Wednesday, September 19, 2012

Specialty Priests



All priests of Aokdawn are specialty priests. Each God owns a specific niche in the universal powers that be, and so priests tend to have that same single minded dedication. 2nd edition and 3rd edition priests of my gods work relatively the same way, the gods are ancient beings, and there worship over the years tends to stick to the same basic traditions that it has in ages past. 

In third edition, priests could choose prestige classes, feats, and turn options to better flavor there characters to support there role under there assigned gods. To simulate this ability all priests will be specialty priests, and have assigned powers that are unique to there class. The general priest will not exist. To allow priests to tend to there flock, all priests will be allowed acess to the minor sphere of healing. If priests have healing as a minor sphere, they will be allowed acess up to 5th level spells of healing, instead of 3rd. The ability to turn undead does not exist among priests of Aokdawn, they tend to have there own unique abilities and powers as dictated by the god they worship. Priests cannot be multiclassed or dual classed.

Cynofir -
Priests of Cynofir tend to the traditions and laws that govern the creatures of Aokdawn. They come in good and evil morality, but always follow strict codes of conduct, and thus must always be of a lawful alignment. Priests of Cynofir are said to be able to see the fates and destinies of creatures they look upon.

Requirement - Priests of Cynofir must have a wisdom of 13 and an intelligence of 13.
Weapon - Morning Star , Warhammer , and the Footmans mace

A priest of Cynofire recieves a +2 bonus to his saving throws.

Priests of cynofir can channel the crystal nature of there diety to help them in battle. Aside from there saving throws, a priest of Cynofir gains a +1 bonus to his armor class at every 4th level. Priests of Cynofir in combat seem to slowly become encrusted in a thin layer of blue crystal.

Analyze Fate - a priest of Cynofir can Analyze the fate of a creature within 30'. A priest can do this 3 times per day. A priest of Cynofir can see the failings or redeemable qualities of the creature, and strengthen those qualities for a brief amount of time. For 6 rounds a creature can gain a +1 to attack rolls and saving throws if seen favorably. A creature gains a -1 to attack rolls and saving throws if seen unfavorably.

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Tor'kir-
A priest of Tor'kir is the protector and guardian of the peaceful creatures of Aokdawn. Tor'kir priests tend to adventure to protect friends and family, or to go on quests that might benefit a large populace (such as clearing out the kobolds polluting farmer Braedis's well.) Priests of Tor'kir are capable healers and are well respected members of the community, they are also decent combatants and so often a welcome member to an adenturing troupe.

Requirements - Priests of Tor'kir must have a wisdom of 13 and a constitution of 14
Weapon - Morning Star, Warhammer, And the footmans mace. Priests of Tor'kir must use a shield.

A priest of Tor'kir can spend a round creating a magical ward within 10' of him. Anyone within the ward takes half damage from area attacks, or a quarter of the damage on a saving throw. The ward stays up for 3 rounds, but the priest cannot move or take actions while maintainig the ward. This ability is gained at 3rd level.

A priest of Tor'kir radiates an aura of protection within 20' of himself. Anyone within 20' of the priest, including the priest himself, gains a +1 bonus to there saving throws. This bonus applies only to allies of the priest. A priest gains this ability at 3rd level.

3 times per day a priest of tor'kir can give his own hit points to an ally within sight. A priest can give up to one half of his current hit points to an ally he can see. The ally must be alive to accept these hit points.

A priest of Tor'kir gains a +1 bonus to his armor class while wielding a shield. A priest of Tor'kir in full platemail and wielding a shield gains an aditional +1 to his armor class.

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Tylla and Varuna
Priests of Tylla and Varuna spread love, chaos, charm, and creativity wherever they go. In a world that is only recently bouncing back from decades of destruction and evil, the teachings of Tylla and Varuna are welcome, and accepted. Priests of the twin godess's usually adventure to see more of the world, and the people in that world. They try to promote there ways to the people they meet, and making a party more creative and open to new ideas is not an unwanted concept.

Requirements - Priests of Tylla and Varuna must have a wisdom of 13 and a charisma of 15.
Weapon - Dagger - Short Bow - Short Sword

Priests of Tylla and Varuna gain enchantment/charm spells on there cleric list. Every time they get a new spell level, they may add one spell to there ALL list, these spells must be from the enchantment charm school of that level.

