[PC3] Priest Group Classes


All Priests

Specialty Priest: Any Priest class (except the "0" classes) can be specialty priests. XP, hp, and other data do not change.
You get more Requisites (see the Specialty Priest table), these cumulatively add with your normal Priest class.
If you end up with three of the same requisite (such as "WWW"), you need a 27 in that ability score to qualify.
Sacrifices: This is a version of material componenting. All priests can do the following ("DL" is "Dungeon Level"):
# F actions, sacrifice a DL # monster or magic item: Gain a # level spell in your memorization. You must at least level # to do this. Certain sacrifices (the stereotypical virgin priestess, a powerful opposite-aligned magic item, or whatever) may be higher DL than normal.
Conversion to your order: This is another version of material componenting. It works just like Sacrifices above, except you convert a DL # monster/NPC (not item) to your order, and you can do it at any level if you have a temple established.
DL is roughly one-third the converted NPC's level (round up). The character must be willing, and if he leaves the order or dies within # weeks, the spell energy is taken away (or you owe the god that much spell energy if you've already used it).
Followers: Priests may also use followers as Psi1 PSPs which can be used for Psionic Enchantments only. Each follower gives (his experience level + 1)^2 PSPs per day.

[PC3] Priest Group Classes


Attendant

Level KXP Priest
123 456 78
1 0 a-- --- --
2 1.75 0a- --- --
3 3.5 10a --- --
4 7 20a b-- --
5 14 310 bc- --
6 28 420 abc --
7 56 530 abc --
8 112 641 0ab c-
9 224 752 0ab c-
10 399 863 0ab c-
11 574 974 0ab cd
12 749 A85 10a bc
13 924 B96 20a bc
14 1099 CA7 30a bc
15 1274 DB8 40a bc
16 1624 EC9 50a bc
17 1799 FDA 610 ab
18 2149 GEB 720 ab
19 2499 HFC 830 ab
20 2849 IGD 940 ab
21 3199 JHE A50 ab
22 3549 KIF B60 ab
23 3899 LJG C71 0a
24 4249 MKH D82 0a
25 4599 NLI E93 0a
26 4949 OMJ FA4 0a
27 5649 PNK GB5 0a
28 6349 QOL HC6 0a
29 7049 RPM ID7 0a
30 7749 SQN JE8 10
31 8449 TRO KF9 20
32 9149 USP LGA 30
33 9849 VTQ MHB 40
34 10549 WUR NIC 50
35 11249 XVS OJD 60
36 12649 YWT PKE 70
Requisites: Wis 11, Chr 9
Alignment: any
HD/level: 2d3
Weapon Prof.: 2+level/2
To Hit Table: 1˝xPri
Save Table: 1˝xPri
Reference: DM
   
After selecting your spheres, apply the following changes:
Drop Astral, Chaos, Sun, Travelers, War, Weather. These are always unavailable spheres to you.
Increase Creation, Law, and Protection by 1 category (unavailable to minor, minor to major, major to grand).
Guardian and Wards become Grand.

[PC3] Priest Group Classes


Beast Cleric

Level KXP Priest
123 456 78
1 0 0-- --- --
2 1.5 00- --- --
3 3 000 --- --
4 6 000 0-- --
5 12 000 00- --
6 24 000 000 --
7 48 000 000 0-
8 96 100 000 0-
9 192 110 000 0-
10 342 111 000 0-
11 492 111 100 0-
12 642 111 110 0-
13 792 111 111 0-
14 942 111 111 1-
15 1092 221 111 1-
16 1392 222 211 1-
17 1542 222 222 1-
18 1842 222 222 2-
19 2142 333 222 2-
20 2442 333 333 2-
21 2742 333 333 3h
22 3042 444 433 3g
23 3342 444 444 4f
24 3642 555 554 4e
25 3942 555 555 5d
26 4242 666 666 5c
27 4842 666 666 6b
28 5442 777 777 7a
29 6042 888 888 80
30 6642 999 999 91
31 7242 AAA AAA A2
32 7842 BBB BBB B3
33 8442 CCC CCC C4
34 9042 DDD DDD D5
35 9642 EEE EEE E6
36 10842 FFF FFF F7
Requisites: Wis 11
Alignment: any
HD/level: d6
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DM
   
Treat this as a Cleric (1 or 2) with a different XP and spell progression.
This class does get the free Material Componenting of Cleric.

