Custom Pathfinder Class: Priest/Priestess

I've been very excited to bring this class to the table. It's a divine 9th level caster class, but unlike a cleric or oracle, Priests/Priestesses are scholars. They don't have armor proficiencies or weapon proficiencies (other than simple weapons), and they take a spell failure chance like arcane casters do.

They revolve around their vocation, a special calling which they specialize in. They gain a special sign of vocation, or a mechanic which alters their play style drastically from one another (somewhat). Some recharge healing spells, some heal while they deal damage, and others specialize in close combat despite not wearing armor--worn armor, anyways. There are eleven in total (10 vocations, one archetype).

Hope you like it!


Priest/Priestess



Hit die: d6.

Skills: 2+int modifier.

Class skills: Appraise, bluff, craft, diplomacy, fly, heal, intimidate, knowledge (all), linguistics, perception, perform, profession, sense motive, spellcraft, use magic device.

Weapon and armor proficiency: Priests and priestesses are proficient with simple weapons, and their deity's favoured weapon. They are not proficient with armor, or shields.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1
2
3
4
5
6
7
8
9
1
0
0
0
2
Spells, cantrips, Vocation, power word, Scribe scroll
3
1+1


2
1
0
0
3
Vocation ability
4
2+1


3
1
1
1
3

4
2+1
1+1


4
2
1
1
4

4
3+1
2+1


5
2
1
1
4
Power word, Vocation ability
4
3+1
2+1
1+1


6
3
2
2
5
Empowered Vocation
4
3+1
3+1
2+1


7
3
2
2
5

4
4+1
3+1
2+1
1+1


8
4
2
2
6
Vocation ability
4
4+1
3+1
3+1
2+1


9
4
3
3
6

4
4+1
4+1
3+1
2+1
1+1


10
5
3
3
7
Power word
4
4+1
4+1
3+1
3+1
2+1


11
5
3
3
7
Vocation ability
4
4+1
4+1
4+1
3+1
2+1
1+1


12
6/1
4
4
8
Empowered Vocation
4
4+1
4+1
4+1
3+1
3+1
2+1


13
6/1
4
4
8

4
4+1
4+1
4+1
4+1
3+1
2+1
1+1


14
7/2
4
4
9
Vocation ability
4
4+1
4+1
4+1
4+1
3+1
3+1
2+1


15
7/2
5
5
9
Power word
4
4+1
4+1
4+1
4+1
4+1
3+1
2+1
1+1

16
8/3
5
5
10

4
4+1
4+1
4+1
4+1
4+1
3+1
3+1
2+1

17
8/3
5
5
10
Vocation ability
4
4+1
4+1
4+1
4+1
4+1
4+1
3+1
2+1
1+1
18
9/4
6
6
11
Empowered Vocation
4
4+1
4+1
4+1
4+1
4+1
4+1
3+1
3+1
2+1
19
9/4
6
6
11

4
4+1
4+1
4+1
4+1
4+1
4+1
4+1
3+1
3+1
20
10/5
6
6
12
True Calling, Vocation ability
4
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1

Spells: A priestess casts divine spells drawn from the cleric/oracle spell list presented in Spell Lists. A priestess must choose and prepare her spells ahead of time. Their power lies in the knowledge of healing powers and deities, and through their research they learn more spells and more secrets in which to use them, how their worship of the higher powers can be perfected. As they require concentration on their thought, somatic components, and knowledge, priestesses take a spell failure chance as arcane casters do.

To learn, prepare, or cast a spell, the priestess must have an intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priestess’ spell is 10 + the spell level + the priestess’ Intelligence modifier.

A priestess can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Priest/priestess. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells on the prd website).

A Priestess maintains a spellbook with their divine incantations in. They begin play at first level with all 0-level spells, and three first level spells plus a number of first level spells equal to their intelligence modifier. At each new level, the priestess learns two new spells (up to the new spell level/highest spell level she can cast) from their individual research. In addition, they may learn any spell from a scroll that contains a spell on the cleric/oracle spell list, as well as from the spellbook of another priest/priestess.

Cantrips: The priestess starts first level with all 0th-level spells available to them in their divine spellbook. These spells, when prepared, can be used an unlimited number of times per day.

Scribe scroll: As divine scholars, priestesses learn to create scrolls from spells they know, or an ally that spends the time with them to create the scroll for the creation period. They gain the scribe scroll feat. They cannot create more than one scroll per 24-hour period.

Vocation: As they study the divine arts, Priestesses find a calling to a sect of the divine. This vocation comes with special abilities which they learn throughout their studies. In addition, each vocation gains its own special sign of vocation, bonus spells, and an arcane school in which they can also learn spells from.
Sign of vocation: At first level, the priestess gains their sign of vocation, which is a special aspect of casting spells, a change to their biology, or a special aspect to their mind that changes the way they fight, act, and live.

Bonus spells: As specified in the table above, priestesses have a set of bonus spells that they add to their spell list, as well as gain the ability to use them once per day per spell level. Each vocation has their own set of spells that match their focus. 

Knowledge specialties: While scholars, each vocation gains a specialty in two knowledges due to their studies. This bonus is equal to ½ their level to two knowledge checks noted in the vocation description.

Power word (Su): At 1st level, a priestess gains their first power word. This word varies in its type between vocations, Such as a holy word for a holy priestess, or a shadow word for a shadow priestess. These must be spoken aloud, though can be whispered. These cannot be used while in a silence effect, but can if they are deafened. If they are deafened, they must make a concentration check equal to 10 + the level at which the power word is learned in order to use the ability. At 5th, 10th, and 15th level, they gain a new power word from their studies, adding to their divine repertoire.

Vocation abilities (Ex, Sp, or Su): At 2nd level, and every 3 levels thereafter, the priestess gains a vocation ability. These are special abilities that are learned though the priestess’ studies into the history of their vocation, which vary from innate powers they acquire, to new supernatural abilities, abilities that modify their biology, and some that enhance their spells and power words.

True calling: When their study completes, they find the truth of their vocation, enhancing their abilities, and granting new power to their power word abilities.



Table: Vocations reference information

Vocation
Knowledge Specialties
School spells
Sign of Vocation
Sign Aspects
Power words
Holy
Religion History
Transmutation
Serendipity
Chance on cast to gain holy charges, used to recharge spell slots or heal or damage targets
Healing allies and damaging undead/evil with divine power
Discipline
Religion Nobility
Abjuration
Atonement
Beneficial spells grant atonement, which heals allies when damage is dealt by the priestess
Protecting allies and smiting enemies
Nature
Nature Geography
Conjuration
Verdant Soul
Gain enchantable natural attacks, natural armor, poisons, and terrain benefits
Vine attacks, combat bonuses, and healing
Elements
Arcana Planes
Evocation
Elemental Attunement
Attune to one of four elements at a time to gain bonuses to caster level, resistances, and different abilities
Energy attacks, combine energies, and storms based on attunement
Time
Arcana History
Divination
Temporal Connection
Create images on spell casts that can be shattered for damage, use temporal charges to bring back buffs or debuffs
Give/remove actions, rewind/forward time to heal/injure/buff
Eniripsa
(Archetype)
Linguistics
Religion
Choose one
True Voice
Higher diplomacy, still spell on all spells, unaffected by silence effects
Access to great variety of power words, rather than vocation abilities
Moonlight
Nature
Planes
Druid spells
Astral power
Gain astral power through spells/abilities, spend on power words
Deal damage/buff through light and darkness, divine curse of elune
Stars
Geography
Planes
Divination
Astral form
Form that grants bonuses to light dark/solar spell/concealment
Give insight bonuses, sacred bonuses and detriments based on constellation, singularity bludgeoning
Shadow
Planes Arcana
Illusion
Shadowmind
Gain insanity with damaging attacks/spells, enter shadow form which drains insanity faster per round but also increases caster level and grants free metamagic feats
Deal negative energy damage, inflict fear + other conditions to generate insanity.
Death
Religion Arcana
Necromancy
Desecration
Gain aura that buffs controlled undead and debuffs enemies, including enemy undead
Raise dead, heal undead/damage enemies, deal ability damage/level drain
Void
Religion Planes
Enchantment
Corruption
Gain natural and profane defenses and natural attacks, drain health on offensive spellcasting, gains higher caster level and DCs at close range
Damage ability scores and deal damage at close range, domination abilities


Vocation: Holy


A priest is called to the holy light of divine energies, granting them boons to their ability to cleanse their allies, and fight against evil foes with great power. These priests are almost always good aligned, and may learn spells from the transmutation school.
Knowledge specialty: Religion and history.

Sign of Vocation: Serendipity

The holy priest can energize themselves by chance, granting them the ability to recharge their spell slots. Spells have a ten percent chance per spell level to generate a holy charge. The holy priest can hold up to half their level (minimum 1) holy charges at one time. The priest can then use a number of holy charges to recharge a spell slot as a standard action, using the number of charges as the level of the spell. The spell must have been prepared that day, of at most a spell one level lower than the highest they can cast (minimum 1) and the slot must have been expended already. The same spell cannot be recharged twice in one day using serendipity. 

The priest can also expend their charges as a standard action, choosing to either heal a single ally, or multiple allies up to their intelligence modifier within 30 ft. for 1d6+1 health per charge, divided among those chosen. This can also be used to damage undead.

In addition, the holy priest feels a strong connection to holy energies and their connection with allies, allowing them to cast any spell healing hit point damage or have remove in the name with the ability to remove conditions, as if they had the reach spell feat without increasing the spell level slot.

Bonus spells: 1st: Cure light wounds; 2nd: cure moderate wounds; 3rd: Cure serious wounds; 4th: Cure critical wounds; 5th, cure light wounds (mass); 6th: cure moderate wounds (mass); 7th: cure serious wounds (mass); 8th: cure critical wounds (mass); 9th: Heal (mass).

Power words

First level:
Holy word: Divinity: At first level, the holy priest can heal a target within 60 ft. for 1d6 points plus their intelligence modifier. In addition, if the target is suffering from a condition, they are granted a new save with a bonus equal to the priestess’ intelligence modifier. This can be used a number of times per day equal to 3 + the priest’s intelligence modifier. The healing of this ability is increased by 1d6 for every 3 levels the priestess possesses after first. This ability can also be channeled into a powerful smite, dealing divine energy damage to an enemy equal to the same healing they would have done. Enemies make a will save for half damage. If they fail, they are staggered for one round. This has a % chance of generating a holy charge equal to 5% per level they possess. If hit point damage is not healed or dealt, this does not generate holy charges.

Fifth level:
Holy word: Serenity: Call the heavens down upon a single ally within 60 ft., healing them for 1d8 health per level + their intelligence modifier. This cannot be used to damage undead. This can be used once per day, plus one additional time at 8th and 16th level. This has a % chance of generating a holy charge equal to 5% per level they possess.

Tenth level:
Holy word: Chastise: Smash an enemy within 60 ft. with divine energy, dealing 1d6 damage per level (will halves). In addition, enemies are stunned for 1d4 rounds (fort negates). Evil outsiders and undead creatures take 1d8 damage per level, and are staggered if they cannot be stunned. This can be used once per day, plus an additional time every 3 levels following tenth. This has a % chance of generating a holy charge equal to 5% per level they possess.

Fifteenth level:
Holy word: Sanctify: Create a burst of healing energies at a point within 60 ft. Allies within a 20 ft. radius are healed for 1d8 hit points per two levels, and damaging undead and evil outsiders for the same amount (will halves). This can be used 3 times per day, plus one additional time at 20th level. The priestess has a chance of generating a holy charge equal to 5% per creature affected by the ability.

Empowered vocations

6th level: the priest can now charge spell slots with holy charges as a move action, and spending charges to heal or harm targets now increases to 1d8+1 health per charge. This does not allow the priest to charge multiple spells per round.

12th level: the priest can charge spell slots as a swift action, and if they generate a holy charge while at their maximum, they automatically use the bonus charge to heal themselves for the amount of one charge.

18th level: When expending holy charges to heal allies, the total healing is given to each target, rather than split between. This does not work for damaging enemies.

Vocation abilities

Angelic feather (Su): Drop a glowing feather of light in a 5-foot square within 30 ft. as a move action. Any ally that passes through the square gains an additional 30 ft. of movement for that action. The priest can drop a number of feathers per day equal to 3 + their intelligence modifier.

Apotheosis (Su): Once per day for a number of rounds equal to the priest’s level, the chance to produce a holy charge is doubled, and they may use power word abilities that have a number of uses per day one additional time. In addition, the damage or healing of holy charges is increased to 1d10+1 per charge. This ability requires 11th level.

Armor of faith (Su): As a standard action, the priest can grant himself a sacred bonus to his armor class. At first level, this bonus is +1. The sacred bonus increases by +1 every four levels following first, to a maximum of +6 at 20th level. If an enemy strikes priest, they are staggered for 1 round (will negates). If they are an evil outsider or undead, they are staggered for 1d4 rounds, and take a -2 penalty to the save. This can be active for 1 minute per level of the priestess per day, spent in 1-minute increments. These minutes do not have to be consecutive.

Benediction (Su): When an ally is healed by prayer of mending, they leave a renew effect on the target that lasts three rounds. This requires 12th level, and the renew and prayer of mending abilities.

Channel (Su): The priestess gains the ability to channel positive energy as a cleric, with their level as cleric level. They can use this ability a number of times per day equal to 3 + their charisma modifier.

