Carrilion Priest

The priest is a frenetic follower of a particular deity devoting his whole existance to his faith.

Through prayers and meditations he learns the will of his deity and is rewarded with the power of divine magic as well as special powers granted by each deity.

Roles in society: The priest is a philosopher and scholar, who usually does not like to be distracted from his theology. He invariably works at a temple of his deity or even in a monastery, ministering the worship, singing or reciting, copying religious books with his deity's dogma and it's appliance in life. The community turns to him for theoretical and theological advice and guidance, whenever the deity's portfolio is concerned.

The priests of Carrilion live a rather detached life in the temples and monasteries, only caring about problems related to their deity in some manner.

Roles in adventuring parties: Adventuring priests of some deities are conceivable, but few deities and portfolios are suited to the task.

For example priests of Dian Cécht are the greatest healers but very weak combatants, needing protection from others in melee. The priests of Oghma on the other hand are dangerous spellcasters without much healing skills.

Spiritual and religious correlation: Every priest worships one deity with heart and soul. All other deities of the pantheon are revered to a much lesser degree.

Some deities do not have priests, but instead rely on clerics and Druids to further their cause.

Powers and weaknesses: The greatest power of the priest is of cause (part of) the deity's portfolio, which is reflected in the spell selection, powers and skills of the domains.

The priest casts divine spells and may use special powers granted to him by his deity. He is able to cast more spells of each spell level than a Wizard of equal level! The spells in his domains are at least comparable to the spells a Wizard might cast. His special powers (like Turn Undead for example) are usually very powerful under special circumstances and may be of no use in others.

The priest excels with spells and should position himself in the second or better third row in melee combat. He is most vulnerable to damaging and other area spells which require a Reflex saving throw.

GAME RULE INFORMATION

Abilities: Wisdom is of the greatest importance for all priests. The number of spells per day, the DC to resist a spell cast by a priest and the maximum spell level at higher levels all depend on Wisdom. Some domain powers of the priest depend on Charisma and some of the skills too.

If the priest's deity favours a particular ability or even includes it in his portfolio, most of his priests (should) have an above average score in this ability.

Alignment: Any, but always the same as the priest's patron deity. See the description of the deities of Carrilion for the pantheon responsible for the dwarves, elves and humans.

Hit Die: d4

Class Skills

The priest's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).

Domains and Class Skills:
Many of my variant and new domains grant additional class skills, as shown on the table below:
Domain Additional Class Skills
Abundance Survival and Knowledge (nature)
Air Jump
Animal Handle Animal and Knowledge (nature)
Autumn Survival
Craft Craft (any but those related to metal and mining)
Curse Intimidation
Forest Survival and Knowledge (nature)
Freedom Escape Artist
Healing Heal
Knowledge Knowledge (all)
Ocean Swim, Profession (sailor) and Knowledge (oceans)
Persuasion Bluff and Intimidation
Plant Knowledge (nature)
Scripture Decipher Script
Smithing Craft (weaponsmithing) and Craft (armorsmithing)
Travel Survival and Ride
Trickery Bluff, Disguise, and Forgery
Water Swim

See the deities and their domains for more information.

Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features

Table I: The Priest
Level Base Attack Bonus Fortitude Reflex Will Special
1 +0 +2 +0 +2 3 domains
2 +1 +3 +0 +3  
3 +1 +3 +1 +3  
4 +2 +4 +1 +4  
5 +2 +4 +1 +4  
6 +3 +5 +2 +5  
7 +3 +5 +2 +5 domain or special ability
8 +4 +6 +2 +6  
9 +4 +6 +3 +6  
10 +5 +7 +3 +7  
11 +5 +7 +3 +7  
12 +6/+1 +8 +4 +8  
13 +6/+1 +8 +4 +8  
14 +7/+2 +9 +4 +9 domain or special ability
15 +7/+2 +9 +5 +9  
16 +8/+3 +10 +5 +10  
17 +8/+3 +10 +5 +10  
18 +9/+4 +11 +6 +11  
19 +9/+4 +11 +6 +11  
20 +10/+5 +12 +6 +12  


