The Priest

This is a Basic Class for a game that Sister Acacia is potentially going to run later. Like all Basic Classes, it is taken from levels 1 to 10, after which you have to take a Prestige Class.

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In the world of Artimoi, the gods largely stay out of everyone's business, tied up in bureaucracy and in-fighting as they are. But that doesn't mean they have no influence. Priests are not just people who worship the deities, they take an active role in bringing planar energy to the world and enforcing what they consider to be the will of their gods. There is a lot of room for interpretation there, but mostly this means they end up entering battle quite a bit and doing a fair amount of healing. Due to the strong life energy inherent in the planar power they channel, they are also particularly interesting to undead, so whether they like it or not, dealing with undead ends up becoming part of their job. They are highly valued in adventuring parties for their ability to keep everyone alive, and when they settle down to retire they often end up leading some church or another.

Class Attributes

Hit Points: 4 + Con Bonus per level (x4 at first level)
Skill Points: 4 + Int Bonus per level (x4 at first level)
Class Skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Lore (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Spellcraft (Int)
Weapon and Armour Proficiencies: the Priest is Proficient with Light and Medium Armour, as well as Standard Shields. She is Proficient with all Simple Weapons, and one Martial Weapon of choice.

Playing a Priest: the spellcasting stat for the Priest is Wisdom, therefore it is the most important. After that, it depends, as some Priests will value Charisma for secondary abilities and social skills, whereas others will want to focus on Strength or Dexterity (with a side of Constitution) for combat. Select Domains (via Talents) based on what you would like to do, rather than from a small list granted by deities - it's up to the Priest to interpret things their own way.

Priests work best as part of a team where they can share the healing and boosts around, and have others there to cover the things they can't really do so well. On the other hand, the Priest can work quite well on her own thanks to being well-armoured and having versatility and longevity.

The Priest

Level BAB Fort Ref Will Class Features
1 +0 +2 +0 +2 Spellcasting, Orisons, Turn Undead, Channel Energy
2 +1 +3 +0 +3 -
3 +2 +3 +1 +3 -
4 +3 +4 +1 +4 -
5 +3 +4 +1 +4 -
6 +4 +5 +2 +5 -
7 +5 +5 +2 +5 -
8 +6 +6 +2 +6 -
9 +6 +6 +3 +6 -
10 +7 +7 +3 +7 -

Spells per Day

Level 1st 2nd 3rd 4th 5th Domain
1 2 - - - - 3
2 3 - - - - 3
3 3 1 - - - 3
4 3 2 - - - 3
5 3 3 1 - - 3
6 3 3 2 - - 3
7 3 3 3 1 - 3
8 3 3 3 2 - 3
9 3 3 3 3 1 3
10 3 3 3 3 2 3

In addition to this, the Priest gains access to Priest Talents when selecting their Bonus Talent each level.

Class Features

Spellcasting

Instead of having a whole bunch of increasingly powerful class features, the Priest has one main class feature, that grows a lot each level. She casts Divine Spells, drawn from the Priest Spell List here: Spell Lists (CotDK). She knows all Priest Spells that she is high enough level to cast, not needing to go out and learn them like a scrub. However, she does not know Domain Spells without actually gaining access to the Domains via Talents.

The Priest has to prepare spells ahead of time. She must choose a "corner" of the day - Dawn, Midday, Dusk or Midnight. At that time every day, her spells refresh, although she must spend fifteen minutes working out which spells to prepare. Use the "Spells per Day" table above to determine how many spells are learned. The Priest does not gain extra Spell Slots for having a high Wisdom score, but her spells are typically long-lasting things that give a lot of bang for their buck. Additionally, she may prepare 3 Domain spells per day, of any level she is able to cast, however she needs access to one or more Domains in order to actually do this. Unlike the regular Priest Spells, these Domain Spells are regular spells from the various books.

The Caster Level for any Spell is equal to her level, and any Save DC is 10 + half her level + her Wisdom Bonus.

Orisons (Sp)

When the Priest prepares her spells, she may select four Orisons. She can cast those Spells as Spell-Like Abilities at will until the next time she prepares her spells.

Turn Undead (Su)

A Priest chooses to be able to turn or rebuke undead when she chooses her god or cause. In either case, she gets a number of uses per day equal to her Wisdom Modifier +3.

