From the desk of Scott C. McClure
Special Priest Kits of Ivrel
Priest Kits of Ivrel are special to Ivrel’s campaign system. Most of these are mixtures of different priest sects. No other priest sects [kits]; are allowed to be taken by priests [clerics] characters in the Ivrel system.
Adonites; these priests are followers of Adon the Great Creator, greatest among the gods and father to all. They are among the rare priests who believe in only one true god. It is there belief that all things come from only one central omni-present god who knows all things and plays a hidden hand in all things. They believe that Adon gave the gift of decision to the races of Ivrel to test them, and in the time of accounting all will be judged as to what they did with this gift. Adonites where simple cloths, hood cloaks and carry shepherd staves as a sign of there shepherding the lost flock of Adon. Their holy symbol is that of a simple cross, the top, right and left parts of the cross are equal length and the bottom is twice the length of the top. At the center of the “cross” is a small gem of amethyst crystal, which glows slightly when danger is present [evil only]. Anyone is accepted into the fold of Adon’s grace.
Bonus Proficiencies; Religion and Read & Write.
All races may play this sect.
Player chooses six major spheres.
Player chooses six minor spheres.
Can turn undead.
May use any weapons, though they prefer blunt weapons.
May use any armor, AC 5 or worse.
Laying on of hands as per paladin.
Aura of Protection as per paladin.
Allowed Fighter Constitution bonus.
Must be of a good alignment.
Druid; these are the nature priests of Ivrel; they tasked themselves with the protection of all animal and plant life on the planet. Many druids spend their entire lives protecting a given area of natural setting. They resist the encroachment of the various humanoid races. Gnolls, Humans and many of the non-sylvan races are among the race they most distrust. Unlike the real druids of earth, the Ivrelian druid doesn’t participate in sacrifices of any sentient races. Druids most often are clothed in earthy simple cloths. Druids use the symbol of holly leaves, and usually carry one on them. Nature loving peoples tend to take up the torch of Druidic love; many of the sylvan races have been seen following the nature god’s rule. Druids worship the earthen world through Evald the Greater God of Nature.
Bonus Proficiencies; Veterinary Healing, Religion, Animal Lore, Animal Handling and Gardening.
Humans, Rakasta, Kangashitia, Lakoer, Half-Elf and any other sylvan native race may be a druid.
May only use armor made of animal, plant or stone material.
May use only natural blunt weapons made of animal, plant or stone material.
Must be of a neutral alignment.
At 1st level a Druid can speak with animals [as per the spell of the same name].
At 5th level a Druid becomes immune to all naturally occurring creatures, not NPC’s or Players.
Major access to Animal, Plant, Weather and Sun.
Minor access to Divination, Healing, Creation, Numbers and Protection.
At 3rd level a Druid gains Animal Empathy as a natural ability.
At 1st level a Druid gains pass without trace as a natural ability.
Use’s a fighters experience chart for level progression.
Mystic; these are the priests of the mind and soul. Many are simply monastic monks who have begun to travel the lands in search of knowledge that cannot be found near or in their original monasteries. Most mystics are quite and self-appraising people who only give out information or conversation when needed. Mystics believe there is a force in the universe for every thing, a yen and yang of sorts. It is there goal to live in balance with these forces. They travel the land gathering, sharing and converting where they can. If they cannot do any of these they try and leave the area as close to balanced as they can before moving on. Usually dressed in unassuming cloths, preferably utilitarian and concealing. Mystics shun the eating of flesh, the imbibing of spirits and the sins of the flesh. Mystics use a miniature book as a holy symbol; in this small piece of silver is a tiny shred of the corner of a holy tome stored at the Grand Monastery of Darkwell. As long as it is carried the mystic is unaffected by heat and cold [as per the spell]. There have been mystics of every creed on Ivrel. They follow the philosophy of good.
Bonus Proficiencies; Religion and Read & Write
No armor allowed.
Any race may be a mystic.
Must be of a neutral alignment.
Allowed one Psionic science and two Psionic disciplines.
Can calm once per day [same as the gilimesh’s ability].
Can use sanctuary once per day, works as per the spell.
Major access to Charm, Time, Numbers, Astral, Thought and Divination.
Minor access to All, Law, Protection and Healing.
