Post by Stix on Jul 16, 2008 11:43:04 GMT -5
Ability Requirements: Wisdom 9 (sometimes others based on priesthood)
Prime Requisite: Wisdom
Hit Die: d8
Weapons: Special*
Armor: Special*
*The basic Cleric has access to all bludgeoning weapons and all armor.
Spells: A cleric may cast spells from any spheres to which he has access.
Followers: The cleric attracts followers at 9th level as per the PHB.
Other Class Features: The sphere access and other class abilities of the cleric vary based on the power, pantheon, or other object of worship.
Some of the following class features will be given to the cleric at character creation. Others can be bought with character points.
A cleric may use Character Points to buy the following abilities at character creation:
Combat bonus (20): The priest’s THAC0 advances at the warrior rate of 1 per level. Requires major access to Combat or War.
Hit point bonus (10/15): The PC rolls d10 for hit points. For 15 points, the PC rolls d12.
Warrior-priest (10): Clerics with this option use the warrior Strength and Constitution bonuses for exceptional scores. Requires minor access to Combat or War.
A cleric may buy the following abilities at any level, depending on his access to spheres:
Animal empathy (10): This ability is similar to that of the ranger character class. If the priest carefully approaches a natural animal, he can modify the animal’s reactions. Domestic or nonhostile animals are befriended automatically, while wild animals or those trained to attack must make a saving throw vs. rod, staff, or wand to resist the priest’s overtures. The priest imposes a saving throw penalty of –1 per three experience levels (–1 at 1st to 3rd, –2 at 4th to 6th, and so on.) If the animal fails to save, its reaction is shifted one category as the priest chooses—for example, from hostile to threatening, or neutral to friendly. Requires minor access to Animal or Charm.
Anchor of stability (5): The very land of the planes, being mutable, can slide into another plane when dominated by the overwhelming influence of the alignment of those present. The PC’s strong devotion to his power acts as an anchor for that ground and thus prevents its movement. No planar land slips within 10’ of the cleric unless that land is shifting to the plane of the cleric’s power. (In this case, the land slips normally). Requires minor access to Astral, Guardian, Travelers or Wards.
Battle rage (15): A priest with this ability can grant a +2 to hit and damage to all allies in a 60’ radius. The priest may perform no other action during this time, and the ability takes one full round to invoke. The bonus lasts for two rounds per level of the priest and can be used once per day. Requires major access to Combat or War.
Calming aura (20): Priests with this ability can remove fear by touch as per the spell. By their mere presence, there priests can alter the moods of those around them, causing all hostile creatures within 15’ of the priest to make a successful saving throw vs. spells each round or become non-hostile. Fiends and the undead are immune to this effect. This power does not function if the priest himself is performing hostile actions. Both aspects of this power function continuously, as long as the priest is conscious.
Cold resistance (5): The priest enjoys an unusual resistance to natural and magical cold, gaining a +2 bonus to saving throws versus these effects. Ice-based attacks or effects are included in the priest’s resistance. Requires minor access to Elemental, Protection or Weather.
Communication (10): A priest with this ability learns one language per level from a related group of racial tongues. For example, a druid learns the languages of woodland or sylvan races. A priest of a god of the sea might learn the languages of aquatic races instead, while a dwarven priest could learn the languages of mountain races or creatures of stone. Requires minor access to Divination, Thought or Travelers.
Cure/cause disease (10): Cure diseases of all types once a week for every five experience levels. Evil priests can use the reverse of this ability. Requires minor access to Healing.
Detect good/evil (10): Non-evil clerics with this ability can see emanations of evil (non-good clerics detect good) from creatures and objects within a path 10’ wide by 60’ long. This power takes one round to scan a direction and the cleric cannot engage in any other behavior. Requires minor access to Divination.
Detect undead (10): Clerics with this ability can detect undead within a path 10’ wide by 60’ long as long as the undead are not hidden behind stone or other dense material. This power takes one round to scan a direction and the cleric cannot engage in any other behavior. Requires minor access to Necromantic.
Expert healer (5/10): The PC can cast a bonus cure light wounds spell once per day. With the 10-point option, the cleric can cast a bonus cure light wounds once a day for every three levels of experience. Requires minor access to Healing (major access for 10-point version).
Fire/electrical resistance (7): The priest gains a +2 bonus to saving throws vs. fire or electrical effects, including both natural phenomena and magical attacks. Requires minor access to Elemental, Protection or Weather.
Gift of life (25): At 5th level, the priest with this power may resurrect an individual who has died not later than a round ago. The resurrection still counts against the number of times the character may be resurrected. Such a gift is not without its price: The priest permanently loses one hit point each time the power is used, regardless of the success of the resurrection results. Requires major access to Necromantic.
