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The classification of rogue covers a wide-variety of professions all having to do with some measure of cunning and trickery...
A neo-Victorian Magitech Adventure RPG
To this end, Priests have become increasingly important to spreading the word of their deities and assuring their power does not leave this world. Therein lies the Spiritual War, for the hearts and minds of all the races of Imarel that is fought in town squares, churches and on the battlefield, where divine might can win or lose the day. Because the needs of those who follow a religious path are so diverse, there are many sorts of priests that roam Imarel: The Cleric, the Monk, the Minister, the Druid and the Exorcist. One should note that with the exception of the Exorcist path, there is no restriction to what deity a priest can commit to. There can be monks of chaotic gods, minsters of neutral spirits and so on. As the Exorcist deals with the expulsion of infernal creatures from the world, they are exclusively the province of Lawful, Neutral, or even Chaotic deities, as long as the deity's home plane is not Xos, the Frozen Dark.
Priests pray to their deities for their powers. They do not have specific spells, as such but simply pray to their god and their god decides what measure of intervention will take place. The longer a priest has been in service of a particular deity, the more likely he or she will get the divine aid they are looking for. Hence, it is incredibly important to be careful what one prays for; both for the fact that they may actually get what they pray for and for the possibility of offending their deity. Priests going outside the edicts of their religion can very easily find themselves powerless.
All priests can call upon the favor of their deity to give them divine insight into a problem. This can be anything from a sign to do the thing that would best fit with the ethos of the god in question (this is not necessarily the ‘right' thing, but would fit the morality of the god) to having a moment of lucid wisdom at a critical time. This blessing can be sought but once per day. (Intuition rolls/Skill checks have 100% success).
Divine Favor
Priests are the foremost on returning the dead to the living. As such, whenever they are resurrecting the fallen they have a better chance than other classes to do so without negative penalty. This bonus always exists, though it can be negated by poor standing with the priest's deity in question. Divine Favor also grants all priests a 85% chance to attack with divine magic. (+25% to resurrection rolls, 85% base to attack with divine magic.)
Blessing of the Faithful
A priest in good standing can beseech their deity for a blessing upon a person or a small group of people. These blessings can be anything from good fortune in battle to good health. The recipients of these blessings will gain a bonus at an appropriate time of critical need, ex. A man blessed with good health manages to avoid a plague infecting a city or a soldier blessed with protection in battle is ‘missed' by a bullet that would have otherwise killed them. A character can only receive one such blessing but it is effective until the condition of the blessing is met. A priest can make such blessings three times per day, but must be on separate people and never upon themselves. (Blessing to avoid one combat or environmental determinant. Available 3 times per day. Cannot stack blessing.)
Paragon of Skill
Because an individual spends a great deal of focused effort and time to become a Paragon they learn things of their profession that those who dual-class would not otherwise discover. This skill translates into a bonus +15% to hit for their appropriate combat focus (+15% to melee hit for melee types, +15% to ranged for ranged attackers and +15% to spell hit for spell casters). Additionally, the Paragon gains an extra -20% to their overall armor rating and mystic defense versus all forms of attack.
Divine Intervention
When the need is dire, the most devout priests can call directly upon their deity to bring them aid. This aid is always the GM's choice and could be subject to the cruelty of the god in question, but if the 25% chance roll is made, the divine intervention is granted the following round. Asking a deity for something that is opposing their ethos will result in an immediate smiting of the priest and denial of aid. Usable once per week. (Call for divine aid, usable once per week to receive a boon from your patron deity. 25% of the time you receive major aid, 75% of the time you receive minor aid).
Strength of Devotion
Those priests who truly dedicate themselves to their calling are looked over by their chosen deity. This devotion manifests in a +20% to hit with divine magic, including attacks centered around divine power, such as those of a monk. This also conveys a -15% to hit the priest with an attack of any kind, including magical. Finally, a priest whose soul is devout cannot have his or her soul captured, trapped or controlled by any power, including those of opposing deities.
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Class Trees
An armored servant of a deity, clerics come to the battlefield to bring the blessings of their god to the armies they march with. Empowered by incredible powers of healing over a large area as well as boosting the morale and strength of a fighting force, clerics are widely considered indispensable for a large army or mercenary troupe.
Class Skills »
Keepers of the wilds of Imarel, druids observe natural law as the highest. While the vast majority of Druids follow Zorah, some follow The Spirit of Tranquility, or the Twin Goddesses. There are even a small sects of druids that worship Abador, Lord of Plagues. Whomever they pay homage to, Druids tend to avoid cities for obvious reasons, but will be more comfortable venturing into smaller towns and villages where they often help farmers during harvest or planting season, then move on.
Class Skills »
The Exorcist is a priest specialized in the expulsion of infernal beings and unclean spirits from Imarel. Often put in opposition against powerful ritualists and priests of dark gods, the Exorcist is infused with the power to see the touch of such forces on mortals and can drive the possessing spirits and demons out.
Class Skills »
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.
Class Skills »
A rare sight outside the lands of the Taijuni people, monks are wanderers and spiritual teachers. They maintain a threadbare life and keep only what they need to survive. Rather than relying on fancy weapons or armor to protect them, monks have developed many hand to hand and weapon fighting styles that allow them to protect themselves and others.
Class Skills »
The Nakun-Ja are separated into two subcategories, the Ki-Kunja, (the male Stone-Shapers) and the Yun-Ja, (the female Fire-Callers). While there is no gender-specific reason for the Taijuni to separate the two elements, traditionally, the Taijuni people believe that females have ‘calmer minds,' and can control the tempestuous element better than men (for player purposes, all Ki-Kunja must be male, all Yun-Ja must be female).
Class Skills »
Grand Hierarch (Grand Hierophant if Druid)
Hierarch (Hierophant if Druid)
High Priest (High Druid, if druid)
Priest (Druid, if druid)
Abbot/Abbess (Friar if monk, Keeper if druid)
Clergyman/woman (Wilder if druid)
Acolyte
Neophyte
NOTE: With each ascending rank all priests gain -5% mystic defense, culmulative