May only use blunt weapons.
Allowed two Psionic defense modes.
+2 to save vs. any mind effecting spells.
May select proficiencies from the Psionics list, in addition to priest and general.
Championers; these are the priests of Palintose, the Greater God of Light. Religiously zealous, these priests ferret out all forms of evil they can find. Many are well trained in combat and magic as they are seen as tools of the trade. Championers wear a distinctive tabard of pure white with a red crusader cross-embossed on it. In addition they seem to be a mostly male sect of priests. No females have ever been seen as part of the sect. In general they appear as hard, muscular Amish men who look judgingly on all who pass them. Championers cannot stand the presence of their diametrically apposed sect, the Priests of Mort who serve the Dauthghoul the Greater God of Death. Almost every race has been seen in the service of the Championers, though they generally disdain the humanoids.
May use any spell from any priest sphere, banned Necromancy and Chaos.
Humans, Elves [Except Qujhal], Dwarves, Half-Elves and Southron [Southron’s require a min comeliness of 12 to pass as human] can be of this sect.
May use any weapon, though they prefer melee weapons.
May use any armor, though they prefer heavy metallic armors.
Allowed fighter constitution bonus.
Laying of hands as per paladin.
Aura of protection as per paladin.
Bonus Proficiencies; Religion, Oratory, Law and Persuasion.
At 3rd level a Championer can create light once per day per level.
At 1st level a Championer negates the effects of magical darkness in an aura around his person, up to six inches away.
Can turn Undead.
At 12th level a Championer can cast Sunray once per day as a natural ability.
Must be good, cannot tolerate known evil entities.
Use a mages experience table for level progression.
May select proficiencies from the warrior list, in addition to priest and general.
Priests of Mort; these are the devout followers of Dauthghoul the Lesser God of Death. They setup and administer to the needs of various settlements. Their primary function in life is the burial of the dead, consecration of graves, destruction of the undead and generally helps people to get on with life. On the whole they accomplish these tasks well, but there are some among their sect who feel there is a greater more malevolent purpose to Dauthghouls administrations to the sect. There are a disturbing number of these priests who turn to necromancy and begin to use them against the peoples of there area. For this reason they are a misunderstood sect, feared in fact in most towns. Their holy symbol is a scythe with a broken piece of wheat under it. For the most part they are dressed in very distinctive black robes, with gold trim. Many where gloves and have deep cowed cloaks. Almost all the sentient races of Ivrel have been seen in the service of the Priests of Mort, though they do disdain the humanoids as a rule.
Major Access to Necromancy, Protection, Creation and Wards.
Minor Access to Healing, Guardian, Combat, All and Divination.
May only use small sharp weapons.
Humans, Qujhal, Nichia, Southron, Dwarves, Felak, Lupine and Half-Elves may be of this sect.
May use only AC 5 or worse armor, though they prefer to wear no armor.
Reveres of lay of hands if neutral or evil, lay of hands as paladin if good.
Bonus proficiencies; Religion, Ceremony, Anatomy and Undeadlore.
At 1st level a Priest of Mort can control undead, turn undead if good.
Must be of a lawful alignment, cannot abide known chaotic entities.
Evil Priests of Mort must roll on the Qujhal table for reaction to daylight. If neutral they only suffer a –1 to all ability checks.
Warders; these are the priests of life, devout followers of Dynia the Lesser Goddess of Life. They try to provide as much help and assistance to people who they live among. Most of the warders will generously provide free mass, service and healing to the wandering mass’s of people who come and go around them. Most pacifist by nature, the Warders do not actively seek out evil, but instead believe that if they can show what kindness can do they will convert people to their view over time. They wear simple brown monk robes and use rope as belts. The Warder holy symbol is a fringed circlet of brass. Warders have been seen in every culture.
May use only blunt weapons, +1 Thac0 check is trying to subdue with a weapon.
May use only leather-based armor.
Lay of Hands as per the paladin.
Bonus proficiencies; Religion, Healing, Ceremony and Herbalism.
Major Access to Healing, Protection, Wards and Creation
Minor Access to Necromancy, Guardian, Combat, All, Summoning and Divination.
Any race may play a Warder.
At 1st a Warder can use Soothing word three times per day.
At 4th a Warder can neutralize any poison, including drugs and alcohol.
