
Priests act as intermediaries between the earthly and the divine. Through magic and prayer they can protect and heal the faithful or curse and wound their foes. As shepherds of souls, Priests also have power over the dead and undying. Their duties are two-fold: to perform their deity's will and to convert other people to their cause. Since the recent Time of Troubles this has only become more important.
In Impiltur, the state religion is that of the Triad - Tyr, Torm and Ilmater. Priests of other deities, particularly the neutral and evil ones in the Human pantheon, face heavy restrictions and monitoring.
WARNING: To cast a spell, a priest must have a Wisdom score of 10 + the spell's level. For example, to cast a 2nd-level spell, a priest must have a Wisdom of 12.
NOTE: A priest's alignment must be the same as or one step removed from the alignment of the priest's deity. A priests's chosen domains must only be selected from those granted by the priest's deity. Please refer to the Deities page for a list of deities and their corresponding domains and alignment.
For detailed information about divine classes and a list of deities and their domains visit the forums here: http://eastingreach.tomb.org.uk/viewtopic.php?f=3&t=15&p=15&hilit=domains#p15
Properties[]
- Alignment Restrictions: As their Deity or one step removed from it.
- Hit Die: d8.
- AB Progression: Medium.
- Primary Save: Will.
- Skill Points: 3 + Int Modifier.
- Class Skills: Concentration, Diplomacy, Heal (skill), Knowledge, Sense Motive and Spellcraft.
- Proficiencies: Armour Proficiency (Light), Armour Proficiency (Medium), Shield Proficiency, Weapon Handling, Weapon Proficiency (Simple).
- Spellcasting: Divine (Wisdom-based, spell failure from armor is ignored).
Progression[]
Lvl | BAB | Saves | Feats | HP range | Base spells per day | |||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | |||||
1st | +0 | +0 | +0 | +2 | Domains, Turn Undead | 8±CON Modifier | 3 | 2 | — | — | — | |
2nd | +1 | +0 | +0 | +3 | 16±CON Modifier | 4 | 3 | — | — | — | ||
3rd | +2 | +1 | +1 | +3 | 24±CON Modifier | 4 | 3 | 2 | — | — | ||
4th | +3 | +1 | +1 | +4 | 32±CON Modifier | 5 | 4 | 3 | — | — | ||
5th | +3 | +1 | +1 | +4 | 40±CON Modifier | 5 | 4 | 3 | 2 | — | ||
6th | +4 | +2 | +2 | +5 | 48±CON Modifier | 5 | 4 | 4 | 3 | — | ||
7th | +5 | +2 | +2 | +5 | 56±CON Modifier | 6 | 5 | 4 | 3 | 2 | ||
8th | +6/+1 | +2 | +2 | +6 | Bonus Feat | 64±CON Modifier | 6 | 5 | 4 | 4 | 3 |
Feats[]
Domains - The Priest can choose two Domains. A Domain can grant extra powers and spells or improve existing ones. Each Domain must be related to the Priest's Deity. Please refer to the Deities page for a list of deities and their domains.
Turn Undead - The Priest can rebuke or even destroy undead 3 + CHA times per day. The Priest's level and charisma determine the effectiveness.
Bonus Feat List[]
The priest may select one of the following feats at level 8
- Brew Potion - The Priest may use the potion crafting system.
- Divine Might - Instead of Turning Undead, the Priest gains a +CHA bonus to damage for CHA rounds. Requires Power Attack.
- Divine Shield - Instead of Turning Undead, the Priest gains a +CHA bonus to AC for CHA rounds. Requires Power Attack.
- Extra Turning - The Priest can use Turn Undead six more times per day.
- Herbalist - The Priest gains a +2 bonus to Heal and Survival checks.
- Iron Will - The Priest gains a +2 bonus to Will saves.
- Lifeleech - Instead of Turning Undead, the Priest deals level x d4 negative energy damage all around them.
- Maximize Spell - Spells cast with this metamagic feat always get the highest result on die rolls. They take up higher level spell slots.
- Planar Turning - The Priest can turn Outsiders as though they are Undead. Requires WIS 15, CHA 15.
