Salad Shooter
First Post
Just wondering what you all think of this class. See any wacky unbalances?
PS...Dendrayil are one of our homegrown races
Priest
Priests are the ultimate representation of gods entrusting their power to their mortal followers. They are the voice of gods, providers of holy doctrine, and vessels of godly power. Leader and advisor, a priest guides the followers of a god in ways to stay in that god's good grace. These holy men are revered by all whom worship his patron and usually in the forefront of all religious hunts of those against his god.
Adventures: Most priests remain at a church or temple, leading masses and religious holidays. But on occasion they set out into the world on adventure. Either do to a message from their patron or to spread the word of their god, priests often travel village to village converting the worthy and sometimes undermining the competition. Many travel to areas long abandoned to recover holy relics or to revitalize a holy area that has been desecrated.
Characteristics: Priests are the truest masters of divine power and magic, granted such abilities by their patron. Priests use this power to help promote and spread the influence of their gods and to show unbelievers the true power of faith. Priests also can channel their energies against the undead, much like clerics, having the power to turn, destroy, or possibly control those creatures animated by negative energies. Priests lack most physical combat skills, relying on their hefty arsenal of divine magic to protect their believers and smite those opposed to them.
Alignment: Priests stem from all alignments just as the gods they worship do. From the most valorous and lawful priest to the most decedent and evil, there's a priest for every deity and a deity for every alignment. Due to the devotion and level of worship a priest has with his patron god, the priest must be the same alignment as the god he worships.
Religion: Priests are religion personified, as they are totally and utterly devoted to one specific god. They are those who conduct prayer service and consecrate those newly converted to a god's faith. They run the churches, discuss dogma, and provide a way for which the people can communicate to their gods. There is never a priest that is not devoted to a god and those who turn away from their gods not only lose their power but also are often severely punished.
Background: Most priests are trained from a young age within a temple to become a priest. Usually starting out as a young altar boy or acolyte and rising in the ranks as he learns more of his god and how to connect with him. Some priests, though, are chosen by their gods. These men and women might not even have worshipped any god before they were selected and granted their powers. Why one is chosen in such a manner is often unknown, but few question the reasoning of such powerful beings, and every priest spontaneously converted seems to quickly become devout.
Races: All races except the Dendrayil have priests, though the nonhuman races have a much more limited list of gods. All nonhuman races worship one god as their patron and creator and nearly all priests of that race are a priest of that god. Some nonhuman races have adopted some of the lesser gods into their worship, but priests for these gods are rare. The human race worships a large variety of gods and lesser gods, and there are many priests for these deities. The nine major gods have the larger number of priests but many of the more important lesser gods have a fair share of priests and worshipers. The Dendrayil worship no gods and no gods claim to be their creator, therefore there has never been a Dendrayil priest, even if the rare Dendrayil comes to worship a particular god (as the god will not grant the priestly powers upon him).
Other Classes: Mostly, priests hire more combat oriented classes to accompany them on important holy missions. More often than not these are clerics and paladins of the priest's religion, but sometimes more eccentric classes and those outside the religious circle are needed. Many other classes (exempting fellow dedicated spellcasters) think of the priest as a weak, though highly revered, person. Many will go out of their way to protect the priest from harm, mostly to stay in the good graces of the god he spoke for, after all, it wouldn't be in anyone's best interest to let the priest of a particularly harsh god die under your watchful eye.
Game Rule Information
Priests have the following game statistics.
Abilites: Wisdom determines how powerful a spell a priest can cast, how many spells the priest can cast per day, and how hard those spells are to resist. To cast a spell, a cleric must have a Wisdom score of 10 + the spell's level. A priest gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a priest's spell is 10 + the spell's level + the priest's Wisdom modifier. A high Dexterity is important for priests as they may not wear anything greater than light armor, and a high Charisma improves his ability to turn undead.
Alignment: The priest's alignment must match that of his patron deity. Any priest whose alignment changes from that of his deity loses all his priestly abilities until he atones or changes worship to a god of the new alignment (though more often than not he starts out as a 1st level priest of the new god).
Hit Dice: d4.
Class Skills
The priest's class skills (and the key ability for each skill) are
Domains and Class Skills: Certain domains grant the priest with new class spells, see each specific domain entry for more detail as well as Deity, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (2 + Int modifier) X 4.
Skill Points at each additional level: 2 + Int modifier.
Class Features
All of the following are class features of the cleric.
Armor and Weapon Proficiency: Priests are proficient in the favored weapons of the deity they choose to worship. Each deity has three favored weapons, which the priest receives proficiencies for. Priests are also proficient in light armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Spells: A priest can cast divine spells according to Table X-X: The Priest. Priests may prepare and cast any spell on the priest spell list (page XX), provided he can cast spells of that level. Certain spells may not be cast due to alignment restrictions as detailed below. The Difficulty Class for a saving throw against a priest's spell is 10 + the spell's level + the priests Wisdom modifier.
