Thursday, October 7, 2010

Pellatarrum: Priests

While I have tried to avoid crunchy mechanics as much as possible so as to make this setting accessible to the widest number of players, the fact remains that I am a player of Pathfinder/D&D 3.5 and sometimes talking about mechanics is unavoidable. I am confident that those of you who do not use these systems will be able to make all the necessary conversions (or ignore the whole thing as appropriate).


Clerics
At character creation, Cleric PCs must choose a priesthood to join: the Church of the Light or the Cult of the Dark. This choice affects their starting alignments and domains.

Church of the Light clerics:
  • must be within 1 step of Neutral Good; however, Lawful Neutral is also permissible.
  • always channel positive energy.
  • receive their spells at dawn.
  • have access to the following domains: Air, Animal, Community, Earth, Fire, Glory, Good, Healing, Plant, Protection, Repose, Sun, Water, and Weather. Paladins who have cleric levels also have access to the Law domain. Specific races have access to other domains (detailed later).
  • have access to the following subdomains from the Advanced Player's Guide: Cloud, Day, Defense, Family, Feather, Fur, Growth, Heroism, Home, Honor, Ice, Inevitable, Light, Metal, Oceans, Purity, Restoration, Resurrection, Seasons, Souls, Storms, Wind.

Cult of the Dark clerics:
  • must be within 1 step of Neutral Evil; however, Chaotic Neutral is also permissible.
  • always channel negative energy.
  • receive their spells at dusk.
  • have access to the following domains: Air, Charm, Darkness, Death, Destruction, Earth, Evil, Fire, Luck, Madness, Trickery, War, Water, and Weather. Anti-paladins who have cleric levels also have access to the Chaos domain. Specific races have access to other domains (detailed later).
  • have access to the following subdomains from the Advanced Player's Guide: Ash, Blood, Catastrophe, Cloud, Curse, Deception, Fate, Ferocity, Ice, Insanity, Loss, Lust, Metal, Murder, Night, Nightmare, Rage, Smoke, Storms, Thievery, Undead, Wind.

Racial Domains:
  • Dragons gain access to the Knowledge domain and the subdomains of Memory and Thought.
  • Dwarves gain access to the Artifice domain and the subdomains of Construct and Toil.
  • Elves gain access to the Liberation domain and the subdomains of Freedom and Revolution.
  • Gnomes gain access to the Magic domain and the subdomains of Arcane and Divine.
  • Halflings gain access to the Travel domain and the subdomains of Exploration and Trade.
  • Humans gain access to the Nobility domain and the subdomains of Leadership and Martyr.
  • Kobolds gain access to the Rune domain and the subdomains of Language and Wards.
  • Orcs gain access to the Strength domain and the subdomains of Ferocity and Resolve.

EDIT: I hasten to point out that Clerics do not have the spells and abilities of every domain listed; rather, they are available to be chosen at character generation. Clerics are still limited to 2 choices of domain.


Druids
All druids and rangers are members of the Gray Cabal. Other classes are capable of joining this priesthood but this is rare and requires DM approval. Of course, any PC without alignment restrictions may become a member of a Gray congregation.

Gray Cabalist priests remain unchanged from their descriptions in the Pathfinder RPG.

The Fine Print


This work is licensed under a Creative Commons Attribution- Noncommercial- No Derivative Works 3.0 License.

Creative Commons License


Erin Palette is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to amazon.com.