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  1. Notes

2.1 Class - Priest

Core Rule System

PRIEST

In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Priests are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, Priests prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the Priest are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves.

Role: More than capable of upholding the honour of their deities in battle, Priests often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all Priests must focus their worship upon a divine source. While the vast majority of Priests revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your DM if you prefer this path to selecting a specific deity.)

Theme: Cleric, Inquisitor, Oracle, Battle Priest, Chaplain, Friar, etc


Alignment: A Priest's alignment must follow that of his deity Good, Neutral or Evil.

Attribute Bonus:

+1 Spirit

+1 Body

Health: Body x 3

Power: Spirit x 2

Armour Proficiency: Cloth, Leather and Mail

Starting EquipmentA ringmail hauberk, a weapon of choice, a holy symbol, priest vestments and a book of rituals and ceremonies


Skill Priority
Primary: Advanced
Secondary: Basic
Tertiary: Combat

Basic Skills

Athletics +15%
Concentration +15%
Endurance +15%
Evade +20%
First Aid +10%
General Knowledge +10%
Perception +10%
Persuasion +5%
Scavenging +5%
Choose 2 at +5%

Combat Skills 

Shield +10%
Archery +10%
Choose 1 at +10%

Advanced Skills

Choose 1 at +20%
Choose 4 at +10%

Agriculture*
Arcane*
Craft*
Diplomacy *
Expert*
Investigation*
Logic*
Medicine**
Philosophy*


Spells 
Spells known: A Priest begins with 3 Divine Spells up to a Power equal to their Spirit modifier, he can hold in memory a number of spells equal to half his Spirit attribute score.


Priest Talents

Spellcasting
Casting Time 0, Power 0, Self, Spellcraft 50%+, Spirit 12+
Trained in the art of Spellcraft this talent allows the Priest to use Spells. This talent gives access to the Spellcraft skill.

Medic
Casting Time 1, Touch, Power 0, First Aid 50%+
Whenever a Priest performs a First Aid skill test then on a success the results of the test is doubled. 

Channelling
Casting Time 1, Self 30’r, Power *, Spellcraft 50%+, Spirit 12+
Channelling can be performed a number of times per day equal to the Priest Spirit Modifier score. A good Priest (or a neutral Priest who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil Priest (or a neutral Priest who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral Priest of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. 
Channelling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centred on the Priest. The amount of damage dealt or healed is equal to the Priest Spirit Modifier in D6. Creatures that take damage from channelled energy receive a resisted Concentration test vs the Priest Spellcraft to halve the damage. Creatures healed by channel energy cannot exceed their maximum health total—all excess healing is lost. This is a standard action that does not provoke a free attack. A Priest can choose whether or not to include himself in this effect. A Priest must be able to present their holy symbol to use this ability.