A priest is a devout follower of a deity and an official in a religious order. She is expected to uphold the ideals of her particular religion, and to attempt to convert followers, especially of opposed religions, to her own. Some priests adventure to directly challenge the faiths that oppose them, while others seek relics of their faith or just wish to experience more of the world. No matter which deity she worships, her duties include performing religious ceremonies, rituals, and services.

Abilities: Wisdom and Charisma are important for Priest abilities. They use the lowest table for Ref saves, and Fort saves, the 3/4 table for BAB, and the high table for Will saves.

Alignment: Any, but it must match the patron deity

Hit Die: d6

Skill Points: 5 + Int modifier

Starting Gold: 3d4 x 10gp

Weapon & Armor Proficiency: Priests are proficient with all simple weapons, their deity’s favored weapon, and light armor. They are not proficient with shields.

1+0+0+0+2Holy Symbol, Aura of Alignment, Cloak of Faith, Turn/Rebuke Undead, Blessing (1, +1)
2+1+0+0+3Divine Rituals(1)
3+2+1+1+3Expression of Faith
4+3+1+1+4Curse, Blessing (2, +1)
5+3+1+1+4Blessing (2, +2), bonus feat
6+4+2+2+5Defense of the Faithful (+2)
7+5+2+2+5Call Upon Faith
8+6/+1+2+2+6Blessing (3, +2)
9+6/+1+3+3+6House of God
10+7/+2+3+3+7Blessing (3, +3), Divine Rituals(2)
11+8/+3+3+3+7Defense of the Faithful (+4, opposed alignment immunity), bonus feat
12+9/+41+4+4+8Blessing (4, +3)
13+9/+4+4+4+8Planar Shift (1/week)
14+10/+5+4+4+9bonus feat
15+11/+6/+1+5+5+9Blessing (4, +4)
16+12/+7/+2+5+5+10Blessing (5, +3)
17+12/+7/+2+5+5+10Divine Rituals(3)
18+13/+8/+3+6+6+11bonus feat
19+14/+9/+4+6+6+11Defense of the Faithful (+6, immunity)
20+15/+10/+5+6+6+12Blessing (6, +5), Planar Shift (1/day)

Alignment Restriction: A Priest is required to be the same alignment as her deity. She must uphold the ideals of both her alignment and her deity. Should she perform any act that conflicts with either, she invokes Deific Wrath.

Holy Symbol: A priest must have a proper holy symbol of her faith in hand to call any effect into being as presented. If she does not, the time required to invoke any effect is doubled. A swift action becomes a move action, and a standard action becomes a full round action. An object in the proper shape can be consecrated into a holy symbol by any priest with 4 hours of uninterrupted prayer and one unit of sacrifice. See the Focade entry for special rules for his priests.

Aura of Alignment: A Priest has an aura about her person that indicates her actual alignment, level relative to the viewer’s own, and deity affiliation. It can be viewed using any method that ordinarily detects alignment or magic.

Cloak of Faith(Su): A priest can wrap herself in a cloak of faith that protects her from most kinds of harm. As an immediate action, a Priest can add her Wis modifier to her AC as a sacred/profane/neutral bonus (aligned as the priest). This bonus is effective against touch attacks, is not bypassed by incorporeal creatures, and cannot be dispelled. It lasts for 1 minute and can be invoked once per day per point of Wis modifier, plus one time per 4 levels (+1 at 1st, +2 at 4th, +3 at 8th, etc.).

Blessing(Su): As a standard action, a priest can boost the morale of her allies, granting them a +1 morale bonus either to attack and damage rolls or all saving throws. This ability is useable once per day per 4 levels (1 at 1st, 2 at 4th, 3 at 8th, etc.) and lasts 1 minute. A Blessing affects all known allies within 60 feet of the priest at the time of invoking (it is a spherical burst), whether she can see them or not. Thus, an ally could still be affected even though he is hiding behind something or turns invisible. Creatures whose presence is fully unknown to the priest are not affected, even if they are technically allies. The morale bonus improves by 1 for every 5 levels (+2 at 5th, +3 at 10th, etc.). A Blessing to improve attack and damage rolls stacks with a Blessing to improve saving throws.

Bonus Feats: A priest gains Turn Undead or Rebuke Undead as a bonus feat. Priests of Havrek, Lilaes, Rimach, Oturn, and Besille gain Turn Undead. Priests of Tamrin, Mezanne, and Sarkia gain Rebuke Undead. Priests of Focade may use either a turning or rebuking effect each time they invoke the power. At 5th, 11th, 14th, and 18th levels, a priest gains another bonus feat which may be selected from any of the divine feats.

