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===[[Cleric]]=== * Amazon Priestess - Since [[Amazon]]s tend to be fairly devout to one or more patron deities, not to mention often shoehorned into being a "primitive" culture of the type often influenced/led by shamans and witch doctors, it's only natural they have a special kit to represent their holy women, just as the Amazon Warrior kit represents their fighting femme fatales. It basically functions exactly like the Amazon kit for Fighters, below, but the DM needs to figure out what deities the amazons actually worship and, also, if the Priestess's patron god is one that forbids her to wield the same weapons as the warriors, then she will almost certainly command less respect. * Barbarian/Berserker Priest - As you might guess, this represents the priests of the same "uncivilized" cultures that Barbarians and Berserkers hail from. Because they look and act so intimidating, they get a minor positive bonus to reaction rolls - except against members of their own culture (who respect them more, obviously) or individuals in positions of power (who tend to be prejudiced against the priest's culture and react with more hostility). Berserker Priests in particular make it easier for Berserkers from their culture to fly into rage - if inciting berserk rage is actually part of their class powers, friendly berserkers can go berserk in 1 round, otherwise they just take 5 rounds. * Fighting-Monk - The first mechanical appearance of the concept that became the [[Monk]] class in 3rd ed, these priests must have Dexterity 12 or greater and must belong to a priesthood that allows its members to start out with Medium or better Fighting Ability. In exchange for skill with unarmed combat, opening up all non-weapon proficiency groups and the ability to "save" weapon proficiency points for later use, the Fighting-Monk can't wear armor, drastically reduces its spellcasting ability, and takes a vow of poverty that prevents it from owning anything more than it can carry. * Nobleman Priest - A former noble who sees no reason to let their priestly calling prevent them from enjoying the privileges of rank, which means they tend to have a special affinity for other nobles. This kit starts with more gold (though they have to buy a good suit of armor, a good weapon and a good horse to ride), has a better reaction from nobles, and can demand shelter amongst the nobility, but always has to buy the best stuff (so double all costs), loses this reaction bonus if it has to settle for cheaper goods, and has to give the same shelter to other nobles. * Outlaw Priest - Inspired by Friar Tuck, this is a priest who considers it their duty to minister to those declared outlaws, even when their own priesthood disagrees. Barred to priests of Community, members of this kit are outcasts from their own priestly hierarchy, which is both advantageous and disadvantageous. * Pacifist Priest - Intended for NPCs rather than PCs, this is a priest who is determined to avoid hurting anyone. Naturally, priests dedicated to the causes of Disease, Evil, Justice, Revenge and War can't belong to this kit. Forsaking the ability to wield weapons or wear armor - with the loss of spells for a month if they do - this priest gains increased affability, manifesting as +2 Charisma and a further +2 to reaction rolls against beings not opposed to their words of peace and tolerance. * Peasant Priest - Counterpart to the Nobleman Priest, these priests dedicate themselves to ministering to the peasantry over the nobility, willingly taking a vow of poverty. Such a priest may only own a grand total of 75 gold pieces worth of goods at a time, and must give away everything in excess of this value, but is much loved by all peasantry; in their own country, peasants will take any risk to help, whilst beyond those lands, they gain a +2 bonus to reaction rolls with peasants. * Prophet Priest - Those priests who are touched by the gods may develop prophetic insight. Requiring a minimum Wisdom of 15, this kit grants a priest the power to gain a prophetic vision once per day, but at the cost of suffering a penalty to reaction rolls, due to creeping out others. * Savage Priest - Related to the Savage kit, this represents a medicine man or witch doctor from one of the most primitive and primal of tribal communities. Such priests cannot serve the Divinity of Mankind, Disease, Evil or Good deities; disease is an unholy and unclean force to savages, whilst the others represent concepts too cerebral for such "primitives". Hardened by the rigors of their lifestyle, Savage Priests always have a minimum Strength of 11 and a Constitution of 13. He has similar non-weapon proficiencies and weapon restrictions to the Savage. A Savage Priest can Detect Magic 1/day per character level, but suffers a reaction roll penalty against "civilized" NPCs. * Scholar Priest - A theological researcher, belonging to this kit requires Int 13+. Because of its focus on learning, a Scholar Priest can "spend" weapon proficiency points on non-weapon proficiencies instead. Additionally, it gets a notable reaction roll bonus when encountering other scholars, admirers of scholastic concerns, writers, journalists, and people who imagine that they are scholars - however, there is a chance that a given scholar will instead have a severe reaction roll penalty instead, as this represents someone antagonized by the Scholar Priest's scholastic efforts. * Planewalker Priest - When you live amongst the gods themselves and choose to worship them, you're expected to better represent them. Requiring points in History (patron deity's realm), these priests have learned to hone their bodies for when their magic fails, getting bonuses to attack on planes where their magic is less effective, and have webs of contacts that spread across at least three seperate planes. The downside, of course, is that they serve their patron deities ''directly'', which means they have one really powerful patron pulling their strings.
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