Priests are granted their spells as a divine gift from their gods as opposed to the manipulation of energy like arcane casters. A priest must choose a time at which he must spend an hour each day in quiet contemplation or supplication to regain his daily allotment of spells (most priests choose to do this right before sleeping or right after waking). Time spent resting has no effect on whether a priest can prepare spells.
In addition to his standard spells a priest receives one domain spell of each spell level, starting at 1st. When a priest prepares a domain spell, it must come from one of his selected domain (see below for details).
Deity, Domains, and Domain Spells: All priests worship only one god as their patron. Priests can choose any god listed in the god section, which influences his alignment restrictions, spells and special abilities, domain choices, as well as his outlook and values.
More often than not, a nonhuman priest can only choose his founding god as his patron (see gods in chapter X for details on founding gods), though at the DM's discretion they can pick one of the lesser gods (no greater god that is not the founder of a specific race will allow a member of that race to be it's priest). Humans are free to choose any god as their patron.
Once the patron god is chosen, the priest can select three domains under the god's domain list. Lesser gods only have three domains and greater gods have five, the choices a priest makes for domains shed light on the aspect of the god that the priest believes the most in.
Each domain gives the priest access to a domain spell at each spell level, from 1st on up, as well as a granted power. The priest gets all the granted powers for all three domains. When choosing a domain spell to prepare, the priest can select a spell from any domain of the equivalent level. A priest need not choose all his domain spells from the same domain. For instance, a third level priest can choose to prepare one domain spell from each domain, two from one domain and one from another, or even all three from the same domain. Priests can only switch domain spells of a particular level during their period of contemplation described above. Domain spells and granted powers are list in Holy Domains on page XX.
Spontaneous Casting: Good priests may take channeled spell energy and convert any stored spell into a healing spell that they hadn't prepared ahead of time. The priest can "lose" (i.e. no longer on his list or prepared spells for that day) any prepared spell in order to cast any cure spell of the same level or lower (A cure spell is any spell with "cure" in its name). For example, a good priest who has prepared command (a 1st level spell) may lose command in order to replace it with cure light wounds (also 1st level). Priests of good alignment can cast these spells due to their god's closeness with positive energy.
Evil priests can "lose" any prepared spell in order to can any inflict spell of the same level or lower (An inflict spell is any spell with "inflict" in its name). Evil priests can cast these spell due to their god's closeness with negative energy.
A priest whose god is neither good nor evil can chose to convert spells to either cure or inflict. Once a priest makes this choice he can no longer change it. This choice also determines whether or not a priest can turn or rebuke undead (as both deal with the manipulations of positive or negative energy). Most gods, while not explicitly good nor evil lean to either positive or negative energy and most priests of that god follow the same outlook.
A priest can never convert a domain spell to either a cure or inflict spell as domain spells are specially granted by their patron god, and not convertible.
Spells of Opposed Alignment: A priest cannot cast spells opposite of his and his god's alignment. A good priest cannot for example cast evil spells nor could a chaotic evil priest cast spells that were lawful or good. Spells associated with these alignments are identified as such in the "School, Subschool and Descriptors" line of the spell description.
Turn or Rebuke Undead: A good priest has the supernatural ability to turn the undead, that is, any creature or the undead type, forcing these unholy creatures to recoil and flee from the channeled positive energy. Evil priests can rebuke such creatures. Priest's of gods whom are not good nor evil can choose to rebuke or turn the undead though this choice much match the choice as to whether or not the can cast cure or inflict spells. (See Turn and Rebuke Undead, page 139 of the PHB).
Extra Turning: As a feat, a priest may take Extra Turning. This feat allows the priest to turn undead four more times per day than normal. A priest can take this feat multiple times, gaining four extra daily turning attempts each time. A priest also gains this feat as a bonus feat at level 1, each additional Extra Turning must be chosen regularly.
Bonus Language: A priest gains the language of the denizens of the god's home plane as a bonus language. This language was taught to him during his training as does not count as a language chosen do to intelligence modifiers. See gods in chapter X for details on the native language of that plane.
Ex-Priests
Priests who sway from the alignment of their god or denounce their god's name lose all spells and class features and cannot gain any additional levels as a priest until the priest atones (see the atonement spell description, page 176 of the PHB). Priests whose alignment change may become priests of a new god of matching alignment but usually start as a new 1st level priest rather than continuing to gain level (DM's discretion).
It doesn't like the table I have...but we converted the sorcerer spell charts for divine spells. I'm fairly certain we used their save/to hit charts as well.
