Role: Priests, unlike their Paladin brethren, take up a supporting role preferably away from the front lines. Although their magic can be used for the benefit of the group, some are able to be a significant force in battle.
Alignment: Any non-evil
Hit Die: D6
Class Skills: as cleric
Skill points: 2 + Int modifier
- Weapon and Armor proficiency: Priests are proficient with the club, dagger, crossbows, and quarterstaff, but not with any type of armor or shield
All other abilities as a Cleric of equal level
- Divine Health: At third level, a priest becomes immune to all diseases, magical and non-magical
- Second Sight: At fifth level, a priest becomes attuned to the supernatural world, and is able to see all ethereal creatures, and is able to distinguish between corporeal and incorporeal.
- Spell casting: Priests are able to prepare a number of spells/day as a cleric of one level higher than the priest
All other saves, special abilities, and spell DC’s are the same.
Base attack bonus progresses the same as that of a Wizard (0,1,1,2,2,3,3,4,4,5,5, etc)
A priest may choose any two of the following domains:
Air, Animal, Artifice, Charm, Community, Earth, Fire, Glory, Good, Healing, Knowledge, Law, Liberation, Luck, Magic, Nobility, Plant, Protection, Repose, Rune, Strength, Sun, Travel,
War, Water, and Weather
A priest may not choose a favored weapon.