Monday, January 22, 2024

Profession: Priest

PRIEST


Priests are practitioners of Divine Magic, and are completely devoted to their patron Deity and religious beliefs. Priests almost always consider their actions as inspired or directed in some way by their deity, and will constantly work to further the ideas and philosophy of their particular religion.

Occasionally, priests will join bodies of armed men and adventurers in order to bring the teachings of their patron Deity to outlying or uncivilized areas. Priests will also assist or lead campaigns directed at peoples or groups whose practices they consider contrary or harmful to their church or religion.

Priests and priestesses may be of any alignment, but must be of the same alignment as their patron Deity(whether good, neutral or evil). Because a priest's spell casting abilities emanate from his or her patron deity, these individuals must remain true to their alignment at all times. The undertaking of any action that is contrary to the priest's alignment will always result in the reduction of spell casting abilities; for minor transgressions, 1-4 of the priest's spells may function poorly, or not at all. Greater transgressions may cause the priest's patron Deity to take more serious action, or demand that the priest undertakes a quest as penance for his or her unfaithfulness(ness of Judge's ruling in most cases). All priests have the following special abilities:

Convert: This ability allows priests to attempt to convert other individuals to their own faith. In order to do so, the priest and the intended converts must be able to communicate with each other by some means, and the priest must approach the intended converts unarmed and in a non-threatening manner. Once this has been done, the priest must roll a save vs. Charisma to determine if he or she is well received by the individuals. This save is subject to the following modifiers:

Intended converts are hostile by nature (or due to circumstances), are of diametrically opposing alignment, or are fanatical practitioners of some other faith: -1 saves per level of the intended converts.

Intended converts are relatively peaceful by nature (or due to circumstances), are of similar alignment as the priest, or have no strong religious convictions of their own: +1 saves per level of the priest.

If the priest's save is successful, he or she will have gained the respectful attention of the intended converts. A second save vs. Charisma (no modifiers) can be rolled after an hour's time; if this save is successful the individuals will be converted to the priest's faith and will view the priest as a figure of authority. If not, the individuals will totally refuse to accept the tenets of the priest's religion, and will dismiss the priest as a false prophet, liar, fraud, etc. Note that a priest may attempt to use this ability only once (per level of ability) on any individual or group of individuals. Also note that unsuccessful attempts may cause the intended converts to become hostile towards the priest (Game Judge's ruling on the nature of the individuals in question). Note that extremely hostile beings (or individuals with will scores of 15+) will generally not be affected by this ability.

Turn Undead: This ability allows priests to force undead creatures of any sort to flee from their presence by a show of Will and spiritual power. To do this, the priest must be within 100 ft. of the creatures who are to be turned, and must boldly command them to depart (a holy symbol or other icon is usually brandished while the command is given). If the attempt is successful, the undead creatures will leave the priest's presence at once, and will be unable to approach within 100 ft. of the priest for one hour. Note that powerful undead creatures (or creatures bent on the priest's destruction) may follow at a distance until the effects of the turning wear off.

Chance of success for Turning Undead is determined by rolling a d20 on the TURNING UNDEAD table (located in the appendix at the end of this book).
  • Minimum Attributes: INT: 12 WILL: 12
  • Alignment: Any (as per patron Deity)
  • Combat Capabilities: Untrained
  • Special Abilities: Convert, Turn Undead
  • Single-Classed
SKILLS

Level 1 
  • Any Single Weapon 
  • Spell Casting
  • Read Magic (100%)
Level 3 
  • Holy Items 
  • Theology
Level 5 
  • Magical Mixtures
Level 7 
  • Scrolls
Level 9 
  • Rods, Staves, Wands
Level 12 
  • Golems