If a Priest turns undead, then she can use a Standard Action to force a Will Save (DC 10 + half her level + her Charisma Bonus) against being completely Destroyed on a single Undead within Close Range. If it fails, it stops being Undead and just becomes Dead.

Alternatively, she can unleash a wave of energy that causes a 40' radius burst of energy that forces a will Save (DC 10 + half her level + her Charisma Bonus) from all Undead in the area. Undead with a Challenge Rating less than the Priest’s level are Frightened, whereas Undead with equal or greater CR are Shaken. These [Fear] effects last for 1 minute, bypass all immunities to [Fear] effects, and are not [Mind-Affecting]. In either case, Turning Resistance provides an Untyped Bonus to saves against this effect.

If a Priest chooses to Rebuke Undead, then her single target effect acts as the spell Control Undead, and her Burst effect grants all undead +10 Turn Resistance that stacks with other Turn Resistance. Both of these effects last 1 minute. Additionally, the Priest may spend 5 daily uses over five consecutive Full Round Actions on any currently Controlled Undead to make that duration permanent, so long as the undead’s Challenge Rating is less than the Priest’s Character Level minus 4. A Remove Curse, Break Enchantment, or Greater Dispel Magic effect removes this effect.

Channel Energy (Su)

A Priest gains a pool of Divine Energy equal to her Wisdom Bonus times her level times 2. This energy can be used to channel positive or negative energy (any Priest can channel either one) with a touch (on willing recipients) or touch attack (on unwilling recipients) in this amount. With a Swift action a Priest can channel up to her level, or with a Standard Action she may channel any amount she wishes. Negative Energy restores Hit Points to Undead and damages the Hit Points of other creatures on a one-for-one basis, whereas Positive Energy works the other way around. In either case, a successful Will save negates the damage (DC 10 + half her level + her Wisdom Bonus).

The pool refills whenever a Priest prays to refresh spell slots.

Prestige Classes

Any Prestige Class the Priest takes will grant more spellcasting, until she eventually casts 9th level spells. Some ideas are below:

Arch Priest

When someone imagines a "high level Priest", this is probably what they are thinking, complete with influence in the church, wide-area spells, and the admiration of their peers.

Celestial Host

This is a Transformational sect of Priests who actually work towards becoming angels… or demons.

Holy Chanter

Holy or Unholy, really - these Priests focus on magical words and sentences, along with the secret arts of True Naming!

Temple Raider

These Priests decide they are chosen by their god or goddess, and tasked with pissing off other deities. As such, they gain certain rogue-like abilities and are good at breaking into temples, avoiding horrible divine curses, negating traps, and stealing valuable artefacts before taking the gems from the eye sockets of statues and pissing in the font.

Warpriest

These Priests gain improved combat ability, but more than that, they inspire great acts of violence in others around them and help make fights happen. They are really good to have around in an actual war because of how many people they can affect at a time.

Priest Talents

The following Talents are only available to the Priest (including Priests who have advanced beyond 10th level and entered a Prestige Class) and the Adventurer.

A Feast Unknown (Su) [Minimum Level 5]

With a Full Round Action, the Priest may turn an adjacent dying creature into a controlled Ghoul or Ghast by spending a Turn or Rebuke Undead attempt. Additionally, any Undead she creates has the Scent ability. She can control a number of Undead from this feat equal to her unmodified natural Charisma Bonus, but the maximum Challenge Rating is equal to her level minus two.

Air Domain (Sp)

The Priest can prepare Air Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Air Domain Power: as long as she has prepared an Air Domain spell and not yet cast it, she may use a Standard Action at will to activate a Featherfall effect for a number of rounds equal to her Charisma Bonus (minimum 1), and floats a foot above the ground for the duration. If the spell is 3rd level or more, she can share this effect with a number of allies equal to her Charisma Bonus (minimum 1). If the spell is 5th level or more, she can Fly for the duration, at a speed of double her Movement Speed, and Average Manoeuvrability. If the spell is 7th level or more, she is wreathed in clouds for the duration, gaining Concealment.

