Pragmatist (Character Kit)

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==Cleric of the Faith Pragmatic (Pragmatist)==
Pragmatists are clerics of the common folk. They believe that others can easily be shown the true course in life through example and debate. Free to wander far from their temples, they are the most common cleric encountered in the Land of Fate. They preach tolerance among conflicting religions and gods, and they promote mediation over religious conflict. This is not to say that they cannot fight, nor will they hesitate to do so when confronted with a threat to themselves, their respective faiths, or their people.
Requirements: No specialty priest is eligible. Otherwise, clerics of the Faith Pragmatic may be of any race that allows priests, of either gender, and of any alignment. The ethos of a particular god, however, tends to determine the alignment of those who follow that god. (Let common sense prevail; for example, few evil priests worship a god of healing.)
Role: Pragmatists are considered the most understanding and even-tempered of clerics. They are usually found on the front line of their particular ethos. For instance, those who worship gods of healing are found in hospices, while those venerating gods of war work with military units.
Further, the organized church tends to provide great leeway for the actions and whereabouts of their pragmatic brethren. Long disappearances are not uncommon. And it is not unreasonable for a pragmatist to hold a single position for only a few months before moving on, either to another town or to a life of adventure, while preaching and living up to the tenets of his or her faith.
Pragmatists tend to be tolerant of other faiths, and pragmatists from opposing religions or of dissimilar alignments may be found in the same party, bound together by a common goal. The best summary of pragmatist thought is this: "All faiths have good points, and we may learn and make our own faith stronger through interacting with those faiths."
All religions in Zakhara have a pragmatist wing, even the heavily moralist pantheon. The most popular church among pragmatists is the Temple of Ten Thousand Gods, which in theory includes every deity ever known, as well as those who are yet to be discovered or born.
Weapon Proficiencies: The pragmatist may take any weapon allowed to the priest class.
Nonweapon Proficiencies:
* Bonus Proficiency: Religion.
* Recommended, General: Any.
* Recommended, Warrior: Endurance.
* Recommended, Priest: Ancient history, healing, herbalism, local history, reading/writing, spellcraft, genie lore.
* Recommended, Wizard and Rogue: None.
* Forbidden: None.
Equipment: Clerics of the Faith Pragmatic have no set "uniform" or dress, other than the holy symbols of their respective faiths, which are prominently displayed. They are allowed to wear any type of armor. (Of course, in the field they suffer the same limitations as any other character when heat and heavy armor are at odds.)
Special Benefits: Pragmatists gain but one special benefit: free lodging and protection within a mosque or monastery of their own faith. A temple is considered hallowed ground, and only the most anti- ethical characters would think of pursuing a priest into a monastery, even in vengeance.
Magical Abilities: Pragmatists can gain spells from the standard spheres as a cleric:
* Major Access: All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, and Sun.
* Minor Access: Elemental.
* Forbidden Spheres: Animal, Plant, Weather, Chaotic, Law, Numbers, Thought, Time, Travelers, Wards. (The last seven spheres were first introduced in the Tome of Magic. These and other newly introduced spheres are not encompassed by this rulebook unless otherwise noted.)
Turning Undead. Pragmatists can turn and control the undead.
Special Hindrances: Aside from lacking the benefits of their ethoist and moralist brethren, pragmatists have no special hindrances.
Wealth Options: Pragmatists have starting funds of 3d6 x 10 gp. After purchasing initial goods, they must return all remaining funds (except 2 to 3 gp) to their church; else they must distribute them to true believers of the appropriate faith (including PCs who profess sincerely to be true believers, or are willing to convert).
Races: Members of any race may be clerics of the Faith Pragmatic, save those forbidden to have priests. Races other than humans may worship "human" gods, or their own racial interpretation of those gods, and vice versa. Under the tenets of the Faith Pragmatic, the physical form of a god is only a representation, and the true spirit of a deity encompasses all races.
Category:Character Kit
Category:Character Kit AA