Dungeons and Dragons 3rd edition Specialty Priests

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					                     Dungeons and Dragons 3rd edition Specialty Priests
Note: Unless otherwise stated, all specialty priests’ Weapon and Armor Proficiencies follow the Clerics’ in the PHB.

Note: Under the ‘Special’ column in the various Class Specific Tables, all ‘Casts X Y/day’ are casts with the Specialty Priests levels as caster
levels. This rule also applies to all Spell-like abilities.

Specialty Priest Spell Progression Table
Class Level     Level 1     Level 2 Level 3         Level 4     Level 5     Level 6    Level 7     Level 8     Level 9
     1st           1
    2nd            1           1
    3rd            1           1         1
     4th           2           1         1             1
     5th           2           2         1             1           1
     6th           2           2         2             1           1           1
     7th           3           2         2             2           1           1           1
     8th           3           3         2             2           2           1           1           1
     9th           3           3         3             2           2           2           1           1           1
    10th           4           3         3             3           2           2           2           1           1

Note:
     If the character’s original class is a non-cleric class, the character gets to choose two domains from his or her deity’s domain list when he
      decides to take up a level in a specialty priest prestige class. He then gains the ability to cast spells from his selected domains as listed in the
      Specialty Priest Spell Progression Table. He has to prepare his spells like a cleric. A high Wisdom score grants no additional spells. For
      example, Misa, a 5th Rogue/ 5th Strifeleader chooses Evil and Chaos as her domains. She has the two domain-associated powers and can cast
      0 / 2 / 2 / 1 / 1 / 1 spells per day. Her spells are chosen from her domain spell lists.
     If the character’s original class is a cleric, the Specialty Priest Spell Progression Table adds to the +1 domain spell per day. A high Wisdom
      score grants no additional spells. For example, Sosanalia, a 5th Cleric / 4th Doomguide (Wisdom 14) who has chosen Death and Travel as
      his domains can cast (With high wisdom bonus to his cleric spells) 5 / 4+3 / 3+2 / 0+1 spells per day. His +3, +2 and +1 spells are chosen
      from his domain spell lists.

Strifeleaders (Cyric)
Hit Die: d8

Requirements:
Ability:               Strength 13, Wisdom 13
Alignment:             Neutral Evil or Chaotic Evil
Skills:                Disguise 2 ranks
                       Sense Motive 4 ranks
                       Forgery 2 ranks
                       Intimidate 6 ranks
Feats:                 Leadership
Special:               Must worship Cyric

Class Skills:
Bluff (Cha), Concentration (Con), Disguise (Cha), Forgery (Int), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge
(Religion, Nobility, Underworld) (Int), Listen (Int), Perform (Oratory) (Cha), Sense Motive (Wis), Spot (Wis)

Skill Points at Each Level: 2 + Int modifier.

      Class Level     Base Attack Bonus         Fort Save      Ref Save      Will Save      Special
          1st                 +0                   +0             +0            +2          Gift of Cyric
          2nd                 +0                   +0             +0            +3          Casts Black Talon 1/day.
          3rd                 +1                   +1             +1            +3
          4th                 +1                   +1             +1            +4          Cyric’s Slave
          5th                 +2                   +1             +1            +4
          6th                 +2                   +2             +2            +5          Casts Dark Aura or Skull of Secrets 1/day.
          7th                 +3                   +2             +2            +5
          8th                 +3                   +2             +2            +6          Cyric’s Assassin
          9th                 +4                   +3             +3            +6
         10th                 +4                   +3             +3            +7          Touch of Cyric

Class Features:
Gift of Cyric (Su.): Strifeleaders gain a +1 save vs. spells from the school of Illusion. They are also unaffected by Fear spells and other emotion
altering magic. They can still be charmed and are subject to enchantment/charm spells in general, provided those spells have no direct effect on
the emotions.
Cyric’s Slave (Sp.): Strifeleaders can summon an aerial servant once a month. This aerial servant is exactly the same as the one summoned by
the Aerial Servant spell with the exception that this aerial servant could be directed to fight for the caster.

Cyric’s Assassin (Sp.): Strifeleaders are able to summon forth a phantasmal killer once a ten-day. This works exactly like the Phantasmal Killer
spell.

Touch of Cyric (Su.): Strifeleaders may instill madness. This ability is similar to the Feeblemind spell, with the exception that the will save must
be made with a –4 penalty, and that the strifeleader must touch his or her target.