PS...Dendrayil are one of our homegrown races
Priest
Priests are the ultimate representation of gods entrusting their power to their mortal followers. They are the voice of gods, providers of holy doctrine, and vessels of godly power. Leader and advisor, a priest guides the followers of a god in ways to stay in that god's good grace. These holy men are revered by all whom worship his patron and usually in the forefront of all religious hunts of those against his god.
Adventures: Most priests remain at a church or temple, leading masses and religious holidays. But on occasion they set out into the world on adventure. Either do to a message from their patron or to spread the word of their god, priests often travel village to village converting the worthy and sometimes undermining the competition. Many travel to areas long abandoned to recover holy relics or to revitalize a holy area that has been desecrated.
Characteristics: Priests are the truest masters of divine power and magic, granted such abilities by their patron. Priests use this power to help promote and spread the influence of their gods and to show unbelievers the true power of faith. Priests also can channel their energies against the undead, much like clerics, having the power to turn, destroy, or possibly control those creatures animated by negative energies. Priests lack most physical combat skills, relying on their hefty arsenal of divine magic to protect their believers and smite those opposed to them.
Alignment: Priests stem from all alignments just as the gods they worship do. From the most valorous and lawful priest to the most decedent and evil, there's a priest for every deity and a deity for every alignment. Due to the devotion and level of worship a priest has with his patron god, the priest must be the same alignment as the god he worships.
Religion: Priests are religion personified, as they are totally and utterly devoted to one specific god. They are those who conduct prayer service and consecrate those newly converted to a god's faith. They run the churches, discuss dogma, and provide a way for which the people can communicate to their gods. There is never a priest that is not devoted to a god and those who turn away from their gods not only lose their power but also are often severely punished.
Background: Most priests are trained from a young age within a temple to become a priest. Usually starting out as a young altar boy or acolyte and rising in the ranks as he learns more of his god and how to connect with him. Some priests, though, are chosen by their gods. These men and women might not even have worshipped any god before they were selected and granted their powers. Why one is chosen in such a manner is often unknown, but few question the reasoning of such powerful beings, and every priest spontaneously converted seems to quickly become devout.
Races: All races except the Dendrayil have priests, though the nonhuman races have a much more limited list of gods. All nonhuman races worship one god as their patron and creator and nearly all priests of that race are a priest of that god. Some nonhuman races have adopted some of the lesser gods into their worship, but priests for these gods are rare. The human race worships a large variety of gods and lesser gods, and there are many priests for these deities. The nine major gods have the larger number of priests but many of the more important lesser gods have a fair share of priests and worshipers. The Dendrayil worship no gods and no gods claim to be their creator, therefore there has never been a Dendrayil priest, even if the rare Dendrayil comes to worship a particular god (as the god will not grant the priestly powers upon him).
Other Classes: Mostly, priests hire more combat oriented classes to accompany them on important holy missions. More often than not these are clerics and paladins of the priest's religion, but sometimes more eccentric classes and those outside the religious circle are needed. Many other classes (exempting fellow dedicated spellcasters) think of the priest as a weak, though highly revered, person. Many will go out of their way to protect the priest from harm, mostly to stay in the good graces of the god he spoke for, after all, it wouldn't be in anyone's best interest to let the priest of a particularly harsh god die under your watchful eye.
Game Rule Information
Priests have the following game statistics.
Abilites: Wisdom determines how powerful a spell a priest can cast, how many spells the priest can cast per day, and how hard those spells are to resist. To cast a spell, a cleric must have a Wisdom score of 10 + the spell's level. A priest gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a priest's spell is 10 + the spell's level + the priest's Wisdom modifier. A high Dexterity is important for priests as they may not wear anything greater than light armor, and a high Charisma improves his ability to turn undead.
Alignment: The priest's alignment must match that of his patron deity. Any priest whose alignment changes from that of his deity loses all his priestly abilities until he atones or changes worship to a god of the new alignment (though more often than not he starts out as a 1st level priest of the new god).
Hit Dice: d4.
Class Skills
The priest's class skills (and the key ability for each skill) are
Domains and Class Skills: Certain domains grant the priest with new class spells, see each specific domain entry for more detail as well as Deity, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (2 + Int modifier) X 4.
Skill Points at each additional level: 2 + Int modifier.
Class Features
All of the following are class features of the cleric.
Armor and Weapon Proficiency: Priests are proficient in the favored weapons of the deity they choose to worship. Each deity has three favored weapons, which the priest receives proficiencies for. Priests are also proficient in light armor. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pocket, and Tumble. Also, Swim checks suffer a -1 penalty for every 5 pounds of armor and equipment carried.