Divine Hymn (Su): Once per day, the holy priest sings a hymn of holy might, healing allies that can hear her. Allies heal for 2d6 + the priest’s level. This hymn can continue as a standard action requiring concentration, increasing in power every turn by an additional 2d6, to a maximum d6 of their level. Once the hymn reaches its climax, the healing decreases by 2d6 per turn until it ends. This requires fourteenth level. While channeling a divine hymn, the priest generates one holy charge per round.

Empowered divinity (Su): After using a power word ability, the holy priest’s caster level increases by 1 for one round. At 12th, 16th, and 20th level, this duration increases by 1 round. Using holy word abilities before the duration ends refreshes it; duration and caster level bonuses do not stack. The priest must be 8th level before choosing this ability.

Healing Hands (Ex): The priest gains a +4 bonus on Heal checks. They may provide first aid to two people or treat two people for poison as a standard action (make a separate Heal check for each creature). When using the Heal skill to treat wounds from caltrops (and so on), treat deadly wounds, treat poison, treat disease, or treat long-term care, they may treat double the normal number of people they may treat at the same time. They may provide long term care for themselves. In addition, they can treat deadly wounds with a time of 10 minutes, rather than one hour.

Leap of faith (Su): A number of times per day equal to their intelligence modifier, the holy priest can move an ally within 30 ft. directly toward them as a standard action. This movement does not provoke attacks of opportunity. At 10th level, and every 5 levels after, the distance increases by an additional 30 ft. When successfully using leap of faith, the priest has a 10% chance to generate one holy charge.

Prayer of mending (Su): Send out a ray of healing energy to an ally. The next time they take hit point damage, they heal for 1d8 + ½ the priest’s level (minimum 1). This ability is active for a number of instances equal to the priestess' level, or until one hour passes. This ability can be used once per day, plus one additional time for every 4 levels the priest possesses. Every time this ability heals an ally, there is a 5% base chance that the priest will generate a holy charge. This cannot be used to damage undead.

Renew (Su): As a standard action, the holy priest heals an ally within 30 ft. for 1d4 health plus 1d4 for every four levels they possess. They heal this same number of hit points each round for a number of rounds following equal to the holy priest’s level. This ability can be used once per day, plus one additional time every four levels the priest possesses. Every time this ability heals, there is a 5% chance they generate a holy charge. Modifying percents do not affect this ability. This can be used to damage undead.

Safe Curing (Su): Whenever the priest casts a spell that cures the target of hit point damage, they do not provoke attacks of opportunity for spell casting.


Shackle undead (Su): Using chains made of pure divine energy, the priestess can shackle an undead creature for a number of rounds equal to their level. The undead target is helpless, and cannot take any action except purely mental actions. A successful reflex save makes the target entangled. This requires 8th level. This can be used once per day, plus one additional time for every 3 levels following 8th.

Surge of light (Ex): When healing hit point damage using a cure spell, the target heals for an additional 50% of the hit point value. This vocation ability requires 11th level.

Trail of light (Su): As a standard action, the priest can leave a trail of light as they walk, healing allies whose space they pass through for 1d8 + the priest’s level. This lasts a number of rounds equal to the priest’s level, and can be used once per day, and one additional time at 8th and 16th level.


True Calling

The priest is infused with the power of the heavens, becoming immune to all diseases, poisons, negative energy and effects, as well as death effects. In addition, each of their holy words gains an additional effect.

Divinity: The priest may also roll a dispel check, if the ally fails the new save. Enemies struck are staggered for 1 round (no save) and are staggered for a number of rounds equal to ½ the priest’s level on a failed save.

Serenity: When this ability heals an ally above full health, they gain a number of temporary hit points (up to) equal to the priestess’ level. While these hit points remain, the ally gains a +2 sacred bonus on all saving throws, and a +2 sacred bonus to armor class.

Chastise: This ability now paralyzes the target for 1d4 rounds, and are stunned for 1 round on a successful save. In addition, evil outsiders are immediately subject to a banishment spell, with a DC equal to 10 + ½ the priestess’ level + their intelligence modifier. Undead are subject to the same save (fortitude). If they fail, they are permanently destroyed.

Sanctify: Evil outsiders and undead take the full damage from the effect, and suffer a -2 penalty to their saving throw to halve the damage.






Vocation: Discipline


Called to discipline, the priestess punishes those who defy their deity, and reward those who aid them. These priestesses are always lawful, and may learn spells from the abjuration school.
Knowledge specialty: Religion and nobility.

Sign of Vocation: Atonement

When the Discipline priestess heals hit point damage, removes conditions, or grants a beneficial effect to an ally, the ally gains atonement for a number of rounds equal to the priestess’ intelligence modifier. Whenever the priestess deals hit point damage of any kind, all allies within 100 ft. of the priestess with atonement heal for half damage, split between the allies with atonement. In addition, spells inflicting and curing stuns, paralysis, daze, entangle, blindness, deafness, and curses gain the reach spell feat.

Bonus spells: 1st: Protection against (alignment), 2nd: Burst of radiance, 3rd: remove blindness/deafness, 4th: order of wrath, 5th: flame strike, 6th: heal, 7th: Dictum, 8th: Shield of law, 9th: power word: kill

Power words

First level:
Power word: Shield: Form a shield of divine energies around your target, granting them temporary hit points equal to twice the priestess’ level + their intelligence modifier. These hit points last a number of minutes equal to the priestess' level. This can only be cast on a target once per day.

Fifth level:
Power word: Smite: Blast an unjust target with divine energy, dealing 1d6 divine energy damage per level of the priestess. If the target is chaotic or evil, the target takes a -2 penalty to their save. If the target is chaotic evil, the target takes a -4 penalty to their save. At first level, a target is dazed for one round. At 8th level, the target is stunned. At 16th level they are paralyzed. Undead struck by this ability, if they cannot be afflicted by the normal effect, are staggered instead. A successful will save halves the damage, and negates the condition. This can be used a number of times per day equal to 3 + the priestess’ intelligence modifier.

Tenth level:
Power word: Radiance: Heal or damage undead as channel positive energy, and all allies are granted atonement. This stacks with pre-existing atonement rounds. This can be used once per day, plus one additional time every three levels following tenth. For 1 round per level following, the area of effect is illuminated by bright light.

Fifteenth level:
Power word: Barrier: The discipline priest creates a massive protective aura out to a 60 ft. radius of themselves for a number of rounds equal to the priestess’ level. All allies within gain 10 DR/- (does not stack with other DR/-). While in this aura, allies maintain an atonement buff. This can be cast once per day.

Empowered vocations:

6th level: the priestess’ atonement healing is increased to 100% of damage done, split between.

12th level: the priestess’ atonement can be applied through the aid another action, heal checks to stabilize, and atonement effects last 1 round longer than normal.

18th level: the priestess’ atonement healing increases to 200% of damage done, split between.

Vocation abilities

Align weapons (Sp): The priestess’ weapons and attacks are treated as lawful, and can cast align weapon once per day. At 5th level, they can cast align weapon (communal). They can cast this spell-like ability one additional time for every 4 levels they possess.

Armor of atonement (Su): The discipline priestess coats them in a protective armor made of divine energy. It maintains her atonement buff, gives her +2 sacred AC (+1 for every 4 levels they possess) and deals 1d6 damage to enemies that strike her (reflex halves). This damage increases by 1d6 for every four levels she possesses. This armor can be used for a number of minutes equal to their level, split up into minute increments.

Bane (Su): The priestess can grant one target within 30 ft. the bane special quality on any weapon they hold or unarmed/natural attack with for a number of rounds equal to her level. Once she chooses the creature type, it cannot be changed. This can be used once per day, plus one additional time for every five levels she possesses.

Detect alignment (Sp): The discipline priest can cast detect alignment as a spell-like ability twice per day. At 8th level, they can cast it at will. At 16th level, it becomes a constant spell-like ability.

Discipline (Su): Blast the target within 60 ft. with a ray of holy power, dealing 1d6 damage + priestess level. The damage increases by 1d6 every 3 levels following first. If the target is lawful, this deals 50% damage. If the target is chaotic, this deals 50% additional damage.

Evangelism (Su): Once per day, the priestess can use this ability as a swift action to increase the duration of atonement effects within 60 ft. by a number of rounds equal to their intelligence modifier. This can be used an additional time at 8th and 16th level.

Light’s wrath (Su): Bring forth a mighty bolt of power to smite the enemy, dealing 1d6 damage per level. This damage is increased by 1d6 for each ally (including themselves) with atonement within 100 ft. up to a maximum equal to the priestess' intelligence modifier. This can be used once per day, and requires 12th level.

Pain suppression (Su): strengthen the target’s will, granting them 5 DR/- for 1 round, plus one round per four levels of the priestess. At 15th level, this becomes 10 DR/-. This can be used once per day, plus one use at 8th and 16th level.

Penance (Su): The discipline priestess channels bolts of powerful holy energy at a chosen target as a full-round action. She shoots one bolt, plus one additional bolt for every three levels she possesses. Each require an individual ranged touch attack with a range of 30 ft. If a target is killed, the priestess may choose another target for the remaining bolts to hit. These bolts deal 1d8 divine energy damage + their level. This can instead be used to heal allies. If chosen, they cannot switch targets, even if the target they use this ability on is at their maximum hit points. This can be used a number of times per day equal to 3 + the priestess’ intelligence modifier.

Purge the wicked (Su): Burn a single enemy with righteous fire, dealing 1d6 damage, plus 1d6 per three levels to the target. The target then feels their soul burn, taking the same damage every round for a number of rounds equal to their intelligence modifier. A successful will save halves the damage, and negates the periodic effect. This can be used once per day, plus one additional time for every 3 levels following 2nd.

Rapture (Su): The discipline priestess can activate this ability as a standard action. Power word: shield can be cast on targets that have already been affected by it for a number of rounds equal to the priestess’ level. This can be used once per day. Alternatively, they can use this ability to have one cast of power word: shield provide twice the temporary hit points. At 8th level, this becomes triple. At 16th level, this becomes four times the temporary hit points.

Schism (Su): Wrack the target’s soul, causing them to take hit point damage from the priestess’ spells as if she was 2 levels higher for a number of rounds equal to the priestess’ level. A will save negates this effect. This can be used once per day, plus one additional use at 6th, 12th, and 18th level.

Shackle undead (Su): The discipline priest throws chains of light around an undead target. They are considered helpless. A successful reflex save leaves them entangled for 1 round. This ability can be used once per day, plus one additional use every 3 levels following 8th. This requires 8th level.

Shining force (Su): The discipline priest explodes with a force of light, knocking back enemies within a 10 ft. radius of them. This acts as a bull rush attempt, using one roll. The priestess makes this check using their level + their intelligence modifier. This can be used once per day, plus one additional time at 8th and 16th level. If they have atonement active, they gain a +4 bonus to the attempt.

Solace (Su): Targeting a creature, the priestess places a protective area 10 ft. around the target for 1 round per level of the priestess. This aura repels any creature that approaches except those indicated by the priestess. Approaching targets must make a will save or be forced back from the barrier. If this ability is cast on an outsider of any kind, they are subject to a banishment effect, with the DC equal to 10 + ½ their priestess level + their intelligence modifier. Chaotic creatures take a -2 penalty to their saving throw. This can be used once per day, plus one additional time at 8th and 16th level.


True calling

When the discipline finds their true calling to discipline, they are immune to all smite and judgement abilities, compulsion, domination, and charm effects, and they always maintain their own atonement. In addition, each of their power words gains an additional effect.

Shield: The number of temporary hit points is increased by 50%, but they lose one of these hit points per round.

Smite: The priestess, if they want, can either knock the creature prone, or bull rush them as a free action if they fail the will save. Their CMB is equal to their level + their intelligence modifier + 5.

Radiance: When cast, radiance releases a daylight effect, which remains for a number of rounds equal to the priestess’ intelligence modifier. If this effect is dispelled or countered, it returns the following round on the priestess’ turn.

Barrier: Allies within Power word: barrier take 50% additional healing from atonement.






Vocation: Nature
               

Some priestesses use their studies to seek wild gods, finding their call in the soothing yet deadly soul of nature. They are neutral in some manner, and can learn spells from the conjuration school.

Knowledge specialty: Nature and geography.

Sign of Vocation: Verdant Soul

Nature priestesses are bound to plantlife in mind and body, gaining them multiple abilities. At 1st level, the nature priestess gains long, thorn-like claws, dealing 1d4 damage (for medium creatures) with a base attack bonus equal to their level. These claws gain a poison attack, dealing 1d2 dexterity or strength damage/round for 6 rounds (cure 1 fort save). They can draw out the poison into their claws as a free action a number of times per day equal to their level + their intelligence modifier.

These claws gain a +1 enhancement bonus at 3rd level, increasing by +1 per 3 levels following, to a maximum of +7 (maximum enhancement +5) at 20th level. The nature priestess can apply any of the following abilities: corrosive, flaming, frost, heartseeker, huntsman, keen, menacing, merciful, neutralizing, shock, vicious, corrosive burst, disruption, flaming burst, icy burst, igniting, invigorating, lifesurge, negating, shocking burst, stalking, wounding, speed, vorpal.

In addition, as the priestess grows in power, so does their connection to the life around them. They gain a +2 bonus to their natural armor at first level through scales, vines, and bark that form and grow across their skin.  This increases by 1 for every 3 levels they possess, to a max of +8 at 18th level.  They gain the same bonus to fort saves vs poison and disease. The priestess also ignores difficult terrain in forest, jungle, plains, swamp, and water environments.

Bonus spells: 1st: Entangle, 2nd: Pouncing fury, 3rd: neutralize poison, 4th: command plants, 5th: Tree stride, 6th: Overwhelming poison, 7th: Animate plants, 8th: control plants, 9th: shapechange.