[PC3] Priest Group Classes


Cleric0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 1.5 1-- --- -
3 3 20- --- -
4 6 21- --- -
5 12 220 --- -
6 25 221 --- -
7 50 322 0-- -
8 100 332 1-- -
9 200 333 20- -
10 300 443 21- -
11 400 443 320 -
12 500 444 321 -
13 600 554 322 -
14 700 555 332 -
15 800 655 333 -
16 900 655 443 0
17 1000 665 443 1
18 1100 665 443 2
19 1200 765 444 2
20 1300 765 444 3
21 1400 765 554 3
22 1500 765 554 4
23 1600 776 654 4
24 1700 876 655 4
25 1800 876 655 5
26 1900 877 665 5
27 2000 887 666 5
28 2100 887 776 5
29 2200 887 776 6
30 2300 888 777 6
31 2400 888 887 6
32 2500 988 887 6
33 2600 998 888 7
34 2700 999 888 8
35 2800 999 998 8
36 2900 999 999 9
Requisites: Wis 9
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Cleric0
Reference: RC0-13
   
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
Level 1: Turn Undead, see [S3]
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
Level 9: Can construct religious stronghold, cost is ˝ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.

[PC3] Priest Group Classes


Cleric1

Level KXP Priest
123 456 7
1 0 1-- --- -
2 1.5 20- --- -
3 3 21- --- -
4 6 320 --- -
5 13 331 --- -
6 27.5 332 0-- -
7 55 332 1-- -
8 110 333 20- -
9 225 443 21- -
10 450 443 320 -
11 675 544 321 -
12 900 655 322 -
13 1125 666 422 0
14 1350 666 532 1
15 1575 666 642 1
16 1800 777 643 1
17 2025 777 753 2
18 2250 888 864 2
19 2475 998 864 2
20 2700 999 875 2
21 2925 999 986 2
22 3150 999 996 3
23 3375 999 997 3
24 3600 999 998 3
25 3825 999 998 4
26 4050 999 999 4
27 4275 999 999 5
28 4500 999 999 6
29 4725 999 999 7
30 4950 999 999 8
31 5175 999 999 9
32 5400 AAA A99 9
33 5625 AAA AAA 9
34 5850 AAA AAA A
35 6075 BBB BAA A
36 6300 BBB BBB B
Requisites: Wis 9
Alignment: non-TN
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: PH1-20
   
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
Level 1: Turn Undead, see [S3]
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
Level 9: Can construct religious stronghold, cost is ˝ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.

[PC3] Priest Group Classes


Cleric2

Level KXP Priest
123 456 7
1 0 1-- --- -
2 1.5 20- --- -
3 3 21- --- -
4 6 320 --- -
5 13 331 --- -
6 27.5 332 0-- -
7 55 332 1-- -
8 110 333 20- -
9 225 443 21- -
10 450 443 320 -
11 675 544 321 -
12 900 655 322 -
13 1125 666 422 0
14 1350 666 532 1
15 1575 666 642 1
16 1800 777 643 1
17 2025 777 753 2
18 2250 888 864 2
19 2475 998 864 2
20 2700 999 875 2
21 2925 999 986 2
22 3150 999 996 3
23 3375 999 997 3
24 3600 999 998 3
25 3825 999 998 4
26 4050 999 999 4
27 4275 999 999 5
28 4500 999 999 6
29 4725 999 999 7
30 4950 999 999 8
31 5175 999 999 9
32 5400 AAA A99 9
33 5625 AAA AAA 9
34 5850 AAA AAA A
35 6075 BBB BAA A
36 6300 BBB BBB B
Requisites: Wis 9
Alignment: any
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: PH2-33
   
Priest Spells: Get 1 Grand, 3 Major, 6 Minor spheres.
Level 1: Turn Undead, see [S3]
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
Level 9: Can construct religious stronghold, cost is ˝ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.

