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View Full Version : Pathfinder Priest: Divine trained spellcaster [Base Class][Crossroads]



Admiral Squish
2015-02-05, 09:08 AM
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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:

Admiral Squish
2015-02-05, 09:09 AM
Spell List

Acid Splash
Bleed
Create Water
Dancing Lights
Daze
Detect Magic
Detect Poison
Disrupt Undead
Flare
Ghost Sound
Guidance
Know Direction
Light
Mending
Message
Purify Food and Drink
Ray of Frost
Resistance
Stabilize
Touch of Fatigue
Virtue

Alarm
Bane
Bless
Bless Water
Burning Hands
Calm Animals
Charm Animal
Charm Person
Chill Touch
Cause Fear
Command
Cure Light Wounds
Curse Water
Deathwatch
Detect [Alignment]
Detect Animals or Plants
Detect Snares and Pits
Detect Undead
Disguise Self
Divine Favor
Doom
Endure Elements
Enlarge Person
Entangle
Entropic Shield
Faerie Fire
Feather Fall
Goodberry
Hide from Animals
Hide from Undead
Hypnotism
Identify
Inflict Light Wounds
Jump
Keen Senses
Longstrider
Magic Fang
Magic Stone
Magic Weapon
Mount
Obscuring Mist
Pass Without Trace
Produce Flame
Protection from [Alignment]*
Reduce Person
Remove Fear
Sanctuary
Shield
Shield of Faith
Shillelagh
Shocking Grasp
Silent Image
Speak with Animals
Summon Monster I*
Summon Nature’s Ally I*
True Strike
Ventriloquism

Acid Arrow
Aid
Align Weapon*
Alter Self
Animal Messenger
Animal Trance
Augury
Barkskin
Bear’s Endurance
Blur
Bull’s Strength
Calm Emotions
Cat’s Grace
Chill Metal
Command Undead
Consecrate*
Cure Moderate Wounds
Darkness
Darkvision
Daze Monster
Death Knell
Delay Poison
Desecrate
Detect Thoughts
Eagle’s Splendor
Enthrall
False Life
Find Traps
Fire Trap
Flame Blade
Flaming Sphere
Fog Cloud
Fox’s Cunning
Gentle Repose
Glitterdust
Gust of Wind
Heat Metal
Hideous Laughter
Hold Animal
Hold Person
Hypnotic Pattern
Inflict Moderate Wounds
Invisibility
Magic Mouth
Make Whole
Minor Image
Owl’s Wisdom
Reduce Animal
Remove Paralysis
Resist Energy
Restoration, Lesser
Scare
See Invisibility
Shatter
Shield Other
Silence
Soften Earth and Stone
Sound Burst
Spider Climb
Spiritual Weapon*
Status
Summon Monster II*
Summon Nature’s Ally II*
Summon Swarm
Tree Shape
Whispering Wind
Wood Shape
Zone of Truth

Animate Dead*
Arcane Sight
Beast Shape I*
Bestow Curse
Call Lightning
Clairaudience/Clairvoyance
Contagion
Continual Flame
Create Food and Water
Cure Serious Wounds
Daylight
Deeper Darkness
Diminish Plants
Dispel Magic
Displacement
Dominate Animal
Fireball
Flame Arrow
Glyph of Warding
Halt Undead
Haste
Helping Hand
Heroism
Inflict Serious Wounds
Invisibility Purge
Invisibility Sphere
Keen Edge
Lightning Bolt
Locate Object
Magic Circle Against [Alignment]*
Magic Fang, Greater
Magic Vestment
Major Image
Meld Into Stone
Neutralize Poison
Nondetection
Obscure Object
Plant Growth
Poison
Prayer
Protection from Energy
Rage
Remove Blindness/Deafness
Remove Curse
Remove Disease*
Quench
Searing Light
Sleet Storm
Slow
Snare
Speak with Dead
Speak with Plants
Spike Growth
Stone Shape
Suggestion
Summon Monster III*
Summon Nature’s Ally III*
Vampiric Touch
Water Breathing
Water Walk
Wind Wall