Power words

First level:
Nature word: Commune: At first level, the priestess can commune with nature as a standard action, causing magical vines to wrap around her arms and body. Two vines (One on each arm) can be commanded to attack a target within 15 ft. of the priestess for 1d6 damage + her intelligence modifier. When summoned, these vines can deal bludgeoning damage, or both bludgeoning and piercing. These vines have the same magical enhancement progression as the priestess’ claws, and deliver the poison as well. These vines can be summoned for a number of minutes equal to the priestess’ level spent in minute increments. These vines can be used to grapple foes without provoking attacks of opportunity. The priestess cannot attack with her communed vines and claws in the same round. If she is grappling creatures with the vines, her hands cannot be used.

Fifth level:
Nature word: feral: The priestess can turn feral as a swift action, granting them a +4 bonus to their strength and constitution scores, but take a -2 penalty to their AC. During this time, they gain the pounce and scent abilities, gain a +2 additional bonus to fortitude and reflex saves, but cannot cast spells or use mental ability score skills, but can intimidate with as +4 bonus to the check. This can be active for a number of rounds per level equal to the priestess’ level + her intelligence modifier, but these rounds do not have to be consecutive. This bonus to scores increases by +2 at 8th and 16th level. After leaving their feral state, the priestess is fatigued for a number of rounds equal to twice the number spent feral.

Tenth level:
Nature word: Soothe (Su): the priestess can give out a soothing aura as a standard action, granting fast healing 1 + 1 for every two levels she possesses 1d6+1 rounds. While this fast healing is active, animals and intelligent plants improve their attitude toward the priestess by 2 steps, and her allies (up to a number equal to her intelligence modifier) gain a +2 sacred bonus to all saving throws. This bonus increases by 1 at 15th and 20th level. This can be used a number of times per day equal to 3 + their wisdom modifier (if positive) times per day.

Fifteenth level:
Nature word: Evolution: Targeting one creature as a standard action, the priestess makes them immune to diseases, poisons, critical hits, paralysis, blindness, deafness, and stuns. In addition, they gain a +4 bonus to saves against sickened, nauseated, enchantment effects, fear effects, and compulsion effects, and resist 20 fire, cold, acid, and electricity, and 5 DR/-. They deal damage one category size higher than normal, gain a +2 bonus to all attack rolls, dodge AC, base natural armor, and a +4 bonus on damage rolls. These bonuses all increase by 2 (and 10 resistance,+4 for sickened etc saves and damage rolls) at 20th level. This lasts a number of rounds equal to the priestess’ level, and can only be used once per day. This can be dismissed as a free action, but the additional rounds are wasted.


Empowered vocations:

6th level: The nature priestess’ poison becomes 1d4 str/dex, or 1d2 con, and they can apply different poisons to each natural attack. Their natural attack damage increases by one step.

12th level: Their poison becomes 1d6 str/dex or 1d4 con. They gain DR/cold iron equal to the natural armor bonus given by their vocation. Their natural attack damage increases by one step.

18th level: Their poison becomes 1d8 str/dex or 1d6 con. Their poison now leeches 2 hit points per point of ability damage done by their poison. Their natural attack damage increases by one step.

Vocation abilities:

Constricting vines (Ex): When grappling, the vines through nature word: commune gain a constrict attack, inflicting poison and damage equal to commune vine damage + 1.5x their intelligence modifier with every successful grapple check.

Dominate plant (Ex): The priestess can use charm person, dominate person, and other spells on plants, as if they were the specified creature.

Enhanced poison (Ex): The priestess’ poison gains +1 to the DC and requires two saves instead of one. 

Entangle foe (Su): As a standard action, the priestess can entangle a foe within 60 ft. with vines that form around their feet and body. This lasts 1 round per level of the priestess, or 1 round on a successful reflex save. This can be used an unlimited number of times per day, but only once per target.

Feral fighter (Ex): The priestess' natural attacks deal 1 additional damage, plus one for every five levels the priestess possesses. Once per day, the priestess can go into a vicious fury, attacking with four claw attacks as part of a full attack, rather than just two. They can use this one additional time per day at 10th and 18th level.

Friend to the Animals (Ex)
: Add all summon nature’s ally spells to your spell list. You must still select these spells using your allotment of spells known. Animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier.

Gripping vines (Ex): The vines summoned by nature word: commune gain the grab special quality. This requires 8th level.

Life Leech (Su): The priestess can draw life force from the bodies of enemies and channel it into herself. As a standard action, she can drain the life essence from one living target within 30 feet. The target takes 1d6 points of damage per two levels she possesses (maximum 10d6). She gains temporary hit points equal to the damage she deals. She can’t gain more than the target’s current hit points + the target’s Constitution score (which is enough to kill the subject). The temporary hit points last a number of hours equal to her intelligence modifier. The target receives a Fortitude save to halve the damage (and the temporary hit points you gain). The priestess may use this ability once per day, plus one additional time per day for every 4 levels after 8th. They must be 8th level before selecting this vocation ability.

Natural Divination (Ex): The priestess can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to their intelligence modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, they may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, they gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and they must declare they are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. They may use natural divination (in any combination) once per day plus one additional time per day for every four priestess levels they have attained.

Nature’s blood (Ex): The priestess is immune to diseases. At 10th level, they are immune to poisons.

Nature’s Whispers (Ex): The priestess becomes so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that their surroundings constantly keep her preternaturally aware of danger. She may add her intelligence modifier, instead of their Dexterity modifier, to their Armor Class and CMD. Any condition that would cause her to lose her Dexterity modifier to their Armor Class instead causes her to lose her Charisma modifier to her Armor Class.

Paralytic poison (Ex): The priestess’ poison inflicts paralysis for the duration. This requires 14th level.

Serrated claws (Ex): The priestess’ claws have a natural critical threat range of 19-20.

Sickening strikes (Ex): For a number of minutes equal to the priestess’ level, they can add a sickening effect to their claws, sting, and nature word: commune attacks. The fortitude DC is equal to the priestess’ DC, and lasts for one round (fort negates). This duration stacks, up to a maximum number of rounds equal to the priestess’ intelligence modifier (minimum 1). This ability can be selected again, but it nauseates the target, in addition to sickening them.

Speak with Animals (Ex): Choose a specific kind of animal (eagle, fox, dog, and so on). The priestess gains the ability to converse with that type of animal as if they were under the effects of speak with animals. They gain the ability to communicate with an additional kind of animal for every 3 priestess levels they have attained.

Spirit of Nature (Su): When in a natural setting, whenever the priestess is reduced to negative hit points, they automatically stabilize. At 5th level, they gain fast healing 1 for 1d4 rounds whenever they are reduced to negative hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 15th level, they gain fast healing 3 for 1d4 rounds when below zero hit points.

Sting (Ex): The priestess gains a thin, vine-like tail that grants them a sting attack. This inflicts the priestess’ poison, and gains the enchantments/attack bonus/damage of her claws. This deals piercing damage.

Vicious strikes (Ex): The priestess’ claws gain the ability to rend and rake targets.

True calling:

When they find their true calling to nature, the priestess becomes immune to the sickened and nauseated conditions. They are immune to disease and poison, and if they took the nature’s blood vocation ability, they can consume and accept poisons and deliver them on top of their own afflictions.

Commune: the damage increases by one size category, range increases by 5 ft., +2 to grapple checks, and targets bleed for 1d6 per round stacking) when grappled with thorned (piercing) vines.

Feral: The priestess is no longer fatigued after, and can cast spells while in a feral state. If they have the natural spell feat, they gain a +2 bonus to all caster level checks while feral.

Soothe: This always has the maximum duration of 7 rounds.

Evolution: This can be cast in round increments (and lasts an additional number rounds per day equal to their intelligence modifier), dismissed as a swift action, and can have durations split between two creatures at a time.





Vocation: Elements



Some priests find their calling in the energies of elemental lords, discovering hidden secrets in elemental lore. They are usually neutral in some manner, and can learn spells from the evocation school.

Knowledge specialty: Planes and arcana.

Sign of Vocation: Elemental attunement
Priests that choose the elements can alter their form and biology to suit their needs. Their life is bound to the elements. As a standard action, they can choose one element of earth, fire, air, and water, and gain benefits according to the element chosen as they attune, and the energy type. (Fire = fire, earth = acid, air = electricity, water = cold)

At first level, they gain resist 10 to the element of which they channel. When casting spells of their associated element, their DCs are 1 higher than usual, they gain a +1 bonus to checks to overcome spell resistance. If they are attempting to dispel or counterspell a spell or ability of the same element they channel, they gain a +1 bonus to the attempt. In addition, the priest gains +1 to their saving throws against them.

In addition, they gain bonus spells depending on the element they are currently attuned to, listed in the table below the true calling ability. They may choose one of the spells listed. When the spell is chosen, it cannot be changed.

Power words

First level:
Elemental word: Blast: As a standard action, the priest can perform an elemental blast against a single target. This blast deals 1d6 + their intelligence modifier as energy damage of their current element. This damage increases by 1d6 for every two levels following first. This is a ranged touch attack. If Earth attuned, the priest can do a ranged attack using physical damage instead of an acid touch attack. This can be used a number of times per day equal to 3 + their intelligence modifier.

Fifth level:
Elemental word: Empower: As a standard action, the priest uses their elemental attunement to empower themselves and their allies, either by healing, or granting various bonuses. This ability can be once per day, plus one additional time at 10th, 15th, 20th level. If the priest activates this ability in another attunement, then the old empowerment is replaced with the new one. This lasts a number of rounds equal to the priest’s level.
               
Earth: the priest grants the power of earth to herself and a number of creatures equal to his level within 30 ft. They gain a +2 bonus to their CMD, natural armor, DR/-, a climb speed equal to their movement speed, and resist acid 5. This bonus increases by +1 and 5 resistance for every five levels following 5th, to a maximum of +5, 5 DR/-, +5 ft. climb, and resist 20 acid.

Fire: the priest grants the power of raging flames to his allies, granting them a +1 bonus to attack rolls, reflex saves, dodge AC, a +2 to weapon damage rolls, and resist 5 fire. This bonus increases by 1, +2 damage, and 5 resist for every five levels following 5th, to a maximum of +4, +8, and resist 20 at 20th level.

Air: The priest grants the power of violent winds and storms to his allies, granting them +30 ft. bonus to their movement speed, concealment (20%), A fly speed equal to their base movement, +1 to their dodge AC, and resist electricity 5. These bonuses increases by 10 ft. (5 ft. for fly), +1 dodge, and 5 resist every 5 levels following 5th, to maximums of 60 ft. (+15 to fly speed), +4 dodge, and resist 20. In addition, they gain total concealment at 15th level.

Water: the priest grants the power of soothing waters to his allies, granting them fast healing 1, a +1 bonus to their saving throws, swim speed equal to their movement speed, and the ability to breathe underwater. Every 5 levels following 5th, the fast healing and sacred bonus to saves increases by 1, and the swim speed increases by 5 ft., to a maximum of fast healing 4, +4 to saves, and +15 ft. swim speed. In addition, what would normally exhaust an ally fatigues them instead.

Tenth level:
Elemental word: Weave: At 10th level the priest gains the ability to weave multiple elements together. They may either aid their allies, debilitate their enemies, or blast enemies with both elements at once, granting them the ability to overcome one resistance by using both as one. This ability can be used a number of times per day equal to half the priest’s level + their intelligence modifier, but each element used takes up one use (such as, weaving two takes two, weaving four at 20th level takes four uses of this ability)

Fire and Water:
o   Frostfire bolt: The priest unleashes a bolt of energy at a target within 60 ft. as a ranged touch attack, dealing 1d8 damage per 2 levels they possess as cold and fire. The enemy is also fatigued and ignited, taking 1d8 damage as fire for 1d4 rounds. A successful reflex save halves the damage, and negates the fatigue as well as ignition effect.
·         Fire and Earth:
o   Earthen skin: The priest wraps themselves the might of acid and molten energy for 1 round per level. This grants them resist cold fire and acid 20, +4 to their base natural armor, and grants any attacks they deal to deal 1d6 additional damage as both fire and acid. In addition, when attacked in melee, acid and lava splash out at the one who struck them dealing 1d6 damage + 1d6/three levels of the priest as both acid and fire. A reflex save halves the damage.
Fire and Air:
o   Flaming vortex: Unleash a spinning tornado of storms and flame, taking up a 10 ft. square within 60 ft. This deals 1d6 damage per two levels of the priest as fire and electricity, and lasts a number of rounds equal to their intelligence modifier. They can move this vortex as a move action up to their movement speed.
Water and Air:
o   Monsoon: Unleash a torrent of storms and healing winds in a 60 ft. cone, dealing 4d6 damage as electricity, bludgeoning, and cold to enemies, and 4d6 healing to allies. This increases by 1d6 for every three levels following tenth. A successful reflex save halves the damage.
Water and Earth:
o   Mudwaters: Create an area with a 30 ft. radius covered in mudwaters, causing all creatures to make a reflex save or fall prone if they attempt to move within the area.
Earth and Air:
o   Charged earth: Charge a created boulder with electrical energy, shooting in forward in a 100 ft. line. This deals 1d6 damage per level of the priest as bludgeoning and electricity, and they are knocked prone and stunned for 1 round. A successful reflex save halves the damage and negates the prone and stun conditions.

At fifteenth level, the priest can weave three elements together. These spend three uses of elemental word: weave.

