Priest Class

Faith comes in many shapes and forms. The Ithorians revere nature and have clergy who tend the forests of their world. The B’omarr monks devote themselves to pure thought. As for the Dim-U brotherhood…well, no one is quite sure what they believe in, because the idea of a “divine bantha” is simply too absurd.

Any given populated world reflects a handful of religions, meaning that hundreds of thousands of belief systems are scattered throughout the galaxy. Some touch upon the power of the Force and take it for divine; others merely find a belief and cling to it for strength. Part and parcel of these belief structures are Priests – people who guide and comfort the faithful, or, at the very least, work to bring more believers into the fold.

Though Priests sometimes appear to perform miracles, their “powers” are mainly secular. Their faith in their beliefs guides them through difficulties and lets them set an example to othters. The provide inspiration and solace, and just as often, leadership and direction. Of course, some Priests are little more than charlatans and confidence tricksters, taking advantage of those who need the most protection. Even so, a significant portion of the galaxy’s population places a great deal of trust in their priests, and worthy ones do their best to honor that trust.

In most cases, nobles find it easiest to enter this prestige class, though not all Priests take the direct route. Ex-scoundrels and soldiers sometimes make the most devout priests, having seen the worst of the galaxy for themselves. Not all who cal themselves “Priests” need take the Priest prestige class; this class is for those who derive special benefits from their faith.

Requirements
To qualify to become a Priest, a character must fulfill all the following criteria.
Base Attack Bonus: +4
Skills: Diplomacy 6 ranks, Knowledge (Religion) 8 ranks
Feat: Influence
Special: The Priest must have acquired the inspire confidence ability and must belong to a religious organization. Examples include the B’omarr monks, the Dim-U, the Yuuzhan Vong Priest caste, and others.

Game Rule Information
Vitality:
Priests gain 1d6 vitality points per level. The character’s Constitution modifier applies.

Class Skills
The Priest’s Class skills, and the key abilities for each skill, are as follows.
Appraise (Int), Bluff (Cha), Computer Use (Int), Craft* (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge* (Int), Profession* (Wis), Read/Write Langauge, Sense Motive (Wis), Speak Language, Treat Injury (Wis)
*This skill actually encompasses a number of unrelated skills. Each time this skill is learned, a specific category must also be chosen.
Skill Points at Each Level: 6 + Int modifier.

Class Features
The following are features of the Priest prestige class.

Bonus Class Skill
At 1st level, a Priest may designate any one cross-class skill (except for a Force-related skill) as a class skill. Once designated, the skill is considered a class skill every time the character adds a new level of Priest. The skill must be one relatively common to the campaign.

Bonus Feat
At 1st and 4th level, the Priest gets a bonus feat. These bonus feats must be drawn from the following list, provided he meets the prerequisites.
Fame, Headstrong, Persuasive, Trustworthy, Worldwise

Authority
The Priest’s standing within his religious order grants him a certain amount of authority. When dealing with other members of his faith whose character levels do not exceed his own, the Priest’s Reputation bonus from levels of the Priest prestige class is doubled.

Inspire Faith
Beginning at 3rd level, the Priest can use oratory to inspire faith in his allies, filling them with confidence that their beliefs can sustain them through adversity. An ally must listen to and observe the Priest for a full minute for the assurance to take hold. The effect lasts for 10 minutes per Priest class level. The Priest can inspire a number of allies equal to his Priest levels. He can inspire faith once per day.

An ally inspired with faith gains a +3 morale bonus on saving throws or a +3 morale bonus on attack rolls. The Priest chooses which upon commencing the oratory. The Priest cannot inspire faith in himself. The ability only aids his allies.

Act of Faith
When a Priest spends a Force Point to roll bonus dice, he adds an extra die to the number of dice rolled. For example, if the Priest would normally roll 3d6 bonus dice, he rolls 4d6 instead.

Level Base Attack Bonus Fort Save Ref Save Will Save Special Defense Bonus Reputation Bonus
1 +0 +0 +1 +2 Bonus Class Skill, Bonus Feat +1 +1
2 +1 +0 +2 +3 Authority +1 +1
3 +1 +1 +2 +3 Inspire Faith +2 +1
4 +2 +1 +2 +4 Bonus Feat +2 +2
5 +2 +1 +3 +4 Act of Faith +3 +2
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