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:
- Orisons: A Priest may cast any 0th level spell available to Clerics. He gains six spells known and may cast them at will without expending them.
- Life or Death: A Priest who channels positive energy has access to the Life list. One who channels negative energy has access to the Death list. These are spells that are straightforward applications of positive or negative energy.
- Alignment: A Priest is a champion of his alignment(s), and has spells based on it. Some of these spells are based on the Priest's alignment and some on the opposite alignment. A Priest who is neutral treats both ends of that axis as opposed (so a neutral good Priest could cast protection from evil, chaos or law, but could only make a weapon good aligned). Some of these spells come with extra restrictions, limiting them to alignment-based uses.
- Domains: A Priest begins with two domains and gains a third at 12th level. They must be from his deity's list, and represent his personal, spiritual focus. All these spells are added to his list.
- Advanced Learning: At levels 6, 10, 14, and 18 a Priest selects a single spell from the Cleric list whose level is less than the highest he can cast. At level 19, he may select one of any level. At level 20, he may select one of any level from any divine list.
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:
- If the ability is a melee or ranged attack you may use the ability as a swift action at melee range or close range as you choose. If a melee attack is used at close range, it instead becomes a ranged attack, and vice versa for a ranged attack used in melee.
- If the ability is a standard action that does not require an attack, you may use it as a swift action by expending one use of channel energy.
- If the ability is a move, swift, or immediate action, you may instead use it as a free action once per round. In the case of an immediate action, this free action can be taken on other turns as normal.
- If the ability is usable a limited duration per day, it can be used for twice as long.
- If the ability is used a limited number of times per day that does not scale directly with level or wisdom (such as once per day, or twice per day at level 8), a Priest can replenish it (allowing another full day's usage) by meditating for five minutes.
- If the ability is a numeric bonus, that bonus is increased by 50%, rounding up.
- If skills are added to the Priest's class list, he also gets a +3 sacred bonus on all checks to them.
- If the ability is not affected by one of the above and uses your class level in a calculation, increase your class level by 3.
- If the ability is a feat whose effects could be described by the preceding, apply the preceding.
- If the ability is a feat that cannot be described by the preceding, gain another feat. If possible, the new feat should have the original feat as a prerequisite. If that is not possible, then the new feat should have the same descriptors as the original. If that is not possible, then any feat is permitted.
- If none of the above apply, ask your DM.
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:
1
- Bless: Allies gain +1 on attack rolls and saves against fear.
- Bless Water M: Makes holy water.
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
- Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
- Sanctuary: Opponents can't attack you, and you can't attack.
2
- Consecrate M: Fills area with positive energy, making undead weaker.
- Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
- Delay Poison: Stops poison from harming subject for 1 hour/level.
- Make Whole: Repairs an object.
- Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
- Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
3
- Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
- Daylight: 60-ft. radius of bright light.
- Remove Blindness/Deafness: Cures normal or magical conditions.
- Remove Curse: Frees object or person from curse.
- Remove Disease: Cures all diseases affecting subject.
- Sacred Bond: Cast touch healing spells from a distance.
4
- Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
- Healing Warmth: As Protection From Energy, but can spend 12 points of absorption to heal 1d8.
- Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
- Restoration M: Restores level and ability score drains.
5
- Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
- Breath of Life: Heal a creature for 5d8+1/level and restore it to life if recently dead.
- Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
- Hallow M: Designates location as holy.
- Hymn of Mercy: Creatures in a 30ft radius burst deal only nonlethal damage with all of their weapon attacks.
- Raise Dead M: Restores life to subject who died as long as one day/level ago.
6
- Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
- Heal: Cures 10 points/level of damage, all diseases and mental conditions.
- Joyful Rapture: Negate harmful emotions and heal mental ability damage.
- Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
7
- Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
- Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
- Restoration, Greater X: As restoration, plus restores all levels and ability scores.
- Resurrection M: Fully restore dead subject.
8
- Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
- Nine Lives: Gives target the ability to get out of trouble and relieves harmful effects and conditions.
9
- Heal, Mass: As heal, but with several subjects.
- True Resurrection M: As resurrection, plus remains aren’t needed.
Death List
1
- Bane: Enemies take -1 on attack rolls and saves against fear.
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
- Curse Water M: Makes unholy water.
- Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
- Murderous Command: Target is compelled to kill its ally.
2
- Desecrate M: Fills area with negative energy, making undead stronger.
- Enemy's Heart: Make a coup de grace, gain 1d8 temporary hp +1 per HD of the creature, +2 to str and +1 caster level.
- Hold Person: Paralyzes one humanoid for 1 round/level.
- Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
- Shatter: Sonic vibration damages objects or crystalline creatures.
3
- Aggravate Affliction: All recurring afflictions possessed by the targeted creature immediately trigger, requiring an immediate saving throw to avoid suffering their effects.
- Animate Dead M: Creates undead skeletons and zombies.
- Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
- Blindness/Deafness: Makes subject blinded or deafened.
- Contagion: Infects subject with chosen disease. Uses spell DC for the disease.
- Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
4
- Debilitating Portent: Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell.
- Fleshworm Infestation: Worms deal hp and Dex damage, and weaken target.
- Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
- Poison: Touch deals 1d10 Con damage, repeats in 1 min.
5
- Boneshatter: The target's bones shatter, inflicting 1d6 damage/level (max 15d6) and exhaustion.
- Contagion, Greater: Infect a subject with a magical disease. Uses spell DC for the disease.
- Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
- Slay Living: Touch attack kills subject.
- Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
- Unhallow M: Designates location as unholy.
6
- Antilife Shell: 10-ft. field hedges out living creatures.
- Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
- Harm: Deals 10 points/level damage to target.
- Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
- Plague Storm: Cloud infects creatures like Contagion.
7
- Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
- Destruction F: Kills subject and destroys remains.
- Insanity: Subject suffers continuous confusion.
8
- Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
- Orb of the Void: Sphere inflicts negative levels.
9
- Implosion: Kills one creature/round.
- Soul Bind F: Traps newly dead soul to prevent resurrection.
Alignment List
1
- Detect Opposed Alignment: Reveals creatures, spells, or objects of selected alignment.
- Protection from Opposed Alignment: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2
- Align Weapon: Weapon becomes your alignment
3
- Magic Circle against Opposed Alignment: As protection spells, but 10-ft. radius and 10 min./level.
- Prayer: Allies get +1 bonus on most rolls, enemies –1 penalty. The bonus only affects allies of a shared alignment, and the penalty only affects enemies of an opposed alignment.
4
- Dismissal: Forces a creature to return to native plane, but only if they have opposed alignment as a subtype
5
- Atonement F X: Removes burden of misdeeds from subject, but only for a subject who wishes to be of your alignment*
- Dispel Opposed Alignment: +4 bonus against attacks.
6
- Banishment: Banishes 2 HD/level of extraplanar creatures, but only if they have opposed alignment as a subtype
7
- Word of Alignment (aka Blasphemy/Holy Word/Dictum/Word of Chaos): Kills, paralyzes, weakens, or dazes non-agreeing subjects.
8
- Cloak/Shield/Aura of alignment F: +4 to AC, +4 resistance, and SR 25 against opposed spells.
9
- Miracle, but only for purposes in accordance with alignment*.
* For purposes of Atonement and Miracle, Priests of nature deities may treat reverence for nature as an alignment component.