Ecclesiastic

Holy (or unholy) warrior-priests who serve one or more deities.

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

Ecclesiastic 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.
  • 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.