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 |
Back to Top |
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 |