Priest

Priest

Priests rely on deities or divine concepts to fuel their power, preaching their gospel or divine doctrine and living by it to a T.

HP & Defenses

Priests possess a d6 Hit Die, and they start the game with 30 Hit Points (plus double Constitution and other modifiers). By spending 3 XP the Priests can gain a Hit Die, increasing their Hit Points accordingly.

They also receive a +2 bonus to Fortitude Defense and Will Defense.

Stat Bonuses

Priests receive a +1 bonus to one of the following attributes; Constitution, Wisdom, or Charisma.

Increasing these attributes outside of character creation is done at a discount (10 XP per increase instead of 20 XP)

Attack Bonus

Priests receive a +0 Attack Bonus.

By spending 5 XP the Priests can increase their Attack Bonus by +1, to a maximum of +6.

Skill Points

Priests receive 1 rank in the following skills at character creation;

  • Awareness

  • Deception

  • Heal

  • Knowledge (Religion)

  • Persuasion

  • Spellcraft

  • Use Magic Device.

Divine Casting

Priests are divine spellcasters who learn divine spells from their unique tutelage and connection to their deity, and receive four 1 XP spells free at character creation.

Channel Energy

Priests are capable of channeling divine energies into those around them. At character creation the Priest must decide between channeling Light or Dark Energy. Light Energy heals the living and harms undead. Dark Energy harms the living, and heals undead. This 6 square burst is centered on the Priest, is done as a Standard action which doesn't provoke attacks of opportunity, and the Priest can choose to affect themselves with their channel.

This channeling starts at 2d6. By spending 3 XP the Priest can increase their channel by 2d6. The amount of times this can be taken cannot exceed 1 + the Priest's casting attribute. Channeling costs 4 MP to perform.