Class Overview: Upon the face of Midworld, there are those that lift their voices heavenward and hope for miracles and cures against the cruelty of a ruthless reality. Those that they pray to have many different faces and aspects: Dammerungers give their highest worship to the Lord Reaper. The Ishtari are named for the goddess of their Race, Kali-Avesti-Ishtar: mother, magistrate and murderer. According to the Riverfolk, the golden phoenix, Adarna, laid the bright-egg and brought light to the world. The faiths seem to differ but as one, they all perceive a higher power and ask for succor.
The Chosen are those who truly believe in their religion and only they deserve the guidance and the protection of the gods. The most faithful and most devoted of the Chosen are the Priests; the Priest is given symbol and spell to guide the path, to protect the Chosen and to smite the wicked.
Each Priest must choose a belief to follow, to protect and to nurture. Some religions follow one god exclusively while others worship entire pantheons of divinities. And then, there are some religions are philosophical viewpoints that are so profound and powerful that following and exemplifying them in their purest form grants Spells to the devoted.
Seven Spheres comprise the power of the Overworld, the throne of the divine. Each religion has dominion over two or more spheres, with more powerful and influential institutions having power over more Spheres than smaller religions.
Each and every Priest can learn the secrets of each and every Sphere that her Religion offers; however, they must choose to specialize in one Sphere – their first Sphere and the one whose virtues and workings they embody. Specializing in a Sphere paints a Priest in a different light – a Priest of the Creation Sphere is a crafter of wonders while a Priest of the Battle Sphere is a soldier of his faith.
The Divine Spheres of the Overworld are the following:
Sphere of Battle: The Sphere of Battle calls its Priests to war and conflict, whether these are righteous battles or unjust wars. Likewise, Priests of Battle are tasked with conflict; some Priests use this mandate to wage war for bloodthirst’s sake while others fight holy wars against the creatures of the night or against those who would attack the innocent and the just.
Sphere of Chaos: The Sphere of Chaos is change and unpredictability, towards good or towards ill. Priests of Chaos are agents of change and are adept in the ways of subterfuge and secrecy. Some Priests use their powers at their own twisted whim while others change their environment to suit their religion’s agenda, be it as benign as the liberation of slaves or as malign as the toppling of all order.
Sphere of Creation: The Sphere of Creation grants powers in craftsmanship and artisanry. Thus, Priests of Creation are craftsfolk that are divinely inspired and imbued with the power to create wonders. The purpose of their work lies within the agenda of their religion; there are Priests that sell their products to the highest bidder while there are those that gift their works only to the faithful and the devoted.
Sphere of Fate: The Sphere of Fate is death and the darkness after. Priests of Fate are tasked to looking after the fates of their Chosen, taking care of their spiritual needs before the grave and beyond. To that end, these Priests are given powers over death: to repel it, to prolong it and to inflict it. Some Priests of Fate inflict death according to their own design while others deal out death to those who deserve it… or to undead creatures who have escaped its grasp for too long.
Sphere of Inquisition: The Sphere of Inquisition invokes the pursuit of information and of truth. Indeed, a Priest of Inquisition seeks the heart of all matters of the world. She might be gentle or cruel, overt or covert; but the questions she imposes upon the world is the core of this Sphere. What she does with that truth however, is her own choice and the choice of the institution that she serves.
Sphere of Knowledge: The Sphere of Knowledge lies in the mastery of all lores, sciences and magics. Knowledge is power and this Sphere grants great amounts of it to its Priests. Priests of Knowledge are keepers of magic, archivists of lore and the guardians of mysteries. Some religions call for its Priests to spread knowledge across Midworld while others desire to keep what they have and to take what others keep.
Sphere of Tranquility: The Sphere of Tranquility promotes serenity among its followers and calls its Priests to nurture that peace. Priests of Tranquility are powerful healers and stalwart guardians of their beliefs. The Chosen of a Priest of Tranquility can rely upon her powers of protection and of healing to support them and to lead them through the direst of disasters. Not all Priests of Tranquility are goodly folk however. There are Priests and religions that seek to destroy using peace and tranquility, just as there are Priests of Tranquility to seek to advance their own causes and aims through the divine magic of the Overworld.
Special Costuming Requirements: All Priests except for the Seeker must have the symbol of their faith upon their person. This symbol must be in plain sight, such as upon a shoulder, tabard, upon a shield, upon an exposed medallion or even drawn upon one’s face. One can even draw the symbol upon a piece of cloth and then wrapped around their hand so that showing their palm or the back of the hand displays the symbol. Some Priests even write the symbol upon exposed flesh, to show the whole of Midworld how their faith and their flesh are bound inextricably. Symbols tattooed upon one’s brow are the most common, although some prefer the back of an ungloved hand.
In addition, Chosen who wish to benefit from the latent spells of a Priest of their Faith must openly and brazenly wear a holy symbol of their Faith.