Witch Doctor from the Humanoids Handbook.
Herbalist from the Elven Handbook.
Priests of Zaratoule; these are the priests of the night; they are to polar opposite of the Championers. They do most of there work at night, preferring to shun the light f day. For the most part this sect has earned the foul reputation they have among the cultures of the world. Priests of Zaratoule spread there darkness throughout the world they live, endeavoring to make day into night, so that there minions can move about unhindered by the purifying power of light. Many priests of Zaratoule dabble in the necromantic arts, and often foster relationships with active necromancers. Some among this priesthood aren’t bent on spreading darkness throughout the world, seeing rather their duty as protectors of the world at night. These are very rare and are often chased from the sect. The Priests of Zaratoule where deep black robes, with small white dots allover the robe. There is a silver trim on their robes and they always travel with their hoods pulled over their heads and hands tucked into their robes. It is not known how many races are active in the sect, but their numbers are small, as the Championers are very active in attacking this sect. They worship Zaratoule the Greater God of Darkness.
May use any priest spell except those from Sun, Law and Elemental.
May use no armor.
May only use small weapons, those of small size [Size = S].
Humans, Half-Elves and any night active race may be members of this sect.
Cannot be Lawful Good, will not tolerate the presence of a Championer.
At 1st level a Priest of Zaratoule can see through any magical and normal darkness.
At 1st level a Priest of Zaratoule can control undead.
At 3rd level a Priest of Zaratoule can create darkness once per day per level.
At 12th level a Priest of Zaratoule can summon shadows as a natural ability once per day.
Bonus Proficiencies; Anatomy, Ceremony, Religion and Undeadlore.
Reverse of the paladin’s ability to Lay of Hands.
Allowed fighter constitution bonus.
Use’s mage experience table for level progression.
Role on the Qujhal table for reaction to daylight, if evil only. Good priests of Zaratoule just get a –1 to ability checks made in daylight.
Priest of Arcane; these are the followers of Geublahan the Greater God of Magic. They seek knowledge in everything they can get. Most Priests of Arcane are scholars and seek to enhance their knowledge of magic and its workings. They seek to help foster latent magic in people who visit them, hoping that by bringing the magic out if any; the person will come to them with newfound knowledge. Priests of Arcane are masters of the art of spellcraft; many temples serve as Schools for the more common mages and wizards of Ivrel. Commonly attired in comfortable pants and tunics, these priests generally seek comfort over function in their cloths. A miniature staff of the magi serves’s as their holy symbol. Every magic using race has been seen studying at or as part of Arcane Monasteries. For the most part Priests of Arcane tend to remain neutral in the power struggles that go on between the other three major sects, viewing that the gods will sort things out. Most Priests of Arcane respect Mystics and look upon Adonites with disdain.
Major Access to Divination, Thought, Numbers and Time.
Minor Access to All, Law, Creation and Traveler.
Bonus Proficiencies; Spellcraft, Thaumaturgy, Scribe, Paper Making and Book Binding.
May use only small sharp weapons.
May not use any armor.
Use’s 1d6 instead of the normal hit dice for the priest class.
May select proficiencies from the wizard list, in addition to priest and general.
At 1st level a Priest of Arcane can read languages as a thief.
Major Access to one school of Magic banned Invocation, Charm and Necromancy.
Use’s mages experience table for level progression.
Any magic capable race may play a Priest of Arcane.
Use’s a thief’s thac0 table for combat purposes.
At 1st level a Priest of Arcane may read and detect magic three time per day.
Priests of the Four Winds; these are the elementalists of the world, this is a very lose group of like minded priests who feel that the real forces at play behind the world are elemental in nature. They also feel that they can through guidance from Tragor the Lesser God of the Elements. In general these priests tend to be chaotic, shifty and to no small degree uncertain from day to day what they want to do. Some are stoic as rock, others inflammatory like fire, still others are flighty as air and a few even seem to be as evasive as water. These traits make it hard to define the sect as a whole. They have no known holy symbol and do not dress distinctively. They worship Tragor the Lesser God of the Elements.
Major Access to Elemental Fire, Water, Air and Earth.
Minor Access to Divination, All, Creation and Numbers.
Bonus proficiencies; Religion and sage knowledge in all elements.
