Priest
Basic Abilities
{{Class Chart Base
|Caption=The Priest
|Max Level=20
|Base Attack=Low
|Fort Save=Low
|Ref Save=Low
|Will Save=High
|Special1=Divine Manifestation, Reserve
|Special4=Divine Manifestation
|Special7=Divine Manifestation
|Special10=Divine Manifestation
|Special13=Divine Manifestation
|Special16=Divine Manifestation
|Special19=Divine Manifestation
}}
Spellcasting
- You know all spells on the Priest Spell List.
- Each day, you prepare spells from your list, like a cleric.
- Your Wisdom score determines your maximum spell level, your bonus spell slots, and your DCs.
Divine Manifestation
You may manifest divine power to produce various effects.
- You may use manifestation 3 + Cha times per day.
All priests gain the following abilities:
- Turn Undead: Standard action, close burst 10, Will negates; subject undead flee as if frightened for 1 minute; can affect a maximum of 1/level + Cha creatures, closest first.
- Holy Surge: Standard action, close burst 10; inflicts 1d6/level positive energy damage against undead; can affect a maximum of 1/level + Cha creatures, closest first.
Evil priests, or neutral priests of evil deities, also gain the following ability:
- Command Undead: Standard action, close burst 5, Will negates; subject mindless undead are dominated.
Every 3 levels, starting at level 1, you gain a new divine manifestation. See Divine Manifestations.
Reserve
As a priest, you gain a special reservoir for storing magical energy, called a reserve.
When you prepare a spell with duration: reserve, the spell will remain active as long as it is prepared. You do need to begin the effect immediately.
For example:
- In the morning, you prepare Divine Inspiration and two slots of Divine Favor.
- You cast both spells on yourself, and retain the bonuses all day long.
- You later cast the remaining Divine Favor on an ally; the ally retains the bonus all day long.
You may leave slots open for reserve spells. It takes one standard action to prepare a reserve spell into such a slot, and then it must be cast as normal.
Special Abilities
Divine Manifestations
Every 3 levels, starting at level 1, you gain a new divine manifestation from the list below. Each time you do, you also gain another use of Divine Manifestation per day.
- At level 1, 4, and 7, you may select from the list of Lesser Manifestations.
- At level 10, 13, 16, and 19, you may select from the list of Greater Manifestations or the list of Lesser Manifestations.
====Lesser Manifestations====
- Calming Aura: Swift action, emanation 10; you grant the effect of Calm Emotions, except you do not remove morale bonuses from your allies. Also, you grant immunity to fear effects that cause the shaken or frightened status. Duration: encounter.
- Vital Surge: Swift action, close burst 5; you heal your allies as if you had cast your highest-level cure spell upon them.
- Aura of Menace: Swift action, close burst 10; enemies suffer a -2 morale penalty to AC, saves, and attacks; an enemy who successfully inflicts damage upon you is freed of the effect.
- Blessed Arms: Swift action, close burst 10; all of your allies' weapons are aligned according to your faith, and gain +1d8 holy or unholy damage as appropriate; duration: encounter.
- Elemental Ward: Swift action, emanation 10; allies gain Energy Resistance 1/level to a specified type; duration: encounter.
- Aura of Healing: Swift action, emanation 10; all healing spells in the area are maximized. Duration: 3 rounds.
====Greater Manifestations====
- Aura of Consecration: Swift action, emanation 10; allies are healed for 10+level per round, and undead are harmed for the same amount, no save. Undead suffer -2 to attacks, damage, and saves. Undead suffer maximum damage from Holy Surge and suffer an additional -4 penalty to saves against Turn Undead or Command Undead (total penalty: -6).
- Divine Aegis: Swift action, close burst 10; allies gain a damage shield of 10+level points, absorbing that amount of damage before shattering. Allies with an active damage shield gain 50% more benefit from any healing spell cast upon them.
- Smite Undead: Standard action, close burst 10; 2d6/level positive energy damage to undead.
- Righteous Shield: Swift action; you gain DR 10+level/- and a +5 divine bonus to saving throws for 3 rounds.
- Divine Metamagic: Swift action; for the next spell you cast, you may apply up to 3 levels of metamagic without preparation, and without increasing the level of the spell. You must know all metamagic feats used.
- Desperate Prayer: Immediate action, range 10; heal 1d6/level.