Devoting your chastity to your god(s)...


Priest & Priestess

Very often the worship of the gods are left in the hands of those who dedicate them selves. These characters gain the ability to cast divine spells and based on the god they worship. In the universe of Stellar Winds the gods of Luna and Zermous struggle in an endless contests for control. A lot like Wizards Priests cannot ware armor. Very often they choice the magical robes blessed by their deity due to spell failure percent that comes with armor.


Class Abilities

Level

Attack Base

Fortitude Save

Reflex Save

Will Save

Special

1

+0

+0

+0

+2

Scribe Scroll, Turn Undead

2

+1

+0

+0

+3

Detect Evil

3

+1

+0

+0

+3

4

+2

+1

+1

+4

5

+2

+1

+1

+4

Bonus Feat

6

+3

+2

+2

+5

7

+3

+2

+2

+5

8

+4

+2

+2

+6

9

+4

+3

+3

+6

10

+5

+3

+3

+7

Bonus Feat

11

+5

+3

+3

+7

12

+6/+1

+4

+4

+8

13

+6/+1

+4

+4

+8

14

+7/+2

+4

+4

+9

15

+7/+2

+5

+5

+9

Bonus Feat

16

+8/+3

+5

+5

+10

17

+8/+3

+5

+5

+10

18

+9/+4

+6

+6

+11

19

+9/+4

+6

+6

+11

20

+10/+5

+6

+6

+12

Bonus Feat



Spells Per Day

Level

0

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

1st

3

1

- - -

- - -

- - -

- - -

- - -

- - -

- - -

- - -

2nd

4

2

- - -

- - -

- - -

- - -

- - -

- - -

- - -

- - -

3rd

4

3

1

- - -

- - -

- - -

- - -

- - -

- - -

- - -

4th

5

3

2

- - -

- - -

- - -

- - -

- - -

- - -

- - -

5th

5

3

2

1

- - -

- - -

- - -

- - -

- - -

- - -

6th

5

4

3

2

- - -

- - -

- - -

- - -

- - -

- - -

7th

6

4

3

2

1

- - -

- - -

- - -

- - -

- - -

8th

6

4

3

3

2

- - -

- - -

- - -

- - -

- - -

9th

6

4

4

3

2

1

- - -

- - -

- - -

- - -

10th

6

5

4

3

3

2

- - -

- - -

- - -

- - -

11th

6

5

4

4

3

2

1

- - -

- - -

- - -

12th

6

5

4

4

3

3

2

- - -

- - -

- - -

13th

6

5

4

4

4

3

2

1

- - -

- - -

14th

6

5

5

4

4

3

3

2

- - -

- - -

15th

6

5

5

5

4

4

3

2

1

- - -

16th

6

5

5

5

4

4

3

3

2

- - -

17th

6

5

5

5

5

4

4

3

2

1

18th

6

5

5

5

5

4

4

3

3

2

19th

6

5

5

5

5

5

4

4

3

3

20th

6

5

5

5

5

5

4

4

4

4

This chart lists the stats you get at each level, they do not add on.

*Wisdom Based Spell Bonus Chart.



Class Features

Aura - A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details). Clerics who don't worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly
powerful aura of the corresponding alignment.

Simple Melee Weapons Feat - Choose a type of simple weapon, such as dagger or staff. You understand how to use that type of simple weapon in combat. The character makes attack rolls with simple weapons normally. A character without this feat takes the –4 nonproficient penalty when making attacks with simple weapons. Any attempts to use another firearm out of its class will result in a -2 penalty.

Spells - A priest casts divine spells, which are drawn from the priests spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, advance (see below). To prepare or cast a spell, a priests must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priests's spell is 10 + the spell level + the priests's Wisdom modifier. Like other spellcasters, a priests can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Priests. In addition, he receives bonus spells per day if he has a high Wisdom score in the same manner a cerebert does. A priests also gets one domain spell of each spell level he can cast, starting at 1st level. When a priests prepares a spell in a domain spell slot, it must come from one of his domains (see Deities, Domains, and Domain Spells, below). Priests recite prays for their spells. Each priests must choose a time at which he must spend there time memorizing the good words of the gods. By doing this the carry around a manuscript of the the prays they have collected allowing them to request the aid of their god.

