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Priest
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Priest
Game Rule Information
Priests have the following game statistics:
Abilities: Wisdom is critical to a priest and his magical spells. Dexterity increases a priest’s Armor Class and Reflex saves, and Constitution increases his hit points and Fortitude saves.
Alignment: Priests can be of any alignment.
Hit Die: d8
Class Skills
The priest’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int). In addition, his choice of spheres adds a number of additional skills to his skill list, as noted on Table 3:Class Skills & Powers By Sphere.
Skill Points at 1st Level: (4 + Intelligence bonus) ×4
Skill Points at Higher Levels: 4 + Intelligence bonus
Table 1: Class Level & Benefits
| Level |
BAB |
Ref |
Fort&Will |
Special |
| 1 |
+0 |
+0 |
+2 |
Aura, sphere abilities (3+Cha) |
| 2 |
+1 |
+0 |
+3 |
— |
| 3 |
+2 |
+1 |
+3 |
— |
| 4 |
+3 |
+1 |
+4 |
Sphere abilities (4+Cha) |
| 5 |
+3 |
+1 |
+4 |
— |
| 6 |
+4 |
+2 |
+5 |
— |
| 7 |
+5 |
+2 |
+5 |
Sphere abilities (5+Cha) |
| 8 |
+6/+1 |
+2 |
+6 |
— |
| 9 |
+6/+1 |
+3 |
+6 |
— |
| 10 |
+7/+2 |
+3 |
+7 |
Sphere abilities (6+Cha) |
| 11 |
+8/+3 |
+3 |
+7 |
— |
| 12 |
+9/+4 |
+4 |
+8 |
— |
| 13 |
+9/+4 |
+4 |
+8 |
Sphere abilities (7+Cha) |
| 14 |
+10/+5 |
+4 |
+9 |
— |
| 15 |
+11/+6/+1 |
+5 |
+9 |
— |
| 16 |
+12/+7/+2 |
+5 |
+10 |
Sphere abilities (8+Cha) |
| 17 |
+12/+7/+2 |
+5 |
+10 |
— |
| 18 |
+13/+8/+3 |
+6 |
+11 |
— |
| 19 |
+14/+9/+4 |
+6 |
+11 |
Sphere abilities (9+Cha) |
| 20 |
+15/+10/+5 |
+6 |
+12 |
— |
Class Features
All of the following are class features of the priest.
Weapon and Armor Proficiency: Priests are proficient in basic weapons and any two weapon groups; with light and medium armor; and with all shields except tower shields.
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; the priest registers as a cleric in the table provided).
Spells: A priest casts divine spells, which are drawn from a list determined by combining the spells offered by his chosen spheres (see Deity and Spheres, below, for more details). Additionally, 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.
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. Bonus spells for priests rely on their Wisdom score.
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 prepare spells. A priest may prepare and cast any spell on his sphere determined list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Table 2: Spell Slots per Day / Spells Readied at one Time
| Level |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
|
Level |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
| 1 |
3 |
1 |
— |
— |
— |
— |
— |
— |
— |
— |
|
1 |
5 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
| 2 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
— |
|
2 |
6 |
3 |
— |
— |
— |
— |
— |
— |
— |
— |
| 3 |
4 |
2 |
1 |
— |
— |
— |
— |
— |
— |
— |
|
3 |
6 |
4 |
2 |
— |
— |
— |
— |
— |
— |
— |
| 4 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
— |
— |
|
4 |
7 |
4 |
3 |
— |
— |
— |
— |
— |
— |
— |
| 5 |
5 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
— |
|
5 |
7 |
5 |
3 |
2 |
— |
— |
— |
— |
— |
— |
| 6 |
5 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
— |
|
6 |
8 |
5 |
4 |
3 |
— |
— |
— |
— |
— |
— |
| 7 |
5 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
— |
|
7 |
8 |
6 |
4 |
3 |
2 |
— |
— |
— |
— |
— |
| 8 |
6 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
— |
|
8 |
9 |
6 |
5 |
4 |
3 |
— |
— |
— |
— |
— |
| 9 |
6 |
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
— |
|
9 |
9 |
7 |
5 |
4 |
3 |
2 |
— |
— |
— |
— |
| 10 |
6 |
5 |
4 |
3 |
3 |
2 |
— |
— |
— |
— |
|
10 |
9 |
7 |
6 |
5 |
4 |
3 |
— |
— |
— |
— |
| 11 |
6 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
— |
— |
|
11 |
9 |
8 |
6 |
5 |
4 |
3 |
2 |
— |
— |
— |
| 12 |
6 |
5 |
5 |
4 |
3 |
3 |
2 |
— |
— |
— |
|
12 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
— |
— |
— |
| 13 |
6 |
6 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
— |
|
13 |
9 |
9 |
7 |
6 |
5 |
4 |
3 |
2 |
— |
— |
| 14 |
6 |
6 |
5 |
5 |
4 |
3 |
3 |
2 |
— |
— |
|
14 |
9 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
— |
— |
| 15 |
6 |
6 |
6 |
5 |
4 |
4 |
3 |
2 |
1 |
— |
|
15 |
9 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
— |
| 16 |
6 |
6 |
6 |
5 |
5 |
4 |
3 |
3 |
2 |
— |
|
16 |
9 |
9 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
— |
| 17 |
6 |
6 |
6 |
6 |
5 |
4 |
4 |
3 |
2 |
1 |
|
17 |
9 |
9 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
| 18 |
6 |
6 |
6 |
6 |
5 |
5 |
4 |
3 |
3 |
2 |
|
18 |
9 |
9 |
9 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
| 19 |
6 |
6 |
6 |
6 |
6 |
5 |
4 |
4 |
3 |
2 |
|
19 |
9 |
9 |
9 |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
| 20 |
6 |
6 |
6 |
6 |
6 |
5 |
5 |
4 |
4 |
3 |
|
20 |
9 |
9 |
9 |
9 |
9 |
8 |
7 |
6 |
5 |
4 |
