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The Priest
Priests replace Clerics in an Underworld campaign. You gain your magical power through your connection and devotion to an otherworldly entity. The nature of this entity is determined by the referee with input from the player, but three gods are provided for the main campaign area of the Underworld. As a Priest advances in levels, their appearance becomes more unearthly.
Table 3: Priest Advancement
Level Exp. Points Hit Dice BHB ST
1 0 1 +0 14
2 3,000 2 +0 13
3 6,000 3 +0 12
4 12,000 3+1 +1 11
5 24,000 4 +1 10
6 48,000 5 +2 9
7 96,000 6 +2 8
8 192,000 6+1 +3 7
9 384,000 7 +4 6
10 768,000 8 +5 5
Table 4: Priest Spell Progression
Spell Level
Level 1 2 3 4 5
1 1 -- -- -- --
2 2 -- -- -- --
3 2 1 -- -- --
4 3 2 -- -- --
5 3 2 1 -- --
6 3 3 2 -- --
7 4 3 2 1 --
8 4 3 3 2 --
9 4 4 3 2 1
10 5 4 3 3 2
Priest Class Abilities
Weapon/Armor Restrictions: Priests may use any kind of armor, but are restricted in their choice of weapon. Below are lists of weapons that are permitted to Priests of various gods. The Priest may also use any weapon permitted to the Magician class.
Apollo: bows, short swords
Moloch: Khopeshes, slings
Baldr: Spears
Spell Casting: A Priest gains the ability to cast spells from his or her deity. Each day, a priest must perform a ritual in a temple or sacred place dedicated to that deity. They then may select which powers they gain that day in accordance with the spell list for their deity and the chart below.
Transfiguration: Beginning at level 2, and every level thereafter, the Priest begins to take on aspects of his or her deity. The referee rolls secretly on a table associated with the Priest’s deity to determine the nature of this transformation. Mechanical changes are explained on the chart itself.
Saving Throw: Priests gain a +2 bonus on saving throws against death and poison.
XP Bonus for Divinity: This bonus is due to a high divinity attribute. (This should be replaced with wisdom in other campaigns)
Priest Spell List
What spells a Priest gains access to is determined by his or her deity.
Apollo
Level 1
1. Cure Light Wounds
2. Detect Chaos
3. Detect Magic
4. Light
5. Read Languages
6. Sleep
Level 2
1. Find Traps
2. Detect Invisibility
3. Detect Thoughts (ESP)
4. Locate Object
5. Speak with Animals
Level 3
1. Crystal Ball
2. Cure (Cause) Disease
3. Dark Vision
4. Light, Continual
5. Remove Curse
Level 4
1. Cure Serious Wounds
2. Neutralize Poison
3. Speak with Plants
4. Sticks to Snakes
Level 5
1. Commune
2. Contact other Plane
3. Create Food and Drink
4. Dispel Chaos
5. Insect Plague
6. Wizard Eye
Level 1
1. Charm Person
2. Detect Chaos
3. Hold Portal
4. Light (Dark)
5. Purify (Putrefy) Food and Drink
Level 2
1. Bless
2. Hold Person
3. Invisibility
4. Knock
5. Web
6. Speak with Animals
Level 3
1. Cure (Cause) Disease
2. Fly
3. Hold Person
4. Invisibility, 10 ft. radius
5. Lightning Bolt
Level 4
1. Charm Monster
2. Confusion
3. Hallucinatory Terrain
4. Massmorph
5. Plant Growth
6. Remove Curse
7. Speak with Plants
Level 5
1. Animal Growth
2. Feeblemind
3. Hold Monster
4. Passwall
5. Teleport
6. Transform Rock-Mud
7. Wall of Stone
Moloch
Level 1
1. Cause Light Wounds
2. Detect Chaos
3. Hold Portal
4. Light
5. Protection from Chaos
Level 2
1. Curse
2. Knock
3. Levitate
4. Light, Continual
5. Phantasmal Force
Level 3
1. Dark Vision
2. Dispel Magic
3. Fireball
4. Fly
5. Hold Person
6. Lightning Bolt
7. Protection from Chaos, 10 ft. radius.
8. Protection from Normal Missiles
Level 4
1. Cause Serious Wounds
2. Dimensional Portal
3. Plant Growth
4. Remove Curse
5. Wall of Fire
Level 5
1. Commune
2. Conjure Elemental
3. Hold Monster
4. Raise Dead
5. Telekinesis
I like this interpretation of the priest. I don't think you mentioned, but do they retain their ability to turn undead?
ReplyDeleteThey do not. I think that works best when clerics are pseudo-Christian holy men warding off Dracula. It isn't terribly appropriate for the Underworld.
ReplyDelete