Deity, Domains, and Domain Spells - A priests's deity influences his alignment, what magic he can perform, his values, and how others see him. A priests chooses one domain from among those belonging to his deity. All priests must be of lawful aligmenet or they suffer lose of spell casting failure due to the their gods fustration with them. Each domain gives the priests access to a domain spell at each spell level he can cast. Each domian spell is casted at one level powerfuler then the caster.

Turn or Rebuke Undead - Any priests has the power to affect undead creatures by channneling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead). A good priest can turn or destroy undead creatures. An evil priest instead rebukes or commands such creatures. A neutral priests of a neutral deity must choose whether his turning ability functions as that of a good priest or an evil priest. Once this choice is made, it cannot be reversed. This decision also determines whether the priest can cast spontaneous cure or inflict spells (see above). A priest may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A priests with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Bonus Languages - A cleric's bonus language options include Dragon or Abyssal . These choices are in addition to the bonus languages available to the character because of his race.

Detect Evil - Allows character to detect evil at will.

Scribe Scroll Feat - At 1st level, a Priest/Priestess gains Scribe Scroll as a bonus feat.

Hit Point Increase - Priest/Priestess HP Increases 6 every level.

Starting Credits - 1d4 x 100

Bonus Feat: Priest/Priestess gain a bonus feat every five levels allowing them to select only metamagic feats.



Class Skills

Concentration (Con), Craft (Int), Diplomacy (Cha), Frist Aid (Wis), Knowledge (arcana) (Int), Knowledge (Religon) (Int), Knowledge (religion your domain) (Int), Knowledge (the planes) (Int), Lore (Wis), Reputation (Cha) and Computer Use (Int)

Skill Points at 1st Level: (2 + Int modifer) x 4
Skill Points at Each Additional Level: 2 + Int Modifer.



Priest/Priestess Special Skills

Service:

  • Check: You can impress audiences with your talent and skill.
  • Action: Varies. Depeneds on the ceremony a priest is performing.
  • Try Again: Yes. You can try to hear something that you failed to hear previously with no penalty.

Sense Aura:

  • This skill allows a character to identify various devine auras just by being aware of there suroundings . Deppending on how far away the sorces of the aura is a Priest or Priestess can tell what kind of domain the aura belongs to.

Divine Spell Craft:

  • Check: This skill is used to identify divine spells, as they are cast or spells already in place. You can identify spells and magic effects. You can identify spells and magic effects. The DCs for Sence Aura checks elating to various tasks are summarized on the table above.
  • DC Task
    • 13 = When using read magic, identify a glyph of warding. No action required.
    • 15 + = Spell level Identify a spell being cast. (You must see or hear the spell's verbal or somatic components.) No action required. No retry.
    • 15 + Spell level Prepare a spell from a borrowed manuscript book One try per day. No extra time required.
    • 19 = When using read magic, identify a symbol. No action required.
    • 20 + = Spell level Identify a spell that's already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.
    • 20 = Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10 minutes. No retry. This check is made secretly so you do not know the result
    • 20 + = Spell level Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry
    • 20 + = spell level Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a full-round action
    • 25 + = spell level After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry.
    • 25 + = Identify a potion. Requires 1 minute. No retry.
    • 30 = or higher Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry.

* Action: Varies, as noted above.

* Try Again: See above.

* Synergy: If you have 5 or more ranks in Knowledge (religon), you get a +2 bonus on Sence Aura



Domains of Gods

Clerics have to select a a domain of pray that belongs to the overall theologiy structure. Domains will bonus spells that belong to the deity the character worships. Characters in Stellar Winds will have to choice which Dragon Prince or Deamon Prince, or the two prevelent gods. Luna and Zermous. The following section will describe the denitys and their domains.


Goddess Luna

The goddess of all that symbolizes good and kindness. Very often refried as various different names across the stars she is always known as the "lady of the light." Her primary goals for the universe is the protection of all that is good and pure from her foul younger sibling Zermous. With destruction of her oldest brother the galaxy is in state of winding down its return to chaos. It has always been the lady of the light's goal to protect the fragile universe that holds life thus her forces are in constant battle to prevent it's destruction. The goddess is also known for her musical songs that date back to the Lost Age. Very offten temples that hold a great deal of importance are sealed by magical lubbablys that only preists know.

