Priest

Minister - by T.A. Saunders ©2013 v2.0

Summary From the lowly friar to the head of an entire religious congregation, Ministers preach the word of their god to the masses and keep them strong in the faith. They are advisers to kings and powerful politicians, spiritual guide and in some cases law to the people they tend to and maintain the hierarchy within their church. Ministers are rarely found outside of their congregations, though they are known to travel with evangelical purpose from time to time. Ministers will only carry small weapons to defend themselves and wear no armor. Ministers are the most powerful single target healer and excel at removing curses, blights, hexes and diseases from those under their care.

Class Skills Word of the Gods

Through their sermons, a minister can influence the minds and hearts of those listening to them, even if the listeners are not believers in the minister's faith. For those who believe as the Minister believes, the minister will have +50% to charm said followers into non-lethal suggestions. Such suggestions could include paying tithe to the church or repenting for sins by fasting. Even things that cause non-lethal harm are acceptable.

Those who do not believe as the Minister does are stricken with a sense of apprehension and will either actively avoid the Minister in the future, or attack them at a -10%, depending on the situation. Allies of an ethos similar to the Minister who hear their words are likewise inspired and find themselves able to eke out more strength to fight for what they believe in, adding a +10% bonus to their attacks for the remainder of the encounter.

If multiple Ministers of the same ethos speak, it the bonus to hit is increased by +5% per Minister beyond the first. A Chaotic Minister preaching about the weak deserving to starve will not inspire a farmer, no matter how good a friends they may be. Abusing this talent against the god's ethos can result in a minister being stripped of their divine power. This talent can be used three times per day. (50% charm on believers/avoidance or -10% to attack against non-believers, +10% bonus to attack checks by allies of a similar ethos within hearing range, +5% per additional Minister of the same ethos speaking).

Immaculate Cleansing

Once per day, the Minister can evoke the power of their deity and cure a grievous ailment, curse or wound, providing that ailment, curse or wound was not applied by another deity. This means limbs can be regrown, madness cured or loss of senses restored. This power will not work on those of opposing ethos to the minister. (100% chance to cure any curse/wound/blight on a single person, once per day).

The Holy/Unholy Word

Once per day the Minister is capable of uttering a word in the sacred tongue of their deity that will instantaneously destroy a single undead creature, or banish a single infernal entity. Lesser sorts of either sort have no chance of resisting the Holy Word, while more powerful sorts of demons and undead have a 50% chance to resist destruction/banishment. Those that do resist will be weakened for 1d4 rounds and unable to use special powers.

In the case of the Unholy word, lesser celestial beings are instantly banished and unprepared mortals (non-adventuring sorts) are driven instantly insane. More powerful celestial beings have a 50% chance to resist banishment and more powerful mortals (such as adventuring types) have a 50% chance to resist being driven insane. Those who have other resistances to madness can roll those checks as well, after the initial check. (Once per day, the Holy Word can banish/destroy with 100% effectiveness a single lesser sort of infernal/undead creature and 50% for more powerful sorts. The Unholy Word instantly banishes/drives insane with 100% effectiveness a single lesser celestial beings/mortal and 50% for more powerful sorts).