Doomguides (Kelemvor)
Hit Die: d8

Requirements:
Abilities:            Constitution 12, Wisdom 14
Alignment:            Lawful Neutral
Armor:                All armor types up to and including chainmail, and no shields.
Skills:               Knowledge (Undead) 8 ranks
                      Heal 4 ranks
                      Spellcraft 4 ranks
Feats:                Extra Turning
Special:              Must worship Kelemvor

Class Skills:
Alchemy (Int), Concentration (Con), Craft (Carpentry, Stonecutting) (Int), Heal (Wis), Knowledge (Undead, Religion, Customs) (Int), Perform
(Oratory) (Cha), Scry (Int), Speak Language (Wis), Spellcraft (Int), Spot (Wis)

Skill Points at Each Level: 2 + Int modifier

Class Level     Base Attack Bonus       Fort Save      Ref Save      Will Save     Special
    1st                 +0                 +0             +0            +2         Rest in Peace, Death’s Grace, Casts Feign Death
                                                                                   1/day
    2nd                  +0                    +0         +0            +3
    3rd                  +0                    +1         +1            +3         Death’s Gasp
     4th                 +1                    +1         +1            +4
     5th                 +1                    +1         +1            +4         Kelemvor’s Blessing
     6th                 +2                    +2         +2            +5
     7th                 +2                    +2         +2            +5         Traveler’s Ease
     8th                 +3                    +2         +2            +6         Death’s Guardian
     9th                 +3                    +3         +3            +6
    10th                 +4                    +3         +3            +7         Casts Resurrection without material components

Class Features:
Rest in Peace (Su.): Doomguides can affect triple the number of zombies and skeletons when turning or rebuking undead.

Death’s Grace (Su.): Doomguides get a +1 save vs. spells from the school of Necromancy.

Death’s Gasp (Su.): When rolling to determine the HD. of the most powerful undead to turn or rebuke, add 2 to the result.

Kelemvor’s Blessing (Su.): Doomguides get a +1 bonus to their saving throws against the level-draining effects of the various undead. If the
saving throw is successful, the doomguide takes only the physical damage and the attacking undead suffers 2d6 points of damage. If the saving
throw fails, the doomguide suffers the normal damage (e.g. level drain and physical damage).

Traveler’s Ease (Sp.): Doomguides can summon a Bloodstone’s Spectral Steed once per day.

Death’s Guardian (Sp.): Doomguides can summon a Minor Death to fight for them. A Minor Death can be summoned once per ten-day. The
summoned Minor Death fights for 10 rounds or until the fight is over, whichever comes first, and then disappears. If the Minor Death disappears
before killing it’s opponents, another Minor Death can be summoned until the doomguide burns special incense (costing more than 1200gp or
more) on a consecrated altar in a temple to Kelemvor. Characters slain by Minor Deaths can’t be raised again.


Dweomerkeepers (Mystra)
Hit Die: d8

Requirements:
Abilities:            Intelligence 14, Wisdom 12
Alignment:            Lawful Neutral, Chaotic Neutral, Chaotic Good
Skills:               Spellcraft 6 ranks
                      Knowledge (Arcana) 4 ranks
Special:              Must worship Mystra
                      Must be able to cast 1st level Divine and/or Arcane spells

Class Skills:
Alchemy (Int), Concentration (Con), Heal (Wis), Knowledge (Arcana, Religion, The Planes) (Int), Profession (Herbalist, Alchemist) (Wis), Scry
(Int), Spellcraft (Int), Use Magic Device (Cha)

Skill Points at Each Level: 4 + Int modifier

Class Level     Base Attack Bonus       Fort Save     Ref Save      Will Save      Special
    1st                 +0                 +0            +0            +2          Mystra’s Ward, Magic Flow
    2nd                 +0                 +0            +0            +3          The Third Eye
    3rd                 +0                 +1            +1            +3          Mystra’s Lingering Touch
    4th                 +1                 +1            +1            +4
    5th                 +1                 +1            +1            +4          Casts Dispel Magic 1/day.
    6th                 +1                 +2            +2            +5
    7th                 +2                 +2            +2            +5          Speed Cast
    8th                 +2                 +2            +2            +6          Casts Air Walk at will.
    9th                 +2                 +3            +3            +6
   10th                 +3                 +3            +3            +7          Mystra’s Greater Ward

Class Features:
Mystra’s Ward (Su.): Dweomerkeepers have a +2 bonus to their saving throws against any sort of magic (Wild magic, Spellfire, but not
Psonics).

Magic Flow (Su.): Dweomerkeepers function normally in both dead magic and wild magic areas.

