The Priest
Priests have been around almost as long as the gods they serve, but for many centuries most of the gods were deceased and priests simply taught ideologies and provided for the spiritual welfare of their communities. When Bahamut remade the gods after the fall of Magus, new priesthoods began to appear all over the world as people were once again willing to devote their lives to a god in exchange for a boon of power. No mere theologians, the modern day priests carry out their chosen divine's will on Morolia, wielding powers bestowed directly from the gods themselves.

Alignment: A priest’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A priest may not be neutral unless his deity’s alignment is also neutral.
Hit die: d8
Starting Wealth: 4d6 Χ 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Table: The Priest
Level Base Attack Bonus Fort Save Ref Save Will Save Special Base Chamber Points Spells Known
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Planar Banishment, Domain specialization 2 4 2 — — — — — — — —
2nd +1 +3 +0 +3 -- 4 5 2 — — — — — — — —
3rd +2 +3 +1 +3 -- 7 5 3 0 — — — — — — —
4th +3 +4 +1 +4 -- 11 6 3 1 — — — — — — —
5th +3 +4 +1 +4 -- 16 6 4 2 0 — — — — — —
6th +4 +5 +2 +5 -- 24 7 4 2 1 — — — — — —
7th +5 +5 +2 +5 -- 33 7 5 3 2 0 — — — — —
8th +6/+1 +6 +2 +6 -- 44 8 5 3 2 1 — — — — —
9th +6/+1 +6 +3 +6 -- 56 8 5 4 3 2 0 — — — —
10th +7/+2 +7 +3 +7 -- 72 9 5 4 3 2 1 — — — —
11th +8/+3 +7 +3 +7 -- 88 9 5 5 4 3 2 0 — — —
12th +9/+4 +8 +4 +8 -- 104 9 5 5 4 3 2 1 — — —
13th +9/+4 +8 +4 +8 -- 120 9 5 5 4 4 3 2 0 — —
14th +10/+5 +9 +4 +9 -- 136 9 5 5 4 4 3 2 1 — —
15th +11/+6/+1 +9 +5 +9 -- 152 9 5 5 4 4 4 3 2 0 —
16th +12/+7/+2 +10 +5 +10 -- 168 9 5 5 4 4 4 3 2 1 —
17th +12/+7/+2 +10 +5 +10 -- 184 9 5 5 4 4 4 3 3 2 0
18th +13/+8/+3 +11 +6 +11 -- 200 9 5 5 4 4 4 3 3 2 1
19th +14/+9/+4 +11 +6 +11 -- 216 9 5 5 4 4 4 3 3 3 2
20th +15/+10/+5 +12 +6 +12 -- 232 9 5 5 4 4 4 3 3 3 3

Class Skills

The priest’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Domains and Class Skills
A priest who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the priest class skills listed above. A priest who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A priest who chooses the Travel domain adds Survival (Wis) to the list. A priest who chooses the Trickery domain adds Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, for more information.

Skill Points at 1st Level: (2 + Int modifier) Χ4.
Skill Points at Each Additional Level: 2 + Int modifier.

Class Features

All of the following are class features of the priest.

Weapon and Armor Proficiency

Priests are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

A priest who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.

Aura (Ex)

A priest 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).

Spells

A priest casts divine spells, which are drawn from the priest 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, below. A priest knows a certain number of spells per level, as shown on Table: The Priest, plus the bonus spells from his domains.

To learn or cast a spell, a priest must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priest’s spell is 10 + the spell level + the priest’s Wisdom modifier.

A priest can only cast a certain number of spells per day, limited by the size of his Chamber. The size of a priest's chamber is determined by his priest class level, as shown on Table: The Priest. A priest also gets a bonus top his chamber size as shown on Table: Bonus Chamber, below. A priest can cast any spell he knows at any time, as long as he spends the required number of spell points.

Regaining Chamber Points
A priest's chamber is fueled by white ether, which is absorbed and utilized by the body as part of natural daily processes. By spending eight hours in a state of relative calm and rest, such as sleeping, the priest will automatically recover his daily allotment of Chamber points. Alternatively, the priest can actively draw in white ether to refill his chamber by spending at least one hour in uninterrupted meditation and prayer. Since casting spells is mentally taxing, any Chamber Points spent in the last eight hours will not be recovered.

Bonus Chamber Points
To determine the number of bonus spell points gained from high Wisdom, first find the row for the character’s ability score on Table: Bonus Chamber. Next, find the column for the highest level of spell the character is capable of casting based on his class level (even if he doesn’t have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time his ability score undergoes a permanent change (such from an ability score increase due to character level or one from a wish spell) and each time his level changes.

Table: Bonus Chamber
Wisdom Bonus Chamber (By Maximum Spell Level)
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
12-13 — 1 1 1 1 1 1 1 1 1
14-15 — 1 4 4 4 4 4 4 4 4
16-17 — 1 4 9 9 9 9 9 9 9
18-19 — 1 4 9 16 16 16 16 16 16
20-21 — 2 5 10 17 26 26 26 26 26
22-23 — 2 8 13 20 29 40 40 40 40
24-25 — 2 8 18 25 34 45 58 58 58

As an example, Aveni is a 4th level priest with 18 wisdom. His base Chamber is 11, and his highest spell level is 2nd. Checking where 18 and 2nd intersect on the table shows that he gets 4 bonus points, so his modified Chamber score is 15. He drinks a tonic that temporarily boosts his wisdom by 4 points. However, since it is not a permanent change, he gets no bonus Chamber points. When he reaches 5th level, however, he is able to cast domain spells of 3rd level. Checking where 3rd and 18 intersect on the table shows that he gets 9 bonus points, so his modified Chamber score is 25 (base 16 + bonus 9).

Deity, Domains, and Domain Spells

A priest’s deity influences his alignment, what magic he can perform, his values, and how others see him. A priest chooses two domains from among those belonging to his deity. A priest can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

Each domain gives the priest access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The priest gets the granted powers of both the domains selected. The bonus spells from both domains are added to the list of spells known automatically, and do not need to be selected.

If a priest is not devoted to a particular deity, he is simply considered to be a white mage and has no domains or bonus spells. He must also choose his spells known from the White Magic spell list.

Chaotic, Evil, Good, and Lawful Spells

A priest can’t cast spells of an alignment opposed to his own or his deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Planar Banishment

Any priest, regardless of alignment, can weaken, turn, or banish Nightspawn, elementals, and outsiders of all sorts by channeling the white ether of Morolia through their holy (or unholy) symbol. Any outsider affected by the turning attempt is banished back to its home plane. (If it is already on its home plane, it is turned as normal) Even if it has the ability to travel between planes, it cannot do so for 10 rounds (1 minute). If the cleric has twice as many levels (or more) as the outsider has effective Hit Dice, he destroys any outsiders that he would normally banish.

See Turning or Banishing, later.

Ex-Priests

A priest who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies, proficiency with simple weapons, and spells that are also listed on the White Magic spell list (unless they are domain spells). He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).