Divine Rituals: At 2nd level, a priest gains the power needed to create miracles of her god in a ritualistic fashion. Rituals require uninterrupted prayer and sacrifice, the amount of which is dependant upon the particular effect invoked. Each unit of sacrifice (see below) requires one hour of prayer. The effects of a ritual last one day plus one hour per priest level, starting when the ritual is completed. A number of creatures up to half the priest’s level (round down) can be affected by a single ritual. The creatures affected must be willing, and must all be within 60 feet of the priest during the time she is invoking the ritual, though they do not have to be within the same room, nor do they have to participate in any way. If the ritual is performed in a House of God of the priest’s deity, all recipients need only be within the dedicated area.
No ritual effect can be dispelled, though it can be detected by any means that can detect magic, and it can be suppressed. A priest can dismiss the ritual effect at will as a free action. At 2nd level, any given priest may have only one ritual in effect at a time. At 10th level, this number increases to two, then at 17th, it increases to 3. A priest is limited to her class level for the number of hours she may spend performing any given ritual and, hence, the maximum benefit she may derive.
Any effect that allows a saving throw has a DC equal to 10 + Cha or Wis modifier (whichever is higher) + 1/2 priest level (round down).
Standard Effects: The following two rituals follow all the same rules with two exceptions. First, their use does not count against the limit on number of active rituals allowed, and second, the effect is permanent but can be reversed. Any priest can feel when they enter a Consecrated or Desecrated area. Other effects are possible at DM discretion.

Expression of Faith: At 3rd level, a priest may select one of the following abilities:
Sacrificial Healing: The priest can take on the wounds of others. By touching a creature, the priest transfers hit point damage from it to herself on a 1:1 basis. This ability is a full round action that provokes attacks of opportunity and is useable at will, but cannot reduce the priest below 1 hit point. Damage acquired in this fashion heals much faster than normal. One hit point per level is regenerated per minute spent in complete rest, per 10 minutes spent in light activity, and per hour spent in any sort of more strenuous activity. Hit point damage acquired in any other way is not affected by this ability. Starting at 5th level, the priest takes only half the damage healed (round up). Starting at 12th level, the damage taken is converted to non-lethal and it heals twice as fast (1/level per 5 rounds, 5 minutes, or half hour).

Wrath of My God: By calling upon the wrath of her deity, the priest can empower a touched creature to cause additional damage with all its successful melee and ranged attacks. This affects weapons and weaponlike abilities, such as the warlock’s eldritch blast. The additional damage is aligned as the priest, on both axes, and counts as both alignments for the purpose of overcoming damage reduction. Neutrally aligned priests may select one particular alignment on the axis they are neutral (or both if they are true neutral) to emulate when they select this ability. The damage added is equal to the priest’s level and the effect lasts for a number of rounds equal to the priest’s Wis modifier. It is a standard action that provokes attacks of opportunity and is useable once per day per point of Cha modifier.

Bountiful Gift: The priest can bring food and pure water into existence with a prayer. It takes one minute for the priest to create one gallon of pure water or one cubic square of bread. The water can be conjured inside a container, but not if any sort of living creature is within it, unless that creature is the priest. The bread tastes rather like cardboard, but contains a full day’s nutrition for a single medium sized creature. Each size category larger than medium requires twice as much, and each size category smaller requires half as much. The bread spoils if it is not eaten within an hour. When eaten by a patient immediately prior to resting, the bread enhances the effect of long term care by allowing the patient to heal both ability score points and hit point (instead of one or the other). Long term care must be provided to gain this benefit.
Starting at 5th level, the water can be made holy/unholy by the addition of 1gp worth of silver dust to the container it is conjured into.
Starting at 7th level, the bread also cures any non-magical diseases present in the one who eats it.
Starting at 9th level, the water can be used to neutralize any poison. Each gallon can neutralize the poison in 8 creatures or doses.
This ability can be used at will. If the priest is disturbed or stops her prayer for any reason during the minute, she must begin again.

Blinding Light: Calling forth the pure power of her deity, the priest dazzles her enemies with her faith. Enemy creatures within 15 feet of the priest at the time this ability is invoked must make a Fort save or be dazzled by the light that bursts forth from the priest. The dazzling effect last one round per point of Cha modifier. Starting at 5th level, enemy creatures are dazzled if they succeed at their Fort save, and blinded for the duration if they fail. At 9th level and every three levels thereafter, the radius of effect increases by 5 feet. This ability is a standard action that provokes attacks of opportunity and is useable 3 times per day, plus one time per point of Cha modifier.

Speak in Tongues: The priest is able to communicate meaningfully with any living creature, regardless of its Int score. Non-living creatures, such as undead and constructs, can be communicated with if they speak one of the racial languages of sentient creatures, such as Common, Elven, Dwarven, and so on.

Blind Conversion: The priest points to a creature and beckons to them, focusing the power of her deity upon it. It may make a Will save to avoid the effect. If it succeeds, the use of this ability is expended and that creature is immune to further attempts by the same priest for 24 hours. If it fails, the creature is immediately filled with the power and light of her god, which changes its alignment to be the same as the priest and changes its attitude towards her to fanatic. The effect lasts one round per 2 levels of the priest (round down). When the effect ends, the creature’s connection to the priest’s deity is severed. It immediately reverts to its normal alignment and knows what happened to it. Creatures who have levels in classes that punish alignment deviation suffer those penalties until this effect ends. At that time, they may take a full round action to offer some sort of appeasement to their deity, which fully restores them as if they had atoned properly. Using this ability is a standard action that provokes attacks of opportunity. It can be invoked once per day per point of Cha modifier.