Priests of Tylla and Varuna at level 3 can charm subjects within earshot of them. Charming them requires the priest to do some form of artistic performance, though the player can be as creative as they want.  This ability can be used twice per day and takes rougly 3 turns to complete, though it can be drawn out more than this at the players desire. At the end of this time the priest can pass on a suggestion to everyone in the crowd, this suggestion is the same for everyone, and must be non dangerous and non threatening. The priest can affect up to twice his hd in people. Typical suggestions involve generous monetary tips, information on some specific topic, or performing some form of action, such as dancing, merriment, or dispersing a mob. The priest can target a specific individual within a crowd, though it will affect only one creature, and only if they are within the hd limitation as shown above, otherwise this effects the lowest hd creatures first.

Priests of Tylla and Varuna are immune to spells from the enchantment/charm school, they automatically make there saving throw vs such effects.

Priests of Tylla and Varuna can use a skill they posess to hypnotize a person. The skill must be entertaining in some way, and the most common form is dancing or singing. The priest can take no other action, and must have not have attacked the target. The target creature must be within 10 yards of the priest to be affected. An affected target is paralyzed unless they save v.s. paryl. and stays paryl. while the priest continues the dance. If the target is attacked the hypnotic effect is dispelled. A priest may use this ability once per combat, just as a turn attempt. This ability is gained at level 5. This ability works only on humanoid creatures with some intelligence (5 or higher) though the dm can rule that other creatures interested in the priests specific skill can also be affected.

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Ganiveil
Priests of Ganiveil protect the advancement of civilization and law within all known societies. Ganiveil tends to work hand in hand with cynofir, though they are more open to new ideas that help advance society as a whole. Priests of Ganiveil can adventure as a means to bring honor and respect to there community, or as means to scout out surrounding lands, destroying dangers of nearby monster dens, and thwarting bandits that would prey on travelers.

Requirements - Wisdom 13 - Intelligence - 13 - Charisma - 11 Strength - 12
Weapon - Spears - Short Swords - Long Swords - CrossBows -

Priests of Ganiveil can alter npc reactions more favorably, and there result is always one better than indicated on the normal table. This ability works only within established cities, towns, or similar organizations.

Priests of Ganiveil at level 3 can choose one weapon they have proficiency in. They gain a +1 to attack and damage rolls with that weapon. Ganiveil is a noted god of war, and his priests gain expertise with there chosen weapons over time.

Priests of Ganiveil can create an aura that protects and bolsters allies within 30' of them. A priest of Ganiveil can produce this aura 3 times per day, and can take no other action in the round the aura is created. All allies within the aura gain a +1 bonus to attack and damage rolls as well as a +1 bonus to there ac and saving throws. This aura is often used to bolster guards and militia during times of duress or war. A priest need not maintain the aura after it has been established, and it moves with him. Only the priest and his allies are affected by this aura. The aura lasts for 6 rounds before failing. Only one aura can be put up per combat encounter.

A priest of Ganiveil carries the will of his community with him and shares in the love and hatreds of there flock. A priest of Ganiveil at level 5 chooses a known enemy of there community. The priest adds his class level to his damage rolls v.s. that creature type.

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Yun
Yun is the god of knowledge and wisdom. Using knowledge to change the future is a common theme right now, so priests of yun always gain a healthy amount of respect. Priests of Yun commonly adventure to find out more knowledge, or to uncover useful lore or objects that could help better the situations of a friend, community, or the empire as a whole. Being a priest dedicated to lore and magic, priests of yun are commonly thought of as wizards, though this simply not true. Although they do have some power over magic, priests of yun will never achieve the great heights that a true wizard could.

Requirements - Wis 15 - Int 14
Weapon - Dagger or Staff

A priest of Yun gains the ability to utilize wizard spells. A priest chooses two schools of magic. The schools cannot be opposed to one another. A priest can scribe spells into a spellbook just as a wizard does but uses his own allotment of daily spells to memorize the arcane scripture. A priest uses all rules for spell casting, including armor and spellcasting, and uses intelligence for abjucating all rules on his wizard spells, spell book, scribing chance, and so forth. Having the ability to cast wizard spells does not give the character access to wizard only items. He is still a priest, just one posessing the ability to learn a moderate amount of arcane spells.

A priest of Yun gains a +2 bonus on saves v.s. spells. Priests gain this at level 3

A priest of Yun can detect magic within 10'. This functions just like the magical spell except for its limited range.

