Priest#

The priest's sigil

The gods are missing. The sick aren't. Start with the sick.

Jonathan, who trains priests

Healers and keepers of the faith in an age when all three gods are missing. A priest heals, cures, raises the fallen and wards the party in gold light, and speaks the seams whole in the old words.

LeadsCHA BacksINT Health1d6+7 Willpower8 CastsYes ArmorLight

How it plays#

No class heals like a priest. Healing grows every twenty levels into a wave that heals the whole party, curing lifts curses, blindness, poison and disease, and from level 20 a priest can resurrect the dead, and later whole parties at once. Charisma leads. Intelligence backs it and keeps a heal working for rounds after it lands.

Priests fight when they have to, with holy bolts, fear and exorcism, and their auras lift the party around them. Past level 50 they imbue weapons with holy power and restore willpower and stamina, and at level 100 they wrap the party in holy light no undead can cross.

Priests are one of the spirit and song classes. Every ability, level by level, is under Abilities.

The road to Archbishop#

A priest takes a new title at levels 100, 200, 300 and 400. A title can be declined; Five titles says what that means.

  1. Level1
    Rank 1: Priest

    Your class's own name. You earned it by doing the work, and nobody has to grant it.

  2. Level100
    Rank 2: Deacon

    A deacon may keep a shrine of their own and take tithes there, and may marry and bury in any province.

  3. Level200
    Rank 3: Archdeacon

    Archdeacons may grant sanctuary. Anyone inside their temple is beyond the reach of a province's law until they walk out of it.

  4. Level300
    Rank 4: Bishop

    A bishop speaks for the faith in a province, sits on its crown's council, and may close a temple that has strayed.

  5. Level400
    Rank 5: Archbishop

    The last title. An archbishop may crown a sovereign, and no coronation on Sedia counts without one.

Where they train#

Jonathan is the gnome priest who keeps the Temple of Goad. He trains priests the old way, healing first and doctrine much later, and anyone who asks him which god he prays to gets sent out to tend the sick until they stop asking.

Find Jonathan at the Temple of Goad, south of the city of Tharsis. Any trainer can take your training points, but titles are bestowed here. Where the classes train maps all fourteen.

Where Jonathan teachesTemple of Goad: PriestTemple of Goad
Jonathan teaches at the Temple of Goad, south of the city of Tharsis.

How it shows#

None of this changes a roll. It’s how the people around you can tell what you are, if you let them.

  • A faint warmth comes off you, the kind you feel standing by a hearth with your eyes shut.
  • Candles burn steadier when you’re in the room, and the wounds you dress scar clean.

How priests see magic#

Priests are taught the seams where threads meet as whole things, not as pairs, and they speak each seam as a single old word. Where a mage chants ‘du ran’, a priest says ‘khai’, and the lightning is the same. Most of a priest’s magic is the gold light that spirit makes where it meets fire, the radiance in every heal a priest lays. Every tradition, and what the scholars say underneath them.

Races that start closest#

The races whose starting scores sit nearest a priest’s charisma and intelligence. Any race can be a priest; the class finder and the race finder rank all of them.

Rodes that suit#

A rode is the one path of trials a character walks from level 20. These are the ones that do the most for a priest; the rode finder ranks all fourteen.

Tradesguilds that suit#

A character belongs to two tradesguilds at most. These are the ones whose work fits a priest; the guild finder ranks all eleven.

What others say#

The priest asked me nothing. She set my leg, fed my horse and left before I could thank her.

A drover of the Mellowdeep road

Half the priests in Tharsis pray to a god who isn't listening. The other half have noticed.

A tinker of Hatchet

The answered prayer

A village priest near Kinforge says her prayers have started being answered, out loud, in a voice nobody else hears. Jonathan wants her brought to the Temple of Goad before half the province decides she’s a prophet and the other half decides she’s mad.

Abilities#

A class teaches its abilities in disciplines, a handful of related abilities learned as you level. Most open at level 0 and add one every ten or twenty levels. The heroic disciplines open at level 50 and run to 100.

A cost in willpower or stamina is paid each time you use the ability. A passive works all the time, and a toggled ability stays on until you turn it off. Every ability starts at 0 efficacy and gets better with practice, as Levels explains.

HealingResurrectionRestorationChannelingCuringBlessingsAurasProtectionImbue

Healing#

Minor, lesser, moderate, major and greater heals, and a healing wave over the whole party at 100. 6 abilities, levels 0 to 100

Minor HealLevel 0 · 5 willpower
Heals target for 1d20+CHA mod hp.
Lesser HealLevel 20 · 15 willpower
Heals target for 3d20+2+CHA mod hp.
Moderate HealLevel 40 · 25 willpower
Heals target for 1d100+6+CHA mod hp.
Major HealLevel 60 · 40 willpower
Heals target for 2d100+10+CHA mod hp+INT mod hp ea round for 3 rounds.
Greater HealLevel 80 · 60 willpower
Heals target for 3d100+20+CHA mod hp, 20+INT mod ea round for 5 rounds.
Healing WaveLevel 100 · 80 willpower
Heals party for 1d20+5+CHA mod hp.

Resurrection#

From level 20: bringing back the fallen, then everyone fallen at once, and at 100, the undead. 5 abilities, levels 20 to 100

ResurrectLevel 20 · 25 willpower
Revives target with 1 health.
Greater ResurrectLevel 40 · 50 willpower
Revives target and allows moderate heal free.
Area ResurrectionLevel 60 · 100 willpower
Revives all targets within range and allows lesser heal free cast.
Greater Area ResurrectionLevel 80 · 150 willpower
Revives all targets and allows moderate heal free cast to each.
Revive UndeathLevel 100 · 75 willpower
Revives zombie, skeleton, or other undead creature with half.