Fire, Water, and Air:
o   Lifesurge: using the live-giving power of fire, the soothing waves of water, and the light winds of air, the priest can heal using the flames of life to grant 1d6 hit points per two levels to all allies within 30 ft. Allies that have been killed within 1 round are subject to the power of air, using a breath of life effect through the ability’s healing. Allies as well may make a new save against a condition affecting them through the renewing power of water.
Fire, Water, and Earth:
o   Triple torrent: The priest unleashes a triple strike in a 100 ft. line. Dealing three attacks in succession, they deal 1d6 damage per level as physical, fire, cold, and acid to all targets within (ref halves). Those that fail the reflex save take 1d6 dexterity damage from the raw frost rattling their bones, 1d6 intelligence damage from the stones cracking their head, and 1d6 charisma damage from the fire and acid melting their flesh.
Fire, Air, and Earth:
o   Stormstrike: the priest conjures a divine storm of the elements into one touch attack, Dealing 1d6 damage per level as fire, electricity, and acid. This also causes the enemy to be panicked in place, and knocked prone. A fortitude save negates conditions, but not the damage.
Water, Air, and Earth:
o   Elemental armor: The priest cloaks themselves in three elements, Granting them total concealment, +4 natural armor, fast healing 5, and DR 5/- for a number of rounds equal to half their level, as well as 30 resistance to each element (unless theirs is higher).

Fifteenth level:
Elemental word: Cataclysm: The priest unleashes a storm of almighty power upon a 30 ft.-radius area. Based on their attunement, this has various effects. This can be used once per day.

Earth:
o   Quake: The earth quakes, dealing 1d6 bludgeoning damage per level. In addition, targets within are knocked prone. A successful reflex save halves the damage, but not the prone condition.

Fire:
o   Rapture: Fire rains from the skies, dealing 1d6 fire damage per three levels to all within the area. This storm remains for a number of rounds equal to the priest’s level. Each time an enemy fails a reflex save, they catch on fire, taking 1d6 fire damage + the priest’s level for 1d4 rounds. Each time they fail the save and are caught within the storm, this duration (but not damage) stacks, up to a maximum 4 rounds. They must take a full-round action to put out the flames.

Air:
o   Wrathstorm: A violent thunderstorm erupts in the skies, unleashing 1d4 bolts per round for a number of rounds equal to the priest’s intelligence modifier. Each bolt deals 1d6 damage per two levels, and stuns any creature struck for one round. The priest chooses who is hit by the bolts, and each additional bolt dealt to the same individual gives them a -2 penalty to their fortitude save. A successful save halves the damage, and negates the stun.

Water:
o   Ice Vortex: A whirlpool forms and flows within the area out of nowhere, causing those caught within to become exhausted. Passing a fortitude save leaves the enemy fatigued for a number of rounds equal to the priest’s level. The priest then freezes the water entirely, and shatters it, damaging all within. Enemies take 1d6 cold damage per level of the priest as half cold, half slashing, and those who fail the save are staggered for 1 round per two levels of the priest. A successful reflex save halves the damage, and reduces the stagger to one round.

Empowered vocations:

6th level: Switching attunements is a move action, and their bonus to spell penetration with their element, and saves against them are increased by 1. Their attunement resistance increases by 10.

12th level: Switching attunements is a swift action. The bonuses above increase by 1. Their attunement resistance increases by 10.

18th level: Switching attunements is a free action. The bonuses above increase by 1. They are now immune to the energy type associated with their current attunement.

Vocation abilities:

Blinding fire (Su): When the elemental priest uses a vocation ability or spell that ignites the target caused by a failed saving throw, the target is blinded for one round.

Cleansing wave (Su): The priest flows cleansing mist across a 30 ft. area around them, granting all allies within a new save against conditions they are suffering with a +2 bonus. This can be used once per day, and one additional time at 10th and 15th level. This requires 5th level or higher.

Earthen blood (Ex): While in the earth attunement, the priest gains a +2 bonus on fortitude saves. This bonus is halved outside of the earth attunement.

Energy breath (Su): Once per day, the priest may use a breath weapon out in either a 30 ft. cone, or 60 ft. line. This deals 1d6 energy damage per level, of the type associated with their current attunement. A reflex save halves this damage. This can be used one additional time at 6th, 12th, and 18th level.

Fearless flame (Ex): While in the fire attunement, the priest gains a +4 bonus to fear saves. This bonus for themselves and allies is halved while out of the fire attunement.

Life is energy (Su): Once per day as an immediate action, they absorb the damage dealt by their respective attunement. They can use this ability one additional time at 6th, 12th, and 18th level.

Lightning reflexes (Ex): While in the air attunement, the priest gains a +2 bonus to reflex saves. Outside of the air attunement, this bonus is halved. 

Shockwave (Su): Smashing the ground beneath them, the priest deals 1d6 damage per two levels they possess as electricity to enemies within 10 ft. and knock them prone. Enemies get a reflex save to negate the prone condition and halve the damage. This can be used in the air or earth attunements.

Slippery mind (Ex): While in the water attunement, the priest gains a +2 bonus to will saves. This is halved while outside of the water attunement. 

Soothing waters (Su): For a 1d4 rounds, the priest can grant fast healing equal to half their level to allies within 30 ft. This can be used a number of times per day equal to 1 + their wisdom modifier )(if positive).

Stone fortification (Su): While attuned to earth, the priest gains fortification, granting them a 40% chance to deny critical hits. This bonus increases by 20% at 10th, 15th, and 20th level, making them immune to critical hits at 20th level. This requires 5th level.

Stoneskin (Su): The elemental priest gains DR/adamantine equal to half their level while in the earth attunement. This can be taken again at 14th level, turning it into DR/-.

Surging attunement (Su): When attuning to an element, the priest gains a spell-like ability for 1 round. If attuning to fire, they gain fire shield. For water, they gain water shield.  For air, they gain shocking barrier. For Earth, they gain earth shield. This can only occur once per round. This requires 8th level or higher.

Tempest defense (Su): Once per day, when affected by a disabling condition (Daze, frighten, panic, stun, paralysis, unconscious) The priest explodes with electrical energy, dealing 1d6 damage + 1d6/3 levels they possess as electricity, and stunning the creature that affected them. This damage and stun also affects creatures that attempt to strike them in melee while disabled. This can be activated one additional time per day at 10th, 15th, and 20th level. This requires 5th level or higher.

Windwalker (Ex): While in the air attunement, the priest gains +10 ft. bonus to their movement speed. At 8th and 16th level, this bonus increases by +10.

True calling: Blessed by the power of the elements, the elemental priest is wrought in the energy they attune to. They gain immunity to the energy type associated to the one they reside in, and are immune to paralysis, and all spells they cast while in their attunement (that match) are empowered. In addition, their power word abilities are modified.

Blast: This ability now has a base critical threat range of 19-20/x3, in addition to the following effects:
·         Earth: Dazes the enemy for 1 round per level.
·         Fire: Panicked for 1 round per level.
·         Air: Stunned for 1 round per level.
·         Water: 1d6 additional dexterity damage. (fort halves)

Empower: These last 1 minute per level, and they can have a maximum of two empowers active at the same time.

Weave: They can channel all elements at once, surpassing all elemental resistance. Immunities are treated as resistance 10. This weave can only be used once per day.
·         Fire, Water, Earth, Air: Wrath of the elements: the elemental priest conjures all four elements at once, dealing 1d8 damage per level to all targets within 60 ft of them As physical, fire, acid, cold, and electricity. They are knocked prone, paralyzed, set aflame (4d6 damage for 4 rounds), and exhausted. A successful fortitude save makes the target fatigued instead of exhausted for 1 min/level. A successful reflex save negates the ignite, and halves the damage of the ability. A successful will save makes the enemy stunned for one round.

Cataclysm: All targets take a -2 penalty to their save, in addition to a new effect.
·         Quake: Enemies who pass their save are dazed for 1 round and prone. Enemies that fail are trapped, and must make a CMB check to escape, or take 1d6/level crush damage per level until they die. (CMD: 10 + priest’s level + intelligence modifier + 5)
·         Rapture: The storm remains for 1d4 minutes, and has its radius doubled.
·         Wrathstorm: the number of rounds increases to 1d6+2, and the number of bolts increases by 2.
·         Ice Vortex: The enemies are exhausted without a save, the stagger becomes 1 minute/level, and 1 round/2 levels when they pass the save. In addition, the targets begin bleeding for 1d6 damage until healed if they fail the reflex save.

Bonus spells:

0
Fire (Fire)
Earth (Acid)
Air (Electricity)
Water (Cold)
1st
Burning hands
Stone fist
Shocking grasp
Endure elements
2nd
Resist energy
Acid arrow
Defensive shock
Frost fall
3rd
Fireball
Burrow
Wind wall
Water breathing
4th
Protection from energy, communal
Slowing mud
Aggressive thundercloud, greater
Ride the waves
5th
Flame strike
Acidic spray
Air walk, communal
Icy prison
6th
Sirocco
Stoneskin, communal
Chain lightning
Cone of cold
7th
Delayed blast fireball
Wall of stone
Fly, mass
Vortex
8th
Fire storm
Earthquake
Whirlwind
Polar ray
9th
Meteor swarm
Crashing rocks
Winds of vengeance
Tsunami






Vocation: Time



A priest is called to the essence of time, and they seek to modify the past and future to ensure time proceeds as planned. They are almost always lawful, and can learn spells from the transmutation school.

Knowledge specialties: History and arcana.

Sign of Vocation: Temporal connection

The priestess gains a number of temporal charges equal to their intelligence modifier. If a target has been affected by a spell or other effect that has worn off within 24 hours, the priestess can spend one temporal charge as a standard action to bring back the condition of buff for 1 round per level of the priestess. Enemies affected by a condition gain a new save. Instead of bringing a previous buff or condition forward, they can instead choose one magical or physical effect on the target as a standard action (such as physical poison, or a magical condition), and wink it out of time for a number of rounds equal to their level. Once this is over, the condition returns, but the other rounds are used up. This can be resisted by a will save.

Priestesses of time gain quicken spell as a bonus feat, with the spell slot reduced by 1 (to +3). Priestess can choose to sacrifice spells in a slot 3 higher than they can cast in order to quicken the lower spell. Once per day, they can quicken one of their spells without increasing it's spell slot.

Bonus spells: 1st: Expeditious retreat; 2nd: Time shudder; 3rd: Haste/slow; 4th: Foretell failure; 5th: teleport; 6th: True seeing; 7th: walk through space; 8th: Temporal stasis; 9th: Time stop. They also gain blurred movement, blur, and displacement as spells to their list, as well as displacement (mass).



Power words

First level:
Time word: Fast-forward/Rewind: Choose a target within 60 ft. They are flashed back through time to their previous state. They immediately return to their hit points, conditions, buffs, and location from the previous round on their previous turn. If they are placed in an occupied space, they are shoved into an adjacent square. A will save negates this effect, if they are unwilling. Instead, this ability can also be used to target a specific magical effect or ability the target has (such as a poison, paralysis, or a magical buff such as bull’s strength). The priestess makes a caster level check against the DC of the condition or effect. If they roll the same or higher, time is re-wound and the effect is removed.

Instead, the priestess can choose a target and fast-forward time, turning time a number of rounds equal to their level. Any effect on them that would end within that time frame, ends immediately. Targets get a will save to negate this effect. This can only be used on one target once per day.

Fifth level:
Time word: Haste/slow: This ability grants one subject one of two effects: either:

·         Haste: +30 ft. movement, +1 dodge AC, attack rolls, dexterity-based skill checks, and reflex saving throws. They also gain an additional attack at their highest base attack bonus during a full attack. These bonuses increase by 1 and 5 ft. movement at 10th, 15th, and 20th level.

·         Slow: half movement speed, -1 dodge AC, attack rolls, dexterity-based skill checks, and are staggered. This penalty increases by 1 and 5 ft. movement at 10th, 15th, and 20th level, to a minimum of 5 ft. movement.

This lasts one round per level of the priestess, and they can affect a number of creatures equal to their intelligence modifier – however, they must choose one of haste or slow, not both. This ability can be used once per day, plus one additional time for every 3 levels following 5th, and cannot affect one creature more than once per day.

Tenth level:
Time word: Quick/Stop: This ability grants one of two effects as a standard action. This cannot be used on a target more than once per day. Either: 

·         Quick: Selecting one target, the priestess invigorates them into acting immediately out of turn. This does not affect the initiative track, nor does it change the targets initiative – it allows them to go twice in one round.

·         Stop: Selecting one target, the priestess forces the target to be stopped from acting entirely. Every round, they must make a new will save to not become helpless. If they become helpless, they are not paralyzed, and are given a new save each round following. A successful will save negates this stop effect.

Fifteenth level:
Time word: Infinity/Eternity: Once per day, the priestess can create a well of eternity on a 30 ft. square. While in this well, chosen allies as well as the priestess are nearly unaffected by time. Every time they are struck by an attack, negative effect, or use a spell or ability that has a cost, there is a 50% chance that this ability has an effect. However, this also applies to beneficial abilities cast on them as well. This well of eternity remains for a number of rounds equal to the priestess’ level.

Instead, the priestess can create a well of infinity; this well maintains all magical and supernatural effects, as well as conditions on the targets within as long as they remain (will negates the held turns).

Empowered vocations:

6th level: The priestess gains one additional temporal charge per day.

12th level: The DC for temporal shifts increase by 1.

18th level: The priestess can use a temporal shift on a target one additional time per day.

Vocation abilities

Ageless (Ex and Su): Time priestesses age at one quarter the speed of others of their race, but can stop this process on command to age normally. At will as a standard action, the time priestess can change their appearance to any point of their aging process, both past and future, as if using alter self. At 20th level, the priestess becomes immune to all aging effects, and does not physically age. In addition, when they change their appearance, it is as if their body truly changes rather than by magical means. This requires 8th level.