Healing (5): The ability to heal himself or another by the laying on of hands once a day. The priest can restore two hit points per his experience level. Requires minor access to Healing.
Health (5): Immunity to all forms of disease. (Paladins are not immune to lycanthropy and mummy rot.) Requires minor access to Guardian or Healing.
Identify plants and animals (5/8): At 3rd level, the character gains the ability to identify natural plants and animals. He may also identify pure water. For an additional 3 CPs, the priest has this ability at 1st level. Requires minor access to Animal, Creation or Plant.
Inspire/enrage allies (5/10): Through his prayers and exhortations, the priest can inspire his allies in battle, giving them a +1 bonus to their attack rolls and saving throws. The priest must do nothing but chant for at least three full rounds before his allies gain bonuses, and the effects last for 1d3 rounds after he stops. All allies within 10 feet of the priest are affected. As a 10-point power, his allies become enraged, increasing the bonuses to +2. The priest can do nothing else while using this power. Requires minor access to Charm, Combat or War.
Know alignment (10): Once per day per two levels, the cleric can cast know alignment. Requires minor access to Divination or Thought.
Pass without trace (5/7): At 3rd level, the priest gains the ability to pass without trace, as per the spell, at his normal movement rate. For 7 CPs the character may have this ability at 1st level. Requires minor access to Elemental, Guardian or Plant.
Plane truth (15): The cleric is granted the purest vision from his deity. Priest can cast true seeing (priest version) once a week. At 7th level, the priest can use this ability once per day. Requires major access to Creation, Divination or Thought.
Purify water (5): Once per day, the priest may make use of a purify food and drink spell, applying it to water or brine only. The power operates as a spell cast by the priest in respect to area of effect. Requires minor access to Creation, Elemental or Weather.
Resist energy drain (5/15): Priests with this ability gain a +1 to saving throws versus the energy drain spell and the level-draining attacks of the undead. If the attack does not normally allow a saving throw, the power has no effect, but the saving throw modifier does apply to characters under a negative plane protection. For 15 points, this ability allows a priest to attempt a saving throw vs. spell with a –4 penalty to avoid a level-draining attack that normally allows no saving throw. Requires minor access to Creation, Healing, Necromantic or Protection (major access for 15-point version).
Shapechange (10+): This is the druid’s normal shapechange power. Beginning at 7th level, he may change into a mammal, reptile, or bird three times per day—each form may be used once. Each transformation heals 10%–60% of any damage the character has sustained. The acquisition of this power may be accelerated for 2 CPs per level, so for 12 CPs the priest may shapechange at 6th level. Requires major access to Animal.
Spell duration increase (10): Noninstantaneous spells cast by the priest last an additional time unit (round, hour, day, etc.) per two levels. The exact time unit depends on the normal duration of the spell—if the duration is noted in hours, a 5th-level wizard’s bonus would be an extra three hours. Requires minor access to Time.
Spirit powers (30+): A priest with this ability commands spirit powers, as described for the shaman earlier in this chapter. For 30 CPs, the shaman may contact one class of spirit: dead, animal, or nature. For each additional 5 CPs, the shaman may contact one more class, so 40 CPs gives the character full spirit powers. Requires major access to Summoning.
Weapon specialization (25): This ability allows a priest to specialize in a weapon using the normal specialization rules. Note that the priest must still spend the required number of proficiency slots or character points to actually gain proficiency and specialization in a weapon. Requires major access to Combat or War.
Wondrous healer (15): All cure wounds cast by the cleric heal to their maximum potential. Requires major access to Healing.
A cleric may buy the following abilities at any level:
Access to spheres: Clerics can purchase major or minor access to the priest spheres of magic. All clerics are generally limited to only those spheres of their powers portfolio.
Casting reduction (5): Cleric's casting time is reduced by 1 (to a minimum of 1)
Faithful fanatic (10): All spells cast by cleric function as if the PC were one level higher as a reward of his devotion to his power.
Draw Followers (5): This option allows the cleric to attract followers whenever he establishes a stronghold, regardless of the his level, or at 9th level whether or not he has a stronghold.
Immunity to charm (5+): At 7th level, the priest becomes immune to charm effects or spells cast by a group of related creatures, such as woodland creatures, undead, plant monsters, extraplanar monsters, or wizards. The priest may gain this power at an earlier level for a cost of +1 CP per level (6 CPs at 6th level, 7 at 5th, and so on.) Each class of monsters or races the priest is immune to costs an additional 5 CPs each.
Immunity to magic (15): The priest enjoys partial immunity to one type of magic—alterations, invocations, necromancy, and so on. Both wizard and priest spells of this type are included. The priest gains a +4 bonus to saving throws against spells of the type chosen, or a normal, nonpenalized saving throw against spells that do not normally allow a save.