Table II: Priest - Spells per Level1
Level 0 1 2 3 4 5 6 7 8 9
1st 1+3 1+2 -- -- -- -- -- -- -- --
2nd 1+3 1+3 0+1 -- -- -- -- -- -- --
3rd 2+3 1+3 1+2 -- -- -- -- -- -- --
4th 2+3 2+3 1+3 0+1 -- -- -- -- -- --
5th 2+3 2+3 1+3 1+2 -- -- -- -- -- --
6th 2+3 2+3 2+3 1+3 0+1 -- -- -- -- --
7th 3+3 3+3 3+3 1+3 1+2 -- -- -- -- --
8th 3+3 3+3 3+3 2+3 1+3 0+1 -- -- -- --
9th 3+3 3+3 3+3 2+3 1+3 1+2 -- -- -- --
10th 3+3 3+3 3+3 2+3 2+3 1+3 0+1 -- -- --
11th 3+4 3+4 3+3 3+3 2+3 1+3 1+2 -- -- --
12th 3+4 3+4 3+3 3+3 2+3 2+3 1+3 0+1 -- --
13th 3+4 3+4 3+4 3+3 3+3 2+3 1+3 1+2 -- --
14th 3+4 3+4 3+4 3+3 3+3 2+3 2+3 1+3 0+1 --
15th 3+4 3+4 3+4 3+4 3+3 3+3 2+3 1+3 1+2 --
16th 4+4 3+4 3+4 3+4 3+3 3+3 2+3 2+3 1+3 0+1
17th 4+4 3+4 3+4 3+4 3+4 3+3 3+3 2+3 1+3 1+2
18th 4+4 3+4 3+4 3+4 3+4 3+3 3+3 2+3 2+3 1+3
19th 4+4 3+4 3+4 3+4 3+4 3+4 3+3 3+3 2+3 2+3
20th 4+4 3+4 3+4 3+4 3+4 3+4 3+3 3+3 3+3 3+3
1 In addition to the stated number of spells per day for 1st- through 9th-level spells, a priest gets domain spells for each spell level, starting with two at 1st level. The numbers behind the "+" in the entries on this table represent these spells. Domain spells are in addition to any bonus spells the priest may receive for having a high Wisdom score.

Weapon and Armor Proficiency: The priests of Carrilion are proficient with few weapons: club, dagger, quarterstaff, light and heavy crossbow. They are not proficient with armor or any type of shield.

Spells: A priest casts divine spells, which are drawn from the priest and Domain spell lists.

To prepare or cast a spell, a priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priest's spell is 10 + the spell level + the priest's Wisdom modifier.

Like other spellcasters, a priest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given above on Table II: Priest - Spells per Level. In addition, he receives bonus spells per day if he has a high Wisdom score. A priest also gets domain spell of each spell level he can cast, starting at 1st level. When a priest casts a spell using a domain spell slot, it must come from one of his domains (see below).

Priests meditate or pray for their spells. Each priest must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. He must choose this time period from those allowed by his deity. Some deities don't offer a choice, demanding their prayers at the same time from all priests.

Time spent resting has no effect on whether a priest can prepare spells. A priest may prepare and cast any spell on the priest spell list, provided that he can cast spells of that level, but he must choose which spells from the priest spell list to prepare during his daily meditation. Because the domain spells are cast spontaneously, the priest doesn't prepare them during his daily meditation, although he has to meditate to regain the power to cast them (see below).

Deity and Domains: A priest's deity influences his alignment, what magic he can perform, his values, and how others see him. A priest chooses three domains from among those belonging to his deity at first level and gains an additional domain at level 7 and 14 (see Table I: The Priest). A priest can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

All domains give the priest access to a domain spell at each spell level he can cast, as well as a granted power. At higher levels the priest can choose additional domains or a special ability, for example two feats related to the deity or a limited wildshape ability (see each deity for details on available special abilities).