Aging Touch (Su): The priestess’ touch ages living creatures and objects. As a melee touch attack, they can deal 1 point of Strength damage for every two priestess levels they possess to living creatures. Against objects or constructs, they can deal 1d6 points of damage per priestess level. If used against an object in another creature’s possession, treat this attack as a sunder combat maneuver. They can use this ability once per day, plus one additional time per day for every five priestess levels they possess.

Alacrity (Ex): When affected by a condition, the priestess can delay the condition for one time increment. If it lasts for rounds, it is delayed for 1 round. (1 minute for minutes/level, and so on). This does not remove the duration, it simply acts as if the effect was gained at a later time. At 8th and 16th level, this condition is delayed for 1 additional increment. If a spell or effect that would remove the condition is cast while this delay is in effect, the condition is removed.

Blink (Su): The priestess can teleport to a space within 60 ft. as a move action by using one temporal charge.

Echo of time (Ex): The priestess gains echoing spell as a bonus feat, except the spell slot adjustment is reduced by 1.

Erase from Time (Su): As a melee touch attack, the priestess can temporarily remove a creature from time altogether. The target creature must make a Fortitude save or vanish completely for a number of rounds equal to 1/2 their priestess level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space—in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). The priestess can use this ability once per day, plus one additional time per day at 11th level.

Knowledge of the Ages (Su): The priestess can search through time to recall some bit of forgotten lore or information. They can retry any Knowledge skill check made within the past minute, gaining an insight bonus on the check equal to their intelligence modifier. They can use this ability a number times per day equal to their intelligence modifier.

Mark of Time (Su): Once per day, the priestess can inscribe a mark of time on an item or person. If the individual is knocked out while bearing the mark or holding or wearing the item, they are formed into themselves one round prior to being knocked out or killed, on their next turn, as time word: rewind. The priestess can mark one additional item or creature a day for every 3 levels following 8th. This requires 8th level.

Momentary Glimpse (Su): Once per day, the priestess can gain a glimpse into their immediate future. On the round after they use this ability, they gain a +2 insight bonus on a single attack roll, saving throw, or skill check or to their Armor Class until the start of their next turn. At 5th level, and every four levels thereafter, they can use this ability one additional time per day.

Rewind Time (Su): Once per day as an immediate action, the priestess can reroll any one d20 roll that they have just made before the results of the roll are revealed. They must take the result of the reroll, even if it’s worse than the original roll. At 11th level, and every four levels thereafter, they can use this ability an additional time per day. They must be at least 7th level to select this vocation ability.

Second chance (Ex): The priestess takes two turns in the initiative order. Their second turn takes a -10 penalty to their initiative roll. This requires 17th level.

Seize the moment (Ex): Once per day, the priestess can use their immediate action to take their turn in the initiative immediately. If they already acted in the round, they may use the move or standard action of their next turn. This can be used one additional time at 10th and 15th level.

Slowing/Quickening spell (Su): The priestess can apply a slowing effect to her spells, causing the target to be affected by either the haste or slow spell for one round with no save. This can be used once per day, plus one additional time for every 5 levels they possess.

Tides of time (Su): shoot out a temporal wave in a 30 ft. cone. Allies within the radius gain a +2 morale bonus to saves, attack rolls, and dodge AC for a number of rounds equal to the priestess’ level. Enemies hit by the wave take the same as a penalty (will negates). This bonus and penalty increase by 1 at 8th and 16th level.

Time is mine to bend (Ex): The priestess’ base movement increases by 5 ft., they gain a +1 insight bonus to their insight AC, reflex saves, initiative checks, and attack rolls. This bonus increases by 1 and 5 ft. at 8th and 16th level.

Well of calamity (Su): The priestess places a well of rending time in an area with a 20 ft. radius for 1d4 rounds. Enemies within are shaken, take 1d6 damage per two levels of the priestess per round within, and the final pulse stuns enemies that remain. Successful will saves half the damage, negate the shaken effect, and a fortitude save on the final pulse negates the stun. This can be used once per day, plus one additional time at 15th and 20th level. This ability requires 10th level.

Well of gravity (Su): The priestess places a well of intense gravity, pulling and damaging foes for 1d4 rounds. Enemies take 1d6 bludgeoning damage per two levels while they remain, and each round they must make a reflex save or be knocked prone. This ability requires 6th level.

Well of precognition (Su): The priestess places a well that enhances her allies’ ability to forsee outcomes for 1d4 rounds, granting all within a +1 bonus to their insight AC, attack rolls, and saving throws, and allows them to roll twice and take the higher result once per round while within. This bonus increases by 1 at 8th and 16th level.

True Calling

The priest is infused with the power of time; they are no longer affected by aging effects (both magical and non-magical) and stop aging—and can modify their age and appearance as such at any time. In addition, they become immune to slowing effects, time-based effects, as well as ability drain. They also gain empowered time words.

Rewind: they can rewind a number of individuals equal to their intelligence modifier.

Haste/slow: hasted individuals gain two attacks instead of one, slowed individuals now have a 50% chance to not act.

Quick/stop: The time priestess can act again in addition to the one she cast the ability on. Stopped individuals are so affected by time, they must make a fortitude save or die.

Eternity: Allies within are affected by beneficial abilities, their spells and abilities are not consumed, and enemies are granted no benefits.







Vocation: Stars



Some priestesses study the stars, the constellations, and use their knowledge to discover what was, what is to come, and what power hides beyond their world. Due to their studies, star priestesses are able to learn spells from the divination school.

Knowledge specialties: Geography and planes.

Sign of Vocation: Astral form

Star priestesses have a connection to the stars deep within their blood. They can use the Tenebrous spell feat spontaneously as they cast spells. Once per day during the night time or in her astral form, the priestess can cause a spell to gain the effects of the Empower Spell, Extend Spell, Silent Spell, or Still spell feat without increasing the spell's casting time or level during the night.

The star priestess can form herself into pure might of the stars as a free action for one round per level they possess + a number of rounds equal to her intelligence modifier. She can end this form as a free action. While in this astral form, she gains low-light vision, and can roll twice and take the higher result when making checks to overcome spell resistance. Her bonus spells, spells with the darkness, light, or astral descriptors and spells of the divination school are treated as if she had a caster level 1 higher than normal, and the DCs of these spells increase by 1. In addition, her power word and vocation ability DCs (including spells given by those abilities) increase by 1 in astral form.

Bonus spells: 1st: Embrace destiny; 2nd: Burst of radiance; 3rd: Guiding star; 4th: Foretell failure; 5th: Teleport; 6th: True seeing; 7th: Walk through space; 8th: Moment of prescience; 9th: Astral projection.

Power words

First level:
Astral word: Foretell: The priestess can, as a standard action, touch a creature to grant them an insight bonus to attack rolls, skill checks, ability checks, and saving throws equal half their priestess level (minimum 1) for 1 round. This power word can be used a number of times per day equal to 3 + their intelligence modifier. If they touch an enemy, they can give them a penalty instead of a bonus. They get a will save to negate this effect.

Fifth level:
Astral word: Starlight: The priestess places an area illuminated by the might of the stars on a 30-ft. radius centered on them. If the light is darkness or lower, it is raised to dim light while this ability is active. Allies within the radius of the priestess gain a +1 sacred bonus to their attack rolls, AC, saving throws, skill checks, and ability checks. Normal darkness does not affect this ability. If a deeper darkness spell is cast on the area, that region of the priestess’ starlight is suppressed for one round. Presence in the aura counts as night time for the purposes of the priestess' spells and abilities.

The priestess can, as a full-round action, end their starlight aura early as an immediate action or a free action. If they do, the aura becomes a burst of bright light, and the bonus granted by the aura is doubled for one round. The bonus of this aura increases by 1 for every 5 levels following 5th. The priestess can activate this aura as a swift action, and dismiss it as a free action. It lasts a number of rounds per day equal to their priestess level, however these rounds do not need to be consecutive.

Tenth level:
Astral word: Constellate: The priestess pinpoints parts of a creature’s body with the power of the stars, drawing a constellation along their flesh. Depending on the constellation, she can bestow benefits to allies, or devastate her enemies. Unless stated otherwise, an initial will save negates the constellate. This ability can be used once per target per day, even if it fails. This has a range of 30 ft., and is a standard action. The priestess chooses three constellations to learn when they gain this astral word.

The Water giver: Soothing waters pour across the target’s body for a number of rounds equal to the priestess’ level, granting them fast healing 2. This fast healing increases by 1 at 15th and 20th level.

The Ram: The horns of the ram bash the creature, subjecting them to force damage equal to 1d8 + the priestess’ level in force damage. This damage increases by 1d8 at 13th, 16th, and 19th level. They are subject to a bull rush attempt with the priestess’ CMB of their level + their intelligence modifier. If successful, the individual is bull rushed as normal, and they are knocked prone.

The Crab: The stars drawn across the individual’s body cause their skin to harden, granting them a +4 enhancement bonus to their natural armor. This bonus increases by 1 at 13th, 16th, and 19th level.

The Sea-goat: The astral power of the sea goat grants the creature chosen a 20 ft. enhancement bonus to their movement speed, and a swim speed of 20 ft. If they possess a swim speed, it increases by this bonus.

The Twins: This constellation is drawn upon two creatures within 30 ft. of the priestess, binding their fates together. If two allies are chosen, they may take damage for one another for 1 round per two levels of the priestess. During this time, they gain a +2 insight bonus to their attack rolls, armor class, and saving throws when adjacent to one another, and their flanking bonus with each other is doubled. If cast on enemies, they both make a will save, and take the single lower result. If they fail the save, each enemy takes half the damage the other one takes. If they both are required to make a saving throw while connected, or other d20 roll using the same action (such as both making an attack of opportunity), they must both roll and take the lower result between the two of them. If they are not within 30 ft. of each other, this link has no benefit, but the creatures, even allies, take a -2 penalty to all d20 rolls they make if this occurs.

The Lion: The stars of the lion drawn across the creature’s flesh grant it boons of combat and bravery, granting them a +2 morale bonus to attack and damage rolls, immunity to fear, charm, and compulsion effects, and a +2 morale bonus to saving throws for a number of rounds equal to the priestess’ level. If used on a creature under the effects of a fear effect, they gain one new save, and suppress the fear for the duration of this ability.

The Balance: Creatures affected by the balance gain a +4 bonus to their CMD against trip, bull rush, reposition, grapple, and overrun maneuvers. In addition, if this creature is below half their maximum hit points, they gain a +2 morale bonus to their armor class, attack rolls, and damage rolls. If cast on an enemy, they take this as a penalty if they are above half their maximum hit points, and take a -4 penalty to their CMD.

The Fish: The power of the sea envelop the creature given this constellation. They gain a swim speed equal to their movement speed, are able to breathe underwater, and take no penalty to attacks or damage while underwater.

The Hunter: The archer’s keen eye blesses the enemy as stars appear across the target’s face. The individual gains a +2 insight bonus on attack rolls, and they gain an expanded critical range with all weapons and effects for a number of rounds equal to the priestess’ level. This does not stack with effects such as the improved critical feat, keen edge spell, or keen weapon ability.

The Scorpion: The character’s blood toughens, granting them a +4 bonus to saves against poison and disease for 1 minute per level of the priestess. If they are already subject to one of these effects, they gain a new save with the bonus. If used on an enemy, they are subject to poison, as the poison spell.

The Bull: The bull sends the chosen individual into a rage, granting them a +2 bonus to their constitution and strength scores, a +1 bonus on will saves, and a -2 penalty to AC for 1 round per level of the priestess.

The Earthen Maiden: Energies of the earth and stalwart mind cleanse the creature, granting them a +4 bonus on saves against fatigue and exhaustion effects for 1 minute per level the priestess possesses. If they are exhausted, this is reduced to fatigue. If they are fatigued, this condition is removed. While under the effect of Earthen Maiden, a fatigue effect is unable to push an already fatigued individual to exhaustion. 


Fifteenth level:
Astral word: singularity (Su): The star priestess can create a singularity once per day. She can place this fine entity in a space within 100 ft. of her. Targets within 60 ft. are pulled toward it. If they fail a reflex save, they are pulled 10 ft. toward the centre, and cannot move for their turn. If a creature is 5 ft. from the singularity, they take 1d6 bludgeoning damage per level of the priestess. For every 5 ft. beyond the centre, the damage is halved. 

A reflex save negates the pull of the singularity, and halves the damage taken. If within 10 ft. of the singularity’s space, the reflex save only negates the pull. If an individual moves directly toward the singularity, they move twice as fast. If moving away, they move at half speed. If an enemy takes full damage from the singularity while at the centre, they must make a fortitude save. If they fail, they fall to -1 hit points and begin dying. If they survive the next round’s damage, they must make a fortitude save or die. The singularity remains for a number of rounds equal to the priestess’ level. The priestess is not subject to a singularity’s pull.

Empowered vocation

6th level: While in astral form, the priestess acts as if they are affected by the fly spell, and gain partial concealment. In addition, the priestess gains 60 ft. darkvision. If they already possess darkvision, this distance increases by 30 ft.

12th level: While in astral form, the priestess gains DR/- equal to half their level, and they gain the effects of see invisibility. In addition, the priestess gains the ability to see in all forms of darkness, even magical and supernatural darkness effects such as deeper darkness.

18th level: While in astral form, the priestess gains true seeing, and their concealment becomes total concealment.