Spells: A priest can cast divine spells according to Table X-X: The Priest. Priests may prepare and cast any spell on the priest spell list (page XX), provided he can cast spells of that level. Certain spells may not be cast due to alignment restrictions as detailed below. The Difficulty Class for a saving throw against a priest's spell is 10 + the spell's level + the priests Wisdom modifier.
Priests are granted their spells as a divine gift from their gods as opposed to the manipulation of energy like arcane casters. A priest must choose a time at which he must spend an hour each day in quiet contemplation or supplication to regain his daily allotment of spells (most priests choose to do this right before sleeping or right after waking). Time spent resting has no effect on whether a priest can prepare spells.
In addition to his standard spells a priest receives one domain spell of each spell level, starting at 1st. When a priest prepares a domain spell, it must come from one of his selected domain (see below for details).
Deity, Domains, and Domain Spells: All priests worship only one god as their patron. Priests can choose any god listed in the god section, which influences his alignment restrictions, spells and special abilities, domain choices, as well as his outlook and values.
More often than not, a nonhuman priest can only choose his founding god as his patron (see gods in chapter X for details on founding gods), though at the DM's discretion they can pick one of the lesser gods (no greater god that is not the founder of a specific race will allow a member of that race to be it's priest). Humans are free to choose any god as their patron.
Once the patron god is chosen, the priest can select three domains under the god's domain list. Lesser gods only have three domains and greater gods have five, the choices a priest makes for domains shed light on the aspect of the god that the priest believes the most in.
Each domain gives the priest access to a domain spell at each spell level, from 1st on up, as well as a granted power. The priest gets all the granted powers for all three domains. When choosing a domain spell to prepare, the priest can select a spell from any domain of the equivalent level. A priest need not choose all his domain spells from the same domain. For instance, a third level priest can choose to prepare one domain spell from each domain, two from one domain and one from another, or even all three from the same domain. Priests can only switch domain spells of a particular level during their period of contemplation described above. Domain spells and granted powers are list in Holy Domains on page XX.
Spontaneous Casting: Good priests may take channeled spell energy and convert any stored spell into a healing spell that they hadn't prepared ahead of time. The priest can "lose" (i.e. no longer on his list or prepared spells for that day) any prepared spell in order to cast any cure spell of the same level or lower (A cure spell is any spell with "cure" in its name). For example, a good priest who has prepared command (a 1st level spell) may lose command in order to replace it with cure light wounds (also 1st level). Priests of good alignment can cast these spells due to their god's closeness with positive energy.
Evil priests can "lose" any prepared spell in order to can any inflict spell of the same level or lower (An inflict spell is any spell with "inflict" in its name). Evil priests can cast these spell due to their god's closeness with negative energy.
A priest whose god is neither good nor evil can chose to convert spells to either cure or inflict. Once a priest makes this choice he can no longer change it. This choice also determines whether or not a priest can turn or rebuke undead (as both deal with the manipulations of positive or negative energy). Most gods, while not explicitly good nor evil lean to either positive or negative energy and most priests of that god follow the same outlook.
A priest can never convert a domain spell to either a cure or inflict spell as domain spells are specially granted by their patron god, and not convertible.
Spells of Opposed Alignment: A priest cannot cast spells opposite of his and his god's alignment. A good priest cannot for example cast evil spells nor could a chaotic evil priest cast spells that were lawful or good. Spells associated with these alignments are identified as such in the "School, Subschool and Descriptors" line of the spell description.
Turn or Rebuke Undead: A good priest has the supernatural ability to turn the undead, that is, any creature or the undead type, forcing these unholy creatures to recoil and flee from the channeled positive energy. Evil priests can rebuke such creatures. Priest's of gods whom are not good nor evil can choose to rebuke or turn the undead though this choice much match the choice as to whether or not the can cast cure or inflict spells. (See Turn and Rebuke Undead, page 139 of the PHB).
Extra Turning: As a feat, a priest may take Extra Turning. This feat allows the priest to turn undead four more times per day than normal. A priest can take this feat multiple times, gaining four extra daily turning attempts each time. A priest also gains this feat as a bonus feat at level 1, each additional Extra Turning must be chosen regularly.
Bonus Language: A priest gains the language of the denizens of the god's home plane as a bonus language. This language was taught to him during his training as does not count as a language chosen do to intelligence modifiers. See gods in chapter X for details on the native language of that plane.
Ex-Priests
Priests who sway from the alignment of their god or denounce their god's name lose all spells and class features and cannot gain any additional levels as a priest until the priest atones (see the atonement spell description, page 176 of the PHB). Priests whose alignment change may become priests of a new god of matching alignment but usually start as a new 1st level priest rather than continuing to gain level (DM's discretion).
It doesn't like the table I have...but we converted the sorcerer spell charts for divine spells. I'm fairly certain we used their save/to hit charts as well.