Animal Domain (Sp)

The Priest can prepare Animal Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Animal Domain Power: as long as she has prepared an Animal Domain spell and not yet cast it, she may use a Swift Action at will to take on an animalistic form resembling a lycanthrope. For a number of rounds equal to her Charisma Bonus (minimum 1), she gains the Scent Special Ability, two Primary Claws (dealing 1d6 damage if Medium) and a Secondary Bite (dealing 1d8 damage if Medium). If the Spell is 3rd level or higher, she gains Damage Reduction 3/Silver for the duration. If the Spell is 5th level or higher, she also gains the Pounce special attack for the duration.

Armour of Contempt (Su)

By spending a single Turn or Rebuke Undead attempt, the Priest may use a Swift Action to focus her willpower on protecting her body. Her Base Will Save (before adding her Wisdom Bonus and so on) is reduced to zero until she ends the effect with a Swift Action, however for this duration, she gains a Sacred Bonus to Armour Class equal to the amount by which her Will Save was lowered.

Awaken the Forsaken Ones (Su) [Minimum Level 9]

With an hour-long ritual, the Priest may create any Undead. It is under her control the moment she creates it, however she can only control a single creature created in this manner, and the maximum Challenge Rating is her level minus two. The creation of Undead with this ritual requires rare and expensive sacrificial unguents, costing the equivalent of the Challenge Rating, multiplied by 500 Gold Pieces.

Beacon of Life (Su)

Positive energy flows so strongly through the Priest that she is immune to Negative Levels and Energy Drain. A downside to this, however, is that any [Mindless] Undead creature within Long Range that has Line of Sight to her is unable to see any other living creature unless they also have this Talent - essentially, they will just home in on any beacon before all else.

Body Assemblage (Su) [Minimum Level 3]

With a Full Round Action and the expenditure of a Turn or Rebuke Undead attempt, the Priest may animate a corpse into a Skeleton or Zombie that serves her. She may control a number of creatures equal to her natural Charisma Bonus (without including Spells or Items), though the maximum Challenge Rating for such creatures is her own level, minus two.

Bountiful Energy (Su)

Any time the Priest casts a spell, she replenishes an amount of her Channel Energy pool equal to the Spell Level multiplied by her Wisdom Bonus.
Any time she ends a Primary Effect to activate a Secondary Effect, she replenishes the same amount.
This will only apply when she does so, so spells cast on allies (or each person for a "Party [Separate]" spell) won't trigger this. Similarly, spells that function differently such as not ending the Primary Effect when the Secondary Effect is activated, or that allow for multiple activations of the Secondary Effect, do not grant this second benefit.

Charm Domain (Sp)

The Priest can prepare Charm Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Charm Domain Power: as long as she has prepared a Charm Domain spell and not yet cast it, she may use a Swift Action at will to become charming for a number of rounds equal to her Charisma Bonus (minimum 1). For the duration, she may add her level as an Insight Bonus to all Bluff and Diplomacy checks, and each round can use a Move-Equivalent Action to beguile a target in Close Range - if the foe fails a Will Save (DC 10 + half her level + her Charisma Bonus), they are Fascinated and will try to move closer each turn until either attacked or the duration runs out. Once they reach her, they will stand motionless and Fascinated for the rest of the duration unless attacked.

Cold Domain (Sp)

The Priest can prepare Cold Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Cold Domain Power: as long as she has prepared a Cold Domain spell and not yet cast it, she may use a Full Round Action to attempt to freeze an opponent solid. She targets a creature or object in Close Range, and if they fail a Fortitude Save (DC 10 + half her level + her Charisma Bonus), they are Anchored for a number of rounds equal to her Charisma Bonus (minimum 1), and for the duration they have a -6 Penalty to Dexterity and suffer +50% damage from Bludgeoning and Sonic damage.

Darkness Domain (Sp)

The Priest can prepare Darkness Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Darkness Domain Power: as long as she has prepared a Darkness Domain spell and not yet cast it, she may use a Standard Action at will to create a shroud of darkness centred on herself. It radiates out to a number of 5' squares equal to her Charisma Bonus (minimum 1) for a number of rounds equal to her Charisma Bonus (minimum 1). For the duration, this grants her Concealment and allows her to hide when supervised, and enemies in the area suffer a Penalty on Attack rolls equal to the Spell Level of the highest Darkness Domain Spell she has available.

