Admiral Squish
2015-02-05, 09:08 AM
http://i1233.photobucket.com/albums/ff398/somer2007/Outlander/Welcome_to_Logstown1-1.jpg
A colonial priest of the doctrine of Mission
Priests are found in every culture, all across the world. They are the ones who speak for the divine in the mortal world, the ones who set the tone of virtue for their societies. They are found in every religion, and indeed, without them, there would be no religion as we know it. They can be known as priests, or as shamans, medicine men, wise ones, druids, clerics, and any number of other names, in countless different languages. Any spiritual leader who has received training of some sort and prays to the divine for their power is a priest, even if they don't know it.
Hit Die: d6
Skill Points: 4+int
Class Skills: Bluff, Craft, Diplomacy, Heal, Intimidate, Knowledge (all), Linguistics, Perform, Profession, Sense Motive, Spellcraft, Use Magic Device
LevelBABFortRefWillSpecial0th1st2nd3rd4th5th6th7th 8th9th
1st+0+0+0+2Doctrines
31--------
2nd+1+0+0+3
42--------
3rd+1+1+1+3
421-------
4th+2+1+1+4
432-------
5th+2+1+1+4
4321------
6th+3+2+2+5
4332------
7th+3+2+2+5
44321-----
8th+4+2+2+6
44332-----
9th+4+3+3+6
444321----
10th+5+3+3+7
444332----
11th+5+3+3+7
4444321---
12th+6+4+4+8
4444332---
13th+6+4+4+8
44444321--
14th+7+4+4+9
44444332--
15th+7+5+5+9
444444321-
16th+8+5+5+10
444444332-
17th+8+5+5+10
4444444321
18th+9+6+6+11
4444444332
19th+9+6+6+11
4444444433
20th+10+6+6+12
4444444444
Weapon and Armor Proficiency
Priests are proficient with all simple weapons, but not with any type of armor or shield.
Spells
A priest casts divine spells drawn from the priest spell list. A priest must choose and prepare their spells ahead of time.
To learn, prepare, 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 priest’s spell is equal to 10+ the spell level + the priest’s wisdom modifier.
A priest can only cast a certain number of spells of each level per day. Their base allotment is given on the table above. In addition, they receive bonus spells if they have a high wisdom score.
A priest begins play knowing all 0-level priest spells, plus a number of 1st-level priest spells of their choice, equal to their wisdom modifier plus two. At each new priest level, the priest can learn two spells of any spell level or levels that they can cast. A priest can also create prayer guides to record additional spells beyond this limit (see Prayer Guides below). A priest must choose and prepare their spells ahead of time. Once each day, the priest may perform a one-hour ritual that may involve prayer, meditation, offerings, or cleansing, during which the priest decides which spells to prepare. A priest can prepare any spell they know, or any spell they have recorded in a prayer guide that they have access to when performing this ritual.
Prayer Guides
A priest’s memory may serve them well enough for most situations, but many priests find that being prepared for the unexpected is vital to perform their role. Creating prayer guides allows priests to supplement their known spells with additional spells. Prayer guides can take almost any form imaginable, as long as it can serve to guide the priest through the preparation of the spell. Prayer guides can be written, drawn, carved, sculpted, forged, painted, woven, tied, or made in any other medium or form that the priest can use to remember how to prepare the spell.
A priest can only create prayer guides to record spells that are on the priest spell list. The priest must study the spell they wish to record for one hour, by studying a scroll or other spell completion item of the spell, by consulting with a helpful priest who knows the spell or has recorded the spell with a prayer guide, or by consulting with a helpful spirit who knows the spell or can use the spell as a spell-like ability. At the end of this hour, the priest must make a spellcraft check (DC 15 + spell’s level) to understand the spell and be able to record it properly. If consulting with a helpful priest or spirit, the priest gains a bonus to this check equal to the helpful being’s wisdom modifier.