Nearer my power to thee (10): An extremely strong link between the cleric and his power exists lessening by one the levels a cleric will drop when not on the plane of his power.
Path of the proxy (5): Once a day, the cleric can call upon faith or draw upon holy might.
Proficiency group crossovers (5+): Normally, priests may learn nonweapon proficiencies from the priest and general lists at no extra cost. Each additional crossover group costs 5 CPs and allows the priest to learn nonweapon proficiencies from another character group’s list with no penalty.
Resist temptation (10): PC gains a +2 to all saves which might influence the PC’s mind such as charm/enchantment spells and psionics.
Secret language (5): Priests with this ability share a secret form of communication that only they understand. This permits secure conversations in almost any setting.
Spell-like granted power (special): Many priests have unusual granted powers that simulate the effects of various spells. Unlike spells, these granted powers require no material components. A spell-like granted power may be invoked once per week and has a base cost of 10 CPs, plus the following modifiers:
1 CP/spell level for priest spells
2 CPs/spell level for wizard spells
5 CPs for a once per day use
1 CP/level for each additional daily use
10 CPs for a continuous or persistent power
For example, a priest who wishes to invoke a fireball once per week would pay 10 CPs, plus 6 CPs (3rd-level wizard spell), for a total of 16 CPs. The ability to use the power once per day would cost an additional 5 CPs, for a total of 21 CPs. Using cure light wounds three times per day would cost 10+1+5+2, for a total of 18 CPs.
Regardless of the points paid, a priest may not have a spell-like granted power of 6th or higher level and is limited to no more than one granted power per two levels—one at 1st level, one at 3rd, one at 5th, and so on. The DM should carefully review any proposed granted powers. Note that when the priest invokes a power, factors such as range, damage, duration, and other effects are determined as if he had actually cast the spell.
Sphere focus (10): Any spells in one sphere of the clerics choice are cast as if the PC were two levels higher. This may be combined with the Faithful Fanatic option.
Thief ability (10+): For 10 CPs, the priest may select one thief ability. Each additional 5 CPs allows the priest to select an additional ability, up to a maximum of four abilities. (Backstab and thieves’ cant may be selected as abilities.) The priest’s percentile score increases as noted on Table 19: Thief Average Ability Table of the DMG. Modifiers for race, armor worn, and Dexterity still apply to this score.
Turn lycanthrope (10): This ability allows a priest to turn any werebeast, whether natural or cursed, if they are in their non-human form. For the "D" result, the werecreature is knocked unconscious for 1d6 turns.
Turn undead (10): Cleric is granted powers over undead as per PHB or S&P.
Unarmed combat skills (15): The priest is a specialist in unarmed combat, as described under the monk entry earlier in this chapter. At 1st level, the character is a specialist; at 5th level, a master; at 9th level, a high master; and at 13th level, a grand master.
Weapon selection (5/10): For 5 CPs, the priest is allowed to include one edged weapon in his list of permissible weapons, or instead he may have access to a list of tribal or special weapons approved by the DM—for example, the druid or thief selections. For 10 CPs, the priest may wield any weapon he wishes to.
Wizardly priests (15): Cleric gains access to one school of wizard spells and can cast them as if they were clerical spells. This includes the more stylized wizard schools such as elemental magic or even wild magic.
Clerics may also select any of the following limitations:
Armor restriction (5+): The priest is limited in his choice of armor. As a 5-point limitation, the priest is restricted to chain mail or lighter armor; for 10 points, he is limited to studded leather or lighter armor; and for 15 points, the priest may not wear any armor at all.
Awkward casting method (5): Spells cast by the priest are unusually obvious—the priest may be surrounded by a glowing halo of divine light, he may have to invoke his deity’s power with peals of thunder and tremors in the ground, or some sensation (fear, cold, elation) may be noticed by anyone nearby. Any intelligent creature in earshot automatically notices the priest’s spellcasting, even if they weren’t paying attention to him before. Casting spells from ambush or without being observed is nearly impossible with this limitation.
Behavior/taboo (2): The priest’s religion has an unusual code of behavior or conduct that may hinder him in certain situations. For example, a priest may be required to speak a ten-minute prayer every time he crosses a river, which could be very inconvenient if he was being pursued. Another priest might be required to use cure spells on anyone in need, expending spells on strangers or NPCs instead of his companions. A priest who violates his behavior guideline loses access to his spells and must perform some appropriate penance for his failing.