Curse(Su): Starting at 4th level, a priest can choose to spend one of her daily uses of Blessing to instead affect her enemies negatively. Any creature within 30 feet who is hostile towards the priest at the time this ability is used immediately suffers a –1 penalty to every die it rolls with no saving throw. Spell resistance is ineffective against this ability. This penalty can reduce damage to 0. The penalty lasts for 1 minute, but is immediately lifted if the creature ceases to be hostile towards the priest. For this purpose, ‘hostile’ means ‘actively planning harm’. Thus, a creature breaking off combat to try to lure the priest into an ambush still counts as hostile, but one that has surrendered and has no plan to skewer the priest as soon as she gets near does not. The priest does not know who is and who is not affected at any given time.

Defense of the Faithful: At 6th level, the priest’s mind is suffused with the power of her god such that she can turn aside some forms of mental attack. The priest gains a +2 sacred/profane/neutral bonus to all Will saves made against effects that originate from creatures of alignments opposed to her own on at least one axis. At 11th level, her bonus to Will saves increases to +4 and she gains immunity to mind-affecting effects from opposing alignment sources. At 19th level, the bonus increases to +6 and the priest gains immunity to all mind-affecting effects, regardless of the alignment of the source.

Call Upon Faith: Starting at 7th level, a Priest can summon an agent of her deity to aid her directly. This is a standard action that requires a sacrifice of some kind appropriate to the deity (see Sacrifice, each point of CR is 1 unit). The sacrifice itself can be offered up to 24 hours in advance of the actual summoning. The agent should have a CR equal to one less than the priest’s class level. It is of type outsider, with its specific variety as appropriate for the deity. For example, a 7th level priest of Besille would summon a CR 6 eladrin, and a 10th level priest of Tamrin would summon a CR 9 devil. All agents are visible and corporeal, unless spells cast render them otherwise.
Once summoned, the agent is available to the Priest for up to one full day, plus one day per level above 7th (2 days at 8th, 3 at 9th, etc.). While it is available, it will perform any service requested of it, so long as nothing violates the tenets of the priest’s particular faith. A priest of Mezanne would not be able to get her agent to heal anyone or anything, including herself, for example. An agent of Besille would not do anything that infringes upon a creature’s free will. All agents, regardless of dogma, will fight to defend their priest.
When summoning an agent, the priest has the option to request an agent that has assisted her before, or she can simply allow the summoning to be fulfilled by a random agent. Although a priest may perform the summoning at any time and as often as she offers the sacrifice, she may have only one agent actively serving her at any given time. If an agent is slain while in service to a priest, it returns to the deity’s home plane, and is not available again for summoning for 24 hours. Allowing an agent to be slain may incur the wrath of the deity (see Deific Wrath) if it could have reasonably been prevented, at the DM’s discretion.

House of God: At 9th level, the priest gains the ability to dedicate a structure or area to her deity. The area must contain some form of altar to the deity and may be no larger than 10,000 square feet. The dedication takes one hour and one unit of sacrifice per 1000 square feet. Only one such area may be designated at any given time for each individual priest. While within a dedicated area, priests and chosen of the same god receive the following bonuses:
- +2 unnamed bonus to every die rolled, including damage dice
- +4 unnamed bonus to all physical ability scores
- +6 axiomatic/anarchic/neutral bonus to AC
Worshipers of the same god who are neither priests nor chosen gain the following bonuses:
- +1 bonus to every die rolled, including damage dice
- +2 bonus to one physical ability score of their choosing
- +3 axiomatic/anarchic/neutral bonus to AC
Persons who do not actively worship the same god, but are fighting within the dedicated area against enemies of the worshipers there gain a +1 axiomatic/anarchic/neutral bonus to attack, damage, and AC.
A priest or chosen of a rival god can eliminate the effects by destroying the altar and dousing it with one gallon of holy or unholy water.

Planar Shift: At 13th level, a priest gains the ability to travel to a random location on her deity’s home plane once per week. She can return to any specific, known location on her home plane at any time, though any sort of affect that would ordinarily prevent her from entering a particular location prevents her from using that location to re-enter her plane. Only the priest and her gear are transported, though any special mount, familiar, or animal/creature companion(s) she might have from class abilities are also transported. At 20th level, the priest can shift to a specific, known location on her deity’s home plane once per day, though not anywhere within 100 feet of her deity’s presence. She may bring up to 3 additional willing creatures that have to be touching her when she uses this ability. The priest’s special mount, familiar, or animal/creature companion(s), if any, do not count against this limit.

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