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Priest Core Class

by argentmantle

This character class is the flesh and bones attempt at creating a not so militant divine spellcaster, without just simply using the Cleric, Cloistered Cleric, or Adept… a little less beat down than the Cleric and a little less academician than the Cloistered Cleric. The class is an attempt to provide a religious inspiration to the members of its church, able to act as a divine spellcaster and mouthpiece (and example of their deity). I have used something of a hybrid between 3.x and Arcana Evolved, so the power level is a bit higher than normal. Additionally, the class extends to level 25, and the spells are separated a bit differently. Figured I would toss this out and let people take a tear at it.

I sat down and wrote this off the top of my head, the balance is probably a bit off…

Priest
Hit Dice: d6

Skills
Skill Points at 1st level: (4 + Intelligence bonus) x 4.
Skill Points at Higher Levels: 4 + Intelligence bonus.
Class Skills: The priest's class skills (and the key ability for each skill) are Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (ritual and ceremony) (Int), Knowledge (arcana) (Int), Knowledge (nobility) (Int), Knowledge (geography) (Int), Knowledge (religion) (Int), Craft (any) (Cha), Profession(any) (Wis), and Spellcraft (Int),. For more information on these skills, see Chapter Four.

Class Features
Weapon and Armour Proficiency: Priests are proficient with all simple weapons and light armour.
Spells: Priests have access to simple and complex divine spells. A priest may choose to ready any spell he has access to, provided he can cast spells of that level. He readies spells ahead of time, any of which he can cast up to the maximum number of spell slots available to him for each given level. To ready or cast a spell, a priest must have a Wisdom score of at least 10 + the spell’s level. The Difficulty Class for a saving throw against a priest’s spell is 10 + the spell’s level + the priest’s Wisdom modifier. A priest’s spells have only verbal and mental components, which imposes no spell failure chance due to armour. Bonus spells for priests are based on Wisdom.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any spell slot 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 cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed.
Deity’s Gift (Su): Once per day, a 1st-level or higher priest can use his connection with his deity to draw on the power of divinity and infuse it within himself. He must be touching his holy symbol to activate this ability. He gains a divine bonus equal to half his level. The priest can add this bonus to any d20 roll he makes in the following round. A priest may use this ability an additional time at 5th and every 5 levels beyond that.
Share the Gift (Su): Starting at 4th level, the priest can impart Deity’s Gift to an ally he touches during the following round (the ally must use the bonus in that round). He can even divide the bonus among up to five allies that he can reach during the round, giving each a portion of the bonus as he decides. Thus, a 10th-level priest could grant a +2 bonus to two allies and a +1 bonus to another.
Heed the Call (Su): At 8th level the priest gains an intuitive sense of the condition of the faithful—a literal bond with
the followers of his deity. This means that if the body of worshipers is harmed in any way (for instance, an attack, a famine, or a disease) within one mile per priest level, he becomes aware of it and gains a general understanding of what is happening. If he makes a caster power check (DC 25), he gains more details, such as distance and direction.