Good Domain

Granted Power – You cast good spells at +1 caster level.

Good Domain Spells

1 Protection from Evil. – +2 AC and saves, counter mind control, hedge out elementals andoutsiders.
2 Aid. - +1 attack, +1 on saves against fear, 1d6 temporary hit points.
3 Magic Circle against Evil. – As protection spells, but 10-ft. radius and 10 min./level.
4 Holy Smite. – Damages and blinds evil creatures.
5 Dispel Evil. – +4 bonus against attacks by evil creatures.
6 Blade Barrier. – Blades encircling you deal 1d6 damage/level.
7 Holy Word. - Kills, paralyzes, weakens, or dazes nongood subjects.
8 Holy Aura. - +4 AC, +4 resistance, and SR 25 against evil spells.
9 Summon Monster IX. - Calls outsider to fight for you.

*Cast as a good spell only.



Dragon Prince - Protayth

The son of the Dragon King Nall he has been the symoble of protection and defenders icon. Protayth has very offten been the selection of those clerics who pride them selves in defending their worshipers on long treks throw space.

Protection Domain

Granted Power – You can generate a protective ward, a spell-like ability to grant someone you touch a resistance bonus on her next saving throw equal to your level. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

Protection Domain Spells

1 Sanctuary. - Opponents can't attack you, and you can't attack.
2 Shield Other. - You take half of subject's damage.
3 Protection from Elements. - Absorb 12 damage/level from one kind of energy.
4 Spell Immunity. - Subject is immune to one spell/four levels.
5 Spell Resistance. - Subject gains +12 +1/level SR.
6 Anti magic Field. - Negates magic within 10 ft.
7 Repulsion. - Creatures can't approach you.
8 Mind Blank. - Subject is immune to mental/emotional magic and scrying.
9 Prismatic Sphere. - As prismatic wall , but surrounds on all sides.



Dragon Princess - Arabella

The daughter of the Dragon King Nall, she has been known for her curiously of the universe and has traveled from one corner of the galaxy to the other. She is known all though out the galaxy as the gate way dragon and thus her worshipers are granted the spells of traveling. Most of her followers are those who have spent majority of their lives on religious treks of exploration and missionary.

Travel Domain

Granted Power – For a total of 1 round per your cleric level per day, you can act normally regardless of magical effects that impede movement (similar to the effect of the spell freedom of movement ). This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This is a spell-like ability.

Travel Domain Spells

1 Expeditious Retreat. – Doubles your speed.
2 Locate Object. - Senses direction toward object (specific or type).
3 Fly. – Subject flies at speed of 90.
4 Dimension Door. – Teleports you and up to 500 lb.
5 Teleport. – Instantly transports you anywhere.
6 Find the Path. – Shows most direct way to a location.
7 Teleport without Error. - As teleport, but no off-target arrival.
8 Phase Door. - Invisible passage through wood or stone.
9 Astral Projection. - Projects you and companions into Astral Plane.



Dragon Princess - Analia

The daughter of the Dragon Queen Celestria, Analia is the Dragon Princess that most healers follow in their worship. Her ethics define the back bone of what the Goddess Luna stands by. Why must people die? And so her followers travel though the worlds bring the power of healing to those in need. It's very common to see a task force of Analia Dragon Priests that are seen aiding a world that faces a vast epidemic or follow brave warriors into battle as healers. Another place you would find these clerics are offten on Medical frigates assisting those in need. Analia is said to be among all the dragons fond of mortals of all races especially humans. Their short lived life span yet ability to make a difference in the universe fascinates her extremely.

Healing Domain

Granted Power – You cast healing spells at +1 caster level.