Spontaneous Casting and Domain Spells: The priest can cast domain spells of his choice per level from the spell lists of his chosen domains. He does not need to decide which domain spells to cast ahead of time and doesn't prepare them in advance. He casts them as he sees fit, assuming he has not yet used up his domain spells per day for that spell level.

Additionally the priest can channel stored spell energy into domain spells. The cleric can lose any prepared spell of the priest list in order to cast a spell on one of the lists of his chosen domains. The domain spell has to be of the same spell level or lower than the lost spell.

Ex-Priests

A priest who ceases to follow his deity looses all class features mentioned above, except Weapon and Armor Proficiency and cannot gain further levels as a priest of that deity until he atones (see the spell Atonement).

The priest automatically ceases to follow his deity, if he changes his alignment to an alignment that is not allowed for a priest of that deity. Should the priest work knowingly or unknowingly against the dogma or goals of his deity, he may loose his status as priest at the DM's discretion. In less severe cases the loss may be a warning, ending after a few days or when the priest corrects his behaviour even without the need of an Atonement.

Human Priest Starting Package

Deity and Domains: Dian Cécht; Good, Healing and Protection.

Armor: None.

Weapons: Quarterstaff (1d6, crit x2, 4 lb., Large size, Bludgeoning),
Dagger (1d4, crit 19-20/x2, 10 ft., 1 lb., Small size, Piercing),
Light crossbow (1d8, crit 19-20/x2, 80 ft., 6 lb., Small size, Piercing).

Skills: Pick 7 + Int modifier skills. Concentration (Con) 4, Craft (Int) 4, Diplomacy (Cha) 4, Heal (Wis) 4*, Knowledge (arcana) (Int) 4, Knowledge (history) (Int) 4, Knowledge (religion) (Int) 4, Knowledge (the planes) (Int) 4, Perform (Wis) 4, Profession (Wis) 4, Sense Motive (Wis) 4, Spellcraft (Int) 4.
*) Bonus class skills from chosen domain.

Feats:
Improved Initiative,
Point Blank Shot.

Bonus feat from chosen domain: Skill Focus (heal)

Granted powers from chosen domains:
Channeling: Turn evil outsiders and undead,
Channeling: Rebuke, command, or bolster good outsiders,
Lay on Hands.

Gear: Backpack with bedroll, flint and steel, 10 trail rations, waterskin, 5 torches. Wooden holy symbol, case with 10 crossbow bolts. Spell component pouch. Healer's kit (10 uses, +2 on Heal checks).

Gold: 1d4 gp.

High Elf Priest Starting Package

Deity and Domains: Brigit; Love, Spring and Sun .

Armor: None.

Weapons: Rapier (1d6, crit 18–20/x2, 2 lb., Medium size, Piercing),
Longbow (1d8, crit x3, 100 ft., 3 lb., Large size, Piercing),
Dagger (1d4, crit 19-20/x2, 10 ft., 1 lb., Small size, Piercing),

Skills:Pick 6 + Int modifier skills from the following list. Concentration (Con) 4, Craft (Int) 4, Diplomacy (Cha) 4, Knowledge (arcana) (Int) 4, Knowledge (history) (Int) 4, Knowledge (religion) (Int) 4, Knowledge (the planes) (Int) 4, Perform (Wis) 4, Profession (Wis) 4, Sense Motive (Wis) 4, Spellcraft (Int) 4.

Feats: Point Blank Shot.

Bonus feats from chosen domains:
Spell Focus (enchantment),
Extra Channeling (Rebuke, command, or bolster animals and plant),
Great Fortitude.

Granted powers from chosen domains:
Seduction,
Channeling: Rebuke, command, or bolster animals and plant,
Sunshine,
Channeling: Turn Undead.

Gear: Backpack with sack, bedroll, flint and steel, 10 trail rations, waterskin, 5 torches. Wooden holy symbol, quiver with 20 arrows.

Gold: 4d4 gp.


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