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Nostri
2007-11-08, 12:19 AM
This is the spellcasting counter point to the Templar class I posted here earlier. So here ya go...

The Priest
Alignment: A priest's alignment must be within one step of his patronís (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 patronís alignment is also neutral.
Hit Die: d4
Class Skills: The priest's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points: At first level: (4+Int mod)x4, 4+Int mod for every level after that.

Tables:
The Priest
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+0|
+2|Turn/Rebuke Undead, Domains|3|1+1

2nd|
+1|
+0|
+0|
+3||4|2+1

3rd|
+1|
+1|
+1|
+3||4|2+1|1+1

4th|
+2|
+1|
+1|
+4|Divine Emissary|5|3+1|2+1

5th|
+2|
+1|
+1|
+4||5|3+1|2+1|1+1

6th|
+3|
+2|
+2|
+5||5|3+1|3+1|2+1

7th|
+3|
+2|
+2|
+5||6|4+1|3+1|2+1|1+1

8th|
+4|
+2|
+2|
+6||6|4+1|4+1|3+1|2+1

9th|
+4|
+3|
+3|
+6||6|4+1|4+1|3+1|2+1|1+1

10th|
+5|
+3|
+3|
+7||6|4+1|4+1|3+1|3+1|2+1

11th|
+5|
+3|
+3|
+7||6|5+1|4+1|4+1|3+1|2+1|1+1

12th|
+6/+1|
+4|
+4|
+8||6|5+1|4+1|3+1|3+1|2+1|1+1

13th|
+6/+1|
+4|
+4|
+8||6|5+1|4+1|4+1|3+1|2+1|2+1|1+1

14th|
+7/+2|
+4|
+4|
+9||6|5+1|4+1|4+1|3+1|3+1|2+1|2+1

15th|
+7/+2|
+5|
+5|
+9||6|5+1|5+1|4+1|4+1|3+1|3+1|2+1|1+1

16th|
+8/+3|
+5|
+5|
+10||6|5+1|5+1|4+1|4+1|3+1|3+1|3+1|2+1

17th|
+8/+3|
+5|
+5|
+10||6|5+1|5+1|5+1|4+1|4+1|3+1|3+1|2+1|1+1

18th|
+9/+4|
+6|
+6|
+11||6|5+1|5+1|5+1|4+1|4+1|4+1|4+1|3+1|2+1

19th|
+9/+4|
+6|
+6|
+11||6|5+1|5+1|5+1|5+1|4+1|4+1|4+1|3+1|3+1

20th|
+10/+5|
+6|
+6|
+12||6|5+1|5+1|5+1|5+1|4+1|4+1|4+1|4+1|4+1[/table]


Class Abilities:
All of the following are class features of the priest:

Weapon and Armor Proficiencies: A priest is proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff and the patron's favored weapon. They are all also proficient with light armor but not shields.

Aura (Ex): A priest of a chaotic, evil, good or lawful has a particularly powerful aura corresponding to the deityís alignment. Priests who donít serve a specific deity but who choose Chaos, Evil, Good or Law as one of their domains have a similar aura corresponding to their domains.

Spells:
A priest casts divine spells, which are drawn from the cleric 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 clericís 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 one domain spell 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 two 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 prepare spells. A priest may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells:
A priest's patron influences his alignment, what magic he can perform, his values, and how others see him. A priest chooses two domains from among those belonging to his patron. A priest can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
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 both the domains selected.
With access to two domain spells at a given spell level, a priest prepares one or the other each day in his domain spell slot. If a domain spell is not on the priest spell list, a priest can prepare it only in his domain spell slot.

Spontaneous Casting
A good priest (or a neutral priest of a good patron) can channel stored spell energy into healing spells that the priest did not prepare ahead of time. The priest can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
An evil priest (or a neutral priest of an evil patron), canít convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).
A priest who is neither good nor evil and whose patron is neither good nor evil can convert spells to either cure spells or inflict spells (playerís choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the priest turns or commands undead.

Chaotic, Evil, Good, and Lawful Spells
A priest canít cast spells of an alignment opposed to his own or his patron'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 patron) can turn or destroy undead creatures. An evil priest (or a neutral priest who worships an evil patron) instead rebukes or commands such creatures. A neutral priest of a neutral patron 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.
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.

Divine Emissary (Ex)
Due to a long association with the patron's church and servants the priest gains a bonus equal to 1/4 their priest level to all Charisma based checks made in relation to any servant of their patron.

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.


I'll add fluff later but for now questions, comments, concerns?

~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EDIT1: Replaced some instances of templar with priest

xanaphia
2007-11-08, 02:54 AM
Basiacially a cleric with sorcerer combat and spells per day.

I think it is fair, and have used similar homebrews before.

DracoDei
2007-11-08, 04:14 AM
At a quick glance: You didn't change out all the instances of "Templar" for "Priest".

Nostri
2007-11-08, 10:13 AM
Thanks for catching that. I knew I was going to do that somewhere but when I finally finished the table it was the end of my 20 hour day and I didn't really care much :smalltongue:

Other then that the mechanics look solid then? (I assume so since no one's gone "but that's way too powerful!) I'm thinking of adding more abilities relating to the increasing closeness of the priest to his patron. Think there's room for them or will that push it back into cleric level power?