Restoration#

From level 50: restoring stamina, willpower and an item's charges, up to the whole party's reserves. 6 abilities, levels 50 to 100

Restore StaminaLevel 50 · 15 stamina
Restore 1d20+2+CHA mod stamina.
Restore WillpowerLevel 60 · 30 stamina
Restore 1d20+2+CHA mod willpower.
Restore EnergiesLevel 70 · 20 stamina
Restore 1d4 charges to item.
Greater RestoreLevel 80 · 40 stamina
Restore 2d20+4+CHA mod stamina and willpower.
Full RestoreLevel 90 · 80 stamina
Restore willpower and stamina of target.
Party RestorationLevel 100 · 100 stamina
Restore willpower and stamina of party outside of battle.

Channeling#

Channeling stamina, health, willpower, energies and regeneration into others, and renewing the party's blessings. 6 abilities, levels 0 to 50

Channel StaminaLevel 0 · No cost
Give 25% of available stamina to target.
Channel HealthLevel 10 · No cost
Give 25% of available health to target.
Channel WillpowerLevel 20 · No cost
Give 25% of available willpower to target.
Channel EnergiesLevel 30 · No cost
Give charges from one item to another item.
Channel RegenerationLevel 40 · Toggled
Give 1% hp/thp to target ea round, steals 1% from player until canceled.
Channel AffectsLevel 50 · No cost
Gives target buff to party and renews buff.

Curing#

Removing curses, then dispelling blindness, silence, poison, disease and slow. 6 abilities, levels 0 to 100

Remove CurseLevel 0 · 20 willpower
DC 10+elvl-plvl remove a curse of current level and below.
Dispel BlindLevel 20 · 30 willpower
DC 10+elvl-plvl dispels blind on target.
Dispel SilenceLevel 40 · 30 willpower
DC 10+elvl-plvl dispels silence on target.
Dispel PoisonLevel 60 · 30 willpower
DC 10+poisonlvl-INT mod dispels poison on target.
Dispel DiseaseLevel 80 · 30 willpower
DC 10+diseaselvl-INT mod dispels disease on target.
Dispel SlowLevel 100 · 30 willpower
DC 10+elvl-plvl dispels speed and metabolism impairments.

Blessings#

From level 5: bless, a ward that steadies one ally's aim for a short fight. 1 abilities, level 5

BlessLevel 5 · 20 willpower
Blesses one target, granting 5 to hitroll for 15 rounds.

Auras#

Devotion, retribution, reverence, smiting, stability and, at 100, holy light. 6 abilities, levels 0 to 100

Aura Of DevotionLevel 0 · 50 willpower
Gives 5 ac to all types.
Aura Of RetributionLevel 20 · 50 willpower
Gives base cha to max willpower pool.
Aura Of ReverenceLevel 40 · 50 willpower
Gives a 50% chance each round to refresh a round on affects.
Aura Of SmitingLevel 60 · 50 willpower
Gives 30 to physical damage.
Aura Of StabilityLevel 80 · 50 willpower
Gives 10 additional dexterity for a short period of time.
Aura Of Holy LightLevel 100 · 50 willpower
Grants sanctuary from undead while cleric doesn't move. Those under the effects of holy light may not attack, use abilities or skills.

Protection#

The priest's few attacks, all learned by level 25: holy bolt, splinter, reverence, fear, respite and exorcism. 6 abilities, levels 0 to 25

Holy BoltLevel 0 · 5 stamina
1d12 damage+INT mod with DC 5 chance to cause stun for 5 rounds.
SplinterLevel 5 · 10 stamina
1d10damage+INT mod with DC 18 to cause broken leg, DC 15 to cause broken arm.
ReverenceLevel 10 · 20 stamina
5 yard radius from caster aoe causes 1d20 damage per round for 5 rounds.
FearLevel 15 · 10 stamina
Causes target to flee from caster for 2 rounds.
RespiteLevel 20 · 5 stamina
Stuns target for 2 rounds.
ExorcismLevel 25 · 10 stamina
Deals 5d20+CHA mod damage to undead.

Imbue#

From level 50: blessing weapons with holiness, respite, smiting, shimmer, faith and benediction. 6 abilities, levels 50 to 100

Imbue HolyLevel 50 · 25 willpower
Grants x2damage to all undead creatures with imbued melee-only weapon.
Imbue RespiteLevel 60 · 50 willpower
Grants x3 damage to all ethereal creatures.
Imbue SmitingLevel 70 · 75 willpower
Increases critical chance by 10%.
Imbue ShimmerLevel 80 · 100 willpower
Reg damage+cha on the next 2 strikes.
Imbue FaithLevel 90 · 125 willpower
Causes all non-living creatures to flee in terror, else on creatures immune, or unable to flee, it causes shimmer on the next 2 strikes and dissipates.
Imbue BenedictionLevel 100 · 150 willpower
Provides immunity to parry and dodges, seeking the target out. Still need to roll to hit.

Proficiencies#

What the class can wield, wear and speak from the start, and the extra attacks it learns as it levels.

Weapons
Basic bashing
Armor
Light armor
Languages
Common and celestial
Extra attacks
Second attack at level 24 and third attack at level 47

Combat puts these to use: weapons and extra attacks under Attacking, armor and parry, shield and dodge under Defending.

Magical Affinity
Grants +10 to lore on magical concepts and mysterium.
Magical Aptitude
Gives DC 18-INT mod chance to add 10 resistance to all elements once successfully a round.