The Priest

A character class for Pathfinder

The Priest is a more peaceful, intellectual cleric. He doesn't clank around in plate mail swinging a mace, but gives quiet support to his flock. Evil priests exist too, of course.

Adventures: Priests sometimes adventure, but most are more gainfully employed as village vicars or in city temples giving religious instruction and assistance to their flocks.

Characteristics: Whilst weak fighters, priests are powerful divine spellcasters and skilled in many arts.

Alignment: Priests can be of any alignment, but they can be no more than one step away from their deity.

Religion: Obviously...

Background: Various

Races: All, though few half-orcs take the priestly path, preferring the more martial Cleric.

Other classes: All

Game Rule Information

Priests have the following game statistics:

Abilities: Wisdom is the Priest's primary requirement, a fundamental part of his spellcasting. A good Charisma gives him influence over his flock and those that would harm them.

Alignment: Any, within one step of his deity.

Hit Dice: d6

Combat: Base Attack Bonus as a wizard (+L/2, rounded down).

Saving Throws: Will is good (+2+L/2, down), Fortitude and Reflex bad (L/3, down).

Class Skills

The Priest's class skills are: Appraise, Craft, Diplomacy, Heal, Knowledge (all), Linguistics, Perform, Profession, Sense Motive and Spellcraft.

Skill points: 4+Int modifier

Class Features

Armour and Weapon Proficiency: A Priest is proficient with all simple weapons, and his god's favoured weapon (if any). He is not proficient in armour, but has no other restrictions from using it.

Domains: A priest chooses two of his deity's domains as his own, gaining the special abilities as a cleric, and the spells for both. He may gain extra domains at higher levels.

Spells: A priest gains divine spells as though he were a cleric, but he gets extra spells for both of his domains. If he takes an extra domain twice, he gains an extra domain spell, not merely two per level. So a 1st level priest with domains Animal and Plant will get 1 normal 1st level spell, plus his Wisdom bonus spell, plus Calm Animals and Entangle. If he takes the Good domain as his special ability at 2nd level, he can cast 2 bonus spells per day, chosen from Calm Animals, Entangle and Protection from Evil. If he takes Good again at 5th level, he can cast all three.

At 1st level and every 3 levels thereafter, the priest also gains one extra orison.

Spontaneous Casting: Like a cleric, a priest can substitute an Cure or Inflict Wounds spell for a normal spell of any level. Alternatively, he can substitute any appropriate domain spell of the same level.

Channel Energy: A priest can Channel Energy as a cleric of the same level.

Bonus Languages: A priest can learn Abyssal, Infernal or Celestial.

Special Abilities

At 2nd level, and every 3 levels thereafter, a priest gains an extra ability from this list:

Extra Domain: The priest gains an extra domain of his deity. He may take the same domain twice, gaining the domain spell and power twice, if appropriate. The first time he selects that domain, he gains the domain ability and can choose to take its domain spells in place of any of his other domains (max 1 spell per spell level). The second time, he gains the additional spellcasting as well; all spells in that domain are now in their own allocation.

Lay On Hands: As the paladin ability. Prerequisite: Good.

Touch of Corruption: As the antipaladin ability. Prerequisite: Evil.

Mercy: As the paladin ability. Prerequisite: Good, 5th level or higher.

Cruelty: As the antipaladin ability. Prerequisite: Evil, 5th level or higher.

Divine Grace: Add Cha bonus to saving throws, as the paladin ability

Detect Alignment: As the paladin ability Detect Evil, but detecting one specific alignment trait diametrically opposed to the priest. A Neutral priest must select one specific alignment trait when taking this ability. It may be selected more than once, to detect a different alignment.

Feat: One of Elemental Channel, Extra Channel, Extra Lay on Hands, Extra Mercy, Improved Channel, any Metamagic, any Item Creation, Selective Channeling, Skill Focus in any class skill, [Greater] Spell Focus, Spell Penetration. The usual prerequisites are needed.

Companion: I need to hash out the details. Sort of a combined familiar / fiendish servant / animal companion, but weaker unless a lot of slots spent on it. Consult your DM.

House Rules New Spells Level 0 Domain Spells Armour and Weapons New Feats Fumbles Monsters
Aaargh home Last Revised 28/11/13