Vocation abilities

Astral Caravan (Su): As a full-round action, the priestess can step into the planar border where the Astral Plane abuts the Material Plane, pulling up to one additional person per class level with them. they can’t travel fully into the Astral Plane or any of the other planes it borders, but while using this ability they can cover incredible distances, traversing 50 miles per hour, as per the shadow walk spell. They can travel for up to 1 hour per day per priestess level. This duration need not be continuous, but it must be spent in 1-hour increments.

Awesome Display (Su): The priestess’ phantasmagoric displays accurately model the mysteries of the night sky, dumbfounding all who behold them. Each creature affected by their illusion (pattern) spells is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus their intelligence modifier (if positive). You also add the following spells to your list when those spell levels become available: 1st--Color spray, 2nd--Hypnotic pattern, 4th--Rainbow pattern, 8th--Scintillating pattern.

Blink (Su): Once per day as a move action, the star priestess can teleport up to her movement speed. This can be used one additional time for every two levels she possesses after 1st. This initial movement provokes attacks of opportunity, but the end of the teleport does not.

Blistered Caress (Su): The priestess can channel the hostile, unforgiving heat of the sun into her touch. This is a melee touch attack that deals 1d8 points of fire damage per 2 priestess levels (Fortitude half). Against a plant creature, this touch heals or damages the creature (your choice) for 1d6 points of fire damage per priestess level. At 7th level, a creature that fails its save against this vocation ability becomes sickened for 1d4 hours in addition to taking fire damage. At 15th level, their touch is so intense that a creature that fails its save is also staggered for 1d6 rounds. They can use this ability once per day plus one additional time per day at 10th and 15th level.

Burst of starlight (Su): As a standard action, the priestess can burst with light of the stars, dazzling enemies within 30 ft. for 1 round per level she possesses. If she is in her astral form, creatures are instead blinded for the duration. A successful fortitude save reduces the condition duration to one round. This is usable once per day, plus one additional time for every 6 levels she possesses.

Coat of Many Stars (Su): The priestess can conjure a coat of starry radiance that grants her a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants her DR 5/slashing. She can use this coat for 1 hour per day per priestess level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.

Constellations (Su): The priestess chooses two additional constellations to use through astral word: constellate. This vocation ability requires 10th level or higher.

Foretell combat (Ex): The priestess gains a +2 bonus to initiative checks, and they always act in the surprise round.

Guiding Star (Su): Whenever the priestess can see the open sky at night, she can determine her precise location. When the night sky is visible to her, she may also add your intelligence modifier to her Wisdom modifier on all Wisdom-based checks. At 9th level, she can use find the path once per day as a spell-like ability during the night, and one additional time for every 3 levels following 9th.

Prophecy: The priestess can make one prophecy a day upon a target, granting them one of two sides: a prophecy of doom, or a prophecy of greatness. The priestess can activate the prophecy at any time, allowing the enemy or ally to either gain a bonus or take a penalty to a d20 roll equal to the priestess’ level. The target gets no save against this effect. If the priestess is not within sight of the target, the end of the prophecy is up to DM discretion. (Such as, if an enemy is jumping over a pit, they would activate the prophecy to have them fail the save and fall) This ability is used after the result of the roll is revealed. This prophecy lasts until the priestess prepares her spells the next day. This vocation ability requires 17th level.

Safe Curing (Su): Whenever the priest casts a spell that cures the target of hit point damage, they do not provoke attacks of opportunity for spellcasting.

Shooting star (Su): The priestess can, once per day, bestow luck upon a chosen creature they can see through one minute of meditation. They gain a +1 luck bonus to their attack rolls, damage rolls, saving throws, caster level checks, skill checks, and armor class. This bonus lasts for one hour per level, or until she takes one minute to grant another target a shooting star’s luck. This vocation ability requires 8th level.

Star Chart (Ex): The priestess’ copious notes contain a working model of the night sky expressed in artistic scribbles and arcane mathematical formulae. Once per day, you they may spend 10 minutes contemplating their star chart to gain the benefit of the spell commune. The priestess must be at least 8th level to select this vocation ability.

Starlight Agility (Ex): You gain Dodge as a bonus feat. At 8th level, you gain Wind Stance as a bonus feat. At 15th level, you gain Lightning Stance as a bonus feat. You do not need to meet the prerequisites to receive these feats.

Starry eyes (Ex): The priestess’ eyes have a subtle alluring glow to them. She gains a +4 bonus to diplomacy and bluff checks in order to improve someone’s attitude toward her, and adds +1 to the DC of spells from the enchantment school.

Starsurge (Su): The priestess sends out a surge of astral energy. This heals an ally for 1d8 hit points + the priestess’ level. This healing increases by 1d8 every 3 levels following first, to a maximum of 7d8 at 19th level. This can also be cast to deal deadly divine energy to an enemy for the same amount as a ranged touch attack with a range of 60 ft. This ability can be used a number of times per day equal to 1 + the priestess’ intelligence modifier.

Supernova (Su): Once per day, the priestess can, as a full-round action, burst with divine star energy out to a distance of 30 ft. Creatures within the radius are struck for 1d6 points of damage per level of the priestess. A successful reflex save halves this damage. After using this ability, the priestess is the source of a daylight spell for 1 round per level they possess. This vocation ability requires 14th level.

True Calling

The priestess finds her true calling in the stars. She can enter and leave astral form at will as a swift action, with no limit per day. While in her form, she is immune to disease, bleeding, poison, curses, paralysis, stunning, energy drain, and critical hits. If she enters her form under the effect of one of these conditions, they are suppressed until she reverts to her normal form. In addition, her luck of the stars is unfathomed. She gains a +2 luck bonus to her armor class, ability checks, skill checks, caster level checks, attack rolls, damage rolls, and initiative checks at all times, as well, if any curse is attempted to be cast upon her, it reflects back upon the enemy with her DC instead of the spell DC.

In addition, all her power words are improved.

Foretell: The bonus from foretell lasts for 2 rounds instead of one.

Starlight: Deeper darkness and other effects can no longer suppress the astral word’s effect, and allies gain fast healing 5 and DR 5/- while in starlight’s effect.

Constellate: Constellate can be used twice on an enemy per day, instead of once.

Singularity: The singularity increases to a 60 ft. radius, the pull increases to 15 ft., and the damage increases to 1d8 bludgeoning damage per level. The death radius increases to adjacent to the singularity, and instead of being taken to -1 hit points when failing the fortitude save, they die.





Vocation: Shadow


(Credit: Rafael Zanchetin/Blizzard Entertainment)

Called to shadows, the priest is drawn to negative energy, darkening the world around them. They are typically a non-good alignment, and can learn spells from the illusion school.

Knowledge specialties: Planes and arcana. They also gain stealth as a class skill.

Sign of Vocation: Shadowmind

The shadow priestess can enter a trance that empowers them, called shadowform. They can enter this form a number of rounds per day equal to 3 + their intelligence modifier. This number increases by 1 for every level they possess after first.

When entering shadowform, they gain a +1 bonus to their caster level, their spell DCs increase by 1, and they gain negative energy affinity. They can exit and enter this form as a swift action at the beginning of their turn. They can instead enter shadowform as a full-round action, channeling negative energy as a cleric. This DC is intelligence-based.

For each round they remain in shadow form following, they take a -1 cumulative penalty to their wisdom score, as the powers of the shadows make them slowly go insane. Once they leave shadowform, they are fatigued for a number of minutes afterward equal to the number of rounds spent in shadowform, and cannot re-enter shadowform until they are no longer fatigued. When shadowform ends, the wisdom penalty is removed. This cannot take their wisdom score below 1. If their score goes to 1, their shadowform immediately ends.

For every 2 rounds they spend in shadowform, they can spontaneously use a metamagic feat once per round equal to a spell level adjustment equal half the turns spent. (2 rounds: +1 metamagic feats, 4 rounds: +2 metamagic feats, 6 rounds: +3 metamagic feats) The priestess must have the prerequisites for the metamagic feats they use.

In addition, they can cast any inflict spell or one of touch dealing hit point damage have the reach spell metamagic feat applied to them without increasing their spell level.

Bonus spells: 1st: Inflict light wounds; 2nd: Inflict moderate wounds; 3rd: Inflict serious wounds; 4th: Inflict critical wounds; 5th, Inflict light wounds (mass); 6th: Inflict moderate wounds (mass); 7th: Inflict serious wounds (mass); 8th: Inflict critical wounds (mass); 9th: Energy drain.

Power words

First level:
Shadow word: Pain: Lace the target’s mind and body with shadowy energy (within 60 ft.), dealing 1d6 + the priestess’ level in damage as negative energy for a number of rounds equal to their level. This can be used an unlimited number of times per day, but cannot be cast on a target more than once. A successful will save halves the damage dealt, and negates the periodic effect.

Fifth level:
Shadow word: Fear: The shadow priestess burns the mind of their enemy, making them shaken for a number of rounds equal to the priestess’ level. At 6th level, they are frightened. At 12th level, they are panicked. If the target is undead, they are staggered for the duration. This can be used an unlimited number of times per day, but cannot be cast on an individual more than once. A successful will save negates the fear effect.

Tenth level:
Shadow word: Void: Blast the enemy at a distance of 60 ft., dealing 1d6 negative energy damage per level. (will halves) This can be used once per day per five levels they possess.

Fifteenth level:
Shadow word: Death: This ability is a touch attack, dealing 1d8 negative energy damage per two levels. If the target it killed by this attack while they are in shadowform, their wisdom penalty decreases by 2 (minimum 0) and they gain a +2 morale bonus to their saves for 1 round. This can be used a number of times per day equal to their intelligence modifier.

Empowered vocations:

6th level: The priestess enters shadow form with a +1 additional bonus to concentration checks and checks to bypass spell resistance. The priestess also gains darkvision out to a distance of 60 ft.

12th level: The priestess gains an additional +1 bonus to their caster level when they are in shadowform for at least 4 rounds. In addition, their darkvision extends out to 120 ft.

18th level: The priestess is no longer fatigued when they exit shadow form. They also gain the see in darkness ability.

Vocation abilities

All succumb to the shadows (Ex): The shadow priestess’ spells and abilities that deal negative energy, ability damage, or negative levels, affect undead creatures as they do living at half effectiveness. This ability requires 6th level. At 12th level, undead take full damage and effect.

Deepmind (Ex): The shadow priestess halves the wisdom penalty to will saving throws from shadowform. This requires 8th level.


Dispersion (Su): While in void form, the priestess can surround themselves in a cloak of shadows, dispersing damage for 1d4 rounds, gaining DR 10/- and total concealment. They can only take single move actions at this time, cannot run, and they do not take additional penalties to their wisdom. This ability can be used once per day, plus one every 5 levels following 5th.

Legacy of the void (Ex): The priestess delays their wisdom penalty from shadowform by 1 round, and gains 2 more rounds of shadowform per day.

Mind blast (Su): Deal 1d6 negative energy damage to the target, plus 1d6 for every two levels following first. If the target fails a will save, their mind wracks with agony, giving them a -2 penalty on will saves for a number of rounds equal to the priestess’ level. This penalty increases by 1 at 8th and 16th level. A successful save halves the damage and the penalty.

Pierce the shadows (Ex): The priestess gains 60 ft. darkvision. If they have 60 ft. darkvision, they extend the distance to 120 ft. At 11th level, they gain see in darkness, allowing them to see perfectly in magical and supernatural darkness of any kind.

Psychic scream (Su): Scream with an unnatural power, causing enemies within 30 ft. to be shaken (will negates) at 8th level, they are frightened. At 12th level, they are panicked. If the priestess possesses the all succumb to the void vocation ability, undead are also affected.

Reaper of souls: Shadow word: Death deals 1d8 damage per two levels, and removed 4 points from the wisdom penalty.

Shadow Armament (Su): The priestess can create a quasi-real simple or martial masterwork weapon appropriate for their current size. They are considered proficient with this weapon. The first time they hit a creature with this weapon, that creature can attempt a Will save to disbelieve; failure means the weapon deals damage normally, while success means the creature takes only 1 point of damage from the weapon’s attacks. The weapon deals only 1 point of damage to objects. At 3rd level, and again at 11th level and 19th level, the weapon gains a cumulative +1 enhancement bonus. At 7th level, the weapon gains either the frost or keen weapon special ability, chosen when the weapon is created. These abilities don’t function against a target that succeeds at its Will save. At 15th level, the weapon deals minimum damage (as if it had rolled a 1 on each of its damage dice) against targets that succeed at their saves instead of 1 point of damage. They can use this ability for a number of minutes per day equal to their priestess level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves their grasp. Attacks with this weapon generate 5 insanity per four levels of the priestess on a successful hit.

Shadowmist (Su): While in shadow form, the priestess is enshrouded in swirling shadows, granting them partial concealment. At 12th level, this becomes total concealment, and they gain partial concealment whenever in dim light or lower.

Stealth mastery (Ex): The priestess gains skill focus (stealth) as a bonus feat. At 8th level, they gain signature skill (stealth). At 16th level, they gain the hide in plain sight ability.

Steel mind (Ex): The shadow priestess no longer takes a penalty to their will saving throws from shadowform. This requires deepmind, and 14th level.

Surrender to madness (Ex): The shadow priestess can, once per day, activate shadowform and take double the wisdom penalty per round. If they reach a wisdom score of 1, they do not leave shadowform, but stay at 1 wisdom. Each round they spend in shadowform, their caster level increases by 1, their spell DCs increase by 1, and they can apply two metamagic feats per round instead of one. Once they exit shadowform, only half of their wisdom penalty is removed, they are left at -1 hit points and stable, and they cannot re-enter shadowform until they rest. The remaining wisdom penalty is restored when they rest.