- Zen Archery - The Priest may add their WIS modifier to their ranged AB instead of their DEX modifier.
Domains[]
Priest Domain list:
- Air Domain: Turn Elementals; Electric Jolt (1), Gust of Wind (3)*, Chain Lightning (6)
- Animal Domain: Extended Summon Series; Cat's Grace (2), See Invisibility (3), Polymorph Self (5)
- Chaos Domain: Turn Outsider (non-chaotic); Cloud of Bewilderment (2), Blood Frenzy (3), Confusion (5)
- Charm Domain: Charm Person or Animal (1), Cat's Grace (2), Aura of Glory (4), Charm Monster (5)
- Creation Domain: Goodberries (1), Grease (2), Gust of Wind (4), Stone to Flesh (6)
- Death Domain: Command Turned Undead; Death Armour (2), Phantasmal Killer (4), Enervation (5)
- Destruction Domain: Turn Constructs; Mestil's Acid Breath (3), Cloudkill (5), Crumble (6)
- Earth Domain: Turn Elementals; Ironguts (1), Stoneskin (4), Energy Buffer (5)
- Evil Domain: Turn Outsider (non-evil); Negative Energy Ray (1), Negative Energy Burst (3), Harm (5)
- Fire Domain: Turn Elementals; Burning Hands (2), Wall of Fire (4), Inferno (5)
- Good Domain: Turn Outsider (non-good); Heroism (1), Flame Strike (4), Lesser Planar Binding (5)
- Healing Domain: Empowered Cure Series; Neutralize Poison (3), Heal (5)
- Knowledge Domain: Identify (1), Knock (2), Clairaudience / Clairvoyance (3), True Seeing (4), Legend Lore (6)
- Law Domain: Turn Outsider (non-lawful); Daze (1), Protection from Spells (4), Hold Monster (6)
- Love Domain: Sanctuary affects caster + other; Mass Vigour (2), Healing Circle (4), Resurrection (6)
- Luck Domain: Resistance gains an AoE; Heroism (1), Tymora's Smile (2), Displacement (4), Lesser Mind Blank (6)
- Magic Domain: Magic Missile (1), Melf's Acid Arrow (2), Negative Energy Burst (3), Stoneskin (4), Ice Storm (5)
- Moon Domain: Turn Shapeshifters; Flare (1), See Invisibility (3), Mind Fog (5)
- Plant Domain: Turn Vermin; Barkskin (2), Spike Growth (4), Vine Mine (6)
- Prosperity Domain: Eagle's Splendour (1), Remove Disease (2), Keen Edge (4), Word of Faith (6)
- Protection Domain: Protection Powers; Death Ward (3), Minor Globe of Invulnerability (4), Energy Buffer (5)
- Retribution Domain: Ray of Enfeeblement (1), Healing Sting (3), Elemental Shield (4), Dominate Person (6)
- Strength Domain: Strength Powers; Bull's Strength (2), Divine Power (3), Tenser's Transformation (6)
- Strife Domain: Bear's Endurance (1), Flame Lash (2)**, Vampiric Touch (3), Drown (6)
- Sun Domain: Improved Turning; Searing Light (2), Bless Weapon (3), Undeath to Death (5)
- Time Domain: Truestrike (1), Identify (2), Slow (4), Haste (5)
- Travel Domain: Expeditious Retreat (1), Entangle (2), Freedom of Movement (3), Mass Longstrider (4), Haste (5)
- Trickery Domain: Trickery Powers; Invisibility (2), Invisibility Sphere (3), Improved Invisibility (5)
- War Domain: War Powers; Horizikaul's Boom (1), Bull's Strength (2), War Cry (5)
- Water Domain: Turn Elementals; Ray of Frost (1), Obscuring Mist (3), Ice Storm (5)
* There is known bug where the Air Domain shows Call Lightning (3) being granted as a spell in the in-game domains selection page. This is an error. The spell that is actually granted is Gust of Wind (3) as listed in in this wiki.
