The Vagabond
2015-11-25, 07:35 PM
The Pastor
A Hybrid class between Bard and Cleric
Pastor’s are the mouths through which the Gods speak. They wander the world, in search of new worlds and locals, to speak to those who have no faith, and to grant them faith in their gods. To crawl to the deepest dungeons to get close to them. Frequently, they travel with other adventurers on their travel, letting them protect them as they read their scripture and speak their prayers, and to guard them as they travel from place to place. A running gag among most Pastors is "Lady luck tends to fancy those of faith. Hence why she hates us." Pastors are frequently caught in the middle of whatever happens when they travel, frequently finding themselves entering into the adventuring lifestyle.
Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.
Hit Die: d6
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The pastor's class skills are Appraise (http://www.d20pfsrd.com/skills/appraise) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Craft (http://www.d20pfsrd.com/skills/craft) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Diplomacy (http://www.d20pfsrd.com/skills/diplomacy) (Cha (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-)), Heal (http://www.d20pfsrd.com/skills/heal) (Wis (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-)), Intimidate (Cha), Knowledge (http://www.d20pfsrd.com/skills/knowledge) (arcana) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Knowledge (http://www.d20pfsrd.com/skills/knowledge) (history) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Knowledge (http://www.d20pfsrd.com/skills/knowledge) (nobility) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Knowledge (http://www.d20pfsrd.com/skills/knowledge) (planes) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Knowledge (http://www.d20pfsrd.com/skills/knowledge) (religion) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Linguistics (http://www.d20pfsrd.com/skills/linguistics)(Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Perform (Cha), Profession (http://www.d20pfsrd.com/skills/profession) (Wis (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-)), Sense Motive (http://www.d20pfsrd.com/skills/sense-motive) (Wis (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-)), and Spellcraft (http://www.d20pfsrd.com/skills/spellcraft) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)).
Skill Ranks Per Level: 2 + Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-) modifier.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Aura, Sermon, domain, orisons, spontaneous casting, Inspire Courage +1, Pastor’s lesson, Close Ties, Channel Energy 1d2
2
—
—
—
—
—
—
—
—
2nd
+1
+0
+0
+3
Channel Energy 1d6
3
—
—
—
—
—
—
—
—
3rd
+1
+1
+1
+3
Pastor’s Sermon
4
—
—
—
—
—
—
—
—
4th
+2
+1
+1
+4
Channel Energy 2d6
4
2
—
—
—
—
—
—
—
5th
+2
+1
+1
+4
Pastor’s lesson, Inspire Courage +2
4
3
—
—
—
—
—
—
—
6th
+3
+2
+2
+5
Channel Energy 3d6
4
4
2
—
—
—
—
—
—
7th
+3
+2
+2
+5
Pastor’s Sermon
4
4
3
—
—
—
—
—
—
8th
+4
+2
+2
+6
Channel Energy 4d6
4
4
4
2
—
—
—
—
—
9th
+4
+3
+3
+6
Pastor’s Lesson
4
4
4
3
—
—
—
—
—
10th
+5
+3
+3
+7
Channel Energy 5d6
4
4
4
4
2
—
—
—
—
11th
+5
+3
+3
+7
Pastor’s Sermon, Inspire Courage +3
4
4
4
4
3
—
—
—
—
12th
+6/+1
+4
+4
+8
Channel Energy 6d6
4
4
4
4
4
2
—
—
—
13th
+6/+1
+4
+4
+8
Pastor’s Lesson
4
4
4
4
4
3
—
—
—
14th
+7/+2
+4
+4
+9
Channel Energy 7d6
4
4
4
4
4
4
2
—
—
15th
+7/+2
+5
+5
+9
Pastor’s Sermon
4
4
4
4
4
4
3
—
—
16th
+8/+3
+5
+5
+10
Channel Energy 8d6
4
4
4
4
4
4
4
2
—
17th
+8/+3
+5
+5
+10
Pastor’s Lesson, Inspire Courage +4
4
4
4
4
4
4
4
3
—
18th
+9/+4
+6
+6
+11
Channel Energy 9d6
4
4
4
4
4
4
4
4
2
19th
+9/+4
+6
+6
+11
Pastor’s Sermon
4
4
4
4
4
4
4
4
3
20th
+10/+5
+6
+6
+12
Channel Energy 10d6, Pastor’s Sermon, Pastor’s Lesson
4
4
4
4
4
4
4
4
4
Level
Spells Prepared
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
4
2+1
—
—
—
—
—
—
—
—
2nd
5
2+1
—
—
—
—
—
—
—
—
3rd
5
3+1
—
—
—
—
—
—
—
—
4th
6
3+1
1+1
—
—
—
—
—
—
—
5th
6
4+1
2+1
—
—
—
—
—
—
—
6th
7
4+1
2+1
1+1
—
—
—
—
—
—
7th
7
5+1
3+1
2+1
—
—
—
—
—
—
8th
8
5+1
3+1
2+1
1+1
—
—
—
—
—
9th
8
5+1
4+1
3+1
2+1
—
—
—
—
—
10th
9
5+1
4+1
3+1
2+1
1+1
—
—
—
—
11th
9
5+1
5+1
4+1
3+1
2+1
—
—
—
—
12th
9
5+1
5+1
4+1
3+1
2+1
1+1
—
—
—
13th
9
5+1
5+1
4+1
4+1
3+1
2+1
—
—
—
14th
9
5+1
5+1
4+1
4+1
3+1
2+1
1+1
—
—
15th
9
5+1
5+1
4+1
4+1
4+1
3+1
2+1
—
—
16th
9
5+1
5+1
4+1
4+1
4+1
3+1
2+1
1+1
—
17th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
2+1
—
18th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
2+1
1+1
19th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
3+1
2+1
20th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
3+1
3+1
Weapon and Armor Proficiency
Pastor’s are proficient with the club, heavy crossbow, light crossbow, wooden stake, and quarterstaff, but not with any type of armor or shield. They are proficient with their deity's favored weapon. They gain no Armor Proficiency.
