Ark Priest Class
Deity
Status:
Greater Power
Sphere of Influence:
Healing
Gender:
Female
Alignment:
Neutral Good
Plane: Twin
Paradises
Seneschal:
Seraphim
Description: Ark is
the top of the Divine Sibling Trinity. Ark is the oldest and wisest of the
three. Ark represents compassion, love,
mercy, and tolerance. She teaches that
all living things are worthy of respect and love and that the deliberate
execution of life is the worst crime conceivable. Ark is said to appear as a lovely maiden (human or halfling)
bathed in powder blue light. Her
seneschals are the Seraphim, a race of beautiful angels that can spread
compassion and thaw even the coldest of hearts with their gentle songs.
Priesthood
Priest Alignment:
Any good (LG, NG, CG)
Flock Alignment:
Any good or neutral
Minimum Ability Scores: WIS – 10, INT – 10
Races Allowed:
Human, Halfling
Nonweapon Proficiencies Required: Healing
Nonweapon Proficiencies Recommended: Herbalism, Reading/Writing, and Religion
NW Crossover: General, Priest
Duties:
Guidance to the flock (advise, council, etc). Performance of marriages.
Last rites. Curing the sick and
wounded. Teaching the flock (or anyone
interested) the arts of healing, medicine, and sanitation. Missions to sickness infested lands to help
in the healing process.
Weapons Permitted:
Lasso, Man-Catcher, Net, and Quarterstaff
Armors Permitted:
All non-metal armors are allowed.
No shields permitted.
Combat Abilities:
Poor
Other Limitations:
Priests must wear a symbol indicating their calling whenever they appear
in public. They may not ever
deliberately take sentient life.
Major Access Spheres: All, Creation, Divination, Healing, Necromantic, Protection, and
Summoning
Minor Access Spheres: Animal, Charm, Guardian, Plant, Sun, Weather
Granted Powers:
Receives a +2 bonus to saving throws against poisons and diseases. Can Lay on Hands once a day, for 2 hp per
level. Can use Soothing Word three
times a day, effecting up to 2 HD per level of creatures. Can Turn Undead. Upon reaching 3rd level, can diagnose poisons or
diseases afflicting a patient with an INT check.
Followers/Strongholds: At 7th level the priest receives three 3rd level priests, six 1st level priests, and 30 level 0 normal men and
women with the healing proficiency.
Priests pay for half their stronghold at level 7. The stronghold must act as a hospital for the
nearest community, and may turn away no patient who has suffered a
life-threatening injury or illness.
Symbol: Arch or Open Palm
Clothes: Sky
blue
Central Temple:
Immerfort
Paladins: Medician
Beliefs: As
mentioned before, they are not allowed to intentionally take sentient
life. (Sentient refers to any life-form
that can think for itself, make decisions using rational thought, and is
self-aware.) They are forbidden to
enact violence upon any living thing unless in self-defense, the defense of
others, or some other form of preservation (i.e., hunting or fishing). They cannot turn away any sick or wounded
being who asks for their help, even if said being does not have the money to
pay for the services. The virtues of
Ark are Compassion, Mercy, Tolerance and Innocence.
Spells:
1st - Animal Friendship, Bless, Combine, Command, Cure Light Wounds,
Detect Evil, Detect Magic, Detect Poison, Detect Snares and Pits, Endure
Cold/Heat, Entangle, Faerie Fire, Invisibility to Animals, Invisibility to
Undead, Light, Locate Animals and Plants, Pass without Trace, Protection from
Evil, Purify Food and Drink, Remove Fear, Sanctuary, Ring of Hands, Sacred
Guardian
2nd - Aid, Augury, Barkskin, Charm Person or Mammal, Detect Charm,
Enthrall, Find Traps, Goodberry, Hold Person, Know Alignment, Messenger,
Obscurement, Resist Fire/Cold, Silence 15' Radius, Slow Poison, Snake Charm,
Speak with Animals, Trip, Warp Wood, Withdraw, Wyvern Watch, Sanctify
3rd - Call Lightning, Continual Light, Create Food & Drink, Cure
Blindness or Deafness, Cure Disease, Dispel Magic, Feign Death, Glyph of
Warding, Hold Animal, Locate Object, Magical Vestment, Negative Plane
Protection, Plant Growth, Remove Curse, Remove Paralysis, Snare, Speak with
Dead, Spike Growth, Starshine, Summon Insects, Tree, Line of Protection, Slow
Rot
4th - Abjure, Call Woodland Beings, Cure Serious Wounds, Detect Lie,
Divination, Neutralize Poison, Protection from Evil 10' radius, Reflecting Pool,
Spell Immunity, Tongues, Focus, Fortify
5th - Atonement, Commune, Cure Critical Wounds, Dispel Evil, Magic Font,
Raise Dead, True Seeing, Blessed Abundance
6th - Aerial Servant, Conjure Animals, Find the Path, Forbiddance, Heal,
Speak with Monsters, Word of Recall
7th - Regenerate, Reincarnate, Restoration, Resurrection, Exaction, Gate,
Succor, Breath of Life