**There is known bug where the Strife Domain shows Flame Lash (3) being granted as a level 3 spell in the in-game domains selection page. This is an error. Flame Lash (2) will still be granted as a level 2 spell for selecting this domain.
For a comparision of the domains, see the Domain Comparision Table.
Spells[]
Priests now have access to different spells. For changes to spells, please refer to the spell list link.
Domain Spells[]
- Healing Circle: Now heals 2d8+level HP.
- Protection from Spells: Now grants +5 to saves vs spells, affecting 1 creature per 3 levels.
Metamagic[]
Table is unconfirmed as server accurate, based on vanilla. Server specific spells to be added later. Domain specific spells to be added later. Quicken Spell unconfirmed to be useable by Priest.
Name | Level | Empower (2nd) | Extend (1st) | Maximize (3rd) | Quicken (4th) | Silent (1st) | Still (1st) | |
---|---|---|---|---|---|---|---|---|
Cure minor wounds | 0 | no | no | no | yes | yes | yes | |
Inflict minor wounds | 0 | no | no | no | yes | yes | yes | |
Light | 0 | no | yes | no | yes | yes | no | |
Resistance | 0 | no | yes | no | yes | yes | yes | |
Virtue | 0 | no | yes | no | yes | yes | yes | |
Bane | 1 | no | yes | no | yes | yes | yes | |
Bless | 1 | no | yes | no | yes | yes | yes | |
Cure light wounds | 1 | yes | no | yes | yes | yes | yes | |
Divine favor | 1 | no | yes | no | yes | yes | yes | |
Doom | 1 | no | yes | no | yes | yes | yes | |
Endure elements | 1 | no | yes | no | yes | yes | yes | |
Entropic shield | 1 | no | yes | no | yes | yes | yes | |
Inflict light wounds | 1 | yes | no | yes | yes | yes | yes | |
Magic weapon | 1 | no | yes | no | yes | yes | yes | |
Protection from alignment | 1 | no | yes | no | yes | yes | yes | |
Remove Fear | 1 | no | yes | no | yes | yes | yes | |
Sanctuary | 1 | no | yes | no | yes | yes | yes | |
Scare | 1 | no | yes | no | yes | no | yes | |
Shield of faith | 1 | no | yes | no | yes | yes | yes | |
Summon creature I | 1 | no | yes | no | yes | yes | yes | |
Aid | 2 | yes | yes | yes | yes | yes | yes | |
Cure moderate wounds | 2 | yes | no | yes | yes | yes | yes | |
Darkness | 2 | no | yes | no | yes | yes | no | |
Eagle's splendor | 2 | yes | yes | yes | yes | yes | yes | |
Endurance | 2 | yes | yes | yes | yes | yes | yes | |
Find traps | 2 | no | yes | no | yes | yes | yes | |
Fox's cunning | 2 | yes | yes | yes | yes | yes | yes | |
Hold person | 2 | no | yes | no | yes | yes | yes | |
Inflict moderate wounds | 2 | yes | no | yes | yes | yes | yes | |
Lesser dispel | 2 | no | no | no | no | yes | yes | |
Lesser restoration | 2 | no | no | no | yes | yes | yes | |
Negative energy ray | 2 | yes | no | yes | yes | yes | yes | |
Owl's wisdom | 2 | yes | yes | yes | yes | yes | yes | |
Remove paralysis | 2 | no | no | no | yes | yes | yes | |
Resist elements | 2 | no | yes | no | yes | yes | yes | |
Silence | 2 | no | yes | no | yes | yes | yes | |
Sound burst | 2 | no | no | yes | yes | yes | yes | |
Stone bones | 2 | no | yes | no | yes | yes | yes | |
Summon creature II | 2 | no | yes | no | yes | yes | yes | |
Ultravision | 2 | no | yes | no | no | yes | yes | |
Animate dead | 3 | no | yes | no | yes | yes | yes | |
Bestow curse | 3 | no | no | no | yes | yes | yes | |
Blindness/deafness | 3 | no | yes | no | yes | yes | no | |
Clarity | 3 | no | yes | no | yes | no | yes | |
Contagion | 3 | no | no | no | yes | yes | yes | |
Continual flame | 3 | no | no | no | yes | yes | yes | |
Cure serious wounds | 3 | yes | no | yes | yes | yes | yes | |
Darkfire | 3 | no | yes | no | yes | yes | yes | |