Ceremony/observance (5): The priest’s faith demands the observance of a special event or ceremony every day, such as a prayer at sunrise, a small sacrifice or libation performed in a certain way, or a lengthy atonement for the day’s thoughts and actions. The priest must drop whatever he is doing to perform the ceremony; there are no excuses for missing it. A priest who skips the ceremony may lose his memorized spells or suffer some other sign of his deity’s disfavor until he finds a way to atone.
Difficult spell acquisition (5): The priest’s deity is particularly demanding about granting spells, and the priest can pray for spells only in very specific circumstances. For example, the priest might only be able to gain spells in a temple of his deity, he might have to wait for certain celestial alignments or phases of the moon, or he might be required to fast and pray for a minimum of three days before gaining spells. In general, this limitation should make it hard for the priest to gain spells while traveling or adventuring.
Fanaticism (5): A priest with this limitation comes from an intolerant faith. Followers of other powers must convert or forfeit their lives. The priest absolutely refuses to accept any companion who does not worship the power he represents and suffers a –4 reaction adjustment with any NPCs not of his faith—the priest can’t hide his contempt for nonbelievers.
Hazardous spells (10): Channeling the power of a deity can be dangerous, and a priest with this limitation can sustain harmful side-effects from casting spells. The priest might suffer 1 point of damage per spell level when he casts a spell, with a saving throw vs. breath weapon for half damage. Another option would be a chance (5% per spell level, –2% per character level, minimum 1%) of losing all spells in memory and being feebleminded for 1d3 days.
Limited magical item use (5+): The priest is banned from using certain types of magical items. For each category of magical item he cannot use, he gains a 5-point limitation. The categories are:
Limited spell selection (5): The prayers required to petition the priest’s deity for spells are extremely complex. In fact, they are as complex as a wizard’s spells, and as a result the priest is required to build a “spell book” of priest spells. First, this limits the priest to a maximum number of spells per level, as indicated by his Intelligence score. Secondly, the priest must make a learn spells roll in order to add a new spell to his selection; if the priest fails to learn a spell, he may not try to learn it again until he gains another level.
Reduced hit points (10/20): A priest with this limitation uses a smaller Hit Die than normal. For 10 points, the priest uses a d6 Hit Die; for 20 points, the priest uses a d4 Hit Die.
Reduced spell progression (15): A priest with this restriction memorizes one less spell of each level than normal; a 1st-level priest gains 0 1st-level spells instead of 1, and so on. If the priest’s spell allocation for any given level is reduced to 0 by this limitation (like the 1st-level priest above), he gains no bonus spells for an exceptional Wisdom score for that character level.
Self-reliant (20): Some deities favor reliance among their worshipers. Such deities grant their priests only half the normal amount of spells, rounding down. If the priest’s spell allocation for any given level is reduced to 0 by this limitation (like the 1st-level priest above), he gains no bonus spells for an exceptional Wisdom score for that character level.
Slower casting times (5): The priest’s spells are unusually long-winded; all casting times are increased by 3. A casting time of one round or longer is simply doubled.
Talisman/symbol (8): The priest’s spell powers are focused through one specific talisman or holy symbol. Without this symbol, he is incapable of casting spells. If his talisman is destroyed or stolen with no hope of recovery, he may create a new one with 1d4 weeks of prayer, meditation, and fasting in his home temple.
Vow of poverty (10): The priest must only possess what money that he needs to survive. Such priests may never own magical items unless they are plain looking, and they must donate all treasure and excess wealth to a worthy cause.
Weapon restriction (5/10/15): Unless otherwise stated, a priest character has access to the cleric’s weapon selection of any Type B weapon. A priest with this limitation is further restricted to the staff, club, war hammer, horseman’s mace, and horseman’s flail. For 10 points, the priest is not allowed to gain proficiency in any weapon. As a 15 point restriction, the priest is not allowed to attempt to wield a weapon at all and may never try to injure another creature with a weapon.
Prime Requisite: Wisdom
Hit Die: d8
Weapons: Special*
Armor: Special*
*The basic Cleric has access to all bludgeoning weapons and all armor.
Level | XP Required | Hit Dice |
1 | 0 | 1 |
2 | 1,500 | 2 |
3 | 3,000 | 3 |
4 | 6,000 | 4 |
5 | 13,000 | 5 |
6 | 27,500 | 6 |
7 | 55,000 | 7 |
8 | 110,000 | 8 |
9 | 225,000 | 9 |
10 | 450,000 | 9+2 |
11 | 675,000 | 9+4 |
12 | 900,000 | 9+6 |
13 | 1,125,000 | 9+8 |
14 | 1,350,000 | 9+10 |
15 | 1,575,000 | 9+12 |
16 | 1,800,000 | 9+14 |
17 | 2,025,000 | 9+16 |
18 | 2,250,000 | 9+18 |
19 | 2,475,000 | 9+20 |
20 | 2,700,000 | 9+22 |
Spells: A cleric may cast spells from any spheres to which he has access.