Vampiric embrace (Su): for a number of rounds equal to the priestess’ intelligence modifier, they heal a number of hit points equal to the spell damage dice dealt.


Void bolt (Su): The priestess can send a void bolt at a target as a ranged touch attack while in void form. This attack deals 1d8 + priestess level as negative energy. If the target and adjacent enemies are suffering damage from shadow word: pain or shadow word: fear, the duration extends by 1 round. This damage increases by 1d8 for every 4 levels the priestess possesses. This ability can be used 3 + intelligence modifier per day. At 5 rounds of void form, using this ability is a move action. At 10 rounds of void form, this is a swift action. This ability generates 5 insanity per two levels, and cannot be used twice in one round.

Void burst (Su): The shadow priestess bursts with negative energy, dealing 1d6 damage, plus 1d6 damage for every two levels following first. This ability can be used 3 times per day plus the priestess’ charisma modifier.


Void Torrent (Su): Channel negative energy into a single target for 1d4+1 rounds (damage as cleric level) while in void form. This requires concentration. While channeling this ability, wisdom penalties do not accrue. This ability can be used once per day, plus one additional time at 6th, 12th, and 18th level.

Wings of Darkness (Su): As a swift action, the priestess can manifest a set of translucent, inky wings that grant her a fly speed of 60 feet with good maneuverability. They can use these wings for 1 minute per day per priestess level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 11th level, they can use these wings to fly as if with overland flight once per day. Used in this way, the ability lasts for up to 1 hour per level, and counts as their total use of this ability for the day. They must be at least 7th level to select this vocation ability.



True Calling

The shadow priestess finds the source of their call to shadow. They gain deathwatch as a constant spell-like ability.  While in void form, they gain 10 DR/-, are immune to critical hits, and their shadow words generate an additional function.

Fear: Shadow word: fear has a constant phantasm effect. If an enemy fails the will save, they have a 10% chance per round to be killed instantly.

Pain: Shadow word: pain wracks the body of the target, dealing 1 strength drain per turn it deals damage.

Void: Shadow word: Void is empowered by the energies of death and shadow, giving enemies affected by it 1d4 permanent negative levels.

Death: When dealing damage to an enemy under half their total hit points, shadow word: death generates the same insanity as if they had killed the target.





Vocation: Death


A priest is called to focus the power of death and the undead, raising armies to their command. These priests are typically of a non-good alignment, and can learn spells from the necromancy school.

Knowledge specialties: Religion and arcana.

Sign of Vocation: Desecration

The Death Priest empowers those he controls, and destroys those that he does not. He gains an aura out to a distance of 30 ft. While they may not be evil, the aura is detected as evil due to their practices. Undead under the priest’s control in the aura gain a +1 bonus to all rolls, and resist positive energy 1 per 2 levels the priest possesses. Any undead not under the control of the death priest takes additional damage from positive energy equal to the resistance bonus, and take a minus to their rolls equal to the bonus they give their own minions. They get a single will save to resist this effect (per day), reducing the penalty by half. In addition, the number of hit dice they can handle for undead is increased by their intelligence modifier.

Also, any spell healing hit point damage to an undead through negative energy, or damaging an enemy with the same gains the reach spell metamagic feat.

Bonus spells: 1st: Detect undead; 2nd: Animate dead (lesser); 3rd: Animate dead; 4th: Enervation; 5th: Slay living; 6th: Create undead; 7th: Finger of death; 8th: Create greater undead; 9th: Energy drain.


Power words

First level:
Death word: Raise: At first level, the death priest can raise undead of a number of hit dice equal to their level as a full-round action. This does not require material components, and contributes to the maximum HD the character can control. This ability can be used once per day, plus one additional time every 5 levels the priestess possesses.

Fifth level:
Death word: Siphon: The death priest can channel negative energy as a cleric. If dealing damage to enemies, the damage is added together, and 50% is funneled into their undead allies in the same range as healing, split evenly. They can instead choose to siphon the energy into their living allies as positive energy. This ability can be used 1 + the priest’s intelligence modifier per day.

Tenth level:
Death word: Reap: The death priest extends his powers to the range of her desecration aura, subjecting all enemies chosen to a fortitude save. If they fail, they take 1d4 temporary negative levels (fort half), plus one additional negative level at 15th and 20th level. This can be used once per day, plus one additional time at 15th, and 20th level. The priest gains 5 temporary hit points for every negative level inflicted. These points are lost after 1 hour, and cannot gain a maximum of more than twice his level plus her intelligence modifier. The temporary levels become permanent after a save within 24 hours.

Fifteenth level:
Death word: Destruction: The death priest can choose one undead target within 100 ft. This undead is immediately subject to a will save. If it fails, the undead is turned into dust. This can be used a number of times per day equal to their intelligence modifier, but cannot be used on the same target more than once per day.

Empowered vocations

6th level: The bonuses and penalties granted by their aura increase by 1.

12th level: The bonuses and penalties granted by their aura increase by 1, and the DCs of abilities inflicting (not healing) negative levels increases by 1.

18th level: The bonuses and penalties granted by their aura increase by 1. When the priest deals a negative level, there is a 10% chance that an additional negative level will be inflicted.

Vocation abilities

Armor of Bones (Su): The priest can conjure armor made of bones that grants them a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants DR 5/bludgeoning. They can use this armor for 1 hour per day per priest level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Bestow gift (Su): The death priest can siphon their own energy into their undead allies at will, giving their own life to their undead. (trading hit point for hit point)

Bleeding Wounds (Su): Whenever a creature takes damage from one of the priest’s spells or effects that causes negative energy damage (such as inflict light wounds or the death’s touch vocation ability), it begins to bleed, taking 1 point of damage each round. At 5th level, and every five levels thereafter, this damage increases by 1. The bleeding can be stopped by a DC 15 Heal check or any effect that heals damage.

Breath of the dead (Su): If an undead minion dies and is destroyed, the death priest can focus their primal energies, and raise them back, reforming what was as if using the breath of life spell on a living ally at -1 hit points. The priest must be adjacent to the space the undead had died in. This ability requires 11th level, and can be used once per day, plus one additional time at 15th and 20th level.

Channel negative energy (Su): The death priest gains the channel negative energy, with their level as cleric level. They may use this ability a number of times per day equal to 3 + their charisma modifier.

Command undead (Su): The death priest can force undead he does not control to be subject to a command undead spell. If they fail a will save, the undead can take one standard or move action per turn if he takes a full-round action to control them in addition to her own. If he does not take that action, the undead do not act until they are released. This command effect lasts a number of rounds equal to the priest’s level, and can be used once per day for every four levels they possess.

Corpse shield (Ex): Whenever the death priest is in range of an undead minion, they gain a +2 shield bonus to their AC. This bonus increases by +2 at 10th and 20th level.

Death surge (Ex): As a standard action, the death priest can empower their undead allies, doubling the bonus granted by their desecration aura for a number of rounds equal to their intelligence modifier. This ability can be used once per day, plus one additional time at 8th and 16th level.

Death’s touch (Su): The priest can cause terrible wounds to appear on a creature with a melee touch attack. This attack deals 1d6 points of negative energy damage +1 point for every two priest levels they possess. If used against an undead creature, it heals damage and grants a +2 channel resistance for 1 minute. They can use this ability a number of times per day equal to 3 + their intelligence modifier.

Deliver touch (Ex): By touching one of his undead, the death priest can give a touch spell to them, allowing it to deliver the attack to an enemy from afar.

Energy drain (Su): The death priest wields the energy of death itself, enabling them to deal 1 negative level with a touch attack. (Fort negates) This requires 11th level.

Life from death (Su): The death priest alters his aura, giving all living allies within the bonuses of the aura, except granting them negative energy resistance, rather than positive energy resistance. They can choose to give them positive energy resistance.

Near Death (Su): The priest gains a +2 insight bonus on saves against diseases, mind-affecting effects, and poisons. At 7th level, this bonus also applies on saves against death effects, sleep effects, and stunning. At 11th level, the bonus increases to +4.

Negative energy affinity (Ex): the death priest can alter their soul, causing them to be healed by negative energy. However, they become vulnerable to positive energy.

Repair undead (Su): The death priest can heal an undead minion under their control within 30 ft. for 1d8 health plus their priest level. This healing increases by 1d8 every 4 levels following first, to a maximum of 6d8 + level at 20th level. This can be used a number of times equal to 3 + their intelligence modifier.

Soul of shadows (Su): The death priest can drain their own life to summon one shadow as a standard action. For every shadow summoned, they gain one negative level. They can summon as many shadows as they have levels available. This ability requires 11th level.

Turn undead (Su): The death priest emits a vile shriek of energy, causing all undead not under his control to flee, as if panicked for a number of rounds equal to the priest’s intelligence modifier if they fail a will save. If they pass, they are shaken for one round. This ability requires 8th level, and can be used once per day, plus one additional time at 12th and 16th level.

True Calling

The priest is infused with the power of the death – they become immune to death effects, negative energy (unless healed), energy drain, and are no longer subject to fortitude saves.

Raise: The death priest can raise undead as a move action.

Siphon: This ability deals maximized damage or healing.

Reap: These negative levels are permanent, and this increases to 1d6 negative levels.

Destruction: The priest can choose to instead split the death word to all enemies in range, decreasing the DC by the number of additional enemies chosen, up to a maximum of their intelligence modifier.





Vocation: Void


A priest is called to focus the true power of the void, corrupting all that they see, and draining life from others they see fit. They are typically chaotic evil, and can learn spells from the enchantment school.

Knowledge specialties: Religion and planes.

Sign of Vocation: Corruption

Due to their worship of the void, the void priestesses are gifted with multiple powers that enhance their ability to fight in combat. They are granted a +1 bonus to their base natural armor at first level from various scales and plating that grow across their skin. This bonus increases by 1 for every four levels they possess, up to a maximum of +6 at 20th level. They gain profane AC equal to half the bonus. (Minimum 1)

At 1st level, void priestesses manifest claws. These deal 1d4 damage (for a medium priestess), and have a base attack bonus equal to their level these manifested attacks. At 4th level, these become enchanted by magical means when preparing spells at the start of each day.

At 4th level, and every 3 levels following, the priestess' claws gain a +1 enhancement bonus, up to a maximum of +6 at 19th level (maximum +5 enhancement). At 7th level, the priestess may add conductive, corrosive, cruel, cunning, deadly, dispelling, flaming, frost, ghost touch, heartseeker, menacing, shock, and vicious enchantments. At 9th level, they can add anarchic, corrosive burst, dispelling burst, disruption, flaming burst, icy burst, igniting, impact, invigorating, shocking burst, unholy, and wounding enchantments. At 12th level, they can add spell stealing and nullifying.

Spells dealing hit point damage, ability score damage, ability score drain or negative levels, curses, diseases, as well as enchantment spells empower the priestess, granting her 1 hit point per level of the spell cast if the target fails the save, or takes the full effect (except resistances) if there is no save. In addition, a number of times per day equal to the priestess’ intelligence modifier, she can channel the power from her studies, and apply her own DC to a spell, rather than using the spell DC.

Naturally, the erratic nature of the void gives the priestess a -2 penalty to their wisdom score.

Bonus spells: 1st: Murderous command; 2nd: Bloodbath; 3rd: deadly juggernaut; 4th: Black tentacles; 5th: Dominate person; 6th: suggestion (mass); 7th: insanity; 8th: unholy aura; 9th: Dominate monster.

Power words

First level:
Void word: Drain: A number of times per day equal to their level + their intelligence modifier, the priestess can inflict 1 bleed damage with their claw attacks, and leech the damage dealt to themselves. As long as this bleed persists and the target remains within 100 ft., the damage is restored as health to the priestess. The damage from this bleed increases to 1d4 at 4th level, 1d6 at 8th level, 1d8 at 12th level, 2d6 at 16th level, and 2d8 at 20th level. The heal DC to stabilize this bleed is equal to 15 + 1/2 the priestess' level (minimum 1). If the subject is healed magically, the caster (or item) must make a caster level check of 5 + the priestess' level.

At 4th level, the priestess' void word: drain can instead leech the target's sanity, dealing 1 wisdom damage. At 8th level, 1d4 damage, 1 wisdom bleed, or 1 drain. 12th, 1d6 or 1d2 bleed/drain. 16th: 1d8 or 1d4 bleed/drain. 20th: 2d6 or 1d6. For each point of ability damage, the priestess gains 2 hit points. For each point of ability drain, the priestess gains 5 hit points. A fortitude save negates this ability damage or drain. 

Fifth level:
Void word: Corrupt: As a standard action, the void priestess can corrupt the mind and body of a target within 30 ft., giving them various effects. At fifth level, one of these corruptions is chosen randomly by rolling 1d10. At 10th, 15th, and 20th level, the priestess can inflict one additional random condition by rolling an additional 1d10. If the same one is rolled, the DC for that condition increases by 2, and the duration on a successful save, as well as a failed save, doubles. At 20th level, the DC increases by 3 per identical roll, as the duration becomes permanent. The priestess can use this ability twice per day, plus one additional time for every three levels following 5th.

