They also serve, who... serve.

In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all Priests preach wonders and provide for the spiritual needs of their people. Not everyone who desires to serve a deity can spend years training, learning warfare and memorizing spell-lists. Some have communities that need them immediately. Others cannot find teachers. Some are simply impatient. For them exists the path of the Priest. It is the way of the Priest to devote themselves fully to their deity. Life-affirming Priests are welcome anywhere, death worshipping Priests are feared enemies, and the greatest of Priests can be as world-shaping as anyone.

Alignment:  A Priest's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.. Good Priests are much more common than evil ones, except where racial deities are evil (such as among orcs).

Religion:  Priests may serve any deity. The chaotic chuches tend to encourage this path more than the lawful ones.

Relations with Other Classes: Priests work best with other divine servants, as all in the service of the same deity recognize each other as siblings. They tend to conflict with those who have purposes outside those of their religion, especially with self-serving arcane casters.

Class Skills: Craft (Int), Diplomacy (Cha), Knowledge (Local) (Int), Knowledge (Religion) (Int), Heal (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 4+int
Hit Dice: d6

Level BAB Fort Ref Will Special 1 2 3 4 5 6 7 8 9
1st +0 +0 +0 +2 Channel energy, aura, master of wounds, domains 4 - - - - - - - -
2nd +1 +0 +0 +3 Improved domain powers 5 - - - - - - - -
3rd +1 +1 +1 +3 Recharge energy, channel energy 2d6 6 3 - - - - - - -
4th +2 +1 +1 +4 Devotion 6 4 - - - - - - -
5th +2 +1 +1 +4 Channel energy 3d6 6 5 3 - - - - - -
6th +3 +2 +2 +5 Advanced learning 6 6 4 - - - - - -
7th +3 +2 +2 +5 Channel energy 4d6 6 6 5 3 - - - - -
8th +4 +2 +2 +6 Devotion 6 6 6 4 - - - - -
9th +4 +3 +3 +6 Channel energy 5d6 6 6 6 5 3 - - - -
10th +5 +3 +3 +7 Advanced learning 6 6 6 6 4 - - - -
11th +5 +3 +3 +7 Channel energy 6d6 6 6 6 6 5 3 - - -
12th +6/+1 +4 +4 +8 Third domain 6 6 6 6 6 4 - - -
13th +6/+1 +4 +4 +8 Channel energy 7d6 6 6 6 6 6 5 3 - -
14th +7/+2 +4 +4 +9 Advanced learning 6 6 6 6 6 6 4 - -
15th +7/+2 +5 +5 +9 Channel energy 8d6 6 6 6 6 6 6 5 3 -
16th +8/+3 +5 +5 +10 Devotion 6 6 6 6 6 6 6 4 -
17th +8/+3 +5 +5 +10 Channel energy 9d6 6 6 6 6 6 6 6 5 3
18th +9/+4 +6 +6 +11 Advanced learning 6 6 6 6 6 6 6 6 4
19th +9/+4 +6 +6 +11 Greater advanced learning, channel energy 10d6 6 6 6 6 6 6 6 6 5
20th +10/+5 +6 +6 +12 Supreme advanced learning 6 6 6 6 6 6 6 6 6

Weapons and Armor:  Priests are proficient with their deity's weapon as an (su) ability and with one chosen simple weapon as an (ex) ability. They are not proficient with any armor or shields. However, since they do not suffer spell failure and rarely use physical skills or weapons, they often wear heavier armor anyways.

Spellcasting: Wisdom determines what level spells a Priest can cast, their save DCs and any bonus spells. Like a Beguiler, a Priest may cast any spell he knows without preperation and knows all spells on his available lists, but has little control over which spells he knows. His available spells are the union of five lists:

Aura (Ex): A Priest of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Channel Energy: Regardless of alignment, any Priest 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 Priest (or a neutral Priest who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil Priest (or a neutral Priest who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral Priest 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 Priest casts from the Life or Death lists (see above)..

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the Priest. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two Priest levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the Priest's level + the Priest's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A Priest may channel energy a number of times per day equal to her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A Priest can choose whether or not to include herself in this effect.

A Priest must be able to present her holy symbol to use this ability.

Domains: A Priest's deity influences her alignment, what magic she can perform, her values, and how others see her. A Priest chooses two domains from among those belonging to her deity. A Priest can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a Priest is not devoted to a particular deity, she still selects two domains 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 Priest, as well as adding spells to your spell list (see above). Use your Priest level in place of Cleric level to determine any effects of a domain. You gain the listed powers from both of your domains, if you are of a high enough level. Unless otherwise noted, activating a domain power is a standard action.

Master of Wounds: The Priest is the master of spells that inflict or cure wounds. Whenever a Priest casts a cure or inflict spell (one with cure or inflict in its name) the number of dice rolled is doubled. For example Cure Serious Wounds would heal 6d8+caster level.. This only applies to spells the Priest casts using their Priest spell slots, not those from other classes.

Improved Domain Powers: Each domain carries with it a special ability. For Priests, these abilities are enhanced. This applies to both starting domains and to additional domains gained later. The nature of the enhancement depends on the nature of the ability, all effects that can apply do so:

Recharge Energy: At third level the Priest becomes especially adept at channeling energy. Whenever the Priest has less than their maximum number of uses of channel energy available, they begin to recharge their uses. Use your Charisma value in the chart below to determine the recharge time, after this time has passed you regain one use of channel energy.

Charisma Recharge Time
less than 6 1 hour
6-9 5 minutes
10-11 1 minute
12-13 1d8+1 rounds
14-15 1d6+1 rounds
16-17 1d4+1 rounds
18-19 1d3+1 rounds
20-21 1d2+1 rounds
22-25 2 rounds
26 or more 1 round


In addition to the normal uses of channel energy, you may now use them to power divine feats and devotion feats as if it was turn undead. If you use channel energy to power divine metamagic, you can only increase the effective spell level by two or less, and can only use the retrieve spell divine feat on 1st or 2nd level spells.

Devotion: At levels 4, 8 and 16, you gain a devotion feat (from Complete Champion) associated with one of your domains. You need not meet the prerequisites. If you already have all devotion feats associated with your domains, you may instead take any feat for which you meet the prerequisites. If your domain does not correspond to one of the devotion feats, choose the closest one; if none are appropriate ask your DM for a custom devotion feat.

Spell Lists

Life List:

Death List

Alignment List