Aura (Ex)
A pastor of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil (http://www.d20pfsrd.com/magic/all-spells/d/detect-evil) for details).
Spells
A pastor casts divine spells which are drawn from the Cleric spell list (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---cleric). Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A pastor must prepare her spells in advance, but unlike a Cleric, her spells are not expended when they're cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn't yet used up her spell slots per day for that level.
To prepare or cast a spell, a pastor must have a Wisdom (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-) score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a pastor's spell is 10 + the spell level + the pastor's Wisdom (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-) modifier.
Like other spellcasters, a pastor can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Pastor. In addition, she receives bonus spells per day if she has a high Wisdom (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-) score (see Table: Ability Modifiers and Bonus Spells (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Abilities-and-Spellcasters)).
An pastor may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new pastor level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Pastor Spells Prepared. Unlike the number of spells she can cast per day, the number of spells a pastor can prepare each day is not affected by her Wisdom score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a pastor can prepare.
Pastors meditate or pray for their spells. Each pastor must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a pastor can prepare spells. A pastor may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Like a sorcerer (http://www.d20pfsrd.com/classes/core-classes/sorcerer), a pastor can choose to apply any metamagic feats (http://www.d20pfsrd.com/feats/metamagic-feats) she knows to a prepared spell as she casts it, with the same increase in casting time (http://www.d20pfsrd.com/magic#TOC-Casting-Time) (see Spontaneous Casting and Metamagic Feats (http://www.d20pfsrd.com/feats/metamagic-feats)). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard (http://www.d20pfsrd.com/classes/core-classes/wizard). She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting.
In addition, a Pastor is always treated as if she had prepared cure spells (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name) of each level she can cast.
Chaotic, Evil, Good, and Lawful Spells A pastor can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Orisons Pastors can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Pastor under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Domains
A pastor's deity influences her alignment, what magic she can perform, her values, and how others see her. A pastor chooses one domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains) from among those belonging to her deity. A pastor can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a pastor is not devoted to a particular deity, she still selects one domain to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the pastor, as well as a number of bonus spells. A pastor gains one domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains) spell slot for each level of pastor spell she can cast, from 1st on up. Each day, a pastor can prepare one of the spells from her domains in that slot. If a domain spell is not on the pastor spell list, a pastor can prepare it only in her domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains) spell slot.
In addition, a pastor gains the listed powers from up to two of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
A complete listing of pastor domains can be found here: Cleric Domains (http://www.d20pfsrd.com/classes/core-classes/cleric/domains)
Bonus Languages
A pastor's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Close Bonds:
Every Morning, you may select a number of people equal to your charisma modifier. Whenever you cast a level one spell on someone you’ve bonded with, you may use a usage of your Channel Energy instead of a spell-per-day.
Close Ties
A Pastor adds half her level to Sense Motive checks.
Sermon (Su)
A pastor is trained to use the Perform (http://www.d20pfsrd.com/skills/perform) (Oratory) skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-) modifier. At each level after 1st a pastor can use pastor's sermon for 2 additional rounds per day. Each round, the pastor can produce any one of the types of pastor's sermon that he has mastered, as selected as he levels up.
Starting a pastor's sermon is a standard action (http://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions), but it can be maintained each round as a free action (http://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions). Changing a pastor's sermon from one effect to another requires the pastor to stop the previous performance and start a new one as a standard action. A pastor's sermon cannot be disrupted, but it ends immediately if the pastor is killed, paralyzed (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed), stunned (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned), knocked unconscious (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious), or otherwise prevented from taking a free action to maintain it each round. A sermon counts as the bard's (http://www.d20pfsrd.com/classes/core-classes/bard) bardic performance (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance) special ability for any effect that affects bardic performances.
