Talent Priest

Priest






Hit Die:
d6

Class Skills: The priest's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at First Level:
(2 + Int modifier) x4
Skill Points at Each Additional Level:
2 + Int modifier

Talent Trees:

Prayer
  • Deacon: Choose a Deity to worship. You can learn and cast Level 0 and Level 1 spells from the Cleric List. The Difficulty Class for a saving throw against your spells is 10 + the spell level + your Wisdom modifier. You do not need to prepare your spells. You may cast any spell you know for which you have sufficient spell points remaining.
    Add Knowledge (arcana), Knowledge (history), and Knowledge (the planes) as class skills.
  • Priest: If you are high enough level, you can learn and cast Level 2 and Level 3 spells from the Cleric List
    Prerequisite: Deacon
  • Bishop: If you are high enough level, you can learn and cast Level 4 and Level 5 spells from the Cleric List
    Prerequisite: Priest
  • Archbishop: If you are high enough level, you can learn and cast Level 6 and Level 7 spells from the Cleric List
    Prerequisite: Bishop
  • Cardinal: If you are high enough level, you can learn and cast Level 8 and Level 9 spells from the Cleric List
    Prerequisite: Archbishop

Ritual

  • Fifth Circle: You can learn and cast Level 0 and Level 1 spells from the Druid List. The Difficulty Class for a saving throw against your spells is 10 + the spell level + your Wisdom modifier. You do not need to prepare your spells. You may cast any spell you know for which you have sufficient spell points remaining. You add Summon Nature’s Ally I as a bonus spell to your list of spells known.
    Add Knowledge (nature), Listen, Spot, Survival, and Swim as class skills.
  • Fourth Circle: If you are high enough level, you can learn and cast Level 2 and Level 3 spells from the Druid List. You add Summon Nature’s Ally II and III as bonus spells to your list of spells known.
    Prerequisite: Fifth Circle
  • Third Circle: If you are high enough level, you can learn and cast Level 4 and Level 5 spells from the Druid List. You add Summon Nature’s Ally IV and V as bonus spells to your list of spells known.
    Prerequisite: Fourth Circle
  • Second Circle: If you are high enough level, you can learn and cast Level 6 and Level 7 spells from the Druid List. You add Summon Nature’s Ally VI and VII as bonus spells to your list of spells known.
    Prerequisite: Third Circle
  • First Circle: If you are high enough level, you can learn and cast Level 8 and Level 9 spells from the Druid List. You add Summon Nature’s Ally VIII and IX as bonus spells to your list of spells known.
    Prerequisite: Second Circle

Turn Undead

  • Turn Undead: You may turn (for good or neutral priests) or rebuke (for neutral or evil priests) undead. Neutral priests must choose at the time the take this talent whether they will channel positive (to turn) or negative (to rebuke) energy. You may attempt to turn undead a number of times each day equal to 3 + your Charisma modifier. Your turning damage is equal to 2d6 + your Priest level + your Charisma modifier
  • Improved Turning: You gain an additional 4 turning attempts a day
    Prerequisite: Turn Undead

Animal Companion

  • Animal Companion: You gain an animal companion. You may select an appropriate animal companion as a druid of your class level.
    Add Handle Animal and Ride as class skills.

Domain

  • Least Domain: Choose one domain associated with your Diety. You add the spells from that Domain to your spells known list and gain use of the Domain ability
    Prerequisite: Deacon
  • Lesser Domain: Choose a second domain associated with your Diety. You add the spells from that Domain to your spells known list and gain use of the Domain ability
    Prerequisite: Least Domain
  • Greater Domain: Choose a third domain. You add the spells from that Domain to your spells known list and gain use of the Domain ability
    Prerequisite: Lesser Domain

Shape change

  • Aspect of Nature I: Gain the ability to manifest an aspect of nature 1/day. Gain access to the following aspects of nature: aquatic, flight, poison, scent, speed, and tooth and claw
    Prerequisite: Fifth Circle
  • Aspect of Nature II: Gain the ability to manifest an aspect of nature 3/day.
    Prerequisite: Fourth Circle
  • Aspect of Nature III: Gain access to the following aspects of nature: agility, endurance, and vigor
    Prerequisite: Third Circle
  • Aspect of Nature IV: Gain the ability to manifest an aspect of nature 5/day. Gain access to the following aspect of nature: plant.
    Prerequisite: Second Circle
  • Aspect of Nature V: Gain access to the following aspects of nature: elemental air, elemental earth, elemental fire, and elemental water.
    Prerequisite: First Circle