Dispel magic | 3 | no | no | no | yes | yes | yes | |
Glyph of warding | 3 | yes | yes | yes | yes | yes | yes | |
Inflict serious wounds | 3 | yes | no | yes | yes | yes | yes | |
Invisibility purge | 3 | no | yes | no | yes | yes | yes | |
Magic circle against alignment | 3 | no | yes | no | yes | yes | yes | |
Magic vestment | 3 | no | yes | no | yes | yes | yes | |
Negative energy protection | 3 | no | yes | no | yes | yes | yes | |
Prayer | 3 | no | yes | no | yes | yes | yes | |
Protection from elements | 3 | no | yes | no | yes | yes | yes | |
Remove blindness/deafness | 3 | no | no | no | yes | yes | yes | |
Remove curse | 3 | no | no | no | yes | yes | yes | |
Remove disease | 3 | no | no | no | yes | yes | yes | |
Searing light | 3 | yes | no | yes | yes | yes | yes | |
Summon creature III | 3 | n/a | no | yes | no | yes | yes | yes |
New Spells[]
- Create Sustenance: A single food item is created. This improves resting conditions by +1 (healing an additional 1 hp/level) compared to resting without food. After 30 minutes the sustenance becomes useless and is removed.
- Detect Magic: When cast, all Arcane Marks within the area become readable to those in the area. The caster will also gain information about other magical signatures, such as those found in a wizard's laboratory or dungeon.
- Guidance: The target of this spell gains a +1 bonus to all skills for a duration of 2 rounds.
- Contagion: Creates an OnHit Disease property (DC 14) for the selected weapon. This lasts 1 turn/level. The nature of the disease is randomized.
Roleplay[]
Check out Alignment for the One-Step Rule and exceptions
Domain Comparision Table[]
Prestige Routes[]
This assumes the character has only a single class to meet the requirements and is non-human before taking the prestige class (PrC). Human characters will have greater flexibility in regards to feat progression due to the extra feat granted at character creation by their racial bonus, Quick to Master. Some class routes to prestige may also favour multi-classing in order to more effectively meet pre-requisites or to better synergise the character's skill set to suit the PrC, however caution is advised as most PrCs have strict skill requirements (meeting the unmodified rank, not a modified rank) and the wrong combination of classes (due to cross-classing of skills) may result in further delaying and reducing the levels of a prestige class obtainable or render it entirely unobtainable for the character.
Prestige Class | Minimum Priest Class Level | Maximum Prestige Class Level | Skill | Skill | Feat | Feat |
---|---|---|---|---|---|---|
Blackguard | 7th Level | 1st Level | 4 ranks in Intimidate at 5th Level | - | Cleave at 1st Level | Great Cleave at 3rd Level |
Breach Guard | 6th Level | 2nd Level | - | - | Toughness at 1st or 3rd Level | - |
Harper Scout | 5th Level | 3rd Level | 8 ranks in Diplomacy at 5th Level | 4 ranks in Perform at 5th Level | Iron Will at 1st or 3rd Level | - |
Spirit Caller | 4th Level | 4th Level | 7 ranks in Concentration at 4th Level | 4 ranks in Sense Motive at 1st Level | Alertness at 1st or 3rd Level | - |
Triadic Knight | 6th Level | 2nd Level | 8 ranks in Religion at 5th Level | - | Weapon Focus at 3rd Level | - |
Classes | ||
Base Classes | Barbarian • Bard • Civilian • Druid • Fighter • Monk • Paladin • Priest • Ranger • Rogue • Sorcerer • Wizard | |
Prestige Classes | Arcane Archer • Assassin • Blackguard • Breach Guard • Daemonbinder • Harper Scout • High Mage • Pale Master • Shadowdancer • Shifter • Skincarver • Spirit Caller • Sword Leader • Triadic Knight • Weapon Master • Wild Shot • Witch Hunter |