At 7th level, a pastor can start a pastor's sermon as a move action instead of a standard action. At 13th level, a pastor can start a pastor's sermon as a swift action (http://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions).
Each pastor's sermon has audible components (http://www.d20pfsrd.com/magic#TOC-Components), visual components, or both.
If a pastor's sermon has audible components, the targets must be able to hear the pastor for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened) pastor has a 20% change to fail when attempting to use a pastor's sermon with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to pastor's sermons with audible components.
If a pastor's sermon has a visual component, the targets must have line of sight to the pastor for the performance to have any effect. A blind (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded) pastor has a 50% chance to fail when attempting to use a pastor's sermon with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to pastor's sermons with visual components.
A pastor begins at level one with the Inspire Courage Pastor Sermon, and selects a new Pastor’s Sermon at level 3, 7, and every 4 levels thereafter, and an additional one at level 20
A list of Pastor’s Sermons can be found here: Pastor Sermons (https://docs.google.com/document/d/1yplnKz7XO8AGLI_NB9KijdZhmMbn3W4KmlsRIb4ZG4M/edit#)
Pastor’s Lesson (Su)
As a Pastor wanders around the world in search of people to sway to pray to their god, they find themselves learning things that they may have forgotten, or may never have learnt, both about their god and magic iteslf. At 1st level and every 4 levels thereafter, and an additional one at level 20, the pastor learns a new Pastor’s Lesson selected from the following list. A lesson cannot be selected more than once. Once a lesson has been selected, it cannot be changed. Most lessons require the pastor to expend uses of their Channel Energy to function. Unless otherwise noted, the saving throw DC for an Pastor's Lesson is equal to 10 + 1/2 the pastor's level + the pastor's Int modifier. A Pastor's Lesson must use a Pastor's channel energy, and only affect Pastor spells.
Pastor Lessons are listed here: Pastor Lessons (https://docs.google.com/document/d/11CwGtsuVJdfCjko_RfqSYUE_tbrFvaNTJmX8EvjJvQw/edit#)
Channel Energy (Su)
Regardless of alignment, at level one, any pastor can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good pastor (or a neutral pastor who worships a good deity) channels positive energy and can choose to deal damage to undead (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead) creatures or to heal living creatures. An evil pastor (or a neutral pastor who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral pastor of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the pastor can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the pastor. The amount of damage dealt or healed is equal to 1d2 at level one, upgrading to 1d6 points of damage at level two, plus 1d6 points of damage for every two pastor levels beyond 2nd (2d6 at 4th, 3d6 at 6th, and so on). Creatures that take damage from channeled energy receive a Will (http://www.d20pfsrd.com/gamemastering/combat#TOC-Will) save to halve the damage. The DC of this save is equal to 10 + 1/2 the pastor's level + the pastor's Charisma (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-) modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A pastor may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A pastor can choose whether or not to include herself in this effect.
A pastor must be able to present her holy symbol to use this ability.
Legacy
As the pastor lives, they leave memories and legends on the world that last for centuries. This is known as her legacy. A Pastor’s legacy is not forgotten in time, and is remembered long after the pastor is dead. This is the Pastor’s Legacy. A pastor, once he reaches level 20, automatically grants everyone on the planet a +8 bonus to identify you. A pastor may select any legacy they qualify for.Sermon Mastery:
Prerequisite: Cha 21
You may perform any sermon, even if you do not know of it, by expending one use of your Channel Energy. In addition, when you meet another Pastor or Bard, you may grant them the ability to use one sermon you posses permanently. This sermon uses your Oratory ranks, and uses your level. Those affected by your sermon mastery may then, once per day, pass it on to another for one minute.
New Faith:
Prerequisite: Cha 19
You have inspired faith in thousands, and in people across the world. This faith has created a number of followers of your specific form of your faith. Gain followers, as the Leadership feat. These followers all must have the Pastor class, and are two levels higher than listed. Theses followers listen to what you say, and may spread your faith around.
Pastor’s Practice:
Prerequisite: Cha 13
Select two Pastor’s sermons, even if you do not qualify for them. Gain those sermons. Your sermons are so well known, that the idea of hearing them stun everyone you meet. The DC of your Sermons increase to 10 + 3/4 level + Charisma, and any numerical limit to your sermons are removed. People gain a +8 bonus to identify you and your sermons.