The Third Eye (Sp.): Dweomerkeepers can now cast either Detect Magic or Read Magic 1/day.

Mystra’s Lingering Touch (Sp.): Dweomerkeepers gain the ability to cast Nystrul’s Magical Aura once per ten-day. Dweomerkeepers need
only to touch an appropriate item to activate this ability.

Speed Cast (Su.): Dweomerkeepers can now cast divine spells with a lower casting time. Any spell with an initial casting time of more that 2
rounds (A spell with a casting time of 3 rounds can be cast within 1 round) automatically lower 2 rounds. All spells must have at least a casting
time of 1 action.

Mystra’s Greater Ward (Su.): Dweomerkeepers are now immune to the effects of any three specific spells. They are only given only one
chance to pick their spells. This immunity will be permanent and not reversible.


Lorekeepers (Oghma)
Hit Die: d8

Requirements:
Abilities:            Intelligence 12, Wisdom 14
Alignment:            True Neutral
Armor:                All armor types up to and including banded armor, and no shields.
Skills:               Knowledge (Any 4) 4 ranks each
                      Concentration 4 ranks
Feats:                Improved Unarmed Strike
                      Combat Reflexes
Special:              Must worship Oghma

Class Skills:
Concentration (Con), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Jump (Str), Knowledge (All) (Int), Speak Language (None),
Tumble (Dex)

Skill Points at Each Level: 4 + Int modifier

Class Level     Base Attack Bonus       Fort Save     Ref Save      Will Save      Special
    1st                 +0                 +2            +0            +2
    2nd                 +0                 +3            +0            +3          Gains Stunning Fist
    3rd                 +0                 +3            +1            +3          Oghma’s Revelation
    4th                 +1                 +4            +1            +4
     5th                 +1                    +4         +1            +4         Casts Friends 1/day.
     6th                 +2                    +5         +2            +5
     7th                 +2                    +5         +2            +5         Casts Mass Charm 2/ten-day
     8th                 +3                    +6         +2            +6         Oghma’s Greater Revelation
     9th                 +3                    +6         +3            +6
    10th                 +4                    +7         +3            +7         Power of Truth

Class Features:
Oghma’s Revelation (Sp.): At any shrine or temple dedicated to Oghma, Lorekeepers can cast Identify on an item 1/day.

Oghma’s Greater Revelation (Sp.): Lorekeepers can cast Legend Lore twice per ten-day at any shrine or temple dedicated to Oghma.

Power of Truth (Su.): Lorekeepers now can turn Outsiders as a cleric turns Undead at +4 level bonus.


Nightclaoks (Shar)
Hit Die: d8

Requirements:
Abilities:            Strength 14, Wisdom 12
Alignment:            Neutral Evil
Armor:                All armor types up to and including chainmail and shields.
Skills:               Knowledge (Underdark) 4 ranks
                      Perform (Dancing) 2 ranks
                      Hide 4 ranks
Feats:                Blind-fighting
Special:              Must worship Shar

Class Skills:
Bluff (Dex), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Innuendo (Wis), Intuit Direction (Wis), Knowledge (Religion,
Underdark) (Int), Move Silently (Dex), Perform (Dancing) (Cha), Read Lips (Int), Sense Motive (Wis), Spot (Wis)

Skill Points at Each Level: 2 + Int modifier

Class Level     Base Attack Bonus       Fort Save      Ref Save     Will Save      Special
    1st                 +0                 +0             +0           +2          Casts Darkness 1/day, Embrace of Shar
    2nd                 +0                 +0             +0           +3          Casts Deeper Darkness 1/day
    3rd                 +1                 +1             +1           +3          Casts Darkness 2/day
    4th                 +1                 +1             +1           +4
    5th                 +2                 +1             +1           +4          Casts Darkness 3/day
    6th                 +2                 +2             +2           +5          Casts Forget 1/day
    7th                 +3                 +2             +2           +5          Casts Darkness 4/day, Casts Deeper Darkness 2/day
    8th                 +3                 +2             +2           +6          Casts Nightmare 1/day
    9th                 +4                 +3             +3           +6          Casts Darkness 5/day
   10th                 +4                 +3             +3           +7          Casts Shadow Door or Veil 1/day

Class Features:
Embrace of Shar (Su.): In darkness (Even those of their own creation), nightcloaks gain a +1 bonus to hit, damage and saving throws. This is
not cumulative with other darkness modifiers, but replaces them unless they are more beneficial. In the light of the full moon, nightcloaks suffer a
–1 penalty on to hit, damage and saving throws.