May only use armor of animal, plant or stone material.
May only use weapons of animal, plant or stone material.
Immune to all elemental based attacks [auto save for half].
Naturally able to endure heat and cold.
Any race may be Priests of the Four Winds.
At 1st level a Priest of the Four Winds can create fire once per day.
At 1st level a Priest of the Four Winds can create water once per day.
At 12th level a Priest of the Four Winds may summon an Elemental of half his level in hit die permanently. Serve’s the priest zealously until destroyed. Only one such elemental may be summon and active at any time.
Priests of Morgaine; these are the priests of the seasons; they mark the passing of time and things with the seasons. They help farmers and herders to know when they should plant or move their herds. In general these priests work closely with agrarian cultures. Though most of the other priest sects see worship of the seasons as primitive, its not viewed that way by many nomadic and tribal culture’s who for the most part want nothing to do with the bigger sects. Priests of Morgaine dress in attire befitting the season, they fashion a holy symbol for each season; a snowflake for winter, leaf for fall, blade of grass for spring and a sun for summer. They worship Morgaine the Lesser God of Seasons.
Major Access to Plant, Sun, Creation and Necromancy.
Minor Access to All, Divination, Animal, Healing and Time.
Bonus proficiencies; Religion, Agriculture, Weather Sense and Herbalism.
Not allowed to wear any type of armor.
May only use agrarian based weapons [Flail, Pitch Fork, Staff, Hoe, Scythe, Knife etc…]. They may not use weapons not used by farmers defending themselves.
At 1st level a Priests of Morgaine can endure heat and cold.
At 1st level a Priests of Morgaine are immune to all effects of the seasonal elements.
At 3rd level Priests of Morgaine can predict the inclement weather for the week. They can only use this power once per week and only after fasting for a day.
At 10th level a Priest of Morgaine can Weather Summon once per day.
Any race with an agrarian base may play a Priest of Morgaine.
Priests of the Sacred Path; these are the priestess of peace; they worship the precepts of peace and its applications to all things in life. They believe much like the warders do, that if they turn the cheek people will learn to tolerant. Unlike the warders, Priests of the Sacred Path see that theirs is no room for violence. Often these priests can be found meditating in their incensed temples. It is fabled that when anyone enters these temples with thoughts of violence of malice they are over come with feelings of warmth and fulfillment. This is part legend and part fact. The incense favored by the priests does in fact; calm people down and if hostile it seems to work better. For the most part these priests are only active when an appalling injustice is done and they feel their way can persuade people to rectify the situation. They serve Kierien the Lesser Goddess of Peace.
Major Access to Charm, Divination, Guardian, Protection and Astral.
Minor Access to All, Healing, Wards, Creation and Summoning.
They use 1d6 for hit points, instead of the typical 1d8.
They use thief thac0 instead of the normal priests for combat.
Bonus proficiencies; Religion, Meditation, Crowd Working, Oration and Persuasion
Not allowed to use any armor.
Only allowed to use bludgeoning weapons, and may only attack to subdue.
At 1st level a Priest of the Sacred Path may use sanctuary three times per day.
At 1st level a Priest of the Sacred Path may use soothing word.
At 3rd level a Priest of the Sacred Path gets Protection from Evil as a natural ability.
Any non-violent race may be a Priest of the Sacred Path.
They use the thieves experience table for level progression.
Seekers; these are the priests of war; they follow the precepts of war and its general purpose’s. For the most part Seekers aid different armies of the world, lending their knowledge of tactics and strategy to those who need the aid. Seekers don’t really have a basic inclination towards one or the other side of the moral scale. For the most part they tend to side with armies or nations that have similar views to theirs. Some will only help forces of good out of some call to duty. Though most are mercenary in there application of the trade. The rules of war are made and abided by these priest, Seekers will crack down harshly on people who break their rules of warfare. Their holy symbol is a hammer and they generally are dressed in no distinctive armor. Seekers look down on Priest of the Sacred Path, Druids, Warders and Priests of Sharzia. They view the Championers as the holy power they are and pay great respect to them. In fact Seekers often will bow to the stronger Championers out of a general awe. They serve the Urus the Lesser God of War.
Major Access to Combat, Divination, War and Law.