Antiplant Shell
Beast Shape II*
Bestow Curse
Blight
Chaos Hammer*
Charm Monster
Command Plants
Control Water
Crushing Despair
Cure Critical Hits
Death Ward
Dimensional Anchor*
Dimension Door
Discern Lies
Dismissal
Divination
Divine Power
Elemental Body I*
Enervation
Enlarge Person, Mass
Fear
Flame Strike
Freedom of Movement
Geas, Lesser
Giant Vermin
Holy Smite*
Ice Storm
Imbue With Spell Ability
Inflict Critical Wounds
Invisibility, Greater
Magic Weapon, Greater
Minor Creation
Mnemonic Enhancer
Order’s Wrath*
Planar Ally, Lesser*
Rainbow Pattern
Reincarnate*
Repel Vermin
Restoration
Rusting Grasp
Scrying
Sending
Shout
Solid Fog
Spell Immunity
Spike Stones
Stoneskin
Summon Monster IV*
Summon Nature’s Ally IV*
Unholy Blight*
Wall of Fire
Wall of Ice

Animal Growth
Atonement*
Awaken
Baleful Polymorph
Beast Shape III*
Break Enchantment
Breath of Life
Call Lightning Storm
Command, Greater
Commune
Commune with Nature
Cone of Cold
Contact Other Plane*
Control Winds
Cure Critical Wounds
Cure Light Wounds, Mass
Dismissal*
Dispel [Alignment]*
Disrupting Weapon
Dominate Person
Dream
Elemental Body II*
Fabricate
Inflict Light Wounds, Mass
Hallow*
Hold Monster
Insect Plague
Mark of Justice
Nightmare
Passwall
Permanency
Persistent Image
Planar Binding, Lesser*
Plane Shift*
Plant Shape I*
Polymorph*
Raise Dead
Righteous Might
Seeming
Slay Living
Spell Resistance
Summon Monster V*
Summon Nature’s Ally V*
Symbol of Pain
Symbol of Sleep
Telekinesis
Telepathic Bond
Transmute Mud to Rock
Transmute Rock to Mud
Tree Stride
True Seeing
Unhallow*
Wall of Fire
Wall of Force
Wall of Thorns
Wall of Stone
Waves of Fatigue

Acid Fog
Analyze Dweomer
Animate Objects
Antilife Shell
Banishment
Bear’s Endurance, Mass
Beast Shape IV*
Blade Barrier
Bull’s Strength, Mass
Cat’s Grace, Mass
Chain Lightning
Circle of Death
Create Undead*
Cure Moderate Wounds, Mass
Dispel Magic, Greater
Eagle’s Splendor, Mass
Elemental Body III*
Find the Path
Fire Seeds
Flesh to Stone
Form of the Dragon I*
Forbiddance
Fox’s Cunning, Mass
Freezing Sphere
Geas/Quest
Glyph of Warding, Greater
Harm
Heal
Heroes’ Feast
Heroism, Greater
Inflict Moderate Wounds, Mass
Ironwood
Legend Lore
Liveoak
Mage’s Lucubration
Move Earth
Owl’s Wisdom, Mass
Permanent Image
Planar Ally*
Planar Binding*
Plant Shape II*
Programmed Image
Repel Wood
Spellstaff
Stone Tell
Stone to Flesh
Suggestion, Mass
Summon Monster VI*
Summon Nature’s Ally VI*
Symbol of Fear
Symbol of Persuasion
Undeath to Death
Veil
Wall of Iron

Arcane Sight, Greater
Animate Plants
Blasphemy*
Changestaff
Control Undead*
Control Weather
Creeping Doom
Cure Serious Wounds, Mass
Delayed Blast Fireball
Destruction
Dictum*
Elemental Body IV*
Ethereal Jaunt*
Fire Storm
Form of the Dragon II*
Giant Form I*
Hold Person, Mass
Holy Word*
Inflict Serious Wounds, Mass
Insanity
Invisibility, Mass
Plant Shape III*
Polymorph, Greater*
Project Image
Refuge
Regenerate
Repulsion
Resurrection*
Restoration, Greater
Scrying, Greater
Sequester
Statue
Summon Monster VII*
Summon Nature’s Ally VII*
Sunbeam
Symbol of Stunning
Symbol of Weakness
Transmute Metal to Wood
Vision
Waves of Exhaustion
Word of Chaos*