Followers: The cleric attracts followers at 9th level as per the PHB.
Other Class Features: The sphere access and other class abilities of the cleric vary based on the power, pantheon, or other object of worship.
Some of the following class features will be given to the cleric at character creation. Others can be bought with character points.
A cleric may use Character Points to buy the following abilities at character creation:
Combat bonus (20): The priest’s THAC0 advances at the warrior rate of 1 per level. Requires major access to Combat or War.
Hit point bonus (10/15): The PC rolls d10 for hit points. For 15 points, the PC rolls d12.
Warrior-priest (10): Clerics with this option use the warrior Strength and Constitution bonuses for exceptional scores. Requires minor access to Combat or War.
A cleric may buy the following abilities at any level, depending on his access to spheres:
Animal empathy (10): This ability is similar to that of the ranger character class. If the priest carefully approaches a natural animal, he can modify the animal’s reactions. Domestic or nonhostile animals are befriended automatically, while wild animals or those trained to attack must make a saving throw vs. rod, staff, or wand to resist the priest’s overtures. The priest imposes a saving throw penalty of –1 per three experience levels (–1 at 1st to 3rd, –2 at 4th to 6th, and so on.) If the animal fails to save, its reaction is shifted one category as the priest chooses—for example, from hostile to threatening, or neutral to friendly. Requires minor access to Animal or Charm.
Anchor of stability (5): The very land of the planes, being mutable, can slide into another plane when dominated by the overwhelming influence of the alignment of those present. The PC’s strong devotion to his power acts as an anchor for that ground and thus prevents its movement. No planar land slips within 10’ of the cleric unless that land is shifting to the plane of the cleric’s power. (In this case, the land slips normally). Requires minor access to Astral, Guardian, Travelers or Wards.
Battle rage (15): A priest with this ability can grant a +2 to hit and damage to all allies in a 60’ radius. The priest may perform no other action during this time, and the ability takes one full round to invoke. The bonus lasts for two rounds per level of the priest and can be used once per day. Requires major access to Combat or War.
Calming aura (20): Priests with this ability can remove fear by touch as per the spell. By their mere presence, there priests can alter the moods of those around them, causing all hostile creatures within 15’ of the priest to make a successful saving throw vs. spells each round or become non-hostile. Fiends and the undead are immune to this effect. This power does not function if the priest himself is performing hostile actions. Both aspects of this power function continuously, as long as the priest is conscious.
Cold resistance (5): The priest enjoys an unusual resistance to natural and magical cold, gaining a +2 bonus to saving throws versus these effects. Ice-based attacks or effects are included in the priest’s resistance. Requires minor access to Elemental, Protection or Weather.
Communication (10): A priest with this ability learns one language per level from a related group of racial tongues. For example, a druid learns the languages of woodland or sylvan races. A priest of a god of the sea might learn the languages of aquatic races instead, while a dwarven priest could learn the languages of mountain races or creatures of stone. Requires minor access to Divination, Thought or Travelers.
Cure/cause disease (10): Cure diseases of all types once a week for every five experience levels. Evil priests can use the reverse of this ability. Requires minor access to Healing.
Detect good/evil (10): Non-evil clerics with this ability can see emanations of evil (non-good clerics detect good) from creatures and objects within a path 10’ wide by 60’ long. This power takes one round to scan a direction and the cleric cannot engage in any other behavior. Requires minor access to Divination.
Detect undead (10): Clerics with this ability can detect undead within a path 10’ wide by 60’ long as long as the undead are not hidden behind stone or other dense material. This power takes one round to scan a direction and the cleric cannot engage in any other behavior. Requires minor access to Necromantic.
Expert healer (5/10): The PC can cast a bonus cure light wounds spell once per day. With the 10-point option, the cleric can cast a bonus cure light wounds once a day for every three levels of experience. Requires minor access to Healing (major access for 10-point version).
Fire/electrical resistance (7): The priest gains a +2 bonus to saving throws vs. fire or electrical effects, including both natural phenomena and magical attacks. Requires minor access to Elemental, Protection or Weather.
Gift of life (25): At 5th level, the priest with this power may resurrect an individual who has died not later than a round ago. The resurrection still counts against the number of times the character may be resurrected. Such a gift is not without its price: The priest permanently loses one hit point each time the power is used, regardless of the success of the resurrection results. Requires major access to Necromantic.
Healing (5): The ability to heal himself or another by the laying on of hands once a day. The priest can restore two hit points per his experience level. Requires minor access to Healing.