Deity and Spheres: Choose a deity for your priest. A priest’s deity influences his alignment, what magic he can perform, his values, and how others see him. From among the spheres offered by a deity, the priest selects three (3) spheres to which he has major access, and two (2) spheres to which he has minor access. (Some deities offer only this precise combination of spheres, so no further decision is required once the priest has chosen which god he serves.)
Spheres to which the priest has major access add all their spells to his class list; spheres to which he has only minor access add their spells up to 4th level, but not 5th or above. All priests may also prepare any of the few spells classified as “Universal”.The priest’s class spell list is made up only of the Universal spells, plus the spells from his selected spheres; he does not also have a “core” list on which to draw. A priest may select a sphere to which his god normally grants major access as a minor sphere,but he may not select a minor sphere as a major one.
Duplicate Spells: Several of the spheres share spells in common. It would seem, therefore, that a priest might develop an inferior spell list if he chooses spheres with much overlap. In order to make up for this, a priest functions at +2 caster level when casting any spell that he gains from two or more of his spheres. For instance, spiritual weapon appears in both the Sphere of Summons and the Sphere of War. A 5th-level priest with access to both these spheres would cast spiritual weapon as if he was 7th-level.
Chaotic, Evil,Good, and Lawful Spells: A priest can’t cast spells of an alignment opposed to his own or his deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Sphere Powers: In addition to spells, each sphere grants the priest access to a special associated ability.The priest gains the associated ability for all five of his spheres. Most of these, but not all, are supernatural abilities.
Most sphere abilities can only be used a certain number of times per day. A priest begins with a total number of daily uses (called “blessings”) equal to 3 + his Charisma modifier, similar to the way in which a cleric gains the ability to turn undead. Every three levels thereafter — at 4th, 7th, 10th, 13th, 16th, and 19th — the priest gains one additional daily blessing. These blessings are divided up among all the various special abilities that require them; the priest does not gain a separate pool of blessings for each ability. A special ability’s blessing cost is listed in its entry.
Associated special abilities are described below, under individual sphere entries. In addition to powering sphere abilities, these blessings may also be used to activate certain feats, as described below.
Table 3:Class Skills & Powers By Sphere
| Spheres |
Skills |
Power |
| Universal |
NA |
NA |
| Beasts |
Handle Animal, Ride, Survival |
You gain the animal companion class ability, as a druid of your priest level. Further, you may spend one of your daily blessings to gain the wild empathy ability, as a druid of your priest level, for 10 minutes.This is an extraordinary ability. |
| Death |
Heal, Intimidate, Knowledge (the planes) |
You may use a death touch. Your death touch is a supernatural ability that produces a death effect.You must succeed on a melee touch attack against a living creature (using the rules for touch spells).When you touch, roll 1d6 per priest level you possess. If the total at least equals the creature’s current hit points, it dies (no save).This ability costs three of your daily blessings. |
| Earth |
Knowledge (nature), Knowledge (the planes), Survival |
Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead.Use of this ability costs one of your daily blessings.This is a supernatural ability. |
| Fear |
Bluff, Intimidate, Sense Motive |
You may temporarily radiate an aura of courage,as per the paladin class ability, protecting yourself and your allies from fear. Activating this ability requires one of your daily blessings; it lasts for 1 minute/priest level. This is a supernatural ability. |
| Flame |
Knowledge (nature), Knowledge (the planes), Survival |
Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead.Use of this ability costs one of your daily blessings.This is a supernatural ability. |
| Grace |
Diplomacy, Knowledge (arcana), Use Magic Device |
Due to your god’s favor, you gain the power of good fortune. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll. Use of this ability requires three of your daily blessings. |
| Illumination |
Search, Sense Motive, Spot |
You gain the ability to see clearly in even the darkest conditions. Spend two of your daily blessings. For the next 10 minutes,you gain 60 additional feet of darkvision (which stacks with any darkvision you may already have). Further, you can see through magical darkness as though it was regular darkness.This is a supernatural ability. |
| Knowledge |
Decipher Script, Knowledge (history), Sense Motive |
By expending divine energies, you receive knowledge from the cosmos, hearing it echoed in reality itself.Essentially, you gain the bardic knowledge class ability. However,because you are drawing on the knowledge of your god,rather than your own,you must spend two of your daily blessings each time you use this ability.This is a supernatural ability. |
