Ecclesiastic
Holy (or unholy) warrior-priests who serve one or more deities.
Contents
Hit Dice | 1d8 |
Armor | Any (including shields) |
Weapons | Blunt weapons only (club, mace, sling, staff, war hammer, etc.) |
Languages | Alignment, Common |
Spellcasting Ability | Wisdom (WIS) |
Core Features
Level | HD | Atk | Save | Spells / Day |
---|---|---|---|---|
1 | 1d8 | 0 | 12 | - |
2 | 2d8 | 0 | 12 | 1 |
3 | 3d8 | 0 | 12 | 2 |
4 | 4d8 | +2 | 10 | 3 |
5 | 5d8 | +2 | 10 | 4 |
6 | 6d8 | +2 | 10 | 5 |
7 | 7d8 | +5 | 8 | 6 |
8 | 9d8 | +5 | 8 | 7 |
9 | 9d8 | +5 | 8 | 8 |
10 | 9d8+2 | +7 | 6 | 9 |
11 | 9d8+4 | +7 | 6 | 10 |
12 | 9d8+6 | +7 | 6 | 11 |
13 | 9d8+8 | +9 | 4 | 12 |
14 | 9d8+10 | +9 | 4 | 13 |
Saving Throw Mods
- +1 to Save vs Spells (-3 overall)
Class Skills
- Divine Intervention: After reaching level 9, may request deity to intervene directly.
- Describe intended outcome, make a skilled WIS check with modifier as indicated by GM.
- Fumbling the check causes Doubt.
- Can only be used successfully once per day.
- Describe intended outcome, make a skilled WIS check with modifier as indicated by GM.
- Ecclesiastical Duties: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
- Inspirational Act: Describe intended outcome and make a skilled check as indicated by GM.
- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
- Religious Lore: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
- Ritual Casting: Some rituals require a skilled check.
- Advanced Skills: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
Divine Magic
- Must have a holy symbol.
- Must remain faithful to alignment, clergy, and religion.
- At level 2, gains spell casting and learns how to conduct magical research.
- May cast a number of spells each day up to to ecclesiastic level - 1.
- Different deities (aligned with different elements) grant different spell lists to their ecclesiastics.
Casting Spells
To cast spell, the ecclesiastic prays to (or invokes the name of) their deity.
- Make a skilled WIS check reduced by the level of the spell being attempted.
- On a fumble, causes Doubt.
- On a failure, nothing happens, and it doesn’t count towards casts for the day.
- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
- On a complete success, the spell casts as expected.
- On a critical success, the spell works exceptionally well (ex: player may choose to double spell duration, range, or targets).
Doubt
Occurs whenever a fumble occurs while casting a spell, turning undead, or requesting divine intervention.
- Next attempt to cast spell, turn undead, or request divine intervention gets -2 on roll.
- Cleared by a successful cast, turn undead, or divine intervention roll.
- Fumbling while already having Doubt severs connection to deity until next day (preventing spell casting, turn undead, or requesting divine intervention).
Stronghold
- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
- Once established, attracts loyal followers (5d6 x 10 fighters of level 1–2), who never check morale.
Turn Undead
- Can turn undead with HD up to ecclesiastic level + 2.
- After reaching level 6, can turn undead with HD up to ecclesiastic level + 3.
- After reaching level 12, can turn any undead, regardless of HD.
- To turn undead, make a skilled WIS check, modified based on the highest HD amongst targeted undead creatures.
- If the undead is of a higher HD than ecclesiastic level, add -2 to the roll for each HD above ecclesiastic level, to a max of -6.
- If the undead is of a lower HD than ecclesiastic level, add +2 to the roll for each HD below ecclesiastic level, to a max of +6.
- Undead with HD less than ecclesiastic level - 2 may be destroyed rather than turned.
Results
- A fumble causes Doubt.
- A failure has no effect.
- A complicated success only affects up to 1d6 total HD of undead (but at least 1 creature).
- A complete success affects up to 2d6 total HD of undead (but at least 1 creature).
- A critical success affects up to 3d6 total HD of undead (but at least 1 creature).
On a successful turn:
- Roll as indicated by Results, above.
- Turned undead will flee at full retreat until attacked, damaged, or 10 minutes (1 turn) has elapsed, whichever comes first.
- Destroyed undead are instantly turned to dust.
- Excess rolled hit dice are wasted.
- At least 1 undead creature will always be affected by a successful turn.
- If a mixed group of undead are turned, lowest HD creatures are affected first.