In order for an event to trigger the Call, it must affect at least 25 creatures all who worship the deity.
Reaching Gift (Su): Starting at 11th level, the priest may use the Share the Blessing ability at range to an ally within 30’.
Lasting Gift (Su): Starting at 12th level, the gift’s divine bonus lasts 1 round per four priest levels (maximum 6 rounds). Thus, an 18th-level priest could grant a 4-round divine bonus of +9 to one ally(or himself), or +3 to three allies, or +5 to one ally and +1 to four others. Each round, those granted the gift can use the bonus on any one d20 roll of their choosing.
Draw Upon the Faith (Su): At 17th level, when using the Deity’s Gift ability, the priest may count the total number of his deity’s followers within 30’. If the number of followers exceeds half his level, he made use the total number of allies nearby up to his priest level to determine the bonus granted by Deity’s Gift.
Reaching Gift (Su): Beginning at 21st level, the priest is able to bless in all fellow worshipper nears him, he now can choose to use the Share the Gift ability on any ally within 30’. This counts as a use of the Deity’s Gift ability.
Inspiring Gift (Su): At 22ndlevel, once per day, the priest may grant the maximum divine bonus to all allies within line of sight. This counts as a use of the Deity’s Gift ability.
Shepherd’s Gift (Su): At 23rd level, the priest cures a number of hit points to each ally within 60’ equal to the bonus normally given via the Deity’s Gift ability. Additionally, the priests inflicts an equal number of hit points in damage to all enemies within 60’. This counts as two uses of the deity’s gift ability.
Martyr (Su): At 24th level, the priest may absorb the damage inflicted on any and all allies within 60’. This counts as three uses of the deity’s gift ability.
Final Gift (Su): At 25th level, the priest may call upon the full aid of his patron. The deity will send avatars, extra-planar minions, move mountains, cause the sun to rise, or the like to aid the priest. Once the act has been completed, the priest is gathered up by the deity and is immediately brought to his afterlife by the deity. It is not possible through any mortal means to raise the priest.

Priest Level Base Attack Bonus Fortitude Save Reflex Save Willpower Save Special
1 0 +0 +0 +2 Deity's gift 1/day
2 +1 +0 +0 +3  
3 +1 +1 +1 +3  
4 +2 +1 +1 +4 Share the gift
5 +2 +1 +1 +4 Deity's gift 2/day
6 +3 +2 +2 +5  
7 +3 +2 +2 +5  
8 +4 +2 +2 +6 Heed the call
9 +4 +3 +3 +6  
10 +5 +3 +3 +7 Deity's gift 3/day
11 +5 +3 +3 +7  
12 +6/+1 +4 +4 +8 Lasting gift
13 +6/+1 +4 +4 +8  
14 +7/+2 +4 +4 +9  
15 +7/+2 +5 +5 +9 Deity's gift 4/day
16 +8/+3 +5 +5 +10  
17 +8/+3 +5 +5 +10 Draw upon the faith
18 +9/+4 +6 +6 +11  
19 +9/+4 +6 +6 +11  
20 +10/+5 +6 +6 +12 Deity's gift 5/day
21 +10/+5 +7 +7 +12 Reaching gift
22 +11/+6/+1

+7 +7 +13 Inspiring gift
23 +11/+6/+1 +7 +7 +13 Shepherd's gift
24 +12/+7/+2 +8 +8 +14 Martyr of the faith
25 +12/+7/+2 +8 +8 +14 Deity's gift 6/day, final gift

  Spell Slots per Day
Priest Level 0 1 2 3 4 5 6 7 8 9 10
1 2 1 - - - - - - - - -
2 3 2 - - - - - - - - -
3 3 2 1 - - - - - - - -
4 3 3 2 - - - - - - - -
5 4 3 2 1 - - - - - - -
6 4 3 3 2 - - - - - - -
7 4 4 3 2 1 - - - - - -
8 4 4 3 3 2 - - - - - -
9 5 4 4 3 2 1 - - - - -
10 5 4 4 3 3 2 - - - - -
11 5 5 4 4 3 2 1 - - - -
12 5 5 4 4 3 3 2 - - - -
13 5 5 5 4 4 3 2 1 - - -
14 6 5 5 4 4 3 3 2 - - -
15 6 5 5 5 4 4 3 2 1 - -
16 6 6 5 5 4 4 3 3 2 - -
17 6 6 5 5 5 4 4 3 2 1 -
18 6 6 6 5 5 4 4 3 3 2 -
19 6 6 6 5 5 5 4 4 3 2 -
20 7 6 6 6 5 5 4 4 3 3 -
21 * 6 6 6 5 5 5 4 4 3 1
22 * 7 6 6 6 5 5 4 4 3 2
23 * * 6 6 6 5 5 5 4 4 2
24 * * 7 6 6 6 5 5 4 4 3
25 * * * 6 6 6 5 5 5 4 3