Doctrines:
Priests are a very broad group. Not only does the societal role and appearance of a priest change based upon their faith and culture, but even priests of the same church may embrace very different aspects of that faith. While there are countless variations of priests in the word, there are a few relatively common aspects of faith that can be found in almost any religion in the world. These are called doctrines. A priest may select any number of doctrines at first level. Each time the priest gains a level of priest, they may add or remove one doctrine to or from their list of doctrines.
Each doctrine has Xs, Ys, and Zs. Xs are actions that the priest is motivated to perform by their doctrine, and each time the priest performs an X, they gain faith. Ys are actions that violate a doctrine’s principles, and each time the priest performs a Y, they lose faith. Zs are supernatural powers followers of a doctrine can take advantage of, if they have the faith required.
A priest can only have a maximum amount of faith at one time equal to their wisdom modifier (minimum 0) plus their class level. The most common use of faith is part of casting a spell. When the priest casts a spell they have prepared, they can spend faith equal to the spell’s level to cast the spell but not expend it. Faith can also be used to activate doctrine Zs. A priest whose faith is reduced below 0 is in such dire spiritual straits that it becomes a challenge to perform magic at all, and must make a wisdom check (DC 10+negative faith) when casting a spell. If the check fails, the casting fails and the spell is wasted. A priest cannot spend faith points they do not have, and cannot spend faith points to use a Z if that would reduce their faith points below 0.
Benevolence: The doctrine of benevolence promotes kindness and aid to those who need it. The definition of who needs the priest’s aid may change, but the sentiment remains the same. Priests who follow the benevolence doctrine may give charity to the poor, heal the sick, comfort the distraught, or nurture the young.
X:
Y: If the priest attacks a creature with the blinded, cowering, deafened, exhausted, helpless, nauseated, panicked, stunned, or unconscious condition, they lose one faith point. For the purposes of this doctrine, an attack includes any spell or effect targeting such a creature or whose area of effect includes such a creature. Spells and effects that heal damage, restore ability damage or ability drain, or remove conditions do not count as attacks.
Z: A priest of the benevolence domain can soothe with a touch. The chosen can spend one faith point and touch a living creature as a standard action. The target heals hit points equal to their hit die and 1 point of ability damage. This effect also removes the fatigued condition, or reduces the exhausted condition to fatigued.
Contemplation: The doctrine of contemplation promotes careful consideration and thought about one’s self and the divine. Priests who follow the contemplation doctrine may spend long hours deep in meditation, engaging in thoughtful debate, or contemplating the nature of the world.
X: Contemplate: The priest may contemplate the divine to gain faith. To begin contemplation, the priest must spend ten minutes entering the proper state of mind. Once in this state of mind, the chosen may spend up to one hour per point of wisdom modifier in contemplation. If the chosen is interrupted or disturbed during this contemplation or while entering the state of mind, they may make a concentration check as though concentrating on a spell with a level equal to ½ their class level (minimum 1) to keep their focus. If the check fails, they must enter the state of mind again before beginning to contemplate. Each full hour spent in uninterrupted contemplation grants faith equal to the chosen’s wisdom modifier (minimum 1). A priest can end contemplation voluntarily as a free action.
Y:
Z: A priest of the contemplation doctrine can enter a state of mindfulness and inner peace for one round by spending a full-round action and one point of faith. While in this state, the priest is immune to all mind-affecting effects, spells, and abilities, and automatically succeeds on all concentration checks. Any mind-affecting effects currently affecting the priest are suppressed for the duration of this state. While in the state of mindfulness, the priest may spend a point of faith as a swift action to extend the duration of the effect by one round. As the priest becomes more powerful, they can enter this mental state more easily. At 5th level, entering the state of mindfulness requires a standard action. At 10th level, it requires a move action. At 15th level, it requires a swift action.
Gratitude: The doctrine of gratitude promotes showing proper respect to the divine through prayer or sacrifice. Priests who follow the gratitude doctrine may have strict regimens of prayers each day, or may make sacrifices of goods, food, or even creatures.
