Non-spellcasting priests?

MeepoTheMighty

First Post
In the campaign world I'm developing, the major religion will be a large monotheistic religion that is closely tied with the government of a huge empire. Think Christianity before the fall of the Roman empire or the schism between the East and the West.

Essentially, I want the priesthood to be nonmagical, since the god they follow was forced into a sleeping state a few millenia ago. This is in contrast to the "pagan" gods who have recently returned to the world and grant spells to their followers. I like the idea of conflict between an established church with tons of power and (nonmagical, but still heavy) influence vs. a number of smaller, magical priesthoods.

So, how can I make a nonmagical priesthood that people would want to play?

I was thinking of starting with the Aristocrat class and adding a few perks to bring it up to the power of a PC class. Some ideas I've had so far:

1) Leadership abilities, to represent the power base available to these characters

2) Some small leftover vestiges of divine power - like the ability to turn undead and outsiders (who will be major enemies in this setting)

3) Perhaps a bardic knowledge type ability to represent the vast amounts of knowledge available to the strongest church in the world?

Any other ideas? What would make a player want to play such a class?

I'm probably going to use a modified version of the OA shaman as the "pagan" priest in this campaign, so these priests should be balanced somewhat with shamans.
 

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In line with your "bardic knowledge" type ability, I'd push for more skill points per level. I've always felt clerics got the shaft here, especially given that they're generally considered to be among the most studious folk in this era. I think the stock D&D cleric only gets two points per level to balance out all the other cool abilities they get.
 

Hmmm... Try a modified Cleric, with Bonus Feats to replace some of the Spellcasting. Bardic Knowledge is a good one, but can kinda step on the Bard's toes (as it's one of those items that truly define the class as unique).

Possibly upping their Skill Points, with placement within the heirarchy more based on their Knowledge skills than experience points.

My own take on religion was to remove the Cleric and add PClasses which favor the Expert (without requiring it, although Training for Extra Skill Points rules help, I must admit).

Anyhow, just random ideas. Hope this helps.
 

Perhaps an ability along the lines of "Zealous Battle" that mimics some of the effects of Barbarian Rage, but can only be used under limited circumstances. Just a random thought.

(I would definitely say no Con Bonus or extra HP, and only usable against undead, outsiders, or priests of the magical faiths.)
 

Actually, KDLadage is doing something very similar in his Umbragia setting right now. The non-spellcasting cleric will be called 'Presbyter' and will appear in the book 'Liber Vulgaris', which is to come up just in the next weeks.

Umbragia Setting
 

I would use a variety of classes for the priesthood - eg Fighter-class Templars, Expert clerks, maybe even a few Sorcerers (secret, if the church frowns on arcane magic), etc. I think in a large monotheistic church with a priest in every village, most will be Experts, or possibly Adepts in a high-magic world.
 

MeepoTheMighty said:
1) Leadership abilities, to represent the power base available to these characters

Aristocrats have good leadership abilities already, with Diplomacy as a Class Skill. If that's not enough, you could use Inspire Confidence/Greatness and Command from the Star Wars Noble class.

(Here's a link to it: Star Wars d20 Noble class )

MeepoTheMighty said:
2) Some small leftover vestiges of divine power - like the ability to turn undead and outsiders (who will be major enemies in this setting)

Make the bearing of a holy symbol (eg. presenting a cross) call for a Will save (DC 10 + Cha mod) from the undead (and outsiders, and fey, and whatever else) who can see it. You have a couple of options from this:
- let all characters present the holy symbol for this use in the same way (or maybe faith in the divinity the symbol represents is needed)
-give your priests a +1 to this check every couple of levels

MeepoTheMighty said:
3) Perhaps a bardic knowledge type ability to represent the vast amounts of knowledge available to the strongest church in the world?

Aristocrats have all Knowledge skills as Class Skills; that might be enough. If not, you could use the Bardic Knowledge ability. Another option might be giving these priest characters some Skill Points to spend in Knowledge skills each level. Or you could give these characters a +2 to all Knowledge skill rolls at levels 4, 8, 12, 16, 20.
 

I'm liking these ideas so far - how many perks should I give this class to make people want to play it? I guess it's not terribly important to make it a PC class since I envision the PCs joining the other side, but you never know.
 

MeepoTheMighty said:
So, how can I make a nonmagical priesthood that people would want to play?

I would probably go with pure Aristocrat, and add certain rights and privileges as the characters rise in the church hierarchy. Maybe a bonus to Charisma for interaction with people every few level. Financial benefits, starting with the right to free room and board anywhere to an increasing portion of church tithes at higher levels. The right to give orders to those at lower levels of the church hierarchy.

2) Some small leftover vestiges of divine power - like the ability to turn undead and outsiders (who will be major enemies in this setting)

I would *not* give the standard "priest" class any divine powers. In fact, you could even work in some counter-productive beliefs about divine magic into the church dogma, such that all healing magic is "from the devil". That way, if the "one God" does reawaken, those who do gain divine magic will have to fight the church hierarchy itself. Occasionally, the One God speaks to his true believers (probably commonors, not part of the church hierarchy) in their sleep. Obviously, such people are heretics as well.

Any "vestiges of power" should be solely tied to places and items. For example, perhaps all the older temples are still Consecrated (or would that be Hallowed?) and/or have Circles against Evil. The bishop's crook is a magical staff. It still glows, but the knowledge to use the staff is long forgotten (maybe the bisshop has learned a simple trick from his predecessor, using Use Magic Device). The Eternal Flame still burns in the main cathedral (nice plothook when it extinguishes). The Inquisition has, indeed, "ways to make you speak" (use-activated Zone of Truth torture rack?)
 

These aren't exactly nonmagical but what about some "aura" abilities?

I would think a good priest would be able to calm those that are upset. Similar to Calm animals but have it work on humans? Could also be a diplomacy check.

Or how about having the priest give a morale bonus to followers of the one true church in combat. Kinda like a standard bearer.

Last, how about giving its holy symbol and/or holy water special powers? Holy water could damage any type of nonbeliever or the holy symbol could cause fear in evil creatures.


Just ideas. Take what you want and ignore the rest.
 

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