Morninglords (Lathander)
Hit Die: d8

Requirements:
Abilities:            Wisdom 14, Charisma 12
Alignment:            Neutral Good
Armor:                All armor types up to and including platemail and shields.
Skills:               Knowledge (Religion) 4 ranks
                      Either Perform (Singing or Instrument) 2 ranks or Craft (Artistry) 2 ranks or Profession (Sculptor or Painter) 2 ranks (Pick
                      one skill)
Special:              Must worship Lathander

Class Skills:
Concentration (Con), Craft (All) (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion, Undead) (Int), Perform (Singing, Instrument) (Cha)
Skill Points at Each Level: 2 + Int modifier

Class Level     Base Attack Bonus       Fort Save      Ref Save       Will Save     Special
    1st                 +0                 +0             +0             +2         Blessings of the Dawn, Casts Light 3/day
    2nd                 +0                 +0             +0             +3
    3rd                 +0                 +1             +1             +3         Casts Faerie Fire 1/day
    4th                 +1                 +1             +1             +4
    5th                 +1                 +1             +1             +4         Casts Sunrise 1/day
    6th                 +1                 +2             +2             +5
    7th                 +2                 +2             +2             +5         Casts Boon of Lathander 1/day
    8th                 +2                 +2             +2             +6
    9th                 +2                 +3             +3             +6         Casts False Dawn 1/day
   10th                 +3                 +3             +3             +7

Class Features:
Blessings of the Dawn (Su.):      Morninglords gain the following abilities,
                                  1) Morninglords gain the supernatural ability to turn undead 4 levels higher (+4 levels at level 1, +5 levels at
                                      level 2, etc…) if the undead is affected by direct sunlight. The +4 bonus levels are added to his total
                                      character levels.
                                  2) Morninglords gain a +2 bonus to their skill rolls when it involves Perform or Craft skills.
                                  3) When casting Raise Dead, the target no longer loses a level.


Heartwardens (Sune)
Hit Die: d8

Requirements:
Abilities:             Wisdom 12, Charisma 16
Alignment:             Chaotic Good
Skills:                Knowledge (Religion) 4 ranks
                       Either Perform (Singing or Instrument) 2 ranks or Craft (Artistry) 2 ranks or Profession (Sculptor or Painter) 2 ranks (Pick
                       one skill)
Special:               Must worship Sune

Class Skills:
Concentration (Con), Craft (All) (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion, Nobility) (Int), Perform (Singing, Instrument) (Cha)

Skill Points at Each Level: 2 + Int modifier

Class Level     Base Attack Bonus       Fort Save      Ref Save       Will Save     Special
    1st                 +0                 +0             +2             +0         Sune’s Charm
    2nd                 +0                 +0             +3             +0         Casts Lovebite 1/day
    3rd                 +0                 +1             +3             +1
    4th                 +1                 +1             +4             +1         Casts Rapture 1/day
    5th                 +1                 +1             +4             +1
    6th                 +1                 +2             +5             +2         Casts Flamestrike 1/day
    7th                 +2                 +2             +5             +2         Beautiful Soul
    8th                 +2                 +2             +6             +2
    9th                 +2                 +3             +6             +3         Casts Emotion 1/day
   10th                 +3                 +3             +7             +3         Sune’s Lust, Casts Mass Charm 1/ten-day

Class Features:
Sune’s Charm (Sp.): Heartwardens may attempt to charm (As the spell) individuals of the same race and opposite sex. Heartwardens may
attempt this charm once a day, but if it fails (Victims are allowed a Will save), they cannot use this ability again until they have made proper
offerings and meditations at an established temple or shrine to Sune. The victim has a –1 penalty to the saving throw for every point of charisma
above 16 (-1 at 17, -2 at 18… etc).

Beautiful Soul (Su.): Heartwardens gain a permanent +1 to their charisma score.

Sune’s Lust (Su.): Heartwardens may evoke feelings of love in any intelligent creature (As the effects of a pilfer of love) once per ten-day.

Special Restriction: Should the charisma score of any Heartwarden fall below 16, he or she is cast out of the faith until the loss in ability score is
recovered.