A priest of Yun at lvl 5 and higher can grasp the future and change it to his benefit 3 times per day. Each time this ability is used it gives the ally a roll of 10 on any d20 roll. This 10 can be saved but must be used within 8 hours of gaining the boon. This can only be applied once per person per day, but can be used on the priest himself. The 10 can be used on any d20 roll before the roll is actually made.
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K'vatch
Priests of K'vatch do what they have always done. Seek to go to war, to battle, to immerse themselves in physical conflict. A priest of K'vatch is usually a military figure, or assigned to a military tradition, but individuals seek there own combat more often than not. A priest of K'vatch can adventure for obvious reasons, for it is usually adventurers that find the most challenging of foes. Few adventuring parties would turn down such ferocious, competent priests, and having a war god on ones side is usually considered good luck by most adventurers. Note, priests of K'vatch can seem to be more powerful than a fighter, but will never have the versatility a fighter gets over time, nor do they have there natural combat prowess, or there durability.

Requirements - Wis 11 - Str 15 - Con 13
Weapons - Morning Star - Long Sword - Battle Axe - Spear

A priest of K'vatch must choose one of the above weapons. The priest is a master of this weapon, and can only ever have proficiency in that one weapon. At level 3 the priest becomes specialized in that weapon in the same way as a fighter. A priest can never change the specialization or starting weapon type. It is trained, and K'vatch shares his expertise in weapons with his most devote worshippers.

A priest of K'vatch at level 5 generates an aura of martial competence. All allies within sight of the priest of K'vatch gain a +1 bonus to there attack rolls. If the ally is using the same weapon as the priest the bonus is at +2.  This bonus does not affect the priest. The aura is automatically generated after the priest first hits an opponent.

A priest of K'vatch at level 3 can initiate his combat prowess three times per day. This is not an action, but needs to be declared at the start of the priests turn. Combat prowess lasts for 6 rounds and can only be used once per combat. Combat prowess offers a +1 to attack rolls and damage rolls to all attacks made by the priest.

A priest of K'vatch gains Invocation/Evocation spells to his ALL sphere. At every spell level, including first, a priest may add an Invocation/Evocation spell to his list, so long as that spell does damage to a target creature, or area.
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Weleywin
The godess is as unpopular as ever, though she's not a banned godess. Weleywin represents the constant testing by the natural forces of the world. Priests of Weleywin wish to test themselves, and those around them, and use the great powers of there godess to do just that. Most priests of Weleywin are adventurers, looking to put there abilities to the test. Having a priest of Weleywin in the party is a mixed blessing, they tend to try and push the limits of the party to the extreme, and although this can be lucrative and rewarding, it can also lead to misfortune and death.

Requirements - Wis 13 / Con 15
Sickle - Spear - Club -

Priests of Weleywin must test the world around them, but are seldomly tested by it. They need never make checks or saving throws in regards to nature and the elements. Extreme heat and cold, marching through rain, plodding through marshes, these things will not hinder, slow, or harm priests of Weleywin, though there party will not be so lucky. Priests of weleywin can automatically spend 1 hour to forage enough food and water for themselves, regardless of there location, but can do so only for themselves. Sharing food or water with another results in the loss of this power for a week.

At level 4 a priest of Weleywin gains a black bear companion. The creature is upgraded to brown bear at level 7 and a Cave Bear at level 10. If killed the priest can gain another by spending 24 hours outside of a city, while within a city the bear will wander off into the wild, finding the priest within 1 hour after he leaves the city. The bears Thaco is as per the beast, or as per the priests if that is better. The bear companion is immune to spells that effect animals, and is treated as a magical weapon for dealing with other creatures. A bear companion is not affected by fear, and can understand and obey complex commands from its master. (Location may cause the animal type to be different, but it will always be the relative str. and hd of a bear)

A priest of weleywin is immune to lightning and cold. They automatically make saving throws involving these elements, though this could still result in partial damage. A priest is not immune, but gains a +2 bonus to saves v.s. fire.