Pastor Arcane Mastery
Prerequisite: Int 22
Your faith has left you with knowledge in magic many casters dream of. You may prepare and cast Wizard spells below level 6 as domain spells. When you meet any individual besides yourself, you may permanently grant them an increase in caster level equal to your intelligence modifier. Tomes are produced in your name, and your knowledge in the Arcane surpass that of many wizards. You are treated as constantly having a sphere of lesser spell invulnerability cast on you, which you may lower as a free action.
Pastor Metamagic Mastery:
Prerequisite: Int 17
Select one metamagic feat you know. All spells you cast are now affected by that metamagic feat. Pastor’s across the nation begin to know the use of that metamagic feat, and you may talk to any person you meet to reduce the price of that metamagic feat by one for that person. Any creature who casts a spell affected by that metamagic feat loses control of the spell, and you can change the target, area, or caster level of the spell. You may increase the effective level of any bardic performance or Pastor’s sermon by ten by talking to said bard or pastor for ten minutes. The effective level of the sermon cannot be raised higher than 20.
Pastor’s Bardic Mastery:
Prerequisite: Int 15
You may prepare and cast Bard spells below level four as if they were domain spells. Bards around the world know of your sermons: Bards around the world know of you, and many learnt their spells from your words. Whenever you meet a creature with any bard spell below level four, when they cast that spell, you can take control of it by expending one use of your channel energy, with a will save DC of 15+ 1/2 level + Int.
Direct Connection:
Prerequisite: None
You may speak directly to your god by spending a minute concentrating. What happens from there is up to your DM, but, once per week, you may create an effect as with the Miracle or Wish spell as a swift action, calling upon your god for aid. Your deity is the one who is granting you the ability, and they're the one who made the world alive.
Faith Changer:
Prerequisite: Wis 30
You may cast any spell from any domain your god possess, including subdomains, by expending one use of your channel energy, or two cleric spells of equal level. You may cast those spells as if you had prepared them. Select one domain that your deity does not posses, plus one per time you took the Extra Domain lesson. These domains are added to your deities domain list for pastor’s who have studied under you or any of your works. You may remove any domain from your deities domain list.
Being of Magic:
Prerequisite: Wis 20
You may exchange one use of your Channel Energy ability as a free action to change any spell you have prepared for another spell on the cleric list. When you meet beings who cast divine spells, they will have probably learnt about how to cast from your writings. Thus, you may, as a free action once per round, take one spell away from their spells prepared, or restrict their access to one of their spells known. They cannot cast that spell for the next 24 hours. They may make a DC 10 + 1/2 Level + Wis will save to be able to choose the spell lost.
Divine Magic
Prerequisite: Wis 15
Select a number of spells equal to your Charisma modifier. You may cast those spells as if they were always prepared. You may cast Imbue Spell Like Ability at will, with a limit of one casting per individual, until the duration of the previous casting has run out. This does not decrease the number of 4th level spells you can cast.
Feats:
Extra Lesson:
Prerequisite: Pastor's Lesson Class Feature
Benefit: You gain one additional lesson. You must meet all of the prerequisites for this Lesson.
Special: You can gain Extra Lesson multiple times.
Traits:
Chanter:
Your faith does not result in you speaking, but rather comes out in song.
Use Perform (sing) in place of Perform (Oratory), and gain a +1 bonus on any Pastor class skill.
Core:
Human: +1/3 bonus on untrained skill checks.
Dwarf: Channel Energy +1/2 times per day.
Elf: +1/6th a Pastor's Lesson.
Half Elf: Add +1 to the half-elf's (http://www.d20pfsrd.com/races/core-races/half-elf) total number of Pastor's Sermon rounds per day.
Half Orc: Choose one Pastor's Sermon; treat the Pastor as +½ level higher when determining the effects of that performance.
Halfling: +1/5th luck bonus on saving throws.
Gnome: Add 1/2 a spell from the bard, druid, or wizard spell list with the figment descriptor to the wizard’s spellbook. This spell must be at least one level below the highest spell level the Pastor can cast. This spell is treated as one level higher unless it also appears on the pastor spell list.
Outside Core:
Aasimar: Add +½ to damage when using positive energy against undead (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead) or using Alignment Channel (http://www.d20pfsrd.com/feats/general-feats/alignment-channel---final) to damage evil outsiders (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider).
Catfolk: +1/2 bonus on caster level of Divination spells
Dhampir: Cast Necromancy spells at +1/4th caster level.
Drow: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the Pastor's Wisdom (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-) modifier. The pastor adds +½ to the number of uses per day of that domain power.
Duergar: Add +1/2 your level to the Competence bonus granted by the Inspire Competence sermon.
Fetchling: +1/2 Channel Energy per day.
Goblin: Decrease the Cha requirement for Pastor's Sermons by 1/4, but take a penalty to save DCs of Performances equal to the amount reduced.
Hobgoblin: +1 damage on any Sermon that deals damage.
