Customized Priest Characters (POSM)

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Customized Priest Characters At least one of the five priest character classes presented in this book are appropriate for almost any faith, but some unique priesthoods may require special treatment. The point-based character design system explained here allows a player to create almost any kind of priest character imaginable. Generally, this system works much like the point-based wizard design rules introduced in Chapter 1 ; it expands the specialty priest design rules from Player's Option: Skills & Powers .
A priest character receives 120 character points to purchase the spheres of access, granted abilities, and class abilities the player desires. Each ability costs a variable number of character points. A character can gain extra CPs with which to buy abilities by choosing limitations, or reduce the cost of an ability by deferring it to a higher level. An ability deferred to 3rd level is 1 point cheaper than normal, 2 points cheaper at 5th, 3 points cheaper at 7th, 4 points cheaper at 9th, and 5 points cheaper if deferred until 11th level. All abilities have a minimum cost of 1 CP.
The basic priest has a d8 Hit Die, uses the priest's THAC0 and saving throw chart, gains the ability to cast priest spells as indicated on Table 24 : Priest Spell Progression in the PHB, may use only bludgeoning weapons, may wear any kind of armor, and may use any magical item normally usable by priests. The priest does not begin play with any spheres of access; he must purchase each sphere of access he wishes to have available. For example, if a player wishes his priest to have major access to the sphere of elemental air, he needs to spend 5 CPs. If, on the other hand, he wants the priest to have minor access to all of the elemental spheres, he needs to spend 8 CPs.
For minor alterations to an existing priest class, a customized character can begin the process with all the abilities and restrictions of the cleric, crusader, or any other variety of priest. If this is the starting point for the customized character, the character receives 0 CPs to purchase new abilities; he must take limitations to compensate for all new abilities he selects.
==Optional Abilities==
A customized specialty priest is constructed from the list of optional abilities and restrictions below. A priest begins with 120 CPs to purchase abilities and may gain additional CPs by taking limitations.
Access to spheres (variable): The priest must purchase each sphere of access with character points. He may cast spells only from spheres he has access to and may only cast spells of 4th level or higher if he has major access to a sphere. Normal cleric access costs 100 points; druid access costs 70 points; crusader access costs 55 points; monk access costs 60 points; and shaman access costs 60 points. See Table 6 : Access Costs.
 Table 6: Access Costs
Sphere 	Minor	Major	Sphere 	Minor	Major
All 	3 	5 	Healing 	5 	10
Animal 	5 	10 	Law 	5 	8
Astral 	3 	5 	Necromantic	5 	10
Chaos 	5 	8 	Numbers 	5 	10
Charm 	5 	10 	Plant 	5 	10
Combat 	5 	10 	Protection 	5 	10
Creation 	5 	10 	Summoning 	5 	10
Divination	5 	10 	Sun 	3 	5
Elemental 	8 	20 	Thought 	5 	10
Air 	2 	5 	Time 	5 	10
Earth 	3 	8 	Travelers 	3 	5
Fire 	3 	8 	War 	3 	5
Water 	2 	5 	Wards 	5 	10
Guardian 	3 	5 	Weather 	5 	10
Animal empathy (10): This ability is similar to that of the ranger character class. If the priest carefully approaches a natural animal, he can modify the animal's reactions. Domestic or nonhostile animals are befriended automatically, while wild animals or those trained to attack must make a saving throw vs. rod, staff, or wand to resist the priest's overtures. The priest imposes a saving throw penalty of –1 per three experience levels (–1 at 1st to 3rd, –2 at 4th to 6th, and so on.) If the animal fails to save, its reaction is shifted one category as the priest chooses—for example, from hostile to threatening, or neutral to friendly.
Armor Class improvement (15): The priest is trained in avoiding blows through timing and deception. His natural Armor Class improves by one point at every even level (AC 9 at 2nd, 8 at 4th, 7 at 6th, and so on) to a maximum of AC 2. However, this ability is useless if the priest wears any form of armor or magical devices which replace armor, like bracers of defense.
Casting time reduction (5): The casting time of the priest's spells is reduced by 1, to a minimum of 1.
Cold resistance (5): The priest enjoys an unusual resistance to natural and magical cold, gaining a +2 bonus to saving throws versus these effects. Ice-based attacks or effects are included in the priest's resistance.
Combat bonus (20): The priest's THAC0 advances at the warrior rate of 1 per level instead of the normal priest rate of 2 per 3 levels. The effects of this ability become more pronounced at higher levels.
