evil Preist change Remove to Bestow.)
Lay on Hands (Su): The Priest may heal a number of hit points equal to it's Charisma modifier per round. (In the instance of an Evil Priest Lay on hands uses Negative Energy, and harms living creatures other than the Priest using it.)
Radiant Aura, the Priest has gone so far towards his/her path that any attempt to discern their alignment (such as with detect good, if the priest is good) with the appropriate spell, will force the creature to make a will save vs a DC of 10+Class Level, failure will blind them for 1d4 rounds, even if the creature, or character is not normally susceptible to such an effect. In addition, the creature or character attempting to do so, must make a will save of a DC of 10+the strength of the priests aura or be stunned for a number of rounds equal to the priests charisma modifier.
Consecration/Desecration: (Su) The priest is surrounded by a field of positive, or negative energy. As per the Consecrate Spell and the Desecrate spell, respectively. This is a permanent aura effect, with a range of 30 feet. It acts as the spell, except as mentioned. If the area a priest is within has recently been Hallowed, or Unhallowed, these effects stack, or cancel each out for the duration of the priests presence, within the priests area of influence.
Healing Presence (Su): The priest's spells now heal/deal an additional amount of damage equal to the priests hit dice. In addition any creatures within 45 feet heal or take damage (friendlies heal/enemies take) equal to the priests charisma modifer per round, the healing/damage are both divine, and cannot be reduced. (This is an activated ability, and functions a number of rounds equal to the Priests Charisma Modifier per day.) This ability does not need to be used all at once, but can be divided up into individual uses each day.
Abilities: Wisdom is especially important to the Priest as it allows most of his spell casting Abilities. Charisma is also important as many of his abilities will rely upon it heavily, such as Divine Favor, healing abilities, and auras.
Alignment: Any Good, or Evil. (Allowing Players to use Evil Priests as Evil Characters is suggested Against as it is capable of collapsing the power of the game. However, this restriction is intended for PC's only, as evil priests, WILL exist.)
Starting Gold: Priests Start with 2d6x10 Gold, plus any benefits from Professions.
Weapon and Armor Proficiency:
Priests are proficient with all simple weapons, and light armor. They are proficient with the buckler.
Spells:
The Priest may prepare and cast any spell from the cleric and paladin domains and spell lists. He must prepare his spells ahead of time, the way a wizard or a cleric must.
To learn 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 Wisdom modifier.
(( I used the Wizard as a base for this, out of the PHB, along with the Cleric and Paladin. ))