1.       Crazed: the target becomes enraged for a number of rounds equal to their level, granting them a +2 bonus to their strength and constitution, but -2 to their AC.
2.       Diseased: They can give a chosen disease to the target.
3.       Insane: The target suffers confusion for a number of rounds equal to the priestess’ level.
4.       Cursed: the victim becomes cursed, having a 50% chance to act in combat per round for a number of rounds equal to the priestess' level.
5.       Muddled: The victim becomes dazed for 1 round per level of the priestess.
6.       Fearful: the victim is shaken for a number of rounds equal to the priestess’ level. At 8th level, they are frightened for 1d4 rounds and shaken for the remaining duration. At 12th level, they are panicked. A successful will save reduces the state to shaken.
7.       Fascinated: The victim is fascinated with the priestess for a number of rounds equal to their level.
8.       Sickened: the victim is sickened for a number of rounds equal to the priestess’ level.
9.       Nauseated: The victim is nauseated for a number of rounds equal to the priestess’ level.
10.   Exhausted: The victim is exhausted until they are rested. A successful fortitude save makes the target fatigued.

Tenth level:
Void word: Control: The void priestess can dominate any creature within 60 ft. of them as a standard action. This acts as dominate person. This can only be used once per day per five levels they possess, and only once on a specific target per day. If the priestess demands they do something against their nature, they receive a new save with a +2 bonus to the roll. The void priestess can control a number of creatures equal to their intelligence modifier. The sense motive check to see if they are under the effects of domination magic is equal to the priestess’ DC. This lasts 1 day per level. This ability can also be used to charm a creature as charm person, improving their attitude toward the priestess by one step. Once a creature is affected by this ability, whether it makes it save or not, is immune to the effect for 24 hours.

Fifteenth level:
Void word: Twilight: The void priestess channels the hour of twilight (the end of all things), dealing 1d4 ability drain to all ability scores from all targets within 30 ft. of them. A successful fortitude save halves the physical ability drain, and a successful will save negates the mental ability drain. This can be used once per day, plus one additional time at 20th level. Each point of ability drain grants the priestess 5 hit points.

Empowered vocation

6th level: When within 20 ft. of their target or area target, the priestess gains a +1 bonus to their spell and ability DCs. In addition, the damage of their natural attacks increases by 1 step.

12th level: The blood drain of the priestess’ spells increases to 2 hit points per level of the spell. They gain DR/adamantine equal to the natural armor given by their sign of vocation. In addition, the damage of their natural attacks increases by one step.

18th level: The blood drain of the priestess’ spells increases to 4 hit points per level of the spell, and the close-range DC of spells and abilities increases by +1. (total +2) In addition, their damage reduction becomes DR/-, and the damage of their natural attacks increases by one step.

Vocation abilities

Channel Void Lord (Su): The priestess channels the power of one of the void lords of azeroth. This ability can be used once per day, and requires 12th level. If the void priestess does not actually worship an old god and is not of an evil alignment, the priestess must make a will save equal to their DC or suffer insanity. The priestess can choose one of the following effects:

·         C’thun:
Chain of agony: Unleash a chain of unholy fire that gathers power for each individual it deals damage to. This deals 2d6 + the priestess’ level in damage as unholy fire, and continues to jump up to 10 ft. from the edge of each target to the next, adding 2d6 up to a maximum of double the priestess’ level. A successful reflex save halves the damage, and stops the ability from continuing. This ability jumps once per two levels the priestess possesses. This cannot jump to the same enemy twice.

·         Y’sharrj:
Evil within: Channel unholy fire within 30 ft., bringing out the raw negative emotions in those that fail a will save. This deals 1d6 damage per level of the priestess, and causes enemies to not know the difference between friend or foe, forcing them to attack one another.

·         N’zoth:
Rageful Retribution: all enemies within 60 ft. make a will save. If they fail, they gain the effects of the rage spell, and attack the nearest enemy with whatever weapons they possess for a number of rounds equal to the priestess’ level. Whenever they deal hit point damage, they deal half the damage to themselves.

·         Yogg Saron:
Insanity aura: for a number of rounds equal to the priestess’ level, all targets within 60 ft. must make a will save or be confused for one round. Each round they remain in the aura, they must make a new save every round.

Constricting drain (Ex): While grappling, the priestess' void tendrils gain the constrict special attack, and the damage and drain increase by 2 and 1 when this constrict deals damage. This requires 8th level, and the void tendrils ability.

Deep wounds: The priestess' claw attacks have a base critical range of 19-20, and deal additional damage on a critical hit equal to half their level. This additional damage is not multiplied. This requires 8th level.

Faceless (Sp): The void priestess gains the ability to use alter self or disguise self for 1 hour per level with their DC, in 1-hour increments. In addition, they gain undetectable alignment as a constant spell-like ability.

Final embrace (Ex): If the priestess is able to grapple an enemy with both tentacles she can attempt a final embrace, instantly killing the target if they fail a fortitude save. This ability requires 14th level, and the constricting drain ability.

Frightful presence (Ex): The void priestess gains a frightful presence aura, which reaches out to a distance of 20 ft, plus 10 ft for every 4 levels they possess, and can be activated when the void priestess charges, or activates void word: drain. This is active while void word: drain remains. Creatures must make a will save once while in the aura, or become shaken for a number of rounds equal to the priestess’ level. At 8th level, enemies are frightened, and shaken for one round on a successful save. At 16th level, they are panicked, and shaken for 1d4 rounds on a successful save.

Grab (Ex): While using void tendrils, the priestess' tentacle attacks gain the grab special quality. This requires the void tendrils vocation ability.

Hide of the void (Su): The natural armor of the void priestess becomes magically enhanced, granting them the ability to give them a +1 enhancement bonus to their natural armor. This bonus increases by +1 for every 3 levels the priestess following 5th, to a maximum of +6 at 20th level. They may add abilities as well, as long as it has at least a +1 enhancement bonus from this ability (other enhancements do not count). These enchantments are chosen when preparing spells, and do not stack with those of armor worn if proficient. This cannot be taken until 5th level. These enhancement bonuses do not stack with others (such as from an amulet of natural armor)

Insanity feedback (Su): Once per day, the void priestess can arm themselves with a protective veil that warps the minds of those that attack them for a number of rounds equal to their level. When struck by a melee or ranged attack dealing hit point damage, the enemy makes a will save against the void priestesses DC or become confused for one round following. This feedback can be used one additional time per day at 8th and 16th level.

Life leech (Ex): Whenever the priestess deals bleed damage to a target, or causes a bleed effect that a subject takes damage from within 60 ft. of them, the priestess heals for the bleed damage taken. This healing is increased by 3 for ability bleed. If the priestess is under the effects of a bloodbath spell, they may choose to continue bleeding. They do not heal from their own bleed damage. This requires 5th level.

Scholar of combat (Ex): The priestess becomes proficient in all martial weapons, and gains a bonus to her weapon attack rolls equal to 1/3 her level. (minimum 1)

Severing strikes (Ex): The damage of the priestess’ claws and void word: drain appendages gain the rend special ability.

Touch of the Void (Su): The priestess can inflict wrath of the void on a target, dealing unholy damage along with a status effect upon an enemy with a melee touch attack. This can be delivered through weapon attacks. This deals 1d6 unholy fire damage + 1d6 per two levels of the priestess, and they can inflict one of the following conditions for one round: shaken, fatigued, sickened. At 8th level, they can inflict nauseated, dazed, diseased, cursed, frightened, exhausted. At 12th level, they can choose stunned, poisoned, panicked. At 16th level, they can choose paralysis. The duration of the effects increases by 1 round at 8th, 12th, 16th, and 20th level.

Unspeakable presence (Ex): If the priestess has taken the frightful presence vocation ability, they can become even more fearsome, causing enemies who are caught within the aura to make a fortitude save. If they fail, they are instantly killed. Enemies that pass the save are shaken for as long as they remain in the aura. This save is made once per day. The priestess must have the frightful presence vocation ability, and be of 17th level of higher to take this ability.

Vampiric claws (Su): When using void word: drain, the priestess leeches back health equal to their damage done. This requires 8th level.

Void’s desire (Ex): The void priestess becomes more alluring in convincing others to bend to their will, granting them a +4 bonus to bluff and diplomacy checks to change or improve someone’s attitude toward them. In addition, one time per day they can roll twice on a diplomacy or bluff check and take the higher result.

Void Tendrils (Su): As a move action, the priestess can summon two shadowy void tendrils along each of their arms, giving them 2 tentacle attacks with a reach 5 ft. farther than their natural reach. They can summon these tendrils for 1 minute per level, spent in 1-minute increments. These tendrils are extensions of the priestess' power, and thus can be used for void word: drain.

Voidsight (Ex): The priestess gains 60 ft. darkvision. At 6th level, this becomes 120 ft. At 12th level, they gain see in darkness. In addition, they can use true seeing as a move action for a number of rounds equal to their level, but these rounds need not be consecutive.

Wings of Darkness (Su): As a swift action, the priestess can manifest a set of translucent, inky wings that grant her a fly speed of 60 feet with good maneuverability. They can use these wings for 1 minute per day per priestess level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 11th level, they can use these wings to fly as if with overland flight once per day. Used in this way, the ability lasts for up to 1 hour per level, and counts as their total use of this ability for the day. They must be at least 7th level to select this vocation ability.

True Calling

The priest is infused with the power of the void. They are immune to enchantment, compulsion, and fear effects, and their heightened senses make them unable to be caught flat-footed or flanked. In addition, they gain a moderate base attack bonus, and enemies that choose to invade their mind with an enchantment effect or divination magic are subject to insanity.

Drain: These tentacles now can target any ability score the priestess so chooses on command.

Corrupt: Failing the save causes this effect to become permanent, only removable by a wish or miracle spell.

Control: If the void priestess controls a victim, the effect is permanent, until released, or a new victim is controlled.

Twilight: This now deals 1d6 ability drain to each score, and a will save halves the drain. (minimum 1)



New spells

Ray of light
School: Evocation [light, good]
Priest/Priestess 0
Range: Short (25 ft. + 5 ft. per 2 levels)
Effect: Ray
Casting time: 1 standard action
Target: One target
Duration: instantaneous
Saving throw: none; Spell resistance: yes

A ray of divine energy streams toward the target, damaging them for 1d2 divine energy. If the target is evil, they take 1d4 damage from this spell. If they are an undead or evil outsider, they take 1d4+1 damage.




Ray of darkness
School: Evocation [darkness, evil]
Priest/Priestess 0
Range: Short (25 ft. + 5 ft. per 2 levels)
Effect: Ray
Casting time: 1 standard action
Target: One target
Duration: instantaneous
Saving throw: none; Spell resistance: yes

A ray of dark energy streams toward the target, damaging them for 1d2 negative energy. If the target is good, they take 1d4 damage from this spell. If they are a good outsider, they take 1d4+1 damage.




Divine shield
School: Conjuration (creation) [force]
Priest/Priestess 1
Casting time: 1 standard action
Range: personal
Target: you
Duration: 1 hour/level (D)
Saving Throw: 
Will negates (harmless); Spell Resistance no

The priestess gives themselves a shield of divine energy, granting a +4 armor bonus to their armor class. This also grants the same bonus to their touch AC to incorporeal touch attacks, since it is a force effect.


Feats

Split power word: The priestess can, if the word has one target, split the effect to two targets. This only works for the power word gained at first level. Requirements: 9th level priest/priestess.
Split power word, major: As Split power word, but affects the power word at 5th level. Requires split power word. Requirements: 14th level priest/priestess.
Split power word, greater: As split power word, but affects the power word gained at 10th level. Requirements: 19th level priestess.
Extra vocation ability: Gain an additional vocation ability.
Enhanced serendipity: gain a +5% chance on generating a holy charge. Requirements: Holy vocation, 8th level. This cannot be taken more than once. Requirements: Vocation: Holy.
Persistent atonement: Atonement effects last one additional round. This can be taken another time at 8th and 16th level. Requirements: Vocation: Discipline.
Improved natural attack: Increase the damage of one chosen natural attack. Requirements: Vocation: Nature, or Vocation: Void.
Attunement focus: While in the chosen attunement, the DC of the priestess' spells increases by 1. This cannot be taken again. Requirements: 8th level priestess, Vocation: Elements.
Extra temporal charge: The priestess gains 1 additional temporal charge per day. Requirements: Vocation: Time.
Born of disease: The priestess’ natural attacks also inflict a disease using the priestess’ DC, chosen when this feat is taken. This disease cannot be changed. Requirements: Vocation: Nature.
Void thirst: When leeching hit points through offensive spells and attacks, the number of hit points gained increases by 50%. Requirements: Vocation: Void.
Vast mind: The priestess gains 4 additional rounds of shadow form per day. This can be taken an additional time at 8th and 16th level. Requirements: Vocation: Shadow.



Favoured class bonuses


Human: +1/6 vocation abilities.
Gnome: +1/6 to the effective level of one vocation ability.
Dwarf: +1/6 vocation abilities.
Half-elf: +1/6 vocation abilities.
Elf: Add one arcane spell to their list of spells known. This must be a spell of one level lower than the highest spell they can cast.
Night elf: +1/6 to the effective level of their sign of vocation.
Draenei: +1/2% chance of generating a holy charge (holy), +1/5 rounds of atonement (discipline), +1/4 temporal charges per day (time), +1 insanity on ability/spellcast (shadow)
Sylvari:  +1/6 to the DC of poisons (nature), +1/5 rounds of atonement (discipline), +1/8 caster level on attunement spells (elements)
Man’ari: +1/3 damage when dealing negative energy or fire damage.
Half-orc: +1/6 vocation abilities.
Zandalari: +1 insanity generated by spells and abilities (shadow priests only)
Tauren: +1/6 to the effective level on one power word.
Forsaken: +1 insanity generated by spells and abilities. (Shadow priests only)
Blood elf: Add one spell from the wizard's spell list to their list of spells known. This must be a spell of one level lower than the highest spell they can cast.
Drakken: +1/6 to the effective level of one vocation ability.
Frozelia: Add +1/6 to the DC of spells with the cold descriptor.



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