Death Domain (Sp)

The Priest can prepare Death Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Death Domain Power: as long as she has prepared a Death Domain spell and not yet cast it, she may use a Standard Action at will to attempt a Melee Touch Attack. If it hits a living target with fewer hit points than her Charisma Bonus multiplied by the Spell Level of the highest available Death Domain Spell, they are slain instantly with no saving throw as a [Death] effect. If she has not reached the upper limit for Undead she may control and the creature is of a compatible type, the corpse instantly rises as a Zombie under her control.

Destruction Domain (Sp)

The Priest can prepare Destruction Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Destruction Domain Power: as long as she has prepared a Destruction Domain spell and not yet cast it, she may use a Standard Action to unleash a 30' Cone of destruction. Everything in the area suffers a number of d6 of Untyped damage equal to her Charisma Bonus plus the Spell Level of the highest available Destruction Domain Spell, ignoring Hardness and dealing full damage to Objects, Constructs and Undead. It also shatters Walls of Force created by anyone with a Caster Level lower than her own level.

Divine Zeal (Su)

The Priest may spend a Turn or Rebuke Undead attempt to harness great power. She gains one of the following benefits for a number of rounds equal to her Wisdom Bonus:

  • Adds her Charisma Bonus to weapon damage rolls and has no Miss Chance against Incorporeal or Ethereal foes
  • Adds her Charisma Bonus to her Shield Bonus to Armour Class, applying even against Incorporeal Touch Attacks
  • Adds her Charisma Bonus as a Resistance Bonus to all Saving Throws

Earth Domain (Sp)

The Priest can prepare Earth Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Earth Domain Power: as long as she has prepared a Earth Domain spell and not yet cast it, she can use a Standard Action at will to gain the Earth Glide ability and 60' Tremorsense for a number of rounds equal to her Charisma Bonus (minimum 1). For the duration, she also has Hardness equal to the Spell Level of the highest available Earth Domain Spell, and anybody who moves adjacent to her must pass a Balance check (DC equal to her level + 10) or fall Prone.

Fire Domain (Sp)

The Priest can prepare Fire Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Fire Domain Power: as long as she has prepared a Fire Domain spell and not yet cast it, she can use a Standard Action to radiate flames for a number of rounds equal to her Charisma Bonus (minimum 1). The flames reach out a number of 5' squares equal to her Charisma Bonus (minimum 1). When activated, and then at the beginning of each of her turns for the duration, all enemies in the area suffer 1d6 Fire damage per Spell Level of the highest available Fire Domain Spell, with a Reflex Save for half (DC 10 + half her level + her Charisma Bonus). Anyone who enters the area instantly suffers damage with no saving throw. If the Spell Level is 5 or more, it also grants her Cold Resistance equal to her level.

Healing Domain (Sp)

The Priest can prepare Healing Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Healing Domain Power: as long as she has prepared a Healing Domain spell and not yet cast it, she may use a Standard Action to grant an adjacent ally Fast Healing equal to the Spell Level of her highest available Healing Domain Spell. This lasts for a number of rounds equal to her Charisma Bonus (minimum 1).

Knowledge Domain (Sp)

The Priest can prepare Knowledge Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Knowledge Domain Power: as long as she has prepared a Knowledge Domain spell and not yet cast it, she may use a Swift Action at will to learn of her surroundings: for two rounds per Spell Level of the highest available Knowledge Domain Spell she has available, she knows the Types and Subtypes of all creatures she sees (blocked by Nondetection), along with their Alignments (as though through Detect Alignment spells), and their relative power (which can be fooled by Alter Aura). For this duration, she also instantly identifies any Spells, Spell-Like Abilities and Supernatural Abilities that are cast within her line of sight.

Luck Domain (Sp)

The Priest can prepare Luck Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Luck Domain Power: as long as she has prepared a Luck Domain spell and not yet cast it, she may use a Standard Action at will to grant good fortune to a single creature within Close Range. For a number of rounds equal to her Charisma Bonus (minimum 1), the target gains one of the following features: Slippery Mind, Evasion, Mettle, Uncanny Dodge. Alternatively, he may curse them with failure for the same duration, causing a Miss Chance and Spell Failure equal to the Spell Level times 5%

Magic Domain (Sp)

The Priest can prepare Magic Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Magic Domain Power: as long as she has prepared a Magic Domain spell and not yet cast it, she may attempt to grasp magical effects from others and harness them herself. She spends a Full Round Action, and may make a Dispel check (with no limit to the bonus) which is applied to every Targeted effect within Close Range that has a Spell Level no higher than that of the highest Magic Domain Spell she has available. She then gains the effects of all Dispelled effects (assuming she would be a valid target) for a number of rounds equal to her Charisma Bonus (minimum 1) or until the effect would normally end, whichever is first.

