• Login:

    • Web
      www.orfinlir.de


Priest

Alignment

A priest's alignment must be within one step of his deity's (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A priest may not be neutral unless his deity's alignment is also neutral.

Hit Die

d6.

Skill Groups

The priest's skills groups Academia + 2 skill groups of the gods choice.

Domains and Class Skills

A priest who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the priest class skills listed above. A priest who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A priest who chooses the Travel domain adds Survival (Wis) to the list. A priest who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.

Skill Points at 1st Level

(4 + Int modifier) ×4.

Skill Points at Each Additional Level

4 + Int modifier.

Table: The priest
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day1
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
  1. In addition to the stated number of spells per day for 1st- through 9th-level spells, a priest gets a domain spell for each spell level, starting at 1st.

    The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the priest may receive for having a high Wisdom score.

1st +0 +2 +0 +2 Turn or rebuke undead 3 1+2 - - - - - - - -
2nd +1 +3 +0 +3 4 2+2 - - - - - - - -
3rd +1 +3 +1 +3 4 2+2 1+2 - - - - - - -
4th +2 +4 +1 +4 5 3+2 2+2 - - - - - - -
5th +2 +4 +1 +4 5 3+2 2+2 1+2 - - - - - -
6th +3 +5 +2 +5 5 3+2 3+2 2+2 - - - - - -
7th +3 +5 +2 +5 6 4+2 3+2 2+2 1+2 - - - - -
8th +4 +6 +2 +6 6 4+2 3+2 3+2 2+2 - - - - -
9th +4 +6 +3 +6 6 4+2 4+2 3+2 2+2 1+2 - - - -
10th +5 +7 +3 +7 6 4+2 4+2 3+2 3+2 2+2 - - - -
11th +5 +7 +3 +7 6 5+2 4+2 4+2 3+2 2+2 1+2 - - -
12th +6/+1 +8 +4 +8 6 5+2 4+2 4+2 3+2 3+2 2+2 - - -
13th +6/+1 +8 +4 +8 6 5+2 5+2 4+2 4+2 3+2 2+2 1+2 - -
14th +7/+2 +9 +4 +9 6 5+2 5+2 4+2 4+2 3+2 3+2 2+2 - -
15th +7/+2 +9 +5 +9 6 5+2 5+2 5+2 4+2 4+2 3+2 2+2 1+2 -
16th +8/+3 +10 +5 +10 6 5+2 5+2 5+2 4+2 4+2 3+2 3+2 2+2 -
17th +8/+3 +10 +5 +10 6 5+2 5+2 5+2 5+2 4+2 4+2 3+2 2+2 1+2
18th +9/+4 +11 +6 +11 6 5+2 5+2 5+2 5+2 4+2 4+2 3+2 3+2 2+2
19th +9/+4 +11 +6 +11 6 5+2 5+2 5+2 5+2 5+2 4+2 4+2 3+2 3+2
20th +10/+5 +12 +6 +12 6 5+2 5+2 5+2 5+2 5+2 4+2 4+2 4+2 4+2

Class Features

All of the following are class features of the priest.

Weapon and Armor Proficiency

Priests are proficient with basic weapons, plus any other one weapon group, with all types of light armor, but not with shields. The weapons depend strongly on the gods choice.

A priest who chooses the War domain receives the Weapon Focus feat related to his deity's weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex)

A priest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Priests who don't worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells

A priest casts divine spells, which are drawn from the priest spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A priest must choose and prepare his spells in advance (see below).

To 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 10 + the spell level + the priest's Wisdom modifier.

Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The priest. In addition, he receives bonus spells per day if he has a high Wisdom score. A priest also gets two domain spells of each spell level he can cast, starting at 1st level. When a priest prepares a spell in a domain spell slot, it must come from one of his three domains (see Deities, Domains, and Domain Spells, below).

Priests meditate or pray for their spells. Each priest must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a priest can cast spells. A priest does not need to prepare spells, but cast any spell on the priest spell list, provided that he can cast spells of that level. The moment, he casts the spell is the moment, he has to anounce the spell, he wants to cast. To be able to cast the spell, he got to succeed at a check vs. DC 2+ the level of the spell to be cast. The priest receives a bonus of +1 per two levels in the priest class. If he fails his check, the spell slot is lost for the day. If he succeeds, he can cast any spell, he got access to of the given level.

Deity, Domains, and Domain Spells

A priest's deity influences his alignment, what magic he can perform, his values, and how others see him. A priest chooses three domains from among those belonging to his deity. A priest can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain but regardless of the domains his deity normally grants.

If a priest is not devoted to a particular deity, he still selects three domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the priest access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The priest gets the granted powers of all three domains selected.

If a domain spell is not on the priest spell list, a priest can only cast it in his domain spell slot.

Chaotic, Evil, Good, and Lawful Spells

A priest can't cast spells of an alignment opposed to his own or his deity's (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su)

Any priest, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good priest (or a neutral priest who worships a good deity) can turn or destroy undead creatures. An evil priest (or a neutral priest who worships an evil deity) instead rebukes or commands such creatures. A neutral priest of a neutral deity must choose whether his turning ability functions as that of a good priest or an evil priest. Once this choice is made, it cannot be reversed. This decision also determines whether the priest can cast spontaneous cure or inflict spells (see above).

A priest may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Languages

A priest'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 his race.

Ex-Priests

A priest who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a priest of that god until he atones (see the atonement spell description).




Classes