At level 5 a priest of Weleywin can shot a bolt of lightning at enemies. The bolt of lightning does 6d6 points of damage to the target and forms a 30' line from the target, and a saving throw v.s. wand reduces that by half. A priest of Weleywin can fire one bolt of lightning per combat. The range on a bolt is 60 yards. If outside the range is 200 yards and the damage is 6d8 and the line is 60' long.
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Avania
The mother Godess is as she has always been. She's very popular for her ability to sooth and heal the injuries of others, and is known as the mediator godess, and so her priests are often sought out to help settle disputes, outside the formal grounds of a court. Priests of Avania typically go adventuring to protect friends or family who happen to be adventurers, often they are sent to adventuring troupes, or seek them out as a means to test ther abilities and resolve in less peaceful environments. Although a bit more rare than most priestly adventurers, they are sought out for there amazing healing prowess.

Requirements - Wis 15 -
Weapons - Clubs / Staves / Footmans Mace /

All priests of Avania can lay on hands just as a paladin.

A priest of Avania has the ability to create a soothing aura. This is done by spending 3 full turns chanting, singing, humming, or otherwise speaking to a group of sentient, wounded creatures within earshot. A creature hearing the full chant can then rest peacefully, and those affected by the soothing aura are healed to the maximum value of there hp when they awake. Priests of Avania are miraculous healers, and are sought out constantly for this power. A person can only be affected once per 24 hour period with this ability.

A priest of Avania has such a powerful presence of life that she is immune to all effects that would cause instantaneous death. Likewise, allies within 30' of her recieve a +2 bonus on saving throws v.s. death effects. Finally, any creature within 30' automatically makes there res.survival roll while in the presence of a priest of avania.

Any sentient creature (int 5 or more) striking a priest of Avania in combat before the priest has attacked it recieves a -3 to its attack rolls and saving throws. Attacking is anything that would cause damage to the priest, and includes breath weapons and area affects (even if not directed at the priest)
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Ember -
The light bringers are just as curious as they have always been. Explorers, map makers, travelers and just curious souls, the priests of ember seek to uncover and shed light on as much of the world as possible, especially that which is lost or undiscovered. Most priests of ember are adventurers, its in there nature to travel, and even the more scholarly ones seek out adventuring parties to tag along with from time to time, for most priests of ember really only gain pleasure from seeing something new for themselves.

Requirements - Wis 13 / Cha 11 / Dex 11
Weapons - Staves - Long Swords - Short Swords - Bows of any kind

A priest of ember can create a light spell on themselves as often as they would like. The light stays up indefinitely, though can be put out with a thought. A priest can also start fires with a touch, though kindling or some other form of dry or ready material would have to be present for the fire to take.

A priest of ember is immune to fire. A priest automatically makes any saving throw v.s. a fire effect. Unlike most immunities, a priest also never takes damage from fire.

A priest of ember can shed a ray of light from there holy symbol that stretches out in a line 120 feet in front of the priest. The light illuminates all area within 30' of the line. Any undead creature within the line of light is disrupted by the divine illumination and takes 2d6 points of damage. The light persists for 6 rounds, moves with the priest, and can be repositioned at the end of the priests movement every round. A priest can take no action other than moving while maintaining the line of light.

A priest of Ember can choose a spell once per spell level that does fire damage, or creates light and add it to his spell list.

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Crescea
Crescea still represents the uknown, and is a god of trickery, shrouds, illusions, and misdirection. Many also know that crescea is an extremely wise, powerful god, though her reach isnt as far as it once was. Priests of Crescea tend to pose illusions, trickery, and misdirection in front of others, to enlightent them, and further bolster there resolve against such tricks in the future. Nobles and people of worth and money constantly seek out priests of crescea to find out the new big scam or trick in a city or region. Priests of Crescea are crafty, and though not as skilled as a true thief, they have magic and wisdom that makes them invaluable to adventuring parties. Most priests would adventure to test there own skills and powers of deciet, as well as to achieve some monetary reward for such endeavors. Priests of Crescea are easily recognized by the simple white masks they must waer while in public.

Requirements / Wis 13 / Int 12 / Dex 12 / Cha 12
Weapons / Daggers - Short Swords - Darts -

A priest of Crescea is a master of illusions, and at first level a priest may add one first level spell to his ALL list. At every new spell level a priest may add another wizard illusion spell to his list. These spells still come from the priests daily allotment of spells, and are considered priest spells.

A priest of Crescea is also a dabbler in many of the same areas a rogue is. This makes them invaluable as party members as well. Unfortunately a priest doesnt practice there skills as intensively as a true rogue, and so can never master a skill. Also, a priest suffers armor and racial restrictions of there skills, as well only having half the starting avaialable points, and gaining half as many at each level. In addition, a priests skills can never exceed 75%.

