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===Wastriggi Priests=== Crusaders (Hunters/Slayers) ::Requirements: As Crusader ::Prime Req.: As Crusader ::Alignment: LE ::Weapons: Any ::Armor: Any ::Major Spheres: All, Combat, Guardian, Healing, Law, Wards ::Minor Spheres: Protection, Necromantic ::Magical Items: As Crusader ::Req. Prof: None ::Bonus Prof: Tracking Hunter/Slayers are Crusaders with the following additions; β’ At 1st level, Hunter/Slayers can communicate with all amphibians. β’ At 1st level, the crusaders are known as Hunters. Before progressing to 2nd level, a Hunter must choose a [[demihuman]] race as his or her species enemy; this is the same in all respects as a [[ranger]]'s species enemy. The Hunter is now known as an Elfhunter, Dwarfhunter, etc., depending on his species enemy. The Hunter may not progress to 3rd level without killing a member of his or her species enemy, upon which he or she gains the title of Slayer, preceeded by his species enemy (Elfslayer, etc.) β’ Although Hunter/Slayers can wear any armor and use any weapon, there are definite preferences in both areas. Certainly all crusaders are expected to learn the glaive-guisarme. As far as armor goes, since crusaders are, by and large, found slogging through hot swampy areas on hunts, it would be very rare to see a crusader in anything heavier than chainmail. If they are in heavier armor, they are either defending a temple or en route to attack a fortified enemy stronghold (such as a dwarven fortress.) Specialty Priests (Batrachs) ::Requirements: Dexterity 15, Constitution 12, Wisdom 9 ::Prime Req.: Dexterity, Wisdom ::Alignment: LN ::Weapons: All Hammers, Short Bow, Whip, Glaive-Guisarme, Blowgun ::Armor: None ::Major Spheres: All, Animal, Charm, Elemental Earth, ::Elemental Water, Plant, Summoning ::Minor Spheres: Combat, Divination, Healing, Necromantic ::Magical Items: As Druid ::Req. Prof: Swimming ::Bonus Prof: Survival (Swamps) β’ Batrachs must be human. β’ Batrachs, and all clergy of Wastri, may use a Horn of the Vast Swamp with no adverse effect. β’ Although not allowed to wear armor, Batrachs are similar to monks in their ability to avoid blows through misdirection and positioning. To reflect this, their base AC improves by 1 point at every even level to a maximum base AC of 2 at 14th level. Their progression can also be observed in a strange hunched gait, that becomes more pronounced as Batrachs advance in level. Also similar to monks, Batrachs begin play as specialists in either martial arts or wrestling at 1st level, and progress in their chosen skill a a monk; at 5th level, they are considered a master, at 9th level, a high master, and at 13th level a grand master. β’ At 1st level, Batrachs can communicate with all amphibians. β’ Beginning at 2nd level, Batrachs can blend into the background as if wearing a ring of chameleon power, being effectively invisible at 10%/lvl, up to a maximum of 90% at 9th. This power takes a round to use and the priest must be still and silent for this power to be effective. β’ At 3rd level, Batrachs can pass without trace as a druid through swamps and marshes. β’ At 7th level, Batrachs can shapechange as a druid into any batrachian creature, including giant or monstrous variants (such as a fire toad), 2x/day. β’ At 10th level, Batrachs can cast confusion (F7) lx/day.
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