Antimagic Field
Animal Shapes*
Binding
Charm Monster, Mass
Cloak of Chaos*
Control Plants
Create Greater Undead*
Cure Critical Wounds, Mass
Demand
Discern Location
Dimensional Lock*
Earthquake
Finger of Death
Form of the Dragon III*
Giant Form II*
Horrid Wilting
Holy Aura*
Incendiary Cloud
Inflict Critical Wounds, Mass
Iron Body
Irresistible Dance
Moment of Prescience
Planar Ally, Greater*
Planar Binding, Greater*
Polar Ray
Polymorph Any Object*
Repel Metal or Stone
Reverse Gravity
Shield of Law*
Shout, Greater
Sunburst
Spell Immunity, Greater
Symbol of Death
Symbol of Insanity
Trap the Soul
Unholy Aura*
Whirlwind

Antipathy
Astral Projection
Dominate Monster
Elemental Swarm*
Energy Drain
Etherealness*
Foresight
Gate*
Heal, Mass
Hold Monster, Mass
Imprisonment
Implosion
Meteor Swarm
Miracle
Shambler
Shapechange*
Soul Bind
Storm of Vengeance
Summon Monster IX*
Summon Nature’s Ally IX*
Sympathy
True Resurrection*
Wail of the Banshee

Admiral Squish
2015-02-05, 09:11 AM
[Reserved for Just In Case]

Admiral Squish
2015-02-05, 09:23 AM
Alright, here's what I've got so far for the priest class.
Basically, for this setting, this is the only proper divine spellcaster. No armor proficiency, wider spell list, and rather than domains or spheres or similar, the priest is instead definied by the morality they subscribe to, in the form of doctrines.

I'm a little stalled on the doctrines when it comes down to coming up with working definitions of what's a positive act of faith and what's a negative act of faith, but hopefully, the ever-generous playground will be able to help me.
Also, I did a little tweaking to how they learn and prepare spells. They don't know a whole spell list like priest or druid, they learn spells, like a wizard. Spells are memes, by their nature, so it seemed to make more sense this way. Also, they know a certain number of spells cold, without needing a reference, but they can make prayer guides which they can use to help prepare other spells. So, they don't NEED a prayer guide (spellbook), but having it around is helpful, and serves as 'extra memory'. I'm also considering a change about how spells are prepared, making it so you prepare a number of spells of each level each day, then can use the spell slots of that level to cast those spells in any combination. Sort of hybridizing spontaneous and prepared casting. Any changes to spellcasting here are going to be copied over to the setting's very lightly modified wizard, so I'm trying to come up with something that makes sense for all prepared spellcasting.

Anyways, I hope you like what I've got, and I'd love to hear what you have to say about it!

Mith
2015-02-05, 12:21 PM
I like the set up. I am hesitant with some names of things, but that's really here nor there. The Joy Doctrine sounds a lot like the principles of Religious Ecstasy (http://en.wikipedia.org/wiki/Religious_ecstasy). Also, I would suggest "faith points" as a reword, since "spending faith" sounds weird to kind of disturbing to me, since it makes faith sound like a finite resource.

A few ideas for the mechanics, in no particular order:

Mission

X: An hour of meditation allows the priest to spend 2 faith points to add +1 to any Persuasion or Intimidate rolls for the day. (basically a +1 to any rolls that used for swaying people's opinions. I cannot recall what the skill checks are.)

Y: Denial of your faith (think the Denial of Peter)

Benevolence

X:

Y: Deliberately refusing to aid a helpless creature (think surrendered prisoner, dying enemy, etc. Not sure if this works quite so well for adventurers. Might have to reword.)

I had a few other ideas, but they just flew out of my head. Will try and develop a few more ideas.

Almarck
2015-02-05, 01:19 PM
I'd look at the Arcanist's method and table for preparing spells then to use as an example for Priest.
May Prepare X spells of this level per day, may cast Y spells for this level per day, using prepared spells as a list of spontaneously cast spells.

I think we should rename "Faith" something, just to avoid confusion with faith referring to the collective whole, tangible faith, or whether or not someone believes in something.
Let's call the faith resource as "Virtue", "Adherence", "Omens", "Divinity" or something else to avoid confusion.

On to likely less helpful information:

Also, there should be more "grey" doctrines I think, the darker sides of faith.. "Power" should be a thing may "authority" is a better name for it. It's about rulership so to speak. "Matyrdom" or maybe "Sacrifice" too, depending on if you want self sacrifice or whether or not you mean offerings.

Also had this idea for "practices" but that might not be particularly helpful to you. Essentially, practices define the "means" whereas doctrine defines the "ideal". No clue how to stat it or define it yet, but the idea was to provide faiths of the same doctrines to have more "variance" in their idealogy. For example: Two unity faiths differ in that one focuses on "good works" while the other focuses on strict adherence through selfsuffering.