Oracle of Ghosts and Dreams (Su)

The Priest gains the following Feats from Heroes of Horror: Dreamtelling, Oneiromancy, Improved Oneiromancy, Spirit Sense

Plant Domain (Sp)

The Priest can prepare Plant Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Plant Domain Power: as long as she has prepared a Plant Domain spell and not yet cast it, she may use a Swift Action at will to become plant-like in form. For a number of rounds equal to her Charisma Bonus (minimum 1), she gains Fast Healing equal to the Spell Level of the highest available Plant Domain Spell, as well as Low-Light Vision and Immunity to Sleep, Paralysis and Stunning.

Priest of the Waters' Blessing (Su)

The Priest may empty a prepared, uncast spell to spontaneously cast any of the following spells: Cloak of Shade, Control Weather, Create Food and Water, Create Water, Endure Elements, Flashflood, Heroes' Feast, Hydrate, Protection From Dessication, Protection From Energy, Resist Energy. These are the regular PHB (and It's Hot Outside) spells.

Protection Domain (Sp)

The Priest can prepare Protection Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Protection Domain Power: as long as she has prepared a Protection Domain spell and not yet cast it, she may use a Standard Action to create a protective ward out to anywhere up to a 20' radius. For a number of rounds equal to her Charisma Bonus (minimum 1), everyone within the area gains a Deflection Bonus to Armour Class against attacks originating from out of the area. The Bonus is equal to the Spell Level of the highest available Protection Domain Spell. Additionally, everyone in the area receives twice this number in Temporary Hit Points for the duration.

Spontaneous Healer (Su)

The Priest may empty a prepared, uncast spell to spontaneously cast a Cure Wounds or Heal spell of equal or lower level. These are the spells from the Cleric Spell List in the PHB.

Spontaneous Summoner (Su)

The Priest may empty a prepared, uncast spell to spontaneously cast a Summon Monster or Planar Ally (including Lesser and Greater versions) spell of equal or lower level. These are the spells from the Cleric Spell List in the PHB.

Spontaneous Wounder (Su)

The Priest may empty a prepared, uncast spell to spontaneously cast an Inflict Wounds or Harm spell of equal or lower level. These are the spells from the Cleric Spell List in the PHB.

Strength Domain (Sp)

The Priest can prepare Strength Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Strength Domain Power: as long as she has prepared a Strength Domain spell and not yet cast it, she may use a Standard Action at will to gain great size and power, lasting for a number of rounds equal to the Spell Level of the highest available Strength Domain Power plus her Charisma Bonus (minimum 2 rounds). She grows one Size Category larger, along with her equipment, but without the size-based changes to Ability Scores or Natural Armour. Her Reach and movement speed are increased by this. This also grants her an Enhancement Bonus to Strength equal to the Spell Level for the duration.

Sun Domain (Sp)

The Priest can prepare Sun Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Sun Domain Power: as long as she has prepared a Sun Domain spell and not yet cast it, she may use a Standard Action at will to unleash a blast of light out to Close Range. This radiates true daylight, and attempts to Dispel all [Darkness] effects in the area, adding her Charisma Bonus (minimum +1) to the Dispel check. There is no maximum bonus for the check. The light then persists for one round per level and, when it is first activated, all Undead in the area suffer 2d6 Light damage per Spell Level of the highest level Sun Domain Spell available. They are allowed a Will Save for half (DC 10 + half her level + her Charisma Bonus), with failure causing them to react as though Turned for a number of rounds equal to her Charisma Bonus (minimum 1).

Team Player (Ex)

The Priest can prepare a spell in a slot 3 levels higher than normal if the Primary effect affects a "Single Touched Creature" or "Single Touched Object" or "Single Touched Creature or Object", changing it into "Party [Separate]". She may do the same thing with a Primary effect that is "Personal" if she prepares it in a slot 4 levels higher than normal.