Communication (10): A priest with this ability learns one language per level from a related group of racial tongues. For example, a druid learns the languages of woodland or sylvan races. A priest of a god of the sea might learn the languages of aquatic races instead, while a dwarven priest could learn the languages of mountain races or creatures of stone.
Detect evil (10): This power allows the priest to use detect evil once per day per two levels (twice a day at 3rd, three times a day at 5th, etc.). The priest must stand still and concentrate for one round; in all other respects the ability operates just like a detect evil spell cast by the priest.
Detect undead (10): A priest with this ability may use detect undead once per day per two levels. He need only stand still and concentrate for one round to invoke the power. The duration and area of effect are the same as a detect undead spell cast by the priest.
Expert healer (10): A priest with this power gains one additional cure light wounds per day in addition to any he chooses to memorize.
Extended spell duration (10/15): The duration of any noninstantaneous spell cast by the priest is increased by one time unit per two levels. The unit of time varies, depending on how the spell's duration is normally measured; rounds for rounds, turns for turns, and so on. For 10 points, this applies to spells of one sphere and for 15 points to spells of all spheres.
Fire/electrical resistance (7): The priest gains a +2 bonus to saving throws vs. fire or electrical effects, including both natural phenomena and magical attacks.
Followers (5/10): For 5 points, the priest gains followers as described in the Player's Handbook for the standard cleric—at 8th level, 20 to 200 soldiers arrive to serve the character. If the priest spends 10 CPs on this ability, he gains these followers whenever he establishes a suitable stronghold, regardless of level.
Hit point bonus (10): A priest with this ability uses a d10 for his Hit Die instead of a d8.
Identify plants and animals (5/8): At 3rd level, the character gains the ability to identify natural plants and animals. He may also identify pure water. For an additional 3 CPs, the priest has this ability at 1st level.
Immunity to charm (5+): At 7th level, the priest becomes immune to charm effects or spells cast by a group of related creatures, such as woodland creatures, undead, plant monsters, extraplanar monsters, or wizards. The priest may gain this power at an earlier level for a cost of +1 CP per level (6 CPs at 6th level, 7 at 5th, and so on.) Each class of monsters or races the priest is immune to costs an additional 5 CPs each.
Immunity to magic (15): The priest enjoys partial immunity to one type of magic—alterations, invocations, necromancy, and so on. Both wizard and priest spells of this type are included. The priest gains a +4 bonus to saving throws against spells of the type chosen, or a normal, nonpenalized saving throw against spells that do not normally allow a save.
Immunity to natural disease (10): The priest is immune to normal diseases, although magical diseases such as lycanthropy and mummy rot still affect him. This is similar to the paladin's ability to resist disease.
Inspire/enrage allies (5/10): Through his prayers and exhortations, the priest can inspire his allies in battle, giving them a +1 bonus to their attack rolls and saving throws. The priest must do nothing but chant for at least three full rounds before his allies gain bonuses, and the effects last for 1d3 rounds after he stops. All allies within 10 feet of the priest are affected. As a 10-point power, his allies become enraged, increasing the bonuses to +2. The priest can do nothing else while using this power.
Know alignment (15): Once per day per two levels, the priest may make use of know alignment. The spell functions exactly as if it was actually cast by the priest.
Lay on hands (10): The priest has the power to lay on hands once per day, curing up to 2 points of damage per experience level. This is identical to the paladin character class ability.
Pass without trace (5/7): At 3rd level, the priest gains the ability to pass without trace, as per the spell, at his normal movement rate. For 7 CPs the character may have this ability at 1st level.
Proficiency group crossovers (5+): Normally, priests may learn nonweapon proficiencies from the priest and general lists at no extra cost. Each additional crossover group costs 5 CPs and allows the priest to learn nonweapon proficiencies from another character group's list with no penalty.
Purify water (5): Once per day, the priest may make use of a purify food and drink spell, applying it to water or brine only. The power operates as a spell cast by the priest in respect to area of effect.
Resist energy drain (5/15): Priests with this ability gain a +1 to saving throws versus the energy drain spell and the level-draining attacks of the undead. If the attack does not normally allow a saving throw, the power has no effect, but the saving throw modifier does apply to characters under a negative plane protection. For 15 points, this ability allows a priest to attempt a saving throw vs. spell with a –4 penalty to avoid a level-draining attack that normally allows no saving throw.
Secret language (5): Priests with this ability share a secret form of communication that only they understand. This permits secure conversations in almost any setting.