Orc: reduce the Int requirement for Pastor's Lessons by 1/4
A Hybrid class between Bard and Cleric
Pastor’s are the mouths through which the Gods speak. They wander the world, in search of new worlds and locals, to speak to those who have no faith, and to grant them faith in their gods. To crawl to the deepest dungeons to get close to them. Frequently, they travel with other adventurers on their travel, letting them protect them as they read their scripture and speak their prayers, and to guard them as they travel from place to place. A running gag among most Pastors is "Lady luck tends to fancy those of faith. Hence why she hates us." Pastors are frequently caught in the middle of whatever happens when they travel, frequently finding themselves entering into the adventuring lifestyle.
Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.
Hit Die: d6
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The pastor's class skills are Appraise (http://www.d20pfsrd.com/skills/appraise) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Craft (http://www.d20pfsrd.com/skills/craft) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Diplomacy (http://www.d20pfsrd.com/skills/diplomacy) (Cha (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-)), Heal (http://www.d20pfsrd.com/skills/heal) (Wis (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-)), Intimidate (Cha), Knowledge (http://www.d20pfsrd.com/skills/knowledge) (arcana) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Knowledge (http://www.d20pfsrd.com/skills/knowledge) (history) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Knowledge (http://www.d20pfsrd.com/skills/knowledge) (nobility) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Knowledge (http://www.d20pfsrd.com/skills/knowledge) (planes) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Knowledge (http://www.d20pfsrd.com/skills/knowledge) (religion) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Linguistics (http://www.d20pfsrd.com/skills/linguistics)(Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Perform (Cha), Profession (http://www.d20pfsrd.com/skills/profession) (Wis (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-)), Sense Motive (http://www.d20pfsrd.com/skills/sense-motive) (Wis (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-)), and Spellcraft (http://www.d20pfsrd.com/skills/spellcraft) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)).
Skill Ranks Per Level: 2 + Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-) modifier.
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+0
+0
+2
Aura, Sermon, domain, orisons, spontaneous casting, Inspire Courage +1, Pastor’s lesson, Close Ties, Channel Energy 1d2
2
—
—
—
—
—
—
—
—
2nd
+1
+0
+0
+3
Channel Energy 1d6
3
—
—
—
—
—
—
—
—
3rd
+1
+1
+1
+3
Pastor’s Sermon
4
—
—
—
—
—
—
—
—
4th
+2
+1
+1
+4
Channel Energy 2d6
4
2
—
—
—
—
—
—
—
5th
+2
+1
+1
+4
Pastor’s lesson, Inspire Courage +2
4
3
—
—
—
—
—
—
—
6th
+3
+2
+2
+5
Channel Energy 3d6
4
4
2
—
—
—
—
—
—
7th
+3
+2
+2
+5
Pastor’s Sermon
4
4
3
—
—
—
—
—
—
8th
+4
+2
+2
+6
Channel Energy 4d6
4
4
4
2
—
—
—
—
—
9th
+4
+3
+3
+6
Pastor’s Lesson
4
4
4
3
—
—
—
—
—
10th
+5
+3
+3
+7
Channel Energy 5d6
4
4
4
4
2
—
—
—
—
11th
+5
+3
+3
+7
Pastor’s Sermon, Inspire Courage +3
4
4
4
4
3
—
—
—
—
12th
+6/+1
+4
+4
+8
Channel Energy 6d6
4
4
4
4
4
2
—
—
—
13th
+6/+1
+4
+4
+8
Pastor’s Lesson
4
4
4
4
4
3
—
—
—
14th
+7/+2
+4
+4
+9
Channel Energy 7d6
4
4
4
4
4
4
2
—
—
15th
+7/+2
+5
+5
+9
Pastor’s Sermon
4
4
4
4
4
4
3
—
—
16th
+8/+3
+5
+5
+10
Channel Energy 8d6
4
4
4
4
4
4
4
2
—
17th
+8/+3
+5
+5
+10
Pastor’s Lesson, Inspire Courage +4
4
4
4
4
4
4
4
3
—
18th
+9/+4
+6
+6
+11
Channel Energy 9d6
4
4
4
4
4
4
4
4
2
19th
+9/+4
+6
+6
+11
Pastor’s Sermon
4
4
4
4
4
4
4
4
3
20th
+10/+5
+6
+6
+12
Channel Energy 10d6, Pastor’s Sermon, Pastor’s Lesson
4
4
4
4
4
4
4
4
4
Level
Spells Prepared
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
4
2+1
—
—
—
—
—
—
—
—
2nd
5
2+1
—
—
—
—
—
—
—
—
3rd
5
3+1
—
—
—
—
—
—
—
—
4th
6
3+1
1+1
—
—
—
—
—
—
—
5th
6
4+1
2+1
—
—
—
—
—
—
—
6th
7
4+1
2+1
1+1
—
—
—
—
—
—
7th
7
5+1
3+1
2+1
—
—
—
—
—
—
8th
8
5+1
3+1
2+1
1+1
—
—
—
—
—
9th
8
5+1
4+1
3+1
2+1
—
—
—
—
—
10th
9
5+1
4+1
3+1
2+1
1+1
—
—
—
—
11th
9
5+1
5+1
4+1
3+1
2+1
—
—
—
—
12th
9
5+1
5+1
4+1
3+1
2+1
1+1
—
—
—
13th
9
5+1
5+1
4+1
4+1
3+1
2+1
—
—
—
14th
9
5+1
5+1
4+1
4+1
3+1
2+1
1+1
—
—
15th
9
5+1
5+1
4+1
4+1
4+1
3+1
2+1
—
—
16th
9
5+1
5+1
4+1
4+1
4+1
3+1
2+1
1+1
—
17th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
2+1
—
18th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
2+1
1+1
19th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
3+1
2+1
20th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
3+1
3+1
Weapon and Armor Proficiency
Pastor’s are proficient with the club, heavy crossbow, light crossbow, wooden stake, and quarterstaff, but not with any type of armor or shield. They are proficient with their deity's favored weapon. They gain no Armor Proficiency.
