Priest by Ricardo Martinez (rgarza001@yahoo.com)
The standard cleric class is more akin to the medieval templar than to the medieval priest (good or evil) seen in many novels, movies and animes. These priest class is my attempt to create a character class closer to that ideal.

Summary: This creates a new class similar to the cleric. It is not meant as a substitute, rather as an alternative as the sorcerer is an alternative to the wizard class.
Updates:  March 31, 2001, created this file. 

Priest 
Background:  On cities and other civilized areas, the need for clerics with fighting abilities is diminishing. On the day-to-day basis less fighting skills and more divine magic or power to drive away the undead and demons is required. Therefore in many such places the priest fulfills these duties better than the cleric. Priests are like clerics with the following changes.
	Priests dedicate little time to learn the basics of combat, they spend most of their time reading and praying. This gives them the benefit of having a closer link to their deities, giving them a more direct access to divine magic and a more efficient connection to their deity’s positive (or negative) energy.

HD:  d4
Base Attack Bonus:  Wizard
Fort Save:  Poor
Ref Save:  Poor
Will Save:  Good
Domain and class skills: as a standard cleric, page 31 of the Player's Handbook., but any priest has access to any knowledge skill as a class skill:
Weapon and Armor Proficiencies:  Priests have proficiency only with the Quarterstaff and their deity preferred weapon. Armor does not hinder casting divine spells but priests have no proficiency at using a shield and are only proficient in handling light armor.   
Spells: as a standard cleric, page 31 of the Player's Handbook., with one exception. Due to their closer relationship with their deity, they receive their spells as they require them, with no need for previous meditation or praying. They can directly use any spell in their list up to their daily quota.  It is like an improved spontaneous casting ability.
Chaotic, Evil, Good, and Lawful Spells:  as per a standard cleric, page 32 of the Player's Handbook.
Turn or Rebuke Undead: as per a standard cleric, with the following modifications:
 * Times per day: number of orisons per day + charisma modifier 
 * Turning check. Turn as cleric two levels higher.
 * Turning damage: Add 1d6 for every five levels the priest has attained.
Bonus Languages:  as per a standard cleric, page 32 of the Player's Handbook.
Bonus Feats:  At 1st level a priest has the bonus item creation feat Scribe Scroll, enabling her to create divine spell scrolls. At 3rd level a priest has the bonus item creation feat Brew Potion.
Skills:  Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), 
Knowledge (all skills, taken individually) (Int), Profession (Wis), Scry 
(Int, exclusive skill), Spellcraft (Int), Ritual Casting (Con) 
Initial Skill Points:  (2 + Int bonus) x 4
Skill Points per Level:  2 + Int modifier

Ex-Priests: As a standard cleric, page 32 of the Player's Handbook

Rules Addendum:

1)	Positive/negative energy can turn/rebuke Demons and Devils, but can't destroy/command them.
2)	Positive/negative energy can rebuke/turn Celestials, but can't command/destroy them.
3)	Positive/negative energy can be used to dispel a Ghost's Malevolence attack or magic jar effect. A normal turn attempt is rolled; critical failure means the priest has become possessed (if the possessing entity so desires) instead of the original victim. Positive energy also can dispel possessions from creatures from the lower planes, negative energy could be used to do the same in case of celestial possession.
4)	If the subject of the turning attempt is helpless then ritual casting (from the relics & rituals supplement) can be used to improve success chances. You roll two dice and use the highest result. combined ritual magic can also be used.