Stormlords (Talos)
Hit Die: d8

Requirements:
Abilities:            Strength 13, Wisdom 14
Alignment:            Chaotic Evil
Skills:               Knowledge (Religion) 4 ranks
                      Knowledge (Weather) 6 ranks
                      Knowledge (Disasters) 8 ranks
Feats:                Power Attack
Special:              Must worship Talos

Class Skills:
Concentration (Con), Craft (All) (Int), Heal (Wis), Knowledge (Religion, Weather, Disasters, Nature) (Int), Intimidate (Cha), Intuit Direction
(Wis), Spellcraft (Int), Swim (Str), Wilderness Lore (Wis)

Skill Points at Each Level: 2 + Int modifier

Class Level     Base Attack Bonus       Fort Save     Ref Save      Will Save     Special
    1st                 +0                 +2            +0            +0         Cloak of Talos, Casts Shocking Grasp 1/day
    2nd                 +0                 +3            +0            +0         Casts Call Lightning 1/day
    3rd                 +1                 +3            +1            +1
    4th                 +1                 +4            +1            +1         Talos’s Footsteps
    5th                 +2                 +4            +1            +1         Casts Control Winds 1/day
    6th                 +2                 +5            +2            +2         Lightning Stroke (1 bolt)
    7th                 +3                 +5            +2            +2
    8th                 +3                 +6            +2            +2         Bad Weather, Lightning Stroke (2 bolts)
    9th                 +4                 +6            +3            +3
   10th                 +4                 +7            +3            +3         Wrath of Talos, Lightning Stroke (3 bolts)

Class Features:
Cloak of Talos (Su.): Stormlords can endure extremes of heat and cold in their surroundings without harm. They can never die of exposure even
if naked and wet, and can walk through fires of natural origin unharmed, though their clothes and equipment will be damaged. They suffer normal
damage from magical cold and hot-based attacks or spells and breath weapons. They are immune to lightning and all forms of electricity-based
attacks and spells.

Talos’s Footsteps (Sp.): Stormlords gain the ability to cast Waterwalk at will.

Lightning Stroke (Sp.): Stormlords can cast Lightning Bolt once per day. They may not cast this spell if they are wearing metallic armor. They
gain an additional bolt every 2 levels.

Bad Weather (Sp.): Stormlords can cast Control Weather once per day. They can only worsen the weather conditions and never improve them.

Wrath of Talos (Sp.): Stormlords gain the ability to cast Earthquake once per ten-day.


Battleguards (Tempus)
Hit Die: d10

Requirements:
Abilities:            Strength 14, Wisdom 12
Alignment:            Chaotic Good, Chaotic Neutral, Chaotic Evil
Skills:               Knowledge (Religion) 4 ranks
Feats:                Power Attack, Weapon Focus and Endurance
Special:              Must worship Tempus
                      Must refrain from using ranged weapons unless it is to save a comrade in battle. Thrown weapons are allowed.

Class Skills:
Concentration (Con), Craft (All) (Int), Heal (Wis), Knowledge (Religion, Warfare) (Int), Intimidate (Cha), Intuit Direction (Wis), Swim (Str),
Wilderness Lore (Wis)

Skill Points at Each Level: 2 + Int modifier

Class Level     Base Attack Bonus       Fort Save     Ref Save      Will Save     Special
    1st                 +0                 +2            +0            +0         Blood of Tempus, Chosen Weapon
    2nd                 +0                 +3            +0            +0
    3rd                 +1                 +3            +1            +1         Eye of Lore
    4th                 +1                 +4            +1            +1         Casts Create Food and Water 1/day
     5th                 +2                  +4            +1            +1
     6th                 +2                  +5            +2            +2         Casts Create Campsite or Break Campsite 1/day
     7th                 +3                  +5            +2            +2
     8th                 +3                  +6            +2            +2         Casts Prayer 1/day
     9th                 +4                  +6            +3            +3
    10th                 +4                  +7            +3            +3         Heroes’ Feast 1/3 days

Class Features:
Blood of Tempus (Su.): Battleguards can incite a rage, similar to the Barbarian Rage in the PHB once a day. This rage can be used on oneself or
conferred upon another ally.

Chosen Weapon (Su.): Battleguards must pick one melee weapon to be his weapon of choice. When wielding this weapon the blackguard gains
a +1 to all hit and damage rolls in addition to any other benefits or effects. If this weapon is lost or destroyed, the blackguard must spend ten days
at a temple or shrine of Tempus to reconsecrate a new weapon. He may not change his chosen weapon.

Eye of Lore (Su.): Battleguards can determine the workmanship, potential magical ability, and actual magical pluses (But not special or magical
abilities) of any weapon they are proficient with, including their Chosen Weapon.

Heroes’ Feast (Sp.): Blackguards can cast Heroes’ Feast once every three days.

* Specialty priests of Chuantea and Silvanus are druids, and they follow the standard druid rules as stated in the PHB.

				
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