Followers of holy orders, deities, and concepts which grant them mystical powers to better serve said order, deity, or other higher power.
6 Hit Points | 2 Skill Ranks | 1 Soak
Class Abilities
Weapon and Armor Proficiency
Chaplains gain proficiency with simple weapons and their deity’s favored weapon. If their deity's favored weapon is unarmed strikes, they instead gain Martial Arts. They’re proficient with armor.
Spellcasting
Chaplains cast Divine magic, and whether the magic is holy or unholy is determined by their deity. At 1st level, the Chaplain receives 2 + ½ Magic in spells learned. For every level beyond 1st, the Chaplain learns a new spell of a level they can cast.
Spellcasting relies on the user’s soul to be completely functional. The inner soul (the Chaplain’s Resistance stat) is used for Magic Points, granting the Chaplain more power to draw upon for their spells. The outer soul (the Chaplain’s Magic stat) is the raging fire of their spells and is thus used for attack and damage as if it were Strength or Agility when using a melee weapon.
Devotion
At 1st level, choose between the two: holy or unholy. Characters who worship a holy deity can choose unholy and vice versa, however this can be problematic. Each Chaplain starts with a Devotion Score that starts at 1 + ½ Chaplain Level (minimum of 1), and can be increased through feats and other abilities. Choosing the opposite type from their deity (choosing unholy while worshipping a holy deity) results in a -1 to the Chaplain’s Devotion Score. If the Devotion Score reaches 0, spells cast by the Chaplain only work half as well (penalties are halved, damage and healing are halved.)
On a deity’s page it lists ways to increase one’s Devotion Score. Examples include donating to charity daily while worshipping a deity of community or selflessness, or pillaging a town for a deity of war. Also on a deity’s page are ways to lose Devotion. For example stealing from a charity while worshipping a deity of community or selflessness, or engaging in peaceful negotiations while worshipping a deity of war.
The higher a Chaplain’s Devotion Score is, the more sins they must avoid. A Chaplain’s maximum Devotion Score is equal to their Level + Magic + Resistance (minimum of 3).
You gain a bonus equal to ½ Devotion on the type chosen (holy/unholy) to heal or harm. You do not receive the bonus on spells of the opposite type.
Power of Faith
At 2nd level the Chaplain gains the ability to unleash their divine power in many forms. As a standard action they can invest their great power into their hand or unleash it out in a radius around them. This creates a 6 square radius, the effect of which is determined by the type chosen through Devotion. A holy Chaplain heals living creatures or harms undead creatures, and an unholy Chaplain does the opposite.
Chaplains must choose to heal or harm when using Power of Faith, and cannot do both at the same time.
Power of Faith heals a number of HP equal to (¼ Level, minimum 1) + (½ Magic) + Power of Faith Rank (1 for I, 2 for II, etc.) For example: a Chaplain of 8th level with 6 Magic has Power of Faith IV, and heals for 12 HP when using the ability.
When using Power of Faith to harm foes, it deals holy or unholy damage. Base damage starts at 1k1, and the base damage increases based on the rank of Power of Faith: +(½ Power of Faith Rank) k (¼ Power of Faith Rank, minimum 1). For example: a Chaplain of 8th level with 6 Magic and Power of Faith IV would deal 6k3 damage on a successful hit.
Power of Faith uses Magic for to-hit and goes against the opponent's Mental Defense, and adds Magic to damage like a spell.
This ability can be used a number of times per day equal to the level in the ability plus the Chaplain’s Magic.
Infallible Religious Logic
At 3rd level the Chaplain receives a bonus to Persuasion checks equal to ½ their level.
Immense Presence
At 7th level the Chaplain can make a Persuasion check to intimidate against all enemies within 6 squares of them, so long as the enemies don’t worship their deity.
Rally the Faithful
At 9th level the Chaplain grants a +1k1 bonus to all attack rolls and damage rolls to allies that remain within 4 squares of them. In addition to this, allies who are also of the same faith instead receive a +2k1 bonus rather than +1k1.
Feather Step
At 11th level the Chaplain can walk on any solid or liquid surface without penalty, and can walk through hazardous and difficult terrain without being affected. This benefit ends if the Chaplain is knocked unconscious.
Cleanse the Faithful
At 13th level touch an ally within your reach. That ally is cured of any disease, poison, or similar debilitating effect afflicting them. This expends a use of Power of Faith. Alternatively when using Power of Faith you can use this ability in addition to Power of Faith, expending two additional uses instead in order to affect all allies that are healed by the Power of Faith.
Artifact Forging
At 17th level the Chaplain can spend an entire day imbuing their divine power into a single item of their choice. This item can be as worthless as a stick to being as ornate as a throne. By imbuing their divine power into the item, they grant it the powers of a minor artifact. If the Chaplain or anyone of their religion remains in contact with this artifact, they receive a +10 to all checks made. Alternatively this can be done to an area such as a church, granting the benefits to all residing within the consecrated grounds, however doing so takes a number of days depending on the building size.
Divine Retribution
At 19th level the Chaplain can unleash ultimate punishment onto enemies of the faith. Against enemies who worship a deity of an opposed type by theirs (holy vs. unholy), they receive a bonus to all checks equal to their Magic and Smarts added together.
First Awakening
The Chaplain gains a bonus to Mental Defense equal to ½ their level. This bonus doubles against spells from a source of the type opposing your Devotion.
Heroic Awakening
Whenever the Chaplain heals or damages an enemy with a divine spell or Power of Faith, they heal a number of HP equal to half of the healing/damage dealt.
Unchained Awakening
Once per day the Chaplain can negate the damage from an attack that would kill them. In addition to this, they receive Deflection equal to their Resistance to all body parts.
True Awakening
The Chaplain can recover the HP of all allies to maximum so long as the allies are within their line of sight once per day. Allies within the radius who are dead and have not been dead more than a minute are brought to ½ HP.