Steckie
2015-02-05, 02:12 PM
Are the prayer guides supposed to be a physical item or can it be something else as well? For example a tattoo or piercing.

Priests are a very varied group but most of them are knowledgeable about something. I think you should give them all knowledge skill subtypes to their class skills.
Also, no perception?

I think you should limit the amount of doctrines a priest can choose. Or make sure that the Y's are pretty restricting so that people don't just choose a lot of them for the powers with some Y's that are easy to avoid.

Other than that it looks good so far and i'm eager to see the other features you've got planned for the priest.

Mith
2015-02-05, 02:17 PM
Perhaps three doctrines to sort of flesh out the character. Combine that with any Cultural mandates and tabboos, and I think it would work well.

Admiral Squish
2015-02-05, 02:46 PM
And I just added the spell list. There's cleric, druid, and some wizard spells in there, to make the total list long enough to warrant picking and prepping. Plus, I wanted to give some more variety to them. I figure it's best to give more options and let the players pick the ones that suit their ideas, rather than limiting the list as a whole. Oh, and the ones marked with a * are gonna need editing at a minimum, possibly dropping.

Now, to respond to commentary!

I suppose Joy is kinda similar to religious ecstasy, though the latter seems to be more of an altered mental state, and the former is more about just doing your best to enjoy the life you've been given, though altered mental states can be one way of doing that.

I could see renaming faith. It was 'faith points' in the original version, but I thought faith sounded better solo. But you have a point, it could be somewhat confusing. Naming's hard...

I definitely like the suggestion for Mission's Y, though it seems perhaps too easy to avoid. Maybe if it were to encompass any sort of attempt to disguise, hide, or deny your faith. The X seems more like a Z, though, and it's probably not powerful enough to warrant 2 faith points. It's a good place to start, though.

I like the idea for benevolence's Y, too. Making it impossible to refuse to help a creature seems problematic, though, maybe they lose points if they attack helpless creatures, or maybe there's like, a list of conditions they lose points for attacking. Like helpless, panicked, exhausted, nauseated, stunned, and so on.

I'll definitely check out Arcanist and see if I can make it work.

I'll definitely hit up the thesaurus for ideas to rename faith. I'm not sold on any replacement just yet.

I think a lot of the doctrines have the potential to go gray, as it were. Mission can get dark pretty quick. I could probably see a 'power' or 'authority' doctrine of some sort, but I'm not sure how that would be worded. I mean, does it promote the priest personally gaining authority and power, or is just being in support of power sufficient? Gratitude's supposed to have some blood and life sacrifice stuff, so that will probably suffice for martyrdom/sacrifice.

I think each doctrine has a pretty significant variance within it already, which is kinda part of the trouble. Maybe Xs could be practices? Like, give a one or two for each doctrine, give people options on how to get their faith.

Prayer guides... they can be physical objects, but they can be written or drawn, too, so I suspect tattoos/scarification/piercings would work.

I figured I gave them a pretty good list of knowledges, but I could just make 'em have all the knowledges. As to perception, it's not on the wizard list, either. I figured it was probably fine, and it's not like their role often requires a sharp eye.

I was going to have it be three doctrines, but then I figured that, if the Ys are sizable enough, characters with more doctrines will have to be increasingly careful. You'd have more options on how to gain faith, but you'd also have to be more careful about violating a doctrine, too. So, you can sorta dial up or dial down your morality difficulty level depending on the character. A drunken friar might just have the doctrine of joy, but a more faithful character might have all the doctrines at once.

Almarck
2015-02-05, 08:35 PM
Naming X's and Y's Tenets and Condemnations would be a good idea I think

Admiral Squish
2015-02-06, 11:55 AM
I dunno, condemnations doesn't really quite fit. I'm definitely still leaning towards 'transgressions' for Ys. Tenents... kinda works, but I think that sort of implies more passive principles, while the Xs thus far are active things you do.

Updated the first post with more knowledge and a few Xs and Ys that I managed to come up with.

Admiral Squish
2015-02-18, 10:02 PM
Alright, sorry for the long, long silence. I did some more work on the doctrines, ended up eliminating mindfulness and making it into the Z for contemplation.
Finally came up with a bunch of Zs. They're kinda generic, mostly one-round emergency buttons or buffs, so I'd like to try to some up with some more unique stuff for the other ones. Nothing too powerful, just some cool effects.