X: Offering: The priest may make an offering to show their faith. This is a short ritual, requiring ten minutes. Simply by performing this ritual, the priest gains 1 faith. The priest may make an offering as the culmination of this ritual, an offering of value, an offering of blood, or an offering of life. An offering of value involves destroying an item or number of items. This grants the priest faith equal to the offering’s value in VP divided by their class level squared. An offering of blood involves bleeding themselves or a number of willing participants. Bleeding a creature for this ritual imposes a -2 penalty on their constitution score for 24 hours, which affects their health, fortitude saves, and constitution checks as normal. A participant cannot be bled again while this penalty persists. Each bleeding performed grants the priest 1 faith. A life sacrifice involves a willing or helpless creature. This grants the priest faith points equal to the sacrifice’s hit die. If the offering is interrupted, the sacrifice is not completed, and the offering is not destroyed, bled, or killed.
Y: If the chosen fails to perform an offering for 24 hours, the chosen loses faith points equal to their wisdom modifier, and 1 additional faith point each hour afterward until they perform an offering.
Z: A priest of the gratitude doctrine may call upon the gratitude of the divine by spending faith points as an immediate action. The priest gains a sacred bonus to their next attack roll, skill check, or ability check equal to one half the faith points spent.
Joy: The doctrine of joy promotes seeking and sharing both happiness and pleasure, and avoiding pain and suffering. Priests who follow the joy doctrine may seek happiness within themselves, or they may find happiness in earthly pleasures, such as intoxicants, art, or the embrace of passion.
X:
Y:
Z:
Justice: The doctrine of justice promotes a strict adherence to law, truth in all things, and avoidance of lies and deception. Priests who follow the justice doctrine may seek out and punish criminals, counsel liars and lawbreakers, and avoid deceptions and lies of all sorts.
X:
Y: If the priest knowingly and deliberately lies or deceives others, by mundane or magical means, they lose 1 faith. In addition, if the priest knowingly breaks the laws they follow, they lose faith equal to their wisdom modifier.
Z: A priest of the doctrine of justice can dole out brutal punishment by spending faith points as a swift action. The priest’s next attack gains a sacred bonus to the attack and damage roll equal to the faith spent. If the attack misses, or the priest does not attack before the start of their next turn, the bonus is wasted.
Labor: The doctrine of labor promotes hard work and dedication towards one’s goals, and improvement of the world. Priests who follow the labor doctrine often work alongside commoners, performing demanding tasks such as farming, construction, or similar.
X:
Y:
Z:
Mission: The doctrine of mission promotes spreading one’s faith far and wide, and bringing others into it. Priests who follow the mission doctrine may preach their faith to the masses, take disciples to spread their message, or attempt to convert others their faith.
X: Sermon: The priest can deliver the message of the divine to others. The priest may give a sermon, performance, or impassioned plea over the course of ten minutes. The priest makes either a diplomacy check or a perform check with a DC of 10 to give a sermon, and they must have an audience that can hear and understand them for the entire duration, be it a friend, one passersby after another on the street, or an entire church. At the end of the sermon, the priest gains one point of faith, plus one additional point of faith for every 5 points their check result exceeded the DC.
Y: If the priest attempts to conceal or disguise their religion, or allow their religion to be concealed or disguised by another, through mundane or magical means, the chosen loses one faith, plus one additional faith each hour it remains concealed or disguised. If the priest actively denies their faith in some way, such as by bluffing, they lose faith equal to their wisdom modifier.
Z:
Praise: The doctrine of praise promotes praising the divine by creating enduring artistic works and sacred monuments. Priests who follow the praise doctrine may create paintings, songs, monuments, pottery, books, or any number of other sacred works of artistic expression.
