Priest Class
Cleric Specialty Priest (druids)
All priest spheres and their costs are detailed in S&P. If the DM allows, priest restrictions and options listed in S&M, may be also selected to further customize priest PCs


Power CP Cost Description
Optional restrictions
Both Cleric and druids can gain bonus points to spend on abilities appropriate to their sub-class by accepting the following voluntary restrictions on normal priest abilities
Armor restriction 5+ The PC is limited in choice of armor. For 5 CPs, the priest is restricted to chain mail or lighter armor; for 10 points, the priest is limited to studded leather or lighter armor; and for 15 points, the priest may not wear any armor at all
Limited magical item use 5+ Any priest with this penalty refuses to use certain categories of magical items. The priest gains 5 CPs for every category selected: potions, oils, and scrolls ; rings, rods, staves, wands, and miscellaneous items; weapon and armor
Reduced hit points 10/20 The PC with the 10-point limitation uses d6 for hit points. For 20 points, the PC uses d4 for hit points


Cleric
Standard abilities all Sphere access (Major - All, Astral, Charm, Combat, Creation, Divination, Elemental, Guardian, Healing, Necromantic, Protection. Summoning, Sun, Weather), turn undead
Access to spheres Clerics can purchase major or minor access to the priest spheres of magic. All Clerics are generally limited to only those spheres of their powers portfolio
Anchor of stability 5 The very land of the planes, being mutable, can slide into another plane when dominated by the overwhelming influence of the alignment of those present. The PC’s strong devotion to his power acts as an anchor for that ground and thus prevents its movement. No planar land slips within 10’ of the cleric unless that land is shifting to the plane of the cleric’s power. (In this case, the land slips normally)
Casting reduction 5 Cleric’s casting time is reduced by 1 (to a minimum of 1)
Detect good/evil 10 Non-evil clerics with this ability can see emanations of evil (non-good clerics detect good) from creatures and objects within a path 10’ wide by 60’ long. This power takes one round to scan a direction and the cleric cannot engage in any other behavior
Detect undead 10 Clerics with this ability can detect undead within a path 10’ wide by 60’ long as long as the undead are not hidden behind stone or other dense material. This power takes one round to scan a direction and the cleric cannot engage in any other behavior
Expert healer 5/10 The PC can cast a bonus cure light wounds spell once per day. With the 10-point option, the cleric can cast a bonus cure light wounds once a day for every three levels of experience
Faithful fanatic 10 All spells cast by cleric function as if the PC were one level higher as a reward of his devotion to his power
Followers 5/10 The 5-point option allows the cleric to attract followers at 9th level as per the PHB. For 10 points, he can attract followers whenever the cleric establishes a stronghold, regardless of his level
Hit point bonus 10/15 The PC rolls d10 for hit points. For 15 points, the PC rolls d12
Know alignment 10 Once a day, the cleric can cast know alignment
Nearer my power to thee 10 An extremely strong link between the cleric and his power exists lessening by one the levels a cleric will drop when not on the plane of his power
Path of the proxy 5 Once a day, the cleric can call upon faith or draw upon holy might
Plane truth 15 The cleric is granted the purest vision from his deity. Priest can cast true seeing (priest version) once a week. At 7th level, the priest can use this ability once per day
Resist energy drain 5 The PC gains +1 to all saves vs. the energy drain spell and level draining attacks of undead. This ability has no effect where no save is allowed or when used in conjunction with the negative energy protection spell
Resist temptation 10 The cleric’s zeal and devotion to his power lessens the chance that others can sway or influence the PC. PC gains a +2 to all saves which might influence the PC’s mind such as charm/enchantment spells and psionics
Spell duration increase 10 The duration of all non-instantaneous spells cast by the PC increases by 1 round for every 2 of the cleric’s experience levels
Sphere bonus 6+ The cleric can purchase either major or minor access to one sphere of priest spells that normally lies outside his power’s portfolio. The cost is twice the standard cost listed
Sphere focus 10 Any spells in one sphere of the cleric’s choice are cast as if the PC were two levels higher. This may be combined with the Faithful Fanatic option
Turn undead 10 Cleric is granted powers over undead as per PHB or S&P
Warrior-priests 10 Clerics with this option use the warrior strength and constitution bonuses for exceptional scores
Weapon allowance 5 A cleric with this option can use a favored, edged weapon of his deity. PC must also pay for proficiency for the weapon
Wizardly priests 15 Cleric gains access to one school of wizard spells and can cast them as if they were clerical spells. Thsi includes stylized wizard schools such as elemental magic or even wild magic