Minor Access to Healing, All, Protection, Guardian, Chaos and Necromancy.
Allowed fighter constitution bonus.
Allowed to use warrior’s thac0 for combat.
Allowed to use any armor.
Allowed to use any weapon.
Bonus proficiencies; Religion, Endurance, Law and Tactics.
At 1st level a Seeker may use bless 10’ Radius once per day.
A Seeker may remain in combat even after going below zero hit points, they remain in combat until either they reach there con in negative hit points or combat ends. If combat ends and they are negative they pass out for 1d4 days. If positive when combat ends they must rest 1d4 rounds before continuing on. If a Seeker dies while in combat and goes beyond even his negative hit point buffer, then he is dead permanently and may not be brought back except through resurrection.
Human, Lupine, Rakasta, Dwarves, Chanye, Kevia and Half-Elves can be members of this sect.
They use the fighters experience table for level progression.
Priests of Sharzia; these are the mercantile priests of Ivrel. They are much like the deities of prosperity and wine of old earth. They seek to make interaction, global interdependence and sharing of knowledge easier through the swapping of goods and information. For the most part this is the priest hood to which the merchants of the various cities go to when they feel oppressed or put down. The priests then take up the cause with the local government and stands in for the merchants as an arbitrator. They have setup a system very similar to unions, where the work force is represented through them. This activity has produced an alarming amount of direct corruption in the ranks of the priesthood. For the most part they remain clean when dealing with the smaller cities and towns, the graft becomes apparent in the really large cities of Ivrel. Their holy symbol is a set of scales and they dress in very fine priestly robes of joyous colors. They serve the Sharzia Demi God of Prosperity.
Major Access to Law, Numbers, Divination and Thought.
Minor Access to Charm, All, Travelers, Wards, Plant and Animal.
They can appraise anything accurately on a straight wisdom check.
They may select skills from the rogue list in addition to their priest and general.
Not allowed any time of armor.
Only allowed to use small bladed weapons.
Use thief thac0 for combat.
Any race that is openly mercantile may be of this sect.
Cannot tolerate blatant evil, very bad for business.
Immune [auto save] to mind effecting spells.
Can ignore comeliness and charisma reaction modifiers [as NPC’s].
Shifters; these are the priests of chaos. Put simply they believe that by being as random as possible they are actually assisting things. The law of entropy state’s that things will reach a state of maximum chaos then begins to return to maximum order. They think that this is the case with their deeds; eventually they will bring order to the world when it is the time to. Shifters, as the name implies never stay on the same thought for long and as such shift emotions, thought and motives quickly. This is the weakest priesthood on Ivrel, and most other priesthoods look at them as a running joke. Time will tell. Their holy symbol is a evenly divided circle, and they generally dress like jesters. They serve Comhanach the Demi God of Chaos.
Major Access to Chaos, Numbers and All.
Minor Access to Divination, Charm and Thought.
Bonus proficiencies; Religion
Not allowed any armor.
Allowed any weapons.
+4 to save vs. all mind effecting spells and illusions.
Only Humans and Half-Elves may be priests of this sect.
Artificers; these are the priests of the Sealowik Demi God of Invention. This is the priest sect that invents almost all of the new things that have changed Ivrel. If they don’t invent the device they do document the device and its creation method for future use by mages, priests and other inventors in the future. For the most part these priests are wanders, they migrate all over the globe trying to find out new things and devices. They can repair and rebuild almost anything and often they do “hire” out for the purpose of repairing damaged artifacts. Artificers are considered active parts of almost every major magic institution worth talking about. In addition most of the High Priest orders, except those of nature, look and expect to get the aid of Artificers when they need the help. The holy symbol of the Artificers is a gear. They dress in very utilitarian clothes and disdain the wearing of useless ornamental garments.
Major Access to Thought, Summoning, Creation and Numbers.
Minor Access to Protection, Guardian, Time, Law, Divination and All.
Bonus proficiencies; Religion, Engineering and Sage Knowledge on Artifacts.
They may select skills from the wizard list in addition to the priest and general lists.
Not allowed to use any armor.
Only allowed to use small bladed weapons.
Major Access to the Geometry and Artifact Schools of magic.
They use 1d6 for hit points instead of the 1d8 normally used by priests.