X:
Y:
Z:
Protection: The doctrine of protection promotes the defense of others, even at the cost of one’s own life, from threats physical and otherwise. Priests who follow the protection doctrine may take up a shield, use magical protections, or oppose destructive forces in more direct ways.
X:
Y: If any allied creature within 30 feet reaches 0 hit points or falls unconscious, the priest loses faith equal to their wisdom modifier.
Z: The priest can grant a measure of divine protection to themselves or their allies by spending faith points as an immediate action. The chosen can grant themselves or a single ally within 30 feet a sacred bonus to armor class equal to the faith points spent. This bonus lasts until the start of the priest’s next turn.
Purity: The doctrine of purity promotes maintaining one’s purity and the purity of others by shunning and eliminating corrupting influences. Priests who follow the purity doctrine may oppose what they believe to be corruptions, physical corruptions such as intoxicants, or certain types of food, the spiritual corruptions of certain behaviors, or even magical corruption via magics and spirits they consider evil.
X:
Y:consuming a physical corruption, failing a will save
Z: A priest of the purity doctrine can grant themselves or their allies the protection of purity by spending faith points as an immediate action. The priest can grant themselves or a single ally within 30 feet a sacred bonus to all saving throws equal to the faith spent. This bonus lasts until the start of their next turn.
Understanding: The doctrine of understanding promotes the study of divine stories and texts, as well as the world itself. Priests who follow the understanding doctrine may memorize or collect sacred stories and texts, examine the world with logic and reason, or gather knowledge from far and wide.
X:
Y:
Z: A priest of the understanding doctrine can call upon the divine to give them a flash of insight. When making an intelligence check or intelligence based skill check, the priest can spend faith points to gain a sacred bonus to the check equal to the faith points spent.
Unity: The doctrine of unity promotes understanding and respecting the connections between all aspects of creation, and avoiding violence. Priests who follow the unity doctrine may avoid killing unnecessarily, strive to protect the balances and connections of all things, and see connections between all living beings.
X:
Y: If an attack, spell, or ability from the priest reduces a living creature’s hit points below 0 or kills the creature, the priest loses faith equal to their wisdom modifier.
Z:
A colonial priest of the doctrine of Mission
Priests are found in every culture, all across the world. They are the ones who speak for the divine in the mortal world, the ones who set the tone of virtue for their societies. They are found in every religion, and indeed, without them, there would be no religion as we know it. They can be known as priests, or as shamans, medicine men, wise ones, druids, clerics, and any number of other names, in countless different languages. Any spiritual leader who has received training of some sort and prays to the divine for their power is a priest, even if they don't know it.
Hit Die: d6
Skill Points: 4+int
Class Skills: Bluff, Craft, Diplomacy, Heal, Intimidate, Knowledge (all), Linguistics, Perform, Profession, Sense Motive, Spellcraft, Use Magic Device
LevelBABFortRefWillSpecial0th1st2nd3rd4th5th6th7th 8th9th
1st+0+0+0+2Doctrines
31--------
2nd+1+0+0+3
42--------
3rd+1+1+1+3
421-------
4th+2+1+1+4
432-------
5th+2+1+1+4
4321------
6th+3+2+2+5
4332------
7th+3+2+2+5
44321-----
8th+4+2+2+6
44332-----
9th+4+3+3+6
444321----
10th+5+3+3+7
444332----
11th+5+3+3+7
4444321---
12th+6+4+4+8
4444332---
13th+6+4+4+8
44444321--
14th+7+4+4+9
44444332--
15th+7+5+5+9
444444321-
16th+8+5+5+10
444444332-
17th+8+5+5+10
4444444321
18th+9+6+6+11
4444444332
19th+9+6+6+11
4444444433
20th+10+6+6+12
4444444444
Weapon and Armor Proficiency
Priests are proficient with all simple weapons, but not with any type of armor or shield.
Spells
A priest casts divine spells drawn from the priest spell list. A priest must choose and prepare their spells ahead of time.