A priest of Crescea recieves a +2 bonus on spells against the enchantment charm and illusion schools.

A priest of crescea has an illusion about him at all times, the illusion can be a change in appearance, clothing, a false weapon, or any other thing imaginable so long as it fits with the same general size and shape of the priest. The illusion must be on the priests person and cannot be detached. A priest has no choice, the illusion is present always, though it can be changed, it must have a visible effect. No concentration is required to maintain the illusion.
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Sheshensis
Priests of Sheshensis still deal with the matters of the dead and buried. They make sure that the sanctity of death is always respected, and that certain secrets of the world remain that way, and stay locked away for the safety of others. Most intelligent creatures respect priests of sheshensis, and tend to let them go about there business, for there business usually involves securing or dealing with the dead. Because of there power of the dead, they are sought after by most adventuring troupes. Priests of Sheshensis commonly go adventuring to rid old places from undead menaces, or recapture dangerous lore or items to be secured for the safety of others.

Requirements / Wis 14 / Con 11
Weapons - Sickle / Staves / Daggers / Maces

Priests of Sheshensis can turn and destroy undead as described in the players guide.

Priests of Sheshensis are immune to death effects, a priest of Sheshensis can never suffer from a level draining ability.

Priests of Sheshensis can swim with a speed equal to there land speed, and can breath underwater without restriction. A priest cannot wear metal armor when doing this. While immersed in water the priest temporarily devolopes gills on there kneck or back. Priests gain this ability at level 5.

A priest of sheshensis attracts d3 normal snakes that follow the priest. The snakes are normal in all ways, suffer they are immune to spells that control animals, are immune to fear affects, and use the priests thaco instead of there own. The onset of there poison becomes instantaneous (15/-). The snakes can swim and climb, but always stay within arms reach of the priest. Once a priest loses all of its snakes, d3 will find its way to him at the start of the next day. Priests attract snakes at level 3.
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Phaethon
Phaethon is still the god of glory. A war god like K'vatch, phaethon battles for the glory, not just for the act of battle, but for what is gained from battle. He is popular among military traditions, and priests of phaethon tend to lead or train troops. Priests of phaethon tend to go adventuring for obvious reasons, glory. Most seek out true challenges, though some simply seek out as many kills as possible to gain glory that much faster. A priest of phaethon, and his drive, can bring both good and bad fortune to an adventuring party.

Requirements / Wis 13 / Str 11 / Con 11
Weapons - Long Sword - Battle Axe - Morning Star

A priest of Phaethon gets bonus xp for kills as a fighter does.

A party who has a priest of phaethon gains a 50% bonus on there hardest kill in an adventure. This is usually based on HD.

A priest of Phaethon is not subject to, or affected by anything that would cause fear or fear effects. Allies within sifht of the priest also gain a +2 bonus to saving throws v.s. such effects.

A priest of Phaethon that gains the killing blow on a creature is healed 1 hp per level.
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Fayn
The god of destruction still has his worship banned over most of the lands, though cults spring up from time to time to pay him tribute. Most priests of fayn must worship in solitude, or among smaller cults or cities, though openly worshipping the god usually brings all manner of troubles to the people and priest. Priests of Fayn usually adventure to spread there destruction, war, misery and evil to those they meet, though they might also try to lead fellow adventurers and comrades down a darker path.

Requirements / Wis 13 / Con 12 / Cha 11
Weapons - Spear - Long sword - Battle Axe - Morning Star

A priest of Fayn does 2 extra points of damage when he strikes a creature in melee. This bonus does not apply to ranged weapons. A priest gains this ability at level 3

A priest of Fayn can choose one invocation/evocation spell and add it to his spell list at every spell level, including first. This spell must have an effect that does damage. This is added to the ALL list.

A priest of Fayn has a 0% chance to survive being resurected, this applies only to being raised or resurrected. They cannot be brought back to life. Creatures killed by a faynish priest have the same chance. The priest must do the damage that kills the creature for this ability to take effect.