Aura (Ex)
A pastor of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil (http://www.d20pfsrd.com/magic/all-spells/d/detect-evil) for details).
Spells
A pastor casts divine spells which are drawn from the Cleric spell list (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---cleric). Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A pastor must prepare her spells in advance, but unlike a Cleric, her spells are not expended when they're cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn't yet used up her spell slots per day for that level.
To prepare or cast a spell, a pastor must have a Wisdom (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-) score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a pastor's spell is 10 + the spell level + the pastor's Wisdom (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-) modifier.
Like other spellcasters, a pastor can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Pastor. In addition, she receives bonus spells per day if she has a high Wisdom (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-) score (see Table: Ability Modifiers and Bonus Spells (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Abilities-and-Spellcasters)).
An pastor may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new pastor level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Pastor Spells Prepared. Unlike the number of spells she can cast per day, the number of spells a pastor can prepare each day is not affected by her Wisdom score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a pastor can prepare.
Pastors meditate or pray for their spells. Each pastor must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a pastor can prepare spells. A pastor may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Like a sorcerer (http://www.d20pfsrd.com/classes/core-classes/sorcerer), a pastor can choose to apply any metamagic feats (http://www.d20pfsrd.com/feats/metamagic-feats) she knows to a prepared spell as she casts it, with the same increase in casting time (http://www.d20pfsrd.com/magic#TOC-Casting-Time) (see Spontaneous Casting and Metamagic Feats (http://www.d20pfsrd.com/feats/metamagic-feats)). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard (http://www.d20pfsrd.com/classes/core-classes/wizard). She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting.
In addition, a Pastor is always treated as if she had prepared cure spells (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name) of each level she can cast.
Chaotic, Evil, Good, and Lawful Spells A pastor can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Orisons Pastors can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Pastor under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Domains
A pastor's deity influences her alignment, what magic she can perform, her values, and how others see her. A pastor chooses one domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains) from among those belonging to her deity. A pastor can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a pastor is not devoted to a particular deity, she still selects one domain to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the pastor, as well as a number of bonus spells. A pastor gains one domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains) spell slot for each level of pastor spell she can cast, from 1st on up. Each day, a pastor can prepare one of the spells from her domains in that slot. If a domain spell is not on the pastor spell list, a pastor can prepare it only in her domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains) spell slot.
In addition, a pastor gains the listed powers from up to two of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
A complete listing of pastor domains can be found here: Cleric Domains (http://www.d20pfsrd.com/classes/core-classes/cleric/domains)
Bonus Languages
A pastor's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
Close Bonds:
Every Morning, you may select a number of people equal to your charisma modifier. Whenever you cast a level one spell on someone you’ve bonded with, you may use a usage of your Channel Energy instead of a spell-per-day.
Close Ties
A Pastor adds half her level to Sense Motive checks.
Sermon (Su)
A pastor is trained to use the Perform (http://www.d20pfsrd.com/skills/perform) (Oratory) skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-) modifier. At each level after 1st a pastor can use pastor's sermon for 2 additional rounds per day. Each round, the pastor can produce any one of the types of pastor's sermon that he has mastered, as selected as he levels up.
Starting a pastor's sermon is a standard action (http://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions), but it can be maintained each round as a free action (http://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions). Changing a pastor's sermon from one effect to another requires the pastor to stop the previous performance and start a new one as a standard action. A pastor's sermon cannot be disrupted, but it ends immediately if the pastor is killed, paralyzed (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed), stunned (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned), knocked unconscious (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious), or otherwise prevented from taking a free action to maintain it each round. A sermon counts as the bard's (http://www.d20pfsrd.com/classes/core-classes/bard) bardic performance (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance) special ability for any effect that affects bardic performances.