To learn, prepare, 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 priest’s spell is equal to 10+ the spell level + the priest’s wisdom modifier.
A priest can only cast a certain number of spells of each level per day. Their base allotment is given on the table above. In addition, they receive bonus spells if they have a high wisdom score.
A priest begins play knowing all 0-level priest spells, plus a number of 1st-level priest spells of their choice, equal to their wisdom modifier plus two. At each new priest level, the priest can learn two spells of any spell level or levels that they can cast. A priest can also create prayer guides to record additional spells beyond this limit (see Prayer Guides below). A priest must choose and prepare their spells ahead of time. Once each day, the priest may perform a one-hour ritual that may involve prayer, meditation, offerings, or cleansing, during which the priest decides which spells to prepare. A priest can prepare any spell they know, or any spell they have recorded in a prayer guide that they have access to when performing this ritual.
Prayer Guides
A priest’s memory may serve them well enough for most situations, but many priests find that being prepared for the unexpected is vital to perform their role. Creating prayer guides allows priests to supplement their known spells with additional spells. Prayer guides can take almost any form imaginable, as long as it can serve to guide the priest through the preparation of the spell. Prayer guides can be written, drawn, carved, sculpted, forged, painted, woven, tied, or made in any other medium or form that the priest can use to remember how to prepare the spell.
A priest can only create prayer guides to record spells that are on the priest spell list. The priest must study the spell they wish to record for one hour, by studying a scroll or other spell completion item of the spell, by consulting with a helpful priest who knows the spell or has recorded the spell with a prayer guide, or by consulting with a helpful spirit who knows the spell or can use the spell as a spell-like ability. At the end of this hour, the priest must make a spellcraft check (DC 15 + spell’s level) to understand the spell and be able to record it properly. If consulting with a helpful priest or spirit, the priest gains a bonus to this check equal to the helpful being’s wisdom modifier.
Doctrines:
Priests are a very broad group. Not only does the societal role and appearance of a priest change based upon their faith and culture, but even priests of the same church may embrace very different aspects of that faith. While there are countless variations of priests in the word, there are a few relatively common aspects of faith that can be found in almost any religion in the world. These are called doctrines. A priest may select any number of doctrines at first level. Each time the priest gains a level of priest, they may add or remove one doctrine to or from their list of doctrines.
Each doctrine has Xs, Ys, and Zs. Xs are actions that the priest is motivated to perform by their doctrine, and each time the priest performs an X, they gain faith. Ys are actions that violate a doctrine’s principles, and each time the priest performs a Y, they lose faith. Zs are supernatural powers followers of a doctrine can take advantage of, if they have the faith required.
A priest can only have a maximum amount of faith at one time equal to their wisdom modifier (minimum 0) plus their class level. The most common use of faith is part of casting a spell. When the priest casts a spell they have prepared, they can spend faith equal to the spell’s level to cast the spell but not expend it. Faith can also be used to activate doctrine Zs. A priest whose faith is reduced below 0 is in such dire spiritual straits that it becomes a challenge to perform magic at all, and must make a wisdom check (DC 10+negative faith) when casting a spell. If the check fails, the casting fails and the spell is wasted. A priest cannot spend faith points they do not have, and cannot spend faith points to use a Z if that would reduce their faith points below 0.
Benevolence: The doctrine of benevolence promotes kindness and aid to those who need it. The definition of who needs the priest’s aid may change, but the sentiment remains the same. Priests who follow the benevolence doctrine may give charity to the poor, heal the sick, comfort the distraught, or nurture the young.
X:
Y: If the priest attacks a creature with the blinded, cowering, deafened, exhausted, helpless, nauseated, panicked, stunned, or unconscious condition, they lose one faith point. For the purposes of this doctrine, an attack includes any spell or effect targeting such a creature or whose area of effect includes such a creature. Spells and effects that heal damage, restore ability damage or ability drain, or remove conditions do not count as attacks.