Wondrous healer 15 All cure wounds cast by the cleric heal to their maximum potential
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Specialty Priests (druid)
Power CP Cost Description
Standard abilities all Communicate, fire/electrical resistance, identify, immunity to charm, pass without trace, shapechange, sphere access (Major - All, Animal, Elemental, Healing, Plant, Weather; Minor - Divination)
Access to spheres The standard druid selection of spells cost 60 CPs or the druid can purchase access to the spheres just like clerics do
Alignment change 10 Once a day, the druid can temporarily neutralize one being by changing its alignment to the least extreme alignment - true neutral. On a failed save vs. spells, the being so affected has its alignment changed to true neutral for the next 2d6 hours and acts acordingly. This change can severly complicate the lives of ‘extremists’ such as paladins and fiends, which is precisly what the druid wishes to accomplish
Alter beasts 10 Once a day, at 7th level, the druid can polymorph other another being into a woodland creature
Analyze balance 5 The druid can analyze balance at will
Animal friendship 5 Once a day, the druid can cast animal friendship
Cold resistance 5 +2 to all saves vs. cold or ice-based attacks
Communicate 10 The druid can learn one language per level of one group of creatures from a related group of racial tongues. Adruid could learn the languages of woodland and sylvan races or the languages of the neutral planar beings such as rilmani, modrons, eladrin, slaadi and yugoloth
Elemental sphere bonus 5/20 Elemental spells cast by the druid are treated as if the PC were one level higher. For 20 points, the druid’s own body also serves as an all-purpose elemental power key enabling all elemental spells cast by the druid to reach their fullest potential anywhere in the planes
Fire/electrical resistance 5 The PC gains +2 to all saves vs. fire and electrical attacks
Hide in shadows 5 Druid can hide in shadows as per the ranger ability with the same chance of succes as a ranger (see ranger)
Hit point bonus 10/15 Druid rolls d10 for hit points. For 15 points, the druid rolls d12 for hit points
Identify 5/10 At 3rd level, the druid can accuratly identify plants, animals, and clean water from his native plane. The 10-point option allows the druid to accurately identify plants, animals and clean water from other planes but because of the druid’s unfamiliarity with flora and fauna from other planes, he may fail at an identification attempt. Chance of success equals 40% + 5%/level
Immunity to charm 5/10 At 7th level, the druid is immune to charm spells cast by woodland creatures from his own plane and the plane of his deity as per the PHB. The 10-point option gives a druid this immunity at 1st level
Immunity to disease 10 With this option, the druid is immune to all natural diseases
Keeper of the balance 10 When fighting against creatures of extreme alignments (LG, CG, LE, CE), the druid gains a +2 bonus to hit, damage, and initiative as well as receiving a +2 to all saves from spell attacks by those beings
Move silently 5 Druid can move silently as per the ranger ability with the same chance of success as a ranger
Outlandish defender 10 On the Outlands, the druid becomes an awesome defender receiving a +4 bonus to armor class and doubling all magic resistance and saving throw bonuses
Pass without trace 5 At 3rd level, a druid moving at his normal movemnet rate can pass without trace at will as per the spell
Planar native 10 This powerful option allows a PC to attune his body to any outer plane he is on, providing him with special benefits. The PC’s neutral alignment is masked and for purposes of divination appears to be the alignment of the plane he is on. The PC also does not drop in level if his power is on another plane. The PC gains a +1 to all saves vs. natural phenomena of the plane he is on
Portal affinity 5 Druid can cast warp sense (campaign setting boxed set) once a day
Purify water 5 Druid can cast purify food and drink once a day
Secret language 5 Druid knows a secret language that only druids and rilmani know
Sense plane slippage 5 While on any of the Outer Planes, the druid becomes instantly aware of any large-scale plane slippage from one plane to another as it occurs (large-scale being about the size of a gate-town). The druid learns where the slipping begins and where the land is headed. Additionally, the druid instantly becomes aware of when he steps on any land that has slipped if the slippage occured within the past 100 years (druid also learns where the slipped land originated)
Shapechange 10/15 At 7th level, druid can shapechange into a natural animal as described in PHB or S&P. For 15 points, the druid can shapechange starting at 5th level
Spire sense 5 On the Outlands, the druid is instantly aware when he crosses any of the nine rings surrounding the spire that restrict magic use
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