Health (5): Immunity to all forms of disease. (Paladins are not immune to lycanthropy and mummy rot.) Requires minor access to Guardian or Healing.
Identify plants and animals (5/8): At 3rd level, the character gains the ability to identify natural plants and animals. He may also identify pure water. For an additional 3 CPs, the priest has this ability at 1st level. Requires minor access to Animal, Creation or Plant.
Inspire/enrage allies (5/10): Through his prayers and exhortations, the priest can inspire his allies in battle, giving them a +1 bonus to their attack rolls and saving throws. The priest must do nothing but chant for at least three full rounds before his allies gain bonuses, and the effects last for 1d3 rounds after he stops. All allies within 10 feet of the priest are affected. As a 10-point power, his allies become enraged, increasing the bonuses to +2. The priest can do nothing else while using this power. Requires minor access to Charm, Combat or War.
Know alignment (10): Once per day per two levels, the cleric can cast know alignment. Requires minor access to Divination or Thought.
Pass without trace (5/7): At 3rd level, the priest gains the ability to pass without trace, as per the spell, at his normal movement rate. For 7 CPs the character may have this ability at 1st level. Requires minor access to Elemental, Guardian or Plant.
Plane truth (15): The cleric is granted the purest vision from his deity. Priest can cast true seeing (priest version) once a week. At 7th level, the priest can use this ability once per day. Requires major access to Creation, Divination or Thought.
Purify water (5): Once per day, the priest may make use of a purify food and drink spell, applying it to water or brine only. The power operates as a spell cast by the priest in respect to area of effect. Requires minor access to Creation, Elemental or Weather.
Resist energy drain (5/15): Priests with this ability gain a +1 to saving throws versus the energy drain spell and the level-draining attacks of the undead. If the attack does not normally allow a saving throw, the power has no effect, but the saving throw modifier does apply to characters under a negative plane protection. For 15 points, this ability allows a priest to attempt a saving throw vs. spell with a –4 penalty to avoid a level-draining attack that normally allows no saving throw. Requires minor access to Creation, Healing, Necromantic or Protection (major access for 15-point version).
Shapechange (10+): This is the druid’s normal shapechange power. Beginning at 7th level, he may change into a mammal, reptile, or bird three times per day—each form may be used once. Each transformation heals 10%–60% of any damage the character has sustained. The acquisition of this power may be accelerated for 2 CPs per level, so for 12 CPs the priest may shapechange at 6th level. Requires major access to Animal.
Spell duration increase (10): Noninstantaneous spells cast by the priest last an additional time unit (round, hour, day, etc.) per two levels. The exact time unit depends on the normal duration of the spell—if the duration is noted in hours, a 5th-level wizard’s bonus would be an extra three hours. Requires minor access to Time.
Spirit powers (30+): A priest with this ability commands spirit powers, as described for the shaman earlier in this chapter. For 30 CPs, the shaman may contact one class of spirit: dead, animal, or nature. For each additional 5 CPs, the shaman may contact one more class, so 40 CPs gives the character full spirit powers. Requires major access to Summoning.
Weapon specialization (25): This ability allows a priest to specialize in a weapon using the normal specialization rules. Note that the priest must still spend the required number of proficiency slots or character points to actually gain proficiency and specialization in a weapon. Requires major access to Combat or War.
Wondrous healer (15): All cure wounds cast by the cleric heal to their maximum potential. Requires major access to Healing.
A cleric may buy the following abilities at any level:
Access to spheres: Clerics can purchase major or minor access to the priest spheres of magic. All clerics are generally limited to only those spheres of their powers portfolio.
Sphere | Minor | Major | Sphere | Minor | Major |
All | 3 | 5 | Healing | 5 | 10 |
Animal | 5 | 10 | Law | 5 | 8 |
Astral | 3 | 5 | Necromantic | 5 | 10 |
Chaos | 5 | 8 | Numbers | 5 | 10 |
Charm | 5 | 10 | Plant | 5 | 10 |
Combat | 5 | 10 | Protection | 5 | 10 |
Creation | 5 | 10 | Summoning | 5 | 10 |
Divination | 5 | 10 | Sun | 3 | 5 |
Elemental | 8 | 20 | Thought | 5 | 10 |
…Air | 2 | 5 | Time | 5 | 10 |
…Earth | 3 | 8 | Travelers | 3 | 5 |
…Fire | 3 | 8 | War | 3 | 5 |
…Water | 2 | 5 | Wards | 5 | 10 |
Guardian | 3 | 5 | Weather | 5 | 10 |
Casting reduction (5): Cleric's casting time is reduced by 1 (to a minimum of 1)
Faithful fanatic (10): All spells cast by cleric function as if the PC were one level higher as a reward of his devotion to his power.