At 7th level, a pastor can start a pastor's sermon as a move action instead of a standard action. At 13th level, a pastor can start a pastor's sermon as a swift action (http://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions).
Each pastor's sermon has audible components (http://www.d20pfsrd.com/magic#TOC-Components), visual components, or both.
If a pastor's sermon has audible components, the targets must be able to hear the pastor for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened) pastor has a 20% change to fail when attempting to use a pastor's sermon with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to pastor's sermons with audible components.
If a pastor's sermon has a visual component, the targets must have line of sight to the pastor for the performance to have any effect. A blind (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded) pastor has a 50% chance to fail when attempting to use a pastor's sermon with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to pastor's sermons with visual components.
A pastor begins at level one with the Inspire Courage Pastor Sermon, and selects a new Pastor’s Sermon at level 3, 7, and every 4 levels thereafter, and an additional one at level 20
A list of Pastor’s Sermons can be found here: Pastor Sermons (https://docs.google.com/document/d/1yplnKz7XO8AGLI_NB9KijdZhmMbn3W4KmlsRIb4ZG4M/edit#)
Pastor’s Lesson (Su)
As a Pastor wanders around the world in search of people to sway to pray to their god, they find themselves learning things that they may have forgotten, or may never have learnt, both about their god and magic iteslf. At 1st level and every 4 levels thereafter, and an additional one at level 20, the pastor learns a new Pastor’s Lesson selected from the following list. A lesson cannot be selected more than once. Once a lesson has been selected, it cannot be changed. Most lessons require the pastor to expend uses of their Channel Energy to function. Unless otherwise noted, the saving throw DC for an Pastor's Lesson is equal to 10 + 1/2 the pastor's level + the pastor's Int modifier. A Pastor's Lesson must use a Pastor's channel energy, and only affect Pastor spells.
Pastor Lessons are listed here: Pastor Lessons (https://docs.google.com/document/d/11CwGtsuVJdfCjko_RfqSYUE_tbrFvaNTJmX8EvjJvQw/edit#)
Channel Energy (Su)
Regardless of alignment, at level one, any pastor can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good pastor (or a neutral pastor who worships a good deity) channels positive energy and can choose to deal damage to undead (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead) creatures or to heal living creatures. An evil pastor (or a neutral pastor who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral pastor of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the pastor can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the pastor. The amount of damage dealt or healed is equal to 1d2 at level one, upgrading to 1d6 points of damage at level two, plus 1d6 points of damage for every two pastor levels beyond 2nd (2d6 at 4th, 3d6 at 6th, and so on). Creatures that take damage from channeled energy receive a Will (http://www.d20pfsrd.com/gamemastering/combat#TOC-Will) save to halve the damage. The DC of this save is equal to 10 + 1/2 the pastor's level + the pastor's Charisma (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-) modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A pastor may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A pastor can choose whether or not to include herself in this effect.
A pastor must be able to present her holy symbol to use this ability.
Legacy
As the pastor lives, they leave memories and legends on the world that last for centuries. This is known as her legacy. A Pastor’s legacy is not forgotten in time, and is remembered long after the pastor is dead. This is the Pastor’s Legacy. A pastor, once he reaches level 20, automatically grants everyone on the planet a +8 bonus to identify you. A pastor may select any legacy they qualify for.Sermon Mastery:
Prerequisite: Cha 21
You may perform any sermon, even if you do not know of it, by expending one use of your Channel Energy. In addition, when you meet another Pastor or Bard, you may grant them the ability to use one sermon you posses permanently. This sermon uses your Oratory ranks, and uses your level. Those affected by your sermon mastery may then, once per day, pass it on to another for one minute.
New Faith:
Prerequisite: Cha 19
You have inspired faith in thousands, and in people across the world. This faith has created a number of followers of your specific form of your faith. Gain followers, as the Leadership feat. These followers all must have the Pastor class, and are two levels higher than listed. Theses followers listen to what you say, and may spread your faith around.
Pastor’s Practice:
Prerequisite: Cha 13
Select two Pastor’s sermons, even if you do not qualify for them. Gain those sermons. Your sermons are so well known, that the idea of hearing them stun everyone you meet. The DC of your Sermons increase to 10 + 3/4 level + Charisma, and any numerical limit to your sermons are removed. People gain a +8 bonus to identify you and your sermons.
Pastor Arcane Mastery
Prerequisite: Int 22
Your faith has left you with knowledge in magic many casters dream of. You may prepare and cast Wizard spells below level 6 as domain spells. When you meet any individual besides yourself, you may permanently grant them an increase in caster level equal to your intelligence modifier. Tomes are produced in your name, and your knowledge in the Arcane surpass that of many wizards. You are treated as constantly having a sphere of lesser spell invulnerability cast on you, which you may lower as a free action.
