Missionary (Character Kit)

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==Missionary==
Description: The Missionary travels the stars seeking beings less fortunate than he. When he finds them, he dedicates himself to their salvation and civilization through his teaching and through patient explanation of the benefits of his religion.
Role: Although the Missionary and the Evangelist seem similar at first glance, they take quite different approaches to collecting souls for their respective religions. While the Evangelist seeks to convert through persuasion and charisma, the Missionary improves the lives of the heathen as an inducement to get them to join his religion. While the Evangelist may produce more spectacular and sudden results, the Missionary is more tenacious in the long run, and more likely to transform the societies he visits, than the orator-Evangelist.
Priests of all types (clerics and specialty priests) may be missionaries. The faiths of Agriculture, Birth/Children, Crafts, Culture, Dawn, Everything, Fertility, Good, Guardianship, Healing, Marriage, Mischief/Trickery, Peace, Race, Redemption, and Wisdom sponsor missionaries. The DM may choose to permit priests of other faiths to become missionaries.
Many missionaries leave the life of ministering to the heathen after a time. Those wishing to abandon the Missionary kit may do so, losing all special benefits and hindrances. Once abandoned, the kit may not be resumed.
Secondary Skills: Choose one: Farmer, Leather Worker, Scribe, Woodworker/Carpenter.
Weapon Proficiencies: As permitted by the class of the priest.
Nonweapon Proficiencies:
* Bonus: Religion.
* Recommended: (General) Agriculture, Animal Handling, Blacksmithing, Carpentry, Cooking, Weaving; (Priest) Engineering, Reading/Writing.
Equipment: Missionaries may purchase equipment as normal for their class.
Special Benefits: The Missionary has the power to convert others to his religion. His ability takes longer than the Evangelist's oratory but lasts longer.
When a Missionary attaches himself to a community, he helps the people there, teaching his religion at the same time. Any NPC who comes into regular contact with the Missionary must make a Wisdom check each month. (Members of unfriendly religions receive a +4 on this Wisdom check.) After one failed check, the subject perceives some basic truth in the Missionary's position but is not willing to convert. After two failed checks, the subject begins attending classes if the Missionary offers them, in hopes of finding out more about the religion. This ensures that the Missionary need not continue to pursue that individual month after month. Also, the subject loses the +4 bonus he may have received for belonging to an unfriendly group. After three failed checks, the subject presents himself to the Missionary as a new convert.
An exact roll of the subject's Wisdom score reduces the number of unsuccessful checks accumulated by one. Moreover, if the subject's exact Wisdom score is rolled when the subject has no unsuccessful Wisdom checks accumulated, he is thereafter immune to the blandishments of this Missionary.
A Missionary also inspires a minor form of awe in all who meet him, whether they are believers or not. This awe is based on the dedication the Missionary shows to his calling and acts like a limited sanctuary spell, requiring opponents to make a saving throw vs. spells to directly attack the Missionary. Once the save is made, the attacker may attack normally in future rounds. The Missionary loses this protection for the remainder of the combat if he attacks or casts any spell, except a healing spell to save the life of a comrade. Also, anyone the Missionary has ever attacked, whether in this combat or in some previous one, is not affected by this awe. The Missionary is not protected from area attacks.
Special Hindrances: The Missionary is devoted to the calling of his faith, more so than most priests. Missionaries may not refuse a request from their sponsoring organization, even if it would be personally dangerous. They are often sent into uncivilized or semi-civilized regions to expand the power of the faith, and once placed there are sometimes left for years.
Missionaries are obligated to tithe 50% of their earnings to their sponsoring organizations. The remainder they may keep for personal support, but they must pay this tithe before any expenses they may have incurred.
Wealth Options: Missionaries accumulate little wealth. They receive normal starting money and, like all priests, must return all but a few gold pieces to the organizations that sponsor them.
Races: Any priest character (except a scro or xixchil) can be a Missionary. In space, missionaries are often the first to make contact with a new sphere. They establish the beachhead of worship that allows the remainder of the faith's priests to operate there. Only the xixchil understand their bizarre gods, and the scro do not attempt to convert those of other races to their dark faith.
Category:Character Kit
Category:Character Kit CSH