Draw Followers (5): This option allows the cleric to attract followers whenever he establishes a stronghold, regardless of the his level, or at 9th level whether or not he has a stronghold.
Immunity to charm (5+): At 7th level, the priest becomes immune to charm effects or spells cast by a group of related creatures, such as woodland creatures, undead, plant monsters, extraplanar monsters, or wizards. The priest may gain this power at an earlier level for a cost of +1 CP per level (6 CPs at 6th level, 7 at 5th, and so on.) Each class of monsters or races the priest is immune to costs an additional 5 CPs each.
Immunity to magic (15): The priest enjoys partial immunity to one type of magic—alterations, invocations, necromancy, and so on. Both wizard and priest spells of this type are included. The priest gains a +4 bonus to saving throws against spells of the type chosen, or a normal, nonpenalized saving throw against spells that do not normally allow a save.
Nearer my power to thee (10): An extremely strong link between the cleric and his power exists lessening by one the levels a cleric will drop when not on the plane of his power.
Path of the proxy (5): Once a day, the cleric can call upon faith or draw upon holy might.
Proficiency group crossovers (5+): Normally, priests may learn nonweapon proficiencies from the priest and general lists at no extra cost. Each additional crossover group costs 5 CPs and allows the priest to learn nonweapon proficiencies from another character group’s list with no penalty.
Resist temptation (10): PC gains a +2 to all saves which might influence the PC’s mind such as charm/enchantment spells and psionics.
Secret language (5): Priests with this ability share a secret form of communication that only they understand. This permits secure conversations in almost any setting.
Spell-like granted power (special): Many priests have unusual granted powers that simulate the effects of various spells. Unlike spells, these granted powers require no material components. A spell-like granted power may be invoked once per week and has a base cost of 10 CPs, plus the following modifiers:
1 CP/spell level for priest spells
2 CPs/spell level for wizard spells
5 CPs for a once per day use
1 CP/level for each additional daily use
10 CPs for a continuous or persistent power
For example, a priest who wishes to invoke a fireball once per week would pay 10 CPs, plus 6 CPs (3rd-level wizard spell), for a total of 16 CPs. The ability to use the power once per day would cost an additional 5 CPs, for a total of 21 CPs. Using cure light wounds three times per day would cost 10+1+5+2, for a total of 18 CPs.
Regardless of the points paid, a priest may not have a spell-like granted power of 6th or higher level and is limited to no more than one granted power per two levels—one at 1st level, one at 3rd, one at 5th, and so on. The DM should carefully review any proposed granted powers. Note that when the priest invokes a power, factors such as range, damage, duration, and other effects are determined as if he had actually cast the spell.
Sphere focus (10): Any spells in one sphere of the clerics choice are cast as if the PC were two levels higher. This may be combined with the Faithful Fanatic option.
Thief ability (10+): For 10 CPs, the priest may select one thief ability. Each additional 5 CPs allows the priest to select an additional ability, up to a maximum of four abilities. (Backstab and thieves’ cant may be selected as abilities.) The priest’s percentile score increases as noted on Table 19: Thief Average Ability Table of the DMG. Modifiers for race, armor worn, and Dexterity still apply to this score.
Turn lycanthrope (10): This ability allows a priest to turn any werebeast, whether natural or cursed, if they are in their non-human form. For the "D" result, the werecreature is knocked unconscious for 1d6 turns.
Turn undead (10): Cleric is granted powers over undead as per PHB or S&P.
Unarmed combat skills (15): The priest is a specialist in unarmed combat, as described under the monk entry earlier in this chapter. At 1st level, the character is a specialist; at 5th level, a master; at 9th level, a high master; and at 13th level, a grand master.
Weapon selection (5/10): For 5 CPs, the priest is allowed to include one edged weapon in his list of permissible weapons, or instead he may have access to a list of tribal or special weapons approved by the DM—for example, the druid or thief selections. For 10 CPs, the priest may wield any weapon he wishes to.
Wizardly priests (15): Cleric gains access to one school of wizard spells and can cast them as if they were clerical spells. This includes the more stylized wizard schools such as elemental magic or even wild magic.
Clerics may also select any of the following limitations:
Armor restriction (5+): The priest is limited in his choice of armor. As a 5-point limitation, the priest is restricted to chain mail or lighter armor; for 10 points, he is limited to studded leather or lighter armor; and for 15 points, the priest may not wear any armor at all.
Awkward casting method (5): Spells cast by the priest are unusually obvious—the priest may be surrounded by a glowing halo of divine light, he may have to invoke his deity’s power with peals of thunder and tremors in the ground, or some sensation (fear, cold, elation) may be noticed by anyone nearby. Any intelligent creature in earshot automatically notices the priest’s spellcasting, even if they weren’t paying attention to him before. Casting spells from ambush or without being observed is nearly impossible with this limitation.