The Seeker is exempt from these restrictions, although she must keep a Tome of Truth and Lies upon her person emblazoned with the symbol of his faith. A Tome of Truth and Lies is simply a small notebook (at least half a foot tall and a quarter foot wide, emblazoned with the symbol of the Seeker’s true faith). A Seeker must keep this Tome secret although Game Marshals may demand to see the Tome. Seekers without a Tome must get one by the next moon or lose the ability to cast any spells for an entire month.
Class Features: Priests receive these Class Features at first level for no build cost:
CHOOSER OF THE SLAIN
–You learn the Symbol of Renewal spell for no build cost, which can allow you to make someone a chosen whether they are alive or dead – all that is required is the will of the candidate to follow the dictates of your god and bear his symbol proudly. Only a Priest can make someone into a Chosen; however, when someone is Chosen, the only way out is death .
–Furthermore, any and all Priests can invoke the light of their faith to light their path during times of darkness (phys rep: flash-light or other lighting device). To do this, channel for 5 seconds and then say “Chooser of the Slain” before lighting your device.
ACOLYTE OF FAITH
–The Priest is the hand of the gods upon Midworld; thus, she is granted the ability to cast spells from the Faith sphere. A Priest cannot cast spells while wearing metal armor of any kind, Crusaders are exempt from this armor restriction.
–Furthermore, a Priest must choose one Divine Sphere that is associated with her god at first level. She must embody the virtues of this Sphere and is granted powers that allow her to do so.
–She gains the Acolyte Power (see below) and the Servitor skill of that Sphere. Annotate this on the Character card accordingly (e.g. Acolyte of Tranquility instead of Acolyte of Faith):
Acolyte of Battle: You are an Acolyte of Battle, given divine mandate and holy task to wage war upon the enemies of your faith and the foes of your Chosen.
You gain the Servitor of Battle skill for no build cost, thereby gaining access to Basic Battle Spells.
Furthermore, you learn a single Weapon expertise skill or Style expertise skill of your choice without cost to build (see Warrior skill list).
Lastly, once per Period, you may bless your Chosen before they go into battle. After 10 seconds of Channeling, you must call your Chosen into battle, naming the divinity you serve, your own position as his or her Priest, and the fate of all that oppose you. If you do this, you and all Chosen within a one-handed weapon’s reach of you will be inspired into a holy wrath that grants them 1 SP that must be used within 1 minute or it will deteriorate. For each additional Battle Priest of your faith that participates in and benefits from this blessing, the SP granted is increased by 2, to a maximum of 10 SP granted (7 Priests total).
Acolyte of Chaos: You are an Acolyte of Chaos and your task is to instill change and unpredictability into the world around you.
You learn the Servitor of Chaos skill for no build cost, thereby gaining access to Basic Chaos spells.
You learn the Cut Purse skill and when you use it, you steal everything that is palm-sized within the container (not just one object).
Additionally, once per Period, you may negate and reverse a Cut Purse attempt against you. When someone uses Cut Purse on you and sends a Game Marshall to inform you of the theft, you may say “Acolyte of Chaos” and clarify the effects of this Feature. You negate the thieving attempt, you know the identity of your thief and you are now in possession of either 1 GP or a Minor Component from the person of your would-be thief. If that character has neither, then you get nothing.
Acolyte of Creation: You are an Acolyte of Creation, divinely empowered and divinely inspired to craft, to make and to create. You also gain the Servitor of Creation skill for no build cost, thereby gaining access to Basic Creation Spells.
You may either learn the second rank of a Profession skill that you know or choose another profession to achieve the first rank in. Either Profession must be a Crafting Profession (i.e. Alchemist, Brewer, Smith or Physic).
Once per period, after 10 seconds of Channeling, a Priest of Creation may say “Acolyte of Creation” to instantly create an item using one of the Profession skills he knows. He needs all the necessary components and any other requirements to create the item, although Acolyte of Creation allows him to waive the 10 minutes usually required for crafting tasks.
Acolyte of Fate: You are an Acolyte of Fate, tasked to remind your Chosen of their fates and to bring the enemies of your faith to their end. You also gain the Servitor of Fate skill for no build cost and access to Basic Fate Spells.
Furthermore, you may channel for 10 seconds over a body of a creature that you or your Chosen have brought to 0 HP. After channeling, you may decide to revive them or to condemn them. If you decide to revive them, you may cast a Symbol of Healing or Symbol of Renewal spell upon them without Channeling. If you decide to condemn them, say “I seal your Fate! Killing blow! 10 damage!”. Either way, you gain 2 SP – once you benefit from this, you may not do so again until you have completed a Short Rest. All Chosen within a one-handed weapon’s reach of you also gain 1 SP.
Acolyte of Inquisition: You are an Acolyte of Inquisition, the seeking of truth and the piercing of deceptions is your divine mission.
You also gain the Servitor of Inquisition skill for no build cost, thereby gaining access to Basic Inquisition Spells. Also, you receive the Sense Hidden feat for no build cost. If you channel for 10 seconds instead of observing for 10 seconds, this feat does not cost you SP.