Travel Domain (Sp)

The Priest can prepare Travel Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Travel Domain Power: as long as she has prepared a Travel Domain spell and not yet cast it, she may use a Swift Action to Teleport a number of five foot squares equal to the Spell Level. If the Spell Level is four or more, she then benefits from Freedom of Movement for a number of rounds equal to her Charisma Bonus (minimum 1). If the Spell Level is eight or more, she is also Ethereal for the duration.

Trickery Domain (Sp)

The Priest can prepare Trickery Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Trickery Domain Power: as long as she has prepared a Trickery Domain spell and not yet cast it, she may use a Swift or Immediate Action to turn Invisible until the start of her next turn (or until ended by attacking). If used in response to an attack, the opponent does need to guess which square she occupies, but suffers a 50% Miss Chance. If the Spell Level of the highest available Trickery Domain Spell is four or more, she may instantly teleport up to ten feet away as part of this, the travel happening after the Invisibility starts. If the Spell Level is eight or more, enemies within 20 feet of her when she does this must pass a Will Save (DC 10 + half her level + her Charisma Bonus) or become Confused for a number of rounds equal to her Charisma Bonus.

Undeath Domain (Sp)

The Priest can prepare Undeath Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Undeath Domain Power: as long as she has prepared an Undeath Domain spell and not yet cast it, she may use a Standard Action to force a corpse to rise as a loyal, albeit temporary, servant. It becomes a Skeleton or Zombie under her control, providing its Challenge Rating is lower than her level. After a number of minutes equal to the Spell Level of the highest Undeath Domain Spell she has available, it collapses back into a corpse. At any given time, she may only have a number of animated dead equal to or less than her Charisma Bonus (minimum 1).

War Domain (Sp)

The Priest can prepare War Domain spells in her Domain Spell Slots.
Additionally, she gains access to the War Domain Power: as long as she has prepared a War Domain spell and not yet cast it, she may use a Standard Action to unleash a fortifying aura out to Long Range at will. All allies in the area remove all detrimental [Morale] effects, and may make a second saving throw against any ongoing [Fear] effects, with a Morale Bonus equal to her Charisma Bonus (minimum +0). Additionally, for three rounds per Spell Level of the highest available War Domain Spell, allies in the area ignore Fatigue and Exhaustion, and can penetrate Damage Reduction as though wielding Magic Weapons. If the Spell Level is four or more, they also gain Damage Reduction 3/- for the duration, and if it is six or more they penetrate Damage Reduction and Hardness as though wielding Adamantium weapons.

Water Domain (Sp)

The Priest can prepare Water Domain spells in her Domain Spell Slots.
Additionally, she gains access to the Water Domain Power: as long as she has prepared a Water Domain spell and not yet cast it, she may use a Standard Action to surround herself with a swirling vortex of water. This lasts for a number of rounds equal to her Charisma Bonus (minimum 1), reaching out to all adjacent squares, and automatically douses all non-magical flames in the area and attempts to Dispel all magical ones. The watery aura is treated as Difficult Terrain, and living creatures who enter the area or begin their turn in it must pass a Fortitude Save (DC 10 + half her level + her Charisma Bonus) or be Fatigued from partial drowning. If already Fatigued, they become Exhausted, and if already Exhausted they drop to zero HP and start Drowning.

Weapon of Faith (Su)

Any weapon the Priest wields gains the Holy or Unholy property (her choice when gaining this Talent). This only applies whilst she is wielding it.

Whispers of the Otherworld (Su) [Minimum Level 6]

The Priest may create and control an Incorporeal Undead by burning a corpse. She may control a number of these up to her natural Charisma Bonus, with a maximum Challenge Rating equal to her level minus three. Additionally, all Undead she creates gain a +2 bonus to Initiative and Stealth checks, and the Lifesight Special Quality.

Wrappings of the Ages (Su) [Minimum Level 8]

With an hours' work, the Priest may create and control a Mummy, Greater Mummy, or Mummy Lord. Additionally, any Undead she creates gain Fast Healing 3 when in underground locations that have never been touched by the Sun. She may control a number of Undead created by this feat up to her natural Charisma Bonus, with a maximum Challenge Rating equal to her level minus two.

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