Age of Heroes
The priest or priestess of any of the Olympian deities focuses on the use of the Prayer skill, the making of necessary sacrifices and the interpretation of the will of the Gods. Such characters are vital for ensuring the success of a venture, as to offend the Gods is to invite chaos. The priesthood is essential to ancient Greek society, as the Gods are believed to watch the deeds of mankind constantly.
Each priest or priestess is affiliated to a temple. They are expected to take part in rituals of worship, accept sacrifices from worshippers and defend the faith from the assaults of foreigners or even from those who follow other deities, should their interests clash. Travelling priests must make sure that their deities are properly propitiated when they need to be. See the Sacrifice section in the Religions and Philosophies chapter for more details.
All Greek priests begin play with a consecrated image or symbol of their deity. See the Magic chapter for more details on these items.
The role of the Greek Priest is to ensure the goals of their deity are being observed in all of their undertakings, to offer proper sacrifice and to interpret the will of the Gods. A priest or priestess cannot allow the actions of their companions to come into conflict with the desires of their deity.
Skill Points at 1st Level:
(4 + Int modifier) x 4.
Skill Points at Each Additional Level:
4 + Int modifier.
The Priest’s class skills are:
- Concentration (Con)
- Heal (Wis)
- Knowledge (his) (Int)
- Knowledge (rel) (Int)
- Medicine (Int)
- Perception (Wis)
- Prayer (Wis)
- Rhetoric (Cha)
Weapon and Armor Proficiency
A Greek priest is proficient with the club, dagger, whip, and quarterstaff, but not with any type of armor or shield.
The Greek Priest receives the Literate Feat at 1st level. They learn to read and inscribe in their spoken language (Greek).
The Priest’s connection to the divine makes it much easier for him to avoid blows. He gains a bonus of the degree indicated to his Active Defense checks.
The Greek Priest must select one of the Olympian deities to worship as their primary god. Not all of the deities are listed and custom benefits, such as unique spells from other D&D or Pathfinder settings, are encouraged between the DM and player. They gain the following benefits based on their choice:
- APHRODITE: Bluff (Cha) and Presence (Cha) as class skills.
- APOLLO: Climb (Str) and Acrobatics (Dex) as class skills.
- ARES: Knowledge (tactics & strategy) as a class skill. Proficiency with all martial and simple weapons.
- ARTEMIS: Survival (Wis) and Ride (Dex) as class skills.
- ATHENA: Debate (Int) and Sense Motive (Wis) as class skills.
- HERA: Medicine (Int) and Gather Information (Cha) as a class skill.
- DEMETER: Knowledge (nature) (Int) and Handle Animal (Cha) as a class skill.
- HECATE: Craft (Herbalism) (Int) and Stealth (Dex) as class skills.
- HEPHAESTUS: Craft (any) and Knowledge (architecture and engineering) as class skills.
- HERMES: Bluff (Cha) and Disguise (Cha) as class skills.
- POSEIDON: Ride (Dex) and Swim (Str) as class skills.
- ZEUS: Presence (Cha) and Search (Wis) as class skills.
Priests form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the Priests’s skills and senses and can aid him in magic, while a bonded object is an item a Priest can use to cast additional spells or to serve as a magical item. Once a Priest makes this choice, it is permanent and cannot be changed.
Rules for bonded items are given below. Consult your DM for rules regarding familiars. Your familiar does not level up or gain any extra abilities, it simply grants one static benefit depending on the animal. (DM & Player choice)
Priests who select a bonded object begin play with one at no cost. Objects that are the subject of a divine bond must fall into one of the following categories: amulet, ring, staff, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves and weapons must be held in one hand. If a priest attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + 2 for every 5 points of the DC. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object grants the Priest one extra Free Miracle per day/
If the object of a divine bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 SD per priest level plus the cost of the masterwork item. This ritual takes 8 hours to complete. A Priest can designate an existing item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
A Greek priest may use the Prayer skill to petition his deity for miracles. See the Magic and Miracles page more information on this use of the Prayer skill.
Upon reaching 3rd level, and every odd level thereafter, the Greek priest is allowed to appeal his deity for one ‘free’ miracle a day. This miracle does not increase the DC of the next miracle for which the priest appeals, whether or not it is successful. Ordinarily, a successful miracle raises the DC of the next miracle that day by +2 and a failed miracle raises the DC of the next miracle by +1. A free miracle is, however, subject to the DC modifier incurred by previous appeals that day.
Below is a list of all miracles available to the Greek Priest, categorized by the DC of Prayer check required to cast them. A full description of the Miracle mechanic can be found on the Magic and Miracles page.
DC 10 Miracles:
Eye of Benediction
Orb of Energy
Open or Close
DC 20 Miracles:
Create Base Matter
Eye of Healing
Eye of Terror
Hand of Pestilence
DC 25 Miracles:
Eye of Alluring
Summon Minor Spirit
Once the Greek Priest reaches this level, he no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the priest still dies of old age when his time is up.