Behavior/taboo (2): The priest’s religion has an unusual code of behavior or conduct that may hinder him in certain situations. For example, a priest may be required to speak a ten-minute prayer every time he crosses a river, which could be very inconvenient if he was being pursued. Another priest might be required to use cure spells on anyone in need, expending spells on strangers or NPCs instead of his companions. A priest who violates his behavior guideline loses access to his spells and must perform some appropriate penance for his failing.
Ceremony/observance (5): The priest’s faith demands the observance of a special event or ceremony every day, such as a prayer at sunrise, a small sacrifice or libation performed in a certain way, or a lengthy atonement for the day’s thoughts and actions. The priest must drop whatever he is doing to perform the ceremony; there are no excuses for missing it. A priest who skips the ceremony may lose his memorized spells or suffer some other sign of his deity’s disfavor until he finds a way to atone.
Difficult spell acquisition (5): The priest’s deity is particularly demanding about granting spells, and the priest can pray for spells only in very specific circumstances. For example, the priest might only be able to gain spells in a temple of his deity, he might have to wait for certain celestial alignments or phases of the moon, or he might be required to fast and pray for a minimum of three days before gaining spells. In general, this limitation should make it hard for the priest to gain spells while traveling or adventuring.
Fanaticism (5): A priest with this limitation comes from an intolerant faith. Followers of other powers must convert or forfeit their lives. The priest absolutely refuses to accept any companion who does not worship the power he represents and suffers a –4 reaction adjustment with any NPCs not of his faith—the priest can’t hide his contempt for nonbelievers.
Hazardous spells (10): Channeling the power of a deity can be dangerous, and a priest with this limitation can sustain harmful side-effects from casting spells. The priest might suffer 1 point of damage per spell level when he casts a spell, with a saving throw vs. breath weapon for half damage. Another option would be a chance (5% per spell level, –2% per character level, minimum 1%) of losing all spells in memory and being feebleminded for 1d3 days.
Limited magical item use (5+): The priest is banned from using certain types of magical items. For each category of magical item he cannot use, he gains a 5-point limitation. The categories are:
- potions, oils, and scrolls
- rings, rods, staves, and wands
- miscellaneous magic
- weapons and armor
Limited spell selection (5): The prayers required to petition the priest’s deity for spells are extremely complex. In fact, they are as complex as a wizard’s spells, and as a result the priest is required to build a “spell book” of priest spells. First, this limits the priest to a maximum number of spells per level, as indicated by his Intelligence score. Secondly, the priest must make a learn spells roll in order to add a new spell to his selection; if the priest fails to learn a spell, he may not try to learn it again until he gains another level.
Reduced hit points (10/20): A priest with this limitation uses a smaller Hit Die than normal. For 10 points, the priest uses a d6 Hit Die; for 20 points, the priest uses a d4 Hit Die.
Reduced spell progression (15): A priest with this restriction memorizes one less spell of each level than normal; a 1st-level priest gains 0 1st-level spells instead of 1, and so on. If the priest’s spell allocation for any given level is reduced to 0 by this limitation (like the 1st-level priest above), he gains no bonus spells for an exceptional Wisdom score for that character level.
Self-reliant (20): Some deities favor reliance among their worshipers. Such deities grant their priests only half the normal amount of spells, rounding down. If the priest’s spell allocation for any given level is reduced to 0 by this limitation (like the 1st-level priest above), he gains no bonus spells for an exceptional Wisdom score for that character level.
Slower casting times (5): The priest’s spells are unusually long-winded; all casting times are increased by 3. A casting time of one round or longer is simply doubled.
Talisman/symbol (8): The priest’s spell powers are focused through one specific talisman or holy symbol. Without this symbol, he is incapable of casting spells. If his talisman is destroyed or stolen with no hope of recovery, he may create a new one with 1d4 weeks of prayer, meditation, and fasting in his home temple.
Vow of poverty (10): The priest must only possess what money that he needs to survive. Such priests may never own magical items unless they are plain looking, and they must donate all treasure and excess wealth to a worthy cause.
Weapon restriction (5/10/15): Unless otherwise stated, a priest character has access to the cleric’s weapon selection of any Type B weapon. A priest with this limitation is further restricted to the staff, club, war hammer, horseman’s mace, and horseman’s flail. For 10 points, the priest is not allowed to gain proficiency in any weapon. As a 15 point restriction, the priest is not allowed to attempt to wield a weapon at all and may never try to injure another creature with a weapon.