Healing Domain Spells

1 Cure Light Wounds. – Cures 1d8 +1/level damage (max +5).
2 Cure Moderate Wounds. - Cures 2d8 +1/level damage (max +10).
3 Cure Serious Wounds. – Cures 3d8 +1/level damage (max +15).
4 Cure Critical Wounds. – Cures 4d8 +1/level damage (max +20).
5 Healing Circle. – Cures 1d8 +1/level damage in all directions.
6 Heal. – Cures all damage, diseases, and mental conditions.
7 Regenerate. - Subject's severed limbs grow back.
8 Mass Heal. - As heal , but with several subjects.
9 True Resurrection. - As resurrection , plus remains aren't needed.



Dragon Prince - Intalzar

The son of the Dragon Queen Celestria and younger sibling of Analia he is know as keeper of Knowledge. Mostly worshiped by those of scholors and mages this dragon is said to be the guarden of the Library of Ancents a legendary space fortress losted in the great catacysm that stored all the answers to all the questions. Very offten the mystery the dragon prince compelles those to worship in a quest of knowelledge. He rarelly assosates with anyone and granting those who are in his favore the abilty to cast divinations.

Knowledge Domain

Granted Power – You cast divinations at +1 caster level.

Knowledge Domain Spells

1 Detect Secret Doors. – Reveals hidden doors within 60 ft.
2 Detect Thoughts. - Allows “listening” to surface thoughts.
3 Clairaudience/Clairvoyance. – Hear or see at a distance for 1 min./level.
4 Divination. – Provides useful advice on to specific proposed actions.
5 True Seeing. – See all things as they really are.
6 Find the Path. – Shows most direct way to a location.
7 Legend Lore. - Learn tales about a person, place, or thing.
8 Discern Location. - Exact location of creature or object.
9 Foresight. - “Sixth sense” warns of impending danger.



Dragon Prince - Clyufyath

Clyufyath is the eldest son of the most powerful Dragon King Bahamut and the keeper of Law and order. This dragon prince is the symbol of law and order h e is the antiphrasis of chaos and the mortal enemy of Demon Prince Malzar. Most often those who follow in Clyufyath worship find them selves among the rank of Templars who detect there lives to upholding justices where it is infringed on and maintaining order where chaos has sported.

Law Domain Domain

Granted Power – You cast law spells at +1 caster level.

Law Domain Spells

1 Protection from Chaos. – +2 AC and saves, counter mind control, hedge out elementals and outsiders.
2 Calm Emotions. - Calms 1d6 creatures/level, negating emotion effects.
3 Magic Circle against Chaos. – As protection spells, but 10-ft. radius and 10 min./level.
4 Order's Wrath. – Damages and dazes chaotic creatures.
5 Dispel Chaos. – +4 bonus against attacks by chaotic creatures.
6 Hold Monster. – As hold person , but any creature.
7 Dictum. - Kills, paralyzes, weakens, or dazes nonlawful subjects.
8 Shield of Law. - +4 AC, +4 resistance, and SR 25 against chaotic spells.
9 Summon Monster IX. - Calls outsider to fight for you.

*Cast as a law spell only.



Dragon Prince - Doyrharth

Doyrharth is the younger son of the most powerful Dragon King Bahamut and the symbol of strength. He has become the icon among those who find the will to fight on in the dark days of the cataclysm. Their is on organization that these kind of clerics belong to except that they are scattered among the galaxy doing the work of Luna though using there prince's abilities. Doyrharth isn't a very popular and as a norm most people don't know his exists since he is over shadowed by his father and older brother.

Strength Domain

Granted Power – You can perform a feat of strength, which is the supernatural ability to gain an enhancement bonus to Strength equal to your level. Activating the power is a free action, the power lasts 1 round, and it's usable once per day.

Strength Domain Spells

1 Endure Elements. – Ignores 5 damage/round from one energy type.
2 Bull's Strength. - Subject gains 1d4+1 Strength for 1 hr./level.
3 Magic Vestment. – Armor or shield gains +1 enhancement three level.
4 Spell Immunity. – Subject is immune to one spell/four levels.
5 Righteous Might. – Your size increases, and you gain +4 Strength.
6 Stone Skin. – Stops blows, cuts, stabs, and slashes.
7 Bigby's Grasping Hand. - Hand provides cover, pushes, or grapples.
8 Bigby's Clenched Fist. - Large hand attacks your foes.
9 Bigby's Crushing Hand. - As Bigby's grasping hand, but stronger



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