| Lies |
Bluff, Forgery, Hide |
Your mystic energies render it almost impossible for deceptions to be uncovered. Spend two of your daily blessings. For 1 minute, you radiate an aura, extending in all directions for a number of feet equal to 5 times your level. Any attempt to mystically detect deception (such as the discern lie spell) is impeded. The caster must succeed in a caster level check (d20 + caster level) against a DC equal to 15 + half your priest level. If she fails, she does not realize that the spell has failed; it simply appears as though no falsehoods exist for her spell to detect. All mundane attempts to detect lies, such as Sense Motive Checks, suffer a –4 sacred penalty.This is a supernatural ability. |
| Life |
Heal, Knowledge (the planes), Sense Motive |
You may turn or destroy undead, as a good-aligned cleric of your priest level. This costs one of your daily blessings.This is a supernatural ability. |
| Magic |
Decipher Script, Knowledge (arcana), Use Magic Device |
Your divine energies grant you the ability to manipulate magic items. Spend one of your daily blessings; for one full round, you may take 10 on Spellcraft and Use Magic Device checks, even if rushed or threatened. Further, you treat Use Magic Device as an untrained skill, meaning you can attempt it even if you have no ranks devoted to it.This is a supernatural ability. |
| Mind |
Bluff, Diplomacy, Intimidate |
Your mastery of the mind is so strong, you can channel divine energies to truly obtain a “mind over matter” state of being. Any time you are subject to a spell, special ability, or attack that allows a Will save for partial effect, you instead suffer no effect if you make the save. Further, any time you are subject to a spell, special ability, or attack that requires a Fortitude save, you may instantly spend two of your daily blessings as a free action in order to make a Will save to resist instead. (However, if the effect deals partial damage on a successful save, you still suffer that damage; you do not gain the benefits of the previous ability under these circumstances.) This is a supernatural ability. |
| Plants |
Heal, Knowledge (nature), Survival |
You may gain the woodland stride class ability, as a druid of your priest level, for one hour at a time. Further, you may rebuke or command plant creatures as an evil cleric rebukes or commands undead.Use of each of these abilities requires one of your daily blessings. These are supernatural abilities. |
| Protection |
Heal, Listen, Spot |
You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your priest level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour. Activating the ward requires three of your daily blessings. |
| Roads |
Knowledge (geography), Ride, Survival |
You are most at home on the open road, and your divine energies support your travels. You gain the Endurance feat for free. Additionally, you may spend three of your daily blessings to increase your speed. For 10 minutes after activating this ability, you gain the base unarmored speed bonus of a monk of your priest level. Unlike monks, you may gain this speed bonus even while armored, though all armor or encumbrance penalties still apply. This bonus stacks with all other speed bonuses. This is a supernatural ability. |
| Summons |
Diplomacy, Knowledge (arcana), Knowledge (the planes) |
Spend one of your daily blessings as a free action. Any summon monster or summon nature’s ally spell you cast within one round requires only a standard action, rather than a full round as normal. This is a supernatural ability. |
| Undeath |
Intimidate, Knowledge (arcana), Knowledge (the planes) |
You may command or rebuke undead, as an evil cleric of your priest level.This costs one of your daily blessings.This is a supernatural ability. |
| War |
Heal, Intimidate, Knowledge (architecture and engineering) |
So long as you are wielding your deity’s favored weapon, you may make a special smite attack by spending three of your daily blessings.You gain a bonus to hit equal to your Charisma modifier (if positive), and a bonus to damage equal to your priest level.You may not make a smite attack against another follower of your own deity; if you mistakenly do so, the smite has no effect, but the blessings are still expended. Similarly, the blessings are expended even if you miss your target.This is a supernatural ability. If your deity’s favored weapon is a martial weapon, you gain free Martial Weapon Proficiency with that weapon. |
| Water |
Knowledge (nature), Knowledge (the planes), Survival |
Turn or destroy fire creatures as a good cleric turns undead.Rebuke,command, or bolster water creatures as an evil cleric rebukes undead. Use of this ability costs one of your daily blessings. This is a supernatural ability. |
| Wind |
Knowledge (nature), Knowledge (the planes), Survival |
Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use of this ability costs one of your daily blessings.This is a supernatural ability. |
Priest
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