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*Pathfinder & Starfinder
Priest NPC Class
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<blockquote data-quote="Scion" data-source="post: 1316814" data-attributes="member: 5777"><p>(I tried to pm this to you 4 times, enworld would not let me do so <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> )</p><p></p><p>I did something very similar, didnt want to tie up your thread with baggage though.</p><p></p><p>Basically it was for the guy who usually stays at home. Ever wonder how those preists of the god of healing always had the spell you were looking for? This is how. Basically they are really good at what the gods portfolio is. Or at least should be if domains work properly. Under this most gods should get an extra domain or two (for a total of 6 for every god, which is reasonable in my world at least). Plus it rides along your delay of spellcasting, but not as much.</p><p></p><p>Feel free to just ignore me though, just hopeing it might help your idea along. Both of our ideas seem very similar. although this one is designed to be used for pc's as well as npc's.</p><p></p><p>Priest</p><p>Hit Die: d4.</p><p>Class Skills</p><p>The priest’s class skills (and the key ability for each skill) are Bluff(Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information(Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). </p><p>Skill Points at Each Level: 6 + Int modifier.</p><p></p><p>Level BAB Fort Ref Will Special </p><p>1st +0 +0 +0 +2 2 Bonus feats, Turning, Spontaneous Casting</p><p>2nd +1 +0 +0 +3 </p><p>3rd +1 +1 +1 +3 Bonus feat</p><p>4th +2 +1 +1 +4 </p><p>5th +2 +1 +1 +4 Bonus feat</p><p>6th +3 +2 +2 +5 </p><p>7th +3 +2 +2 +5 Bonus feat</p><p>8th +4 +2 +2 +6 </p><p>9th +4 +3 +3 +6 Bonus feat</p><p>10th +5 +3 +3 +7 Bonus feat</p><p>11th +5 +3 +3 +7 Bonus Feat</p><p>12th +6 +4 +4 +8 </p><p>13th +6 +4 +4 +8 Bonus Feat</p><p>14th +7 +4 +4 +9 </p><p>15th +7 +5 +5 +9 Bonus Feat</p><p>16th +8 +5 +5 +10 </p><p>17th +8 +5 +5 +10 Bonus Feat</p><p>18th +9 +6 +6 +11 </p><p>19th +9 +6 +6 +11 Bonus Feat</p><p>20th +10 +6 +6 +12 Bonus Feat</p><p></p><p></p><p>Class Features</p><p>Weapon and Armor Proficiency: A Priest is proficient with all simple weapons and light armor.</p><p></p><p>Deity, Domains, and Domain Spells: A priest's deity influences his alignment, what magic he can perform, his values, and how others see him. A priest chooses two domains from among those belonging to his deity. A priest can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.</p><p>If a priest is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.</p><p>Each domain gives the priest access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The priest gets the granted powers of both the domains selected.</p><p>If a particular diety does not have enough domains choose from related domains along similar lines of what the god believes in (ie talk with your dm and see what is appropriate)</p><p></p><p>Spontaneous Casting: The priest may spontanously cast any spell on his domain lists.</p><p></p><p>Turn or Rebuke Undead (Su): Any priest, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).</p><p>A good priest (or a neutral priest who worships a good deity) can turn or destroy undead creatures. An evil priest (or a neutral priest who worships an evil deity) instead rebukes or commands such creatures. A neutral priest of a neutral deity must choose whether his turning ability functions as that of a good priest or an evil priest. Once this choice is made, it cannot be reversed. This decision also determines whether the priest can cast spontaneous cure or inflict spells (see above).</p><p>A priest may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.</p><p></p><p>A priest casts as many spells per day as a sorcerer of the same level. His primary casting stat is Wisdom.</p><p></p><p>Bonus Feats are any metamagic feats or divine feats, Augment Summoning, Diligent, Eschew Materials, Extra Turning, Improved Turning, Negotiator, Iron Will, Great Fortitude or a Domain. (a character cannot have more domans than their 2 + (class level/3) )</p></blockquote><p></p>
[QUOTE="Scion, post: 1316814, member: 5777"] (I tried to pm this to you 4 times, enworld would not let me do so :( ) I did something very similar, didnt want to tie up your thread with baggage though. Basically it was for the guy who usually stays at home. Ever wonder how those preists of the god of healing always had the spell you were looking for? This is how. Basically they are really good at what the gods portfolio is. Or at least should be if domains work properly. Under this most gods should get an extra domain or two (for a total of 6 for every god, which is reasonable in my world at least). Plus it rides along your delay of spellcasting, but not as much. Feel free to just ignore me though, just hopeing it might help your idea along. Both of our ideas seem very similar. although this one is designed to be used for pc's as well as npc's. Priest Hit Die: d4. Class Skills The priest’s class skills (and the key ability for each skill) are Bluff(Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information(Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Points at Each Level: 6 + Int modifier. Level BAB Fort Ref Will Special 1st +0 +0 +0 +2 2 Bonus feats, Turning, Spontaneous Casting 2nd +1 +0 +0 +3 3rd +1 +1 +1 +3 Bonus feat 4th +2 +1 +1 +4 5th +2 +1 +1 +4 Bonus feat 6th +3 +2 +2 +5 7th +3 +2 +2 +5 Bonus feat 8th +4 +2 +2 +6 9th +4 +3 +3 +6 Bonus feat 10th +5 +3 +3 +7 Bonus feat 11th +5 +3 +3 +7 Bonus Feat 12th +6 +4 +4 +8 13th +6 +4 +4 +8 Bonus Feat 14th +7 +4 +4 +9 15th +7 +5 +5 +9 Bonus Feat 16th +8 +5 +5 +10 17th +8 +5 +5 +10 Bonus Feat 18th +9 +6 +6 +11 19th +9 +6 +6 +11 Bonus Feat 20th +10 +6 +6 +12 Bonus Feat Class Features Weapon and Armor Proficiency: A Priest is proficient with all simple weapons and light armor. Deity, Domains, and Domain Spells: A priest's deity influences his alignment, what magic he can perform, his values, and how others see him. A priest chooses two domains from among those belonging to his deity. A priest can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. If a priest is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies. Each domain gives the priest access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The priest gets the granted powers of both the domains selected. If a particular diety does not have enough domains choose from related domains along similar lines of what the god believes in (ie talk with your dm and see what is appropriate) Spontaneous Casting: The priest may spontanously cast any spell on his domain lists. Turn or Rebuke Undead (Su): Any priest, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead). A good priest (or a neutral priest who worships a good deity) can turn or destroy undead creatures. An evil priest (or a neutral priest who worships an evil deity) instead rebukes or commands such creatures. A neutral priest of a neutral deity must choose whether his turning ability functions as that of a good priest or an evil priest. Once this choice is made, it cannot be reversed. This decision also determines whether the priest can cast spontaneous cure or inflict spells (see above). A priest may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead. A priest casts as many spells per day as a sorcerer of the same level. His primary casting stat is Wisdom. Bonus Feats are any metamagic feats or divine feats, Augment Summoning, Diligent, Eschew Materials, Extra Turning, Improved Turning, Negotiator, Iron Will, Great Fortitude or a Domain. (a character cannot have more domans than their 2 + (class level/3) ) [/QUOTE]
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