Shapechange (15+): This is the druid's normal shapechange power. Beginning at 7th level, he may change into a mammal, reptile, or bird three times per day—each form may be used once. Each transformation heals 10%–60% of any damage the character has sustained. The acquisition of this power may be accelerated for 2 CPs per level, so for 17 CPs the priest may shapechange at 6th level.
Spell-like granted power (special): Many priests have unusual granted powers that simulate the effects of various spells. Unlike spells, these granted powers require no material components. A spell-like granted power may be invoked once per week and has a base cost of 10 CPs, plus the following modifiers:
1 CP/spell level for priest spells
2 CPs/spell level for wizard spells
5 CPs for a once per day use
1 CP/level for each additional daily use
10 CPs for a continuous or persistent power
For example, a priest who wishes to invoke a fireball once per week would pay 10 CPs, plus 6 CPs (3rd-level wizard spell), for a total of 16 CPs. The ability to use the power once per day would cost an additional 5 CPs, for a total of 21 CPs. Using cure light wounds three times per day would cost 10+1+5+2, for a total of 18 CPs.
Regardless of the amount of points paid, a priest may not have a spell-like granted power of 6th or higher level and is limited to no more than one granted power per two levels—one at 1st level, one at 3rd, one at 5th, and so on. The DM should carefully review any proposed granted powers. Note that when the priest invokes a power, factors such as range, damage, duration, and other effects are determined as if he had actually cast the spell.
Spirit powers (30+): A priest with this ability commands spirit powers , as described for the shaman earlier in this chapter. For 30 CPs, the shaman may contact one class of spirit: dead, animal, or nature. For each additional 5 CPs, the shaman may contact one more class, so 40 CPs gives the character full spirit powers.
Thief ability (10+): For 10 CPs, the priest may select one thief ability. Each additional 5 CPs allows the priest to select an additional ability, up to a maximum of four abilities. (Backstab and thieves' cant may be selected as abilities.) The priest's percentile score increases as noted on Table 19: Thief Average Ability Table of the DMG. Modifiers for race, armor worn, and Dexterity still apply to this score.
Turn undead (15): A priest with this power may turn undead, using Table 61 : Turning Undead in the PHB. Priests of evil alignment may command undead.
Unarmed combat skills (15): The priest is a specialist in unarmed combat , as described under the monk entry earlier in this chapter. At 1st level, the character is a specialist; at 5th level, a master; at 9th level, a high master; and at 13th level, a grand master.
Warrior ability bonuses (15/20): If the priest has a Constitution score of 17 or 18, he gains the additional +3 or +4 hit point adjustment allowed for warriors instead of the normal +2. For an additional 5 points, the priest may roll an exceptional Strength score of up to 18/50 if he has a strength of 18.
Weapon selection (5/10): For 5 CPs, the priest is allowed to include one edged weapon in his list of permissible weapons, or instead he may have access to a list of tribal or special weapons approved by the DM—for example, the druid or thief selections. For 10 CPs, the priest may wield any weapon he wishes to.
Weapon specialization (25): This ability allows a priest to specialize in a weapon using the normal specialization rules. Note that the priest must still spend the required number of proficiency slots or character points to actually gain proficiency and specialization in a weapon.
Wizardly priest (25): A priest with this power may treat one school of wizard spells as another sphere of access. Spells memorized from this school count against the priest's memorization limits, just as if they were additional priest spells.
==Optional Limitations==
By choosing limitations, a priest character can gain extra character points to select class abilities, thus balancing out any “overspending” in the previous step. For example, if a priest selected abilities totalling 135 CPs, he would be 15 CPs over the normal limit of 120, so he would have to select 15 CPs of limitations to pay for his additional abilities.
If a priest character begins with a standard package (i.e., the player chooses to begin with a cleric, crusader, druid, monk, or shaman), he can add new abilities by taking limitations on a one-for-one basis. For example, a standard cleric with the wizardly priest advantage must come up with 25 points of limitations to balance the 25-point ability. The available limitations are as follows:
Armor restriction (5+): The priest is limited in his choice of armor. As a 5-point limitation, the priest is restricted to chain mail or lighter armor; for 10 points, he is limited to studded leather or lighter armor; and for 15 points, the priest may not wear any armor at all.
Awkward casting method (5): Spells cast by the priest are unusually obvious—the priest may be surrounded by a glowing halo of divine light, he may have to invoke his deity's power with peals of thunder and tremors in the ground, or some sensation (fear, cold, elation) may be noticed by anyone nearby. Any intelligent creature in earshot automatically notices the priest's spellcasting, even if they weren't paying attention to him before. Casting spells from ambush or without being observed is nearly impossible with this limitation.
Behavior/taboo (2): The priest's religion has an unusual code of behavior or conduct that may hinder him in certain situations. For example, a priest may be required to speak a ten-minute prayer every time he crosses a river, which could be very inconvenient if he was being pursued. Another priest might be required to use cure spells on anyone in need, expending spells on strangers or NPCs instead of his companions. A priest who violates his behavior guideline loses access to his spells and must perform some appropriate penance for his failing.
Ceremony/observance (5): The priest's faith demands the observance of a special event or ceremony every day, such as a prayer at sunrise, a small sacrifice or libation performed in a certain way, or a lengthy atonement for the day's thoughts and actions. The priest must drop whatever he is doing to perform the ceremony; there are no excuses for missing it. A priest who skips the ceremony may lose his memorized spells or suffer some other sign of his deity's disfavor until he finds a way to atone.
Difficult spell acquisition (5): The priest's deity is particularly demanding about granting spells, and the priest can pray for spells only in very specific circumstances. For example, the priest might only be able to gain spells in a temple of his deity, he might have to wait for certain celestial alignments or phases of the moon, or he might be required to fast and pray for a minimum of three days before gaining spells. In general, this limitation should make it hard for the priest to gain spells while traveling or adventuring.
Fanaticism (5): A priest with this limitation comes from an intolerant faith. Followers of other powers must convert or forfeit their lives. The priest absolutely refuses to accept any companion who does not worship the power he represents and suffers a –4 reaction adjustment with any NPCs not of his faith—the priest can't hide his contempt for nonbelievers.
Hazardous spells (10): Channeling the power of a deity can be dangerous, and a priest with this limitation can sustain harmful side-effects from casting spells. The priest might suffer 1 point of damage per spell level when he casts a spell, with a saving throw vs. breath weapon for half damage. Another option would be a chance (5% per spell level, –2% per character level, minimum 1%) of losing all spells in memory and being feebleminded for 1d3 days.
Limited magical item use (5+): The priest is banned from using certain types of magical items. For each category of magical item he cannot use, he gains a 5-point limitation. The categories are: potions, oils, and scrolls; rings; rods, staves, and wands; miscellaneous magic; and weapons and armor.
Limited spell selection (5): The prayers required to petition the priest's deity for spells are extremely complex. In fact, they are as complex as a wizard's spells, and as a result the priest is required to build a “spell book” of priest spells. First, this limits the priest to a maximum number of spells per level, as indicated by his Intelligence score. Secondly, the priest must make a learn spells roll in order to add a new spell to his selection; if the priest fails to learn a spell, he may not try to learn it again until he gains another level.
Reduced hit points (10/20): A priest with this limitation uses a smaller Hit Die than normal. For 10 points, the priest uses a d6 Hit Die; for 20 points, the priest uses a d4 Hit Die.
Reduced spell progression (15): A priest with this restriction memorizes one less spell of each level than normal; a 1st-level priest gains 0 1st-level spells instead of 1, and so on. If the priest's spell allocation for any given level is reduced to 0 by this limitation (like the 1st-level priest above), he gains no bonus spells for an exceptional Wisdom score for that character level.
Slower casting times (5): The priest's spells are unusually long-winded; all casting times are increased by 3. A casting time of one round or longer is simply doubled.
Talisman/symbol (8): The priest's spell powers are focused through one specific talisman or holy symbol. Without this symbol, he is incapable of casting spells. If his talisman is destroyed or stolen with no hope of recovery, he may create a new one with 1d4 weeks of prayer, meditation, and fasting in his home temple.
Weapon restriction (5/15): Unless otherwise stated, a priest character has access to the cleric's weapon selection of any Type B weapon. A priest with this limitation is further restricted to the staff, club, war hammer, horseman's mace, and horseman's flail. For 15 points, the priest is not allowed to gain proficiency in any weapon.
==Dealing with Game-Breaking Characters==
As noted before in the chapter on wizards, a point-based character design system allows players a chance to create extremely capable characters, especially if role-playing disadvantages are used to finance game mechanic bonuses. The DM should carefully review any character assembled under these rules and make a special note of weaknesses or blind spots. Even a minor role-playing disadvantage can go a long ways towards discouraging an unbalanced design if the DM is a little creative.