Z: A priest of the benevolence domain can soothe with a touch. The chosen can spend one faith point and touch a living creature as a standard action. The target heals hit points equal to their hit die and 1 point of ability damage. This effect also removes the fatigued condition, or reduces the exhausted condition to fatigued.
Contemplation: The doctrine of contemplation promotes careful consideration and thought about one’s self and the divine. Priests who follow the contemplation doctrine may spend long hours deep in meditation, engaging in thoughtful debate, or contemplating the nature of the world.
X: Contemplate: The priest may contemplate the divine to gain faith. To begin contemplation, the priest must spend ten minutes entering the proper state of mind. Once in this state of mind, the chosen may spend up to one hour per point of wisdom modifier in contemplation. If the chosen is interrupted or disturbed during this contemplation or while entering the state of mind, they may make a concentration check as though concentrating on a spell with a level equal to ½ their class level (minimum 1) to keep their focus. If the check fails, they must enter the state of mind again before beginning to contemplate. Each full hour spent in uninterrupted contemplation grants faith equal to the chosen’s wisdom modifier (minimum 1). A priest can end contemplation voluntarily as a free action.
Y:
Z: A priest of the contemplation doctrine can enter a state of mindfulness and inner peace for one round by spending a full-round action and one point of faith. While in this state, the priest is immune to all mind-affecting effects, spells, and abilities, and automatically succeeds on all concentration checks. Any mind-affecting effects currently affecting the priest are suppressed for the duration of this state. While in the state of mindfulness, the priest may spend a point of faith as a swift action to extend the duration of the effect by one round. As the priest becomes more powerful, they can enter this mental state more easily. At 5th level, entering the state of mindfulness requires a standard action. At 10th level, it requires a move action. At 15th level, it requires a swift action.
Gratitude: The doctrine of gratitude promotes showing proper respect to the divine through prayer or sacrifice. Priests who follow the gratitude doctrine may have strict regimens of prayers each day, or may make sacrifices of goods, food, or even creatures.
X: Offering: The priest may make an offering to show their faith. This is a short ritual, requiring ten minutes. Simply by performing this ritual, the priest gains 1 faith. The priest may make an offering as the culmination of this ritual, an offering of value, an offering of blood, or an offering of life. An offering of value involves destroying an item or number of items. This grants the priest faith equal to the offering’s value in VP divided by their class level squared. An offering of blood involves bleeding themselves or a number of willing participants. Bleeding a creature for this ritual imposes a -2 penalty on their constitution score for 24 hours, which affects their health, fortitude saves, and constitution checks as normal. A participant cannot be bled again while this penalty persists. Each bleeding performed grants the priest 1 faith. A life sacrifice involves a willing or helpless creature. This grants the priest faith points equal to the sacrifice’s hit die. If the offering is interrupted, the sacrifice is not completed, and the offering is not destroyed, bled, or killed.
Y: If the chosen fails to perform an offering for 24 hours, the chosen loses faith points equal to their wisdom modifier, and 1 additional faith point each hour afterward until they perform an offering.
Z: A priest of the gratitude doctrine may call upon the gratitude of the divine by spending faith points as an immediate action. The priest gains a sacred bonus to their next attack roll, skill check, or ability check equal to one half the faith points spent.
Joy: The doctrine of joy promotes seeking and sharing both happiness and pleasure, and avoiding pain and suffering. Priests who follow the joy doctrine may seek happiness within themselves, or they may find happiness in earthly pleasures, such as intoxicants, art, or the embrace of passion.
X:
Y:
Z:
Justice: The doctrine of justice promotes a strict adherence to law, truth in all things, and avoidance of lies and deception. Priests who follow the justice doctrine may seek out and punish criminals, counsel liars and lawbreakers, and avoid deceptions and lies of all sorts.
X:
Y: If the priest knowingly and deliberately lies or deceives others, by mundane or magical means, they lose 1 faith. In addition, if the priest knowingly breaks the laws they follow, they lose faith equal to their wisdom modifier.