Pastor Metamagic Mastery:
Prerequisite: Int 17
Select one metamagic feat you know. All spells you cast are now affected by that metamagic feat. Pastor’s across the nation begin to know the use of that metamagic feat, and you may talk to any person you meet to reduce the price of that metamagic feat by one for that person. Any creature who casts a spell affected by that metamagic feat loses control of the spell, and you can change the target, area, or caster level of the spell. You may increase the effective level of any bardic performance or Pastor’s sermon by ten by talking to said bard or pastor for ten minutes. The effective level of the sermon cannot be raised higher than 20.
Pastor’s Bardic Mastery:
Prerequisite: Int 15
You may prepare and cast Bard spells below level four as if they were domain spells. Bards around the world know of your sermons: Bards around the world know of you, and many learnt their spells from your words. Whenever you meet a creature with any bard spell below level four, when they cast that spell, you can take control of it by expending one use of your channel energy, with a will save DC of 15+ 1/2 level + Int.
Direct Connection:
Prerequisite: None
You may speak directly to your god by spending a minute concentrating. What happens from there is up to your DM, but, once per week, you may create an effect as with the Miracle or Wish spell as a swift action, calling upon your god for aid. Your deity is the one who is granting you the ability, and they're the one who made the world alive.
Faith Changer:
Prerequisite: Wis 30
You may cast any spell from any domain your god possess, including subdomains, by expending one use of your channel energy, or two cleric spells of equal level. You may cast those spells as if you had prepared them. Select one domain that your deity does not posses, plus one per time you took the Extra Domain lesson. These domains are added to your deities domain list for pastor’s who have studied under you or any of your works. You may remove any domain from your deities domain list.
Being of Magic:
Prerequisite: Wis 20
You may exchange one use of your Channel Energy ability as a free action to change any spell you have prepared for another spell on the cleric list. When you meet beings who cast divine spells, they will have probably learnt about how to cast from your writings. Thus, you may, as a free action once per round, take one spell away from their spells prepared, or restrict their access to one of their spells known. They cannot cast that spell for the next 24 hours. They may make a DC 10 + 1/2 Level + Wis will save to be able to choose the spell lost.
Divine Magic
Prerequisite: Wis 15
Select a number of spells equal to your Charisma modifier. You may cast those spells as if they were always prepared. You may cast Imbue Spell Like Ability at will, with a limit of one casting per individual, until the duration of the previous casting has run out. This does not decrease the number of 4th level spells you can cast.
Feats:
Extra Lesson:
Prerequisite: Pastor's Lesson Class Feature
Benefit: You gain one additional lesson. You must meet all of the prerequisites for this Lesson.
Special: You can gain Extra Lesson multiple times.
Traits:
Chanter:
Your faith does not result in you speaking, but rather comes out in song.
Use Perform (sing) in place of Perform (Oratory), and gain a +1 bonus on any Pastor class skill.
Core:
Human: +1/3 bonus on untrained skill checks.
Dwarf: Channel Energy +1/2 times per day.
Elf: +1/6th a Pastor's Lesson.
Half Elf: Add +1 to the half-elf's (http://www.d20pfsrd.com/races/core-races/half-elf) total number of Pastor's Sermon rounds per day.
Half Orc: Choose one Pastor's Sermon; treat the Pastor as +½ level higher when determining the effects of that performance.
Halfling: +1/5th luck bonus on saving throws.
Gnome: Add 1/2 a spell from the bard, druid, or wizard spell list with the figment descriptor to the wizard’s spellbook. This spell must be at least one level below the highest spell level the Pastor can cast. This spell is treated as one level higher unless it also appears on the pastor spell list.
Outside Core:
Aasimar: Add +½ to damage when using positive energy against undead (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead) or using Alignment Channel (http://www.d20pfsrd.com/feats/general-feats/alignment-channel---final) to damage evil outsiders (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider).
Catfolk: +1/2 bonus on caster level of Divination spells
Dhampir: Cast Necromancy spells at +1/4th caster level.
Drow: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the Pastor's Wisdom (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-) modifier. The pastor adds +½ to the number of uses per day of that domain power.
Duergar: Add +1/2 your level to the Competence bonus granted by the Inspire Competence sermon.
Fetchling: +1/2 Channel Energy per day.
Goblin: Decrease the Cha requirement for Pastor's Sermons by 1/4, but take a penalty to save DCs of Performances equal to the amount reduced.
Hobgoblin: +1 damage on any Sermon that deals damage.
Orc: reduce the Int requirement for Pastor's Lessons by 1/4