They use the wizard’s thac0 instead of the priest’s thac0 for combat.
They use the wizards experience table for level progression.
Human, Chanye, Qujhal, Dwarves, Half-Elves, Kevia and Hutaakan may be members of this priest sect.
Shepherds of Adon; these are the priestess of birth, rebirth and the general cycle of life. They follow Diarmoid Demi God of Birth. For the most part they make sure that people are born unhindered into the world. In fact they are also the ones who train mid wives. Generally they make sure that the babies are healthy too. In addition to caring for the children, they take care of the orphaned children of the cities. They also take care of the aging and infirm as they near there final destinations in life. The Shepherds of Adon are like the red cross of Ivrel; they lend a guiding hand to anybody in need. Mostly a female sect, though a rare few men have been seen in and between the priestess’s.
Major Access to Creation, Divination and Healing.
Minor Access to Protection, Guardian, All, Weather and Numbers.
They use 1d6 instead of the normal 1d8 for hit points.
Not allowed any form of armor.
Must use only blunt weapons.
They use the thief experience table for level progression.
At 1st level a Shepherd of Adon can remove pain by touch.
At 1st level a Shepherd of Adon can use soothing word.
At 1st level a Shepherd of Adon can lay hands as a paladin.
At 5th level a Shepherd of Adon can Cure Disease once per day.
Any female member of a race can play a member of this sect.
Priestess’s of Myrna; these are the healers; they worship Myrna the Demi God of Healing. They primarily work with the Championers, Seekers and Priests of the Sacred Path. For the most part they heal, cure and help recuperate the wounded and dieing within their area of homage. They work closely with the Championers and Seekers providing a constant support to these two hugely powerful sects. Some Priest of Myrna adventure out to learn new things and see what the world is like. In the end they usually return to the major sects and help out. A few of them have setup place’s called Hospitals, which are places of medicine and healing. Priestess of Myrna does not like the Priests of Mort or the Priests of Zaratoule. They go out of their way to thwart the Priests of Mort and Zaratoule, by using their close working contact with the Championers and Seekers to bring direct pressure on these sects. The holy symbol of the Priestess of Myrna is a single tear. They wear a plain white robe with dove blue trim about the edges of the robes.
Major Access to Creation, Healing, Necromancy and Divination.
Minor Access to Time, Thought, Protection, Guardian, All and Weather.
Not allowed to use armor.
Only allowed to use blunt weapons.
Can lay hands as per a paladin.
At 5th level a Priestess of Myrna can cure critical wounds once per day.
At 7th level a Priestess of Myrna can neutralize any poison once per day.
Bonus proficiencies; Religion, Healing, Diagnostic and Anatomy
Any race may be a member of this sect.
Corrupters; these are the priests of Modru Demi God of Pestilence. They are predominately an evil sect, reviled by most of the other sects except the Priests of Mort and the Priests of Zaratoule. They actively prompt disease and corruption of things. The reason for this is not entirely known, as they’re very secretive. Their holy symbol is a postulated face, and they usually wear soiled black robes. Some very few of this sect actually venture into the light to try and stop something that they even find too much to bear. These are hard to find and when found they are jealously guarded. Those that do join the greater sects in the light help to prevent the growth of disease. They try and stop pestilence from getting a foothold on common people. These rare folk often work in secret with the Priestess’s of Myrna.
Major Access to Plant, Animal, Necromancy and Chaos.
Minor Access to All, Divination, Creation and Healing.
Bonus proficiencies; Religion and Agriculture.
Not allowed to use armor.
May only use small bladed weapons.
At 1st level a Corrupter can wither plants.
At 4th level a Corrupter can cause disease if evil and cure disease if good.
All corrupters are immune to the effects of disease magical and normal.
Human and Half-Elves only.
If evil roll on the Qujhal table for reaction to daylight, if neutral they suffer a –2 to ability checks and if good they suffer a –1 to ability checks in daylight.
Priests of the Black Mask; these are the vile priests of Lioslaith the Demi God of Pain. These loathsome priests like to cause and receive pain constantly through out their daily lives. They seek to cause pain and grief as much as they possibly can in their lives. Their have never been any known cases of a Priest of the Black Mask going to the light to date. All of the other sects see these priests as wastes of time, even the Priests of Zaratoule think that these priests waste too much time in self-injury. For the most part this sect deals in pain, torture, slavery, pedophilia, domination and other taboo acts of domination and vile corruptions. The holy symbol of this sect is a plain black mask and they dress in black clothes. Their temples are usually very well hidden, only a local thieves guild would know where one was.