Z: A priest of the doctrine of justice can dole out brutal punishment by spending faith points as a swift action. The priest’s next attack gains a sacred bonus to the attack and damage roll equal to the faith spent. If the attack misses, or the priest does not attack before the start of their next turn, the bonus is wasted.
Labor: The doctrine of labor promotes hard work and dedication towards one’s goals, and improvement of the world. Priests who follow the labor doctrine often work alongside commoners, performing demanding tasks such as farming, construction, or similar.
X:
Y:
Z:
Mission: The doctrine of mission promotes spreading one’s faith far and wide, and bringing others into it. Priests who follow the mission doctrine may preach their faith to the masses, take disciples to spread their message, or attempt to convert others their faith.
X: Sermon: The priest can deliver the message of the divine to others. The priest may give a sermon, performance, or impassioned plea over the course of ten minutes. The priest makes either a diplomacy check or a perform check with a DC of 10 to give a sermon, and they must have an audience that can hear and understand them for the entire duration, be it a friend, one passersby after another on the street, or an entire church. At the end of the sermon, the priest gains one point of faith, plus one additional point of faith for every 5 points their check result exceeded the DC.
Y: If the priest attempts to conceal or disguise their religion, or allow their religion to be concealed or disguised by another, through mundane or magical means, the chosen loses one faith, plus one additional faith each hour it remains concealed or disguised. If the priest actively denies their faith in some way, such as by bluffing, they lose faith equal to their wisdom modifier.
Z:
Praise: The doctrine of praise promotes praising the divine by creating enduring artistic works and sacred monuments. Priests who follow the praise doctrine may create paintings, songs, monuments, pottery, books, or any number of other sacred works of artistic expression.
X:
Y:
Z:
Protection: The doctrine of protection promotes the defense of others, even at the cost of one’s own life, from threats physical and otherwise. Priests who follow the protection doctrine may take up a shield, use magical protections, or oppose destructive forces in more direct ways.
X:
Y: If any allied creature within 30 feet reaches 0 hit points or falls unconscious, the priest loses faith equal to their wisdom modifier.
Z: The priest can grant a measure of divine protection to themselves or their allies by spending faith points as an immediate action. The chosen can grant themselves or a single ally within 30 feet a sacred bonus to armor class equal to the faith points spent. This bonus lasts until the start of the priest’s next turn.
Purity: The doctrine of purity promotes maintaining one’s purity and the purity of others by shunning and eliminating corrupting influences. Priests who follow the purity doctrine may oppose what they believe to be corruptions, physical corruptions such as intoxicants, or certain types of food, the spiritual corruptions of certain behaviors, or even magical corruption via magics and spirits they consider evil.
X:
Y:consuming a physical corruption, failing a will save
Z: A priest of the purity doctrine can grant themselves or their allies the protection of purity by spending faith points as an immediate action. The priest can grant themselves or a single ally within 30 feet a sacred bonus to all saving throws equal to the faith spent. This bonus lasts until the start of their next turn.
Understanding: The doctrine of understanding promotes the study of divine stories and texts, as well as the world itself. Priests who follow the understanding doctrine may memorize or collect sacred stories and texts, examine the world with logic and reason, or gather knowledge from far and wide.
X:
Y:
Z: A priest of the understanding doctrine can call upon the divine to give them a flash of insight. When making an intelligence check or intelligence based skill check, the priest can spend faith points to gain a sacred bonus to the check equal to the faith points spent.
Unity: The doctrine of unity promotes understanding and respecting the connections between all aspects of creation, and avoiding violence. Priests who follow the unity doctrine may avoid killing unnecessarily, strive to protect the balances and connections of all things, and see connections between all living beings.
X:
Y: If an attack, spell, or ability from the priest reduces a living creature’s hit points below 0 or kills the creature, the priest loses faith equal to their wisdom modifier.
Z: