HUMAN GOOD/LAWFUL PARISH PRIESTS
Here is a set of typical human communities' parish priests. They are typically clergy members of the main local Church dedicated to a typical religion emphasizing on law or goodness. Most of the time such priests are not combatants, thus most use the Cloistered Cleric variant from
Unearthed Arcana (p.50).
Cloistered Cleric: (Unearthed Arcana OGC) The cloistered cleric spends more time than other clerics in study and prayer and less in martial training. They are more appropriate than clerics (whom with their combat training could be seen more as crusader types) for being parish priests of quiet humanoid communities, especially when they belong to religion emphasizing on peace or knowledge.
Cloistered clerics get d6 hit-dice, poor bab, and are only proficient with simple weapons and light armors. On the other hand, they get 6 skill-points per level, have access to more skills (add Decipher script, all Knowledge skills, and Speak languages), have access to Knowledge as a third clerical domain, get the bard's Bardic Knowledge ability, and have access to a few more spells (including Identify).
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#35 -
HUMAN PARISH PRIEST (ACOLYTE)
Cloistered cleric 1st Level; PHB 3.5 / Arcana Unearthed
Acolytes are novices who act as assistants to a curate. They typically are young clergymen who will become curates themselves after a few years of service as underlings.
Alignment: NG, LG, or LN (used to serve the faith or community, could be either austere or benevolent).
Parish Priest (Acolyte): Human, Cloistered Cleric 1st-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 6; Initiative: +0; Speed: 30 ft.; BAB +0, Grap +0; Atk: melee: +0 (1d4, 19-20/x2, dagger), ranged: +0 (1d4, 19-20/x2, 10 ft., dagger).
Saves: Fort +2, Ref +0, Will +3.
Abilities: Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 11 (+0), Wis 13 (+1), Cha 12 (+1).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Craft (*) +4, Diplomacy +5, Heal +7, Knowledge (local) +4, Knowledge (religion) +4, Profession (clergyman) +5, Spellcraft +4.
Feats and Powers: Scribe scrolls, Skill focus (Heal); Spontaneous casting (cure), Turn undead, Lore (as bardic knowledge) +1.
Spell: (Cleric 1st-lvl.; Spells per day: 4 /2+1; Domains: good, knowledge, and law.) An acolyte's spell selection of course depends on circumstances:
- Times of peace: 0-lvl.: Create water, Light, Mending, Purify food and drink. 1st-lvl.: Bless water, Protection from evil or chaos (domain), Unseen servant.
- Times of plagues: 0-lvl.: Create water, Detect poison, Purify food and drink (x2). 1st-lvl.: Deathwatch, Protection from evil or chaos (domain), Unseen servant.
- Times of troubles: 0-lvl.: Cure minor wound (x2), Detect poison, Resistance. 1st-lvl.: Magic weapon, Protection from evil or chaos (domain), Sanctuary.
Equipment: Religious outfit, holy symbol, vial of holy water, dagger.
Note: (*) Parish priests and monastics will often work in addition to studying and praying. Typical craft they could practice include Bookbinding and Calligraphy (illuminating), but also Brewing (liquors).
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#36 -
HUMAN PARISH PRIEST (CURATE)
Cloistered cleric 3rd Level; PHB 3.5 / Arcana Unearthed
Curates are the most common parish priests that may be found in a typical human community. They are generally in charge of a small temple, and are the priests you may expect to find in a village, or district's church in towns and cities. They run the daily religious life, performing ceremonies, as well as assisting and counseling the flock. They normally know their parishioners fairly well, and are usually held in high esteem in their community.
Alignment: NG, LG, or LN (used to serve the faith or community, could be either austere or benevolent).
Parish Priest (Curate): Human, Cloistered Cleric 3rd-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 13; Initiative: +0; Speed: 30 ft.; BAB +1, Grap +1; Atk: melee: +1 (1d4, 19-20/x2, dagger), ranged: +1 (1d4, 19-20/x2, 10 ft., dagger).
Saves: Fort +3, Ref +1, Will +5.
Abilities: Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 11 (+0), Wis 14 (+2), Cha 13 (+1).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Craft (*) +6, Diplomacy +7, Heal +10, Knowledge (local) +6, Knowledge (religion) +6, Profession (clergyman) +8, Spellcraft +6.
Feats and Powers: Brew potions, Scribe scrolls, Skill focus (Heal); Spontaneous casting (cure), Turn undead, Lore (as bardic knowledge) +3.
Spell: (Cleric 3rd-lvl.; Spells per day: 4 /3+1 /2+1; Domains: good, knowledge, and law.) A curate's spell selection of course depends on circumstances:
- Times of peace: 0-lvl.: Create water, Light, Mending, Purify food and drink. 1st-lvl.: Bless water, Endure elements, Protection from evil or chaos (domain), Unseen servant. 2nd-lvl.: Augury, Calm emotions (domain), Make whole.
- Times of plagues: 0-lvl.: Create water, Detect poison, Purify food and drink (x2). 1st-lvl.: Deathwatch, Protection from evil or chaos (domain), Remove fear, Unseen servant. 2nd-lvl.: Calm emotions (domain), Delay poison, Gentle repose.
- Times of troubles: 0-lvl.: Cure minor wound (x2), Detect poison, Resistance. 1st-lvl.: Command, Magic weapon, Protection from evil or chaos (domain), Sanctuary. 2nd-lvl.: Calm emotions (domain), Hold person, Summon monster II.
Equipment: Religious outfit, holy symbol, vial of holy water, dagger.
Note: (*) Parish priests and monastics will often work in addition to studying and praying. Typical craft they could practice include Bookbinding and Calligraphy (illuminating), but also Brewing (liquors).
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#37 -
HUMAN MILITANT PRIEST
Cleric 3rd Level; PHB 3.5
Militant priests can be leaders or sergeants of church soldiers, bodyguards of important clergymen, or even in some cases, parish priests in troubled areas where violence is frequent. Their faith and dedication is the same as that of other parish priests, but their training emphasizes less on knowledge and more on combat. Their duty usually includes performing religious ceremonies as well as defending the community. However, they spend less time socializing and educating the flock. Whenever a regular curate would be confronted with supernatural or heretic threats, he is likely to call upon a militant priest for help.
Alignment: LG, or LN (used to serve and defend the faith or community).
Militant Priest: Human, Cleric 3rd-lvl.
Combat: AC= 15 (touch 10, flat-footed 15); Hit-points: 25; Initiative: +0; Speed: 20 ft.; BAB +2, Grap +3; Atk: melee: +4 (1d8+1, 20/x2, heavy mace), ranged: +2 (1d8, 19-20/x2, light crossbow).
Saves: Fort +4, Ref +1, Will +4.
Abilities: Str 12 (+1), Dex 10 (+0), Con 12 (+1), Int 11 (+0), Wis 12 (+1), Cha 10 (+0).
Racial Traits: Human: Bonus feat and skills (counted below).
Skills: Concentration +5, Heal +5, Knowledge (religion) +6, Listen +3, Spellcraft +4, Spot +3.
Feats and Powers: Alertness, Extra turning, Toughness; Spontaneous casting (cure), Turn undead, Weapon focus (heavy mace) -from war domain-.
Spell: (Cleric 3rd-lvl.; Spells per day: 4 /3+1 /1+1; Domains: law and war):
0-lvl.: Detect magic, Light, Mending.
1st-lvl.: Cause fear, Command, Magic weapon, Protection from evil or chaos (domain).
2nd-lvl.: Calm emotions (domain), Hold person (or Zone of truth for inquisitorial tasks).
Equipment: Religious outfit, holy symbol, vial of holy water, chainmail, heavy mace, light crossbow.
Note: At DM's discretion this cleric could have a +1 weapon which would in fact belong to his Church.
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#38 -
HUMAN PARISH PRIEST (CANON)
Cloistered cleric 5th Level; PHB 3.5 / Arcana Unearthed
Canons are higher in the clergy hierarchy than curates, yet are nonetheless way inferior to bishops or abbots. They are either in charge of the more important temples (those of larger villages or small towns), or oversee several smaller temples and communities, going from one to the other and supervising their curates' activities. They are usually among the most respected individuals in their areas, on par with minor nobles. Their work usually includes much counseling among the community, and can be expected to know the local people fairly well.
Alignment: NG, LG, or LN (used to serve the faith or community, could be either austere or benevolent).
Parish Priest (Canon): Human, Cloistered Cleric 5th-lvl.
Combat: AC= 10 (touch 10, flat-footed 10); Hit-points: 20; Initiative: +0; Speed: 30 ft.; BAB +2, Grap +2; Atk: melee: +2 (1d4, 19-20/x2, dagger), ranged: +2 (1d4, 19-20/x2, 10 ft., dagger).
Saves: Fort +4, Ref +1, Will +6.
Abilities: Str 10 (+0), Dex 10 (+0), Con 10 (+0), Int 13 (+1), Wis 15 (+2), Cha 14 (+2).
Racial Traits: Human: Bonus feat and skills (counted below). 64
Skills: Diplomacy +12, Gather information +8, Heal +10, Knowledge (local) +9, Knowledge (religion) +9, Profession (clergyman) +10, Sense motive +8, Spellcraft +9.
Feats and Powers: Negotiator, Scribe scrolls, Skill focus (Gather information); Spontaneous casting (cure), Turn undead, Lore (as bardic knowledge) +6.
Spell: (Cleric 5th-lvl.; Spells per day: 5 /4+1 /3+1 /1+1; Domains: good, knowledge, and law.) A canon's spell selection of course depends on circumstances:
- Times of peace: 0-lvl.: Create water, Detect magic, Light, Mending, Purify food and drink. 1st-lvl.: Bless water, Comprehend languages, Endure elements, Protection from evil or chaos (domain), Unseen servant. 2nd-lvl.: Augury, Calm emotions (domain), Make whole, Zone of truth. 3rd-lvl.: Clairvoyance (domain), Create food and water.
- Times of plagues: 0-lvl.: Create water, Detect poison (x2), Purify food and drink (x2). 1st-lvl.: Command, Deathwatch, Protection from evil or chaos (domain), Remove fear, Unseen servant. 2nd-lvl.: Calm emotions (domain), Delay poison (x2), Gentle repose. 3rd-lvl.: Clairvoyance (domain), Remove disease.
- Times of troubles: 0-lvl.: Cure minor wound (x2), Detect poison, Resistance (x2). 1st-lvl.: Cause fear, Command, Magic weapon, Protection from evil or chaos (domain), Sanctuary. 2nd-lvl.: Aid, Calm emotions (domain), Hold person, Summon monster II. 3rd-lvl.: Clairvoyance (domain), Summon monster III.
Equipment: Religious outfit, holy symbol, vial of holy water, dagger.
Note: Canons are likely to be accompanied by at least a militant priest (see 3rd lvl. cleric above) in their travels. They may own a couple of magical items at DM's discretion.
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