A priest of Fayn gets a backstab ability at level 3. This is identical to a rogues ability. At level 8 this goes up to X3 damage, it does not increase beyond this. All conditions related to this ability apply to the priest.
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Azash
The god of undeath currently is banned from open worship, though it is allowed through licensed means in both Alborine and Ravenspire. Priests of Azash preach gaining imortality by any means, from immense fame, to magic, to the grasp of undeath. Most priests of Azash adventure to uncover relics and lore that pertain to immortality, necromancy and undeath. Adventurers realize that the abilites of azash can be useful in most dungeons, though there ways are a bit too vile for most parties to tolerate.

Requirements / Wis 13 / Con 13 / Int 11
Weapons - Staves - Sickles - Clubs - Footmans Mace

A priest of Azash can control undead as stated in the DMG.

A priest of Azash is immune to Death effects, and a priest of Azash is never affected by the energy drain ability, or similar effects.

A priest of Azash understands necromancy better than most. He may add a necromancy spell from the wizard list to his ALL list at every spell level, including first. These spells are still treated as priest spells.

A priest of Azash can initiate a death touch that does 3d6 points of damage. This may be done once per combat. A death touch used to kill an opponent reduces the priests age by 1 year, to a min. of his starting adventuring age.  This ability is gained at level 5.
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Skisk
Priests of Skisk are not banned, but arent exactly tolerated. The thing-in-the-dark is still a feared god, and is known to bring uncertainty and madness wherever he goes. Priests of skisk are never sought out, though they often just pop up. The problem with priests of skisk is, that like there god, they are good at solving problems, but there answers tend to be extreme. Most priests arent sought after by adventurers, though they make fairly good aditions to a party, so long as they can keep there madness and personal quirks in check.

Requirement / Wis 13 / Int 12
Weapons / Dagger / Staves / Footmans mace / Club / Any bow /

A priest of skisk can attempt to turn living intelligent (over 4 int) creatures. A success paralyzes the creature with fear for d4 rounds. A turn attempt can only be attempted once per combat. On a result of D the creature is not paralyzed with fear, but goes mad because of it, and suffers from confusion, as the spell, the confusion is permanent. Use special as any creature that is not of a vaguely humanoid type. Dragons, treants, etc.

A priest of Skisk can see in darkness normally and perfectly, as if he were outside on a clear day.

At level 5 a priest of skisk gains a non weapon proficiency. Every night the priest has maddening dreams, they become reality and the priest recieves a nonweapon proficiency of his choice that lasts until the next night.

A priest of Skisk can gain spells from the Conjuration/summoning list onto there ALL sphere. They can choose one spell from the wizard list at every spell level including first and add it to there priest list.
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Sorlah
The priests of Sorlah are the most common, and sought after of adventurers. Priests of Sorlah are not only academics, they are academic types with skills, and the ability to dig up new places of interest, and the means to get into them. Most priests of Sorla are in adventuring groups, and those that run the temples tend to be retired from adventuring, though they still use there contacts to spread news of new adventures and to point adventurers to the information they are looking for.

Requirements / Wis 13 / Int 11 / Dex 11 / Cha 11

Weapons / Long sword / Short Sword / crossbows / dagger

Thief Skills -
A priest of Sorlah knows the following priest skills as a starting thief. Open Locks / Find and Remove Traps / Detect Noise / Read Languages / A priest follows all racial and armor restrictions for these skills. A priest starts with 20 points to distribute as he sees fit at lvl one, and gains an additional 15 points at every level thereafter.

A priest of sorlah are masters at obtaining and digesting new lore. At each level, including first, a priest may utilize an arcane scroll, and work the magic into his own ethos. Thereafter that spell becomes etched into his ALL sphere. The spell must be of a level that the priest can cast. A priest can choose the spell from a wizards spell book as well, but would need the permission of the wizard.

A priest of Sorlah uncovers new lore all the time, and during downtime devotes his himself to keeping up on common stories, rumors and news. Because of this a priest of Sorlah gains the bardic knowledge ability, though they only come into this ability at level 3.

A priest of Sorlah is great at finding bad things, but this is a good thing. A priest of Sorlah handling a cursed item or artifact can ignore the curse for 1 round per priest level, giving him enough time to drop or dispose of the item in some manner. A priest automatically knows that an item touch is cursed, but not necessarily what the curse is. A priest setting a cursed item down resets the duration for that item, so its possible to pick an item up for a couple of minutes, set it down, then pick it up again. Once a curse affects a priest however, he must get rid of it by the normal means.
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And thats my priests.

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