I am sorry steam punk era was an incorrect explanation it is a world that is rapidly going from tribes and villages to huge cities and a heightened level of technology. It is mechanically going to be a world rapidly going from regular pathfinder-steampunk with elements of each. This influx of technology was caused by a time where the gods abandoned all of their loyal subjects causing panic and acts of evil from once goodly priests. As the gods left the world went in to a technological boom in an attempt to replace the blessings of their god with arcana and science. This technology led to more efficient ways of expanding empires in the known world there are 18 empires. The three most important empires are known as Braus, claudion, and nichtden. Each of these empires are multi racial. Druids were banished from civilized areas.
The wild priest is a person blessed by nature but born into a world where nature and civilization are at constant war . At a young age many future wild priests leave society and embrace nature becoming a conduit for its will
Wild. Priest ability explanation:
hit dice-D8
skills:
proficiency: wild priests can use light and medium armor and simple and martial weapons. If they wear metal armor they lose their abilities granted by the wild priest class for 24 hours. wild priests are proficient with simple, martial, and natural weapons.
Smite unnatural-it is smite evil but it effects only creatures or objects against nature.
Spells per day- paladin but based on wisdom come from druid list
wild empathy-as the druid ability.
orisons- first level spells
Predator's psyche- When preparing spells a Wild priest may choose one of these effects at second level and an additional effect every five levels after to apply to their character.
level requirements
1-scent, low-light vision(dark vision if already have low light vision.), trip
2-dark vision, grab, constrict, ferocity
3-rake (weapon dmg+str+1d6), ferocious bite
4-pounce, rend (weapon+1-1/2 str)must hit with at least two attacks.)
5-trample-2d8+1-1/2 str mod (dc-10+str+1/2 lvl)
Pure concentration-this is a period of total concentration which can be used for 10 minutes per day per two levels and can be split into one minute increments. While in this state the wild priest gains a +2 to strength and a +4 to dexterity.
wall of anger-while using pure concentration the wild priest gains a +2 to will saves
wild fury-the character gains two claw attacks and a bite attack damages follow.
claw-small 1d4, medium 1d6, large 1d8
bite- small 1d4, medium 1d6, large 1d8( any races with tusks or a character with filed teeth increase the damage by one size category.
gift of nature: the wild priest can use greater magic fang using their level as the caster level.
purifications-purifications are effects granted to protect nature. these abilities can be channeled through the smite unnatural ability.
abilities Dc= 10+1/2 lvl+wisdom
blinded-causes the afflicted opponent to be blinded for 1/2 wild priest level requires level 8
dazed-causes enemy to be dazed for 1/2 wild priest level.
Bleed-an enemy that is struck by your smite unnatural ability takes half the damage as bleed damage for a number of rounds equal to 1/2 your wild priest level. bleed requires you to be level 10
sickened-the opponents i sickened for 1/2 wild priest level
stunned- stunned for 1/4 lvl requires level 8
nauseated-nauseated for 1/2 lvl require lvl 8
fatigued-fatigued for 1/2 lvl
Disbelief-an utter disbelief of a higher power other then nature itself gives the wild priest a +2 bonus to will saves against divine magic granted by deities.
Natures aid- once per day at 16th level and once more at 18th the wild priest may cast one of these spells using your level as the caster level-transmute metal to wood, stone tell, liveoak, earthquake, word of recall, animal shapes, and wind walk. These are casted as spell like abilities that have a dc of 10+1/2lvl+wisdom
Natures Acolyte-wild priests become pure conduits of nature and can cast transport via plants at will and gain a +5 bonus to natural attacks while using wild fury and can add any magical qualities to them as long as they keep at least a +1 bonus.
The wild priest is a person blessed by nature but born into a world where nature and civilization are at constant war . At a young age many future wild priests leave society and embrace nature becoming a conduit for its will
Wild. Priest ability explanation:
hit dice-D8
skills:
proficiency: wild priests can use light and medium armor and simple and martial weapons. If they wear metal armor they lose their abilities granted by the wild priest class for 24 hours. wild priests are proficient with simple, martial, and natural weapons.
Smite unnatural-it is smite evil but it effects only creatures or objects against nature.
Spells per day- paladin but based on wisdom come from druid list
wild empathy-as the druid ability.
orisons- first level spells
Predator's psyche- When preparing spells a Wild priest may choose one of these effects at second level and an additional effect every five levels after to apply to their character.
level requirements
1-scent, low-light vision(dark vision if already have low light vision.), trip
2-dark vision, grab, constrict, ferocity
3-rake (weapon dmg+str+1d6), ferocious bite
4-pounce, rend (weapon+1-1/2 str)must hit with at least two attacks.)
5-trample-2d8+1-1/2 str mod (dc-10+str+1/2 lvl)
Pure concentration-this is a period of total concentration which can be used for 10 minutes per day per two levels and can be split into one minute increments. While in this state the wild priest gains a +2 to strength and a +4 to dexterity.
wall of anger-while using pure concentration the wild priest gains a +2 to will saves
wild fury-the character gains two claw attacks and a bite attack damages follow.
claw-small 1d4, medium 1d6, large 1d8
bite- small 1d4, medium 1d6, large 1d8( any races with tusks or a character with filed teeth increase the damage by one size category.
gift of nature: the wild priest can use greater magic fang using their level as the caster level.
purifications-purifications are effects granted to protect nature. these abilities can be channeled through the smite unnatural ability.
abilities Dc= 10+1/2 lvl+wisdom
blinded-causes the afflicted opponent to be blinded for 1/2 wild priest level requires level 8
dazed-causes enemy to be dazed for 1/2 wild priest level.
Bleed-an enemy that is struck by your smite unnatural ability takes half the damage as bleed damage for a number of rounds equal to 1/2 your wild priest level. bleed requires you to be level 10
sickened-the opponents i sickened for 1/2 wild priest level
stunned- stunned for 1/4 lvl requires level 8
nauseated-nauseated for 1/2 lvl require lvl 8
fatigued-fatigued for 1/2 lvl
Disbelief-an utter disbelief of a higher power other then nature itself gives the wild priest a +2 bonus to will saves against divine magic granted by deities.
Natures aid- once per day at 16th level and once more at 18th the wild priest may cast one of these spells using your level as the caster level-transmute metal to wood, stone tell, liveoak, earthquake, word of recall, animal shapes, and wind walk. These are casted as spell like abilities that have a dc of 10+1/2lvl+wisdom
Natures Acolyte-wild priests become pure conduits of nature and can cast transport via plants at will and gain a +5 bonus to natural attacks while using wild fury and can add any magical qualities to them as long as they keep at least a +1 bonus.
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