Monday, 28 November 2011

The Dark Priest Optional Class

I created this class after being inspired by the Black Priest class in an early edition of White Dwarf. Edit: Issue 22, page 16 for those keeping score.

Dark Priest

The Dark Priest is an Unholy Man of malign intent who is far closer to their dark gods than any evil theurge.
Requirements: DEX 13+, WIS 13+, CHA 13+
Prime Requisites: WIS
Hit Dice: 1d6, +1 hit point per level of experience past 9th.
The Dark Priest has a maximum Base Defence Bonus of +4.

The abilities of a Dark Priest are as follows:
  • Aid of the Dark Ones: The Dark Priest may call upon the powers of their gods. The dark gods may or may not grant these powers at their whim. The effect of this is that the Dark Priest may request the casting of any spell, divine, arcane or otherwise. The player adds their Dark Priest’s experience level, Charisma modifier and any relevant bonuses (see below) together and subtracts the level of the spell as well as the number of times in the past game week that the Dark Priest has successfully called upon the Aid of the Dark Ones. The total is added to a d20 roll. If the this equal or exceeds 10 then the Dark Priest’s request has been granted.
    • Every 200sp work of material goods (including the coins themselves) sacrificed to the Dark Ones adds +1.
    • Every HD of living creature slain by the Dark Priest in the name of the dark gods adds +1. The slain creature must be verbally, and clearly, dedicated to the dark gods during battle or immediately after they die. The Dark Priest must have struck the victim at least once, if only to deliver a coup-de-grace.
      • A further +1 is added if the victim is intelligent.
      • A further +1 is added if the victim is ‘innocent’ or ‘good’.
      • A further +1 is added if the victim slain ritually.
      • A further +1 is added if the victim is slain in an area Consecrated to the dark gods in question.
    • +1 is added if the spell is being cast within an area Consecrated to the dark gods in question. +2 if it is being cast in defence of that place.
  • Assassin’s Cord: The Dark Priest can use a garrot to silently kill his victims. The garrot does 1d6 per round in the hands of the Dark Priest. Attacking from behind or surprise a dark priest rolls two dice for damage and uses the highest. At the 5th level of experience they roll three dice and use the highest two. At the 10th level of experience, and greater, they roll four dice and use the highest three.
    Because of their dedication to using the cord Dark Priests never use missile weapons.
  • Dark Familiar: A Dark Priest may summon a familiar as if casting a 6th level spell. The summoned familiar is typically some creature or animal sometimes of monstrous size or form suitable to the dark gods the dark priest serves. The familiar remains with the dark priest until one of them dies. It takes a week for the dark priest and a new familiar to bond completely. They can do nothing but acquaint themselves with each other. The familiar and the dark priest remain in constant telepathic communication irrespective of distance. The familiar can assume human form at will, always as an attractive member of the opposite sex of the dark priest however the familiar will only change form when alone, alone with the dark priest or with the dark priest’s most trusted allies and/or servants. As well as any attacks based upon their form the familiar has an unique attack that causes the victim to save vs Toxin or sleep for 1 hour for each point save was failed by. If the familair is slain within line of sight of the dark priest the dark priest will be stunned for 1d6 rounds. However the dark priest suffers no further penalties upon the death of their familiar and can summon another whenever they wish but they can only have one at any time. When they have a familiar dark priests can only be surprised on a roll of 1 on 1D6.
  • Dark Prayers: The Dark Priest can cast Divine spells as any (un)Holy Man. Their spell memorisation chart is given below. As can be seen they progress in memorised spells far slower than a theurge or slayer but can memorise twice as many spells as is typical for a Holy Man. Likewise their spell points are twice their experience level plus their wisdom modifier.
  • Extraordinary Climbing: A Dark Priest can climb sheer surfaces without the need for special equipment. His chances of success are +5 on 2d6. This chance increases to +4 at 5th level of experience and +3 at the 9th level.
  • Sneaky: Beginning at the first level or experience, a Dark Priest gains a +1 bonus to surprise when alone or operating with rogues of similar experience. Otherwise, a Dark Priest's surprise chance is equal to that of the least sneaky character in the group. This bonus increases to +2 at the 5th level of experience, and +3 at the 9th level.
    Dark Priest Spell Memorisation by Experience Level.

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