Major Access to Necromancy, Healing [reversed], Divination, Though and Chaos.
Minor Access to All, Law and Charm.
Bonus proficiencies; Religion, Endurance and Anatomy.
At 1st level a Priest of the Black Mask is able to cause pain once per day. This ability is as per the Psionic discipline of the same name, no psp used.
They use a thief’s thac0 for combat.
Not allowed to wear armor of any type.
Only allowed to use small bladed weapons. They can use the cat-o-nine tails, flails, and other exotic weapons.
Humans are the only race allowed to be members of this sect.
Must be evil and cannot be lawful in any way.
Roll on the Qujhal table for sunlight reaction.
Clerics [Generic]; these are non-aligned priests who believe in the good or evil of the world, they pray for help and other small deeds, though seldom do they pray to one god exclusively. Most of these priests are not devoted to a god, but instead pick and choose which god they will pray to when they need guidance. Commonly they are warriors, mages or other hybrids of different professions. All anointed priesthoods look upon the “Cleric” as a mundane who either must be tolerated, converted or gotten rid of.
All clerics have a maximum level limit of 9th. No matter what their scores are or what they do they cannot advance beyond 9th unless they pick a sect and become part of that sect. This process results in a “freeze” of the present abilities and advantages of the “cleric”. The priest then starts as if first level [having the hit points of what ever level he was, everything else including saves are that of a 1st level priest of the chosen sect]. When they reach the same level as they were when they were “clerics” the priest can again advance as normal. All previous “cleric” spheres, abilities and penalties are removed and the character is considered a priest of the chosen sect from that point on.
Must roll vs. their wisdom to successfully cast spells, the spells level is the negative modifier applied to the roll.
Clerics do not gain the wisdom spell bonus that normal priests do.
Major access to three spheres, player chooses which ones. Banned Necromatic, Creation and all Elemental Spheres.
Minor access to six spheres, player chooses which ones.
Bonus non-weapon proficiency; Religion
Starts play with two weapon slots and four non-weapon slots. Gains one non-weapon slot for every three levels attained and one weapon slot for every four levels attained. Access to general and priest proficiency groups.
May only use blunt weapons, this restriction affects multiclass combos also.
Must purchase their holy symbol, it should be noted that they cannot cast without the holy symbol.
Any race, which is allowed to have priest, may be clerics.
This is the ONLY priest kit, which can be taken by a multi-classed priest. Remember all priest [clerics] must take a kit, there is no non-kit priests [clerics].
Any alignment may be played, though evil clerics pay a 20% experience penalty.
Can turn undead as a priest [cleric] of three levels below a normal priest [cleric]. Same as paladins.
May use any armor, allowed.
Table of Quick Priest Sect Data; this is a table of sect names, god or goddess that they worship and the area of life they cover. Any experience penalties and notes will also be here for quick access.
Deities Name Power Worshipers Sphere Notes
Adon Creator Adonites Everything Allfather
Palintose G-God Championers Light Wizard Exp Table, Lightbringer
Dauthghoul L-God Priests of Mort Death
Evald G-God Druids Nature Fighter Exp Table
Dynia L-God Warders Life
Urus L-God Seekers War Fighter Exp Table
Zaratoule G-God Priests of Zaratoule Darkness Wizard Exp Table
Tragor L-God Priests of the Four Winds Elements
Morgaine L-God Priests of Morgaine Seasons
Sharzia D-God Priests of Sharzia Prosperity
Kierien L-God Priests of the Scared Path Peace Thief Exp Table
Geublahan G-God Priests of the Arcane Magic Wizard Exp Table
Comhanach D-God Shifters Chaos
Diarmoid D-God Shepherds of Adon Birth Thief Exp Table
Myrna D-God Priests of Myrna Healing
Sealowik D-God Artificers Invention Wizard Exp Table
Modru D-God Corrupters Pestilence
Lioslaith D-God Priests of the Black Mask Pain
7/9/2012 16:03 A7/P7