Once per Period, you may perform an Inquisition. After channeling for 10 seconds while maintaining weapon contact with your target (who is usually helpless, tied up or otherwise held fast), you may say “Acolyte of Inquisition”. Clarify to your target that lying to you for the next three questions within 1 minute invokes the wrath of the divine upon them – they receive 10 points of Mortal-Bane damage or a Killing Blow for 10 Mortal-Bane damage if they are already at 0 HP.
You may then ask your target three questions that must be answerable with “Yes”, “No” or “I don’t know” – a target that knowingly lies to you suffers the consequences of his falsehood. If you perform this upon a Chosen, then damage it may inflict escalates to 100 Mortal-bane damage – ensuring that no Chosen will ever lie to you and live to tell the tale.
Acolyte of Knowledge: As an Acolyte of Knowledge, you are given guardianship of the secret lores of your faith and the forbidden magics of your order. You also gain the Servitor of Knowledge skill and access to Basic Knowledge Spells.
You gain the Lorekeeper skill for no build cost and if you have the Scholar Profession, you gain the second rank for no additional build cost.
Furthermore, you can use a forbidden and secret technique of your religion or order to your advantage, although with some cost to your personal health. You may waive the Channeling requirement of a Basic Spell by prefacing it with “Through secret Knowledge” (e.g. “Through secret Knowledge and by Cruach, I invoke a Symbol of Renewal!”). When you do this however, you are afflicted by a 10 second Stun effect after you cast the spell and deliver its effects.
Acolyte of Tranquility: You are an Acolyte of Tranquility, tasked with the support and the care of your Chosen.
You gain the Servitor of Tranquility skill for no build cost, thereby gaining access to Basic Tranquility Spells.
Once per Period, you may invoke a Chant of Tranquility to bring a soothing serenity that heals and revitalizes you and the Chosen around you. To do this, you must Channel for 100 seconds while raising a glow-stick or lighting device about your head – any Chosen (and only Chosen) that wish to benefit from this, must also join you in Channeling.
If you successfully complete the 100 second Channel, you may say “Acolyte of Tranquility! Heal 100! 1 SP!”. You and every Chosen that finished the Channel then regain up to 100 HP and up to 1 SP.
If there are any Priests of Tranquility that are also Chosen of your religion that participates in and benefits from in this Chant, the amount of HP healed and SP regain is increased by 100 HP and 2 SP for each additional Priest, to a maximum of 1000 HP and 9 SP granted. Any Priest (including you) that benefits from this may not benefit from it again or use the Chant of Tranquility again until the next Period. If you are interrupted while using this feature, it is not expended.
Designer’s Note: To suit the needs of more than a dozen Faiths, the Priest was built to be a modular class – which means that there are many different parts of it that are varied and interchangeable according to the needs/desires of its Faith. The primary factors of their variety are the Spheres, Divine energy and Servitor skills.
Divine Spheres: The Spheres are vast, powerful ideas that govern and encompass reality. A Priest chooses one of these as his Major Sphere (from the list of those that his Patron grants access to) and it greatly affects his or her class abilities from the start to end of his career, rivaling even the influences of a sub-class might do so. A Tranquility Avatara will play differently when compared to a Battle Avatara. A Battle Seeker may be more adept in combat than a Inquisition Crusader.
Divine Damage: The damage spells of a Priest are labeled with Divine energy. Divine is not a type of damage. “Divine” is a placeholder for the type of energy that a Divinity might grant based on their personality, aspect or portfolio. The Lord Reaper of Gotterdammerung inflicts Silver damage for example. Cruach for the Fir’bolg inflicts Shadow-type damage. These damage types reflect the Divinities that emanate these energies although they are not a strict determinant of “good” vs. “evil”.
Servitor Skills: Servitor skills are a special type of skill restricted to the Priest class that allow them to cast a specific type of Sphere spell. At their very core, these skills simply grant access to the special spells of a specific Sphere. But progressing in a specific Servitor skill (labeled Cleric and Harbinger) can yield benefits such as increased damage, healing or shielding capabilities when using Priest spells. A Priest starts out with 1 Servitor skill (based on their initial Sphere choice) but can purchase and progress the Servitor skills of other Spheres as long as these Spheres are granted by their religion.
Avatara: Avatara are conduits between the mortal and the divine – the voice of the Gods upon Midworld. When their words fall upon deaf ears however, the Avatara are not so easily ignored. The Gods empower their messengers with mighty magics to heal those who would listen and to break those who would not.
Crusader: Crusaders are the weapons of a God’s priesthood. It is they that enact judgment and execution upon the heretic, the anathema and the damned while protecting and healing the Chosen.
Seeker: Seekers are the eyes and ears of a God’s priesthood. It is their vocation to watch and to listen for enemies as well as for heresy. When a Seeker is abound, no secret is safe and no sin will go unpunished.