Evangelist (Character Kit)

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==Evangelist==
Description: The Evangelist seeks to convert people to his religion. He travels the spaceways seeking unbelievers and explaining the tenets of his religion to them in hopes of gaining followers for his god.
Evangelists are generally unconcerned with the non-spiritual side of the people they convert. While they will occasionally help a brother believer out of a sense of community, they do not see their role as bettering the life of their fellow man (or demihuman).
Role: The Evangelist is the recruiting arm of the faith. It is his role to keep the faith growing by introducing more and more people to its tenets and convincing them of their innate correctness. Some Evangelists are pardoners, offering salvation and freedom from sin in return for financial reward. Others are sincere believers who seek nothing more than the spiritual solace of the true religion (their own).
Only specialty priests (not clerics) may be Evangelists, and only if their faith permits. Not all religions are evangelical, however; many prefer to let others come to them. In particular, faiths of Ancestors, Community, Culture, Everything, Fate/Destiny, Fortune/Luck, Good, Moon, Peace, Redemption, Sun, Time, and War most commonly employ Evangelists; other faiths may do so at the DM's discretion.
Because Evangelists uses persuasion and explanation to convince others of their religious beliefs, they must have a Charisma of 15 or better.
Abandoning the evangelical role is difficult, as it involves obligations not only to the faith but also to the gods themselves. An Evangelist must make a Wisdom roll to abandon this kit; failure indicates that the character feels obligated to continue his crusade of conversion.
Secondary Skills: Determine as normal for the campaign.
Weapon Proficiencies: Weapon proficiencies are available as per the character's class. However, as Evangelists convince with their words rather than their weapons, they receive one less weapon proficiency when they are created (one proficiency instead of two).
Nonweapon Proficiencies:
* Bonus: Religion.
* Recommended: (General) Singing; (Priest) Astrology, Musical Instrument.
Equipment: Evangelists may purchase equipment as normal for priests.
Special Benefits: The Evangelist has the innate ability to enthrall (per the spell) with his voice. This is not a magical ability but a result of the Evangelist's special training and his religious fervor. This ability to enthrall differs from the spell in several ways:
* All characters except those of higher level than the Evangelist, regardless of their Wisdom scores, may be affected by the enthrall.
* Characters within the area of effect make Wisdom checks (rather than saving throws vs. spells) to resist the effect of the enthrallment. As in the spell description, those of a race or religion unfriendly to the Evangelist get a +4 on their Wisdom checks.
* Characters who are actively involved in combat or who are distracted from the Evangelist by other activities are not affected by the enthrall.
* If an NPC rolls a natural 20 when making a Wisdom check, that character must convert to the Evangelist's religion unless he makes a saving throw vs. spells. If the character was unfriendly to the Evangelist, he gains the +4 modifier on this roll.
Special Hindrances: The Evangelist is more determined than most to live by the tenets of his religion. He will never deny his religious affiliation, regardless of the circumstances.
Characters who have successfully resisted proselytization by the Evangelist tend to view him with some irritation. The Evangelist suffers a -2 on all reaction rolls when dealing with such characters.
Wealth Options: Evangelists receive normal starting wealth for priests of their class.
Races: Humans may be Evangelists. Demihuman Evangelists do exist, but most confine their efforts to members of their own race.
Of the non-humans, only the dracons and the grommam follow the path of the Evangelist. The dracons, like the demihumans, do not try to convert nondracons to the worship of their "Herd of the Ub-Kalla" and confine their activities to convincing their fellow dracons to obey the strict dictates of their religion and avoid the clutches of their Dark God. Grommam Evangelists, on the other hand, actively seek new recruits to worship the demigods who live among them.
Category:Character Kit
Category:Character Kit CSH