[PC3] Priest Group Classes


Cleric3

Level KXP Priest
123 456 789
1 0 2-- --- ---
2 10 30- --- ---
3 30 32- --- ---
4 60 430 --- ---
5 100 432 --- ---
6 150 443 0-- ---
7 210 543 2-- ---
8 280 544 30- ---
9 360 554 32- ---
10 450 554 43- ---
11 550 655 432 ---
12 660 655 443 0--
13 780 665 543 2--
14 910 665 544 30-
15 1050 666 554 32-
16 1200 666 554 430
17 1360 666 655 432
18 1530 666 655 443
19 1710 666 665 544
20 1900 666 665 555
21 2100 666 666 555
22 2310 666 666 655
23 2530 666 666 665
24 2760 666 666 666
25 3000 766 666 666
26 3250 776 666 666
27 3510 777 666 666
28 3780 777 766 666
29 4060 777 776 666
30 4350 777 777 666
31 4650 777 777 766
32 4960 777 777 776
33 5280 777 777 777
34 5610 877 777 777
35 5950 887 777 777
36 6300 888 777 777
Requisites: Con 0, Wis 0 (10), Chr 0
Alignment: any
HD/level: d8
Weapon Prof.: 5+level/9
To Hit Table: +level*3/4
Save Table: Pri
Reference: PH3-29
   
Wisdom bonus to spell memorization.
Level 1: Spontaneous Casting: If using spell memorization, can replace any spell with a spell with "cure" in its name at will.
Level 1: Can Turn Undead.
Level 1: Extra Languages: Celestial (G), Abyssal (CE), and Infernal (LE).

[PC3] Priest Group Classes


Cloistered Cleric1

Level KXP Priest
123 456 7
1 0 0-- --- -
2 0.8 10- --- -
3 1.6 210 --- -
4 3.2 321 --- -
5 6.4 432 0-- -
6 12.8 433 1-- -
7 25.6 443 20- -
8 51.2 444 31- -
9 100 444 42- -
10 200 444 430 -
11 300 444 441 -
12 400 544 442 -
13 500 554 443 -
14 600 555 444 0
15 700 655 544 1
16 800 665 554 2
17 900 666 555 3
18 1000 766 655 4
19 1100 776 665 5
20 1200 777 666 5
21 1300 877 766 6
22 1400 887 776 6
23 1500 888 777 6
24 1600 988 877 7
25 1700 998 887 7
26 1800 999 888 7
27 1900 A99 988 8
28 2000 AA9 998 8
29 2100 AAA 999 8
30 2200 BAA A99 9
31 2300 BBA AA9 9
32 2400 BBB AAA 9
33 2500 CBB BAA A
34 2600 CCC BBA A
35 2700 CCC CCB A
36 2800 CCC CCC C
Requisites: Int 6, Wis 9
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/9
To Hit Table: Wiz
Save Table: Pri
Reference: BoD4
   
Level 1: All Healing sphere spells cost ˝ of a spell to cast. Spells from the All, Divination, and Protection spheres cost 1 spell to cast. All other spells cost 2 spells to cast.
Level 1: All range "Touch" healing spells become "Sight".
Level 4: You may pick another sphere to cost only 1 spell each to cast.
Level 8: You may pick another sphere to cost only 1 spell each to cast. (total 2)
Level 9: All healing spells are doubled in effect.
Level 12: You may pick another sphere to cost only 1 spell each to cast. (total 3)
Level 16: You may pick another sphere to cost only 1 spell each to cast. (total 4)
Level 18: Automatically roll maximum on all variable healing spells.
Level 27: May heal characters above maximum at a rate of 10 per 1; e.g. if you cure someone by 40 over their max, they are now at 4 above their max. This rate gets better by 1 until the maximum (1 per 1) is reached at level 36. This does not affect set hit point effects such as Heal and Death's Door.

[PC3] Priest Group Classes


Druid0

Level KXP Priest
123 456 7
1 0 0-- --- -
2 1.5 1-- --- -
3 3 20- --- -
4 6 21- --- -
5 12 220 --- -
6 25 221 --- -
7 50 322 0-- -
8 100 332 1-- -
9 200 333 20- -
10 300 443 21- -
11 400 443 320 -
12 500 444 321 -
13 600 554 322 -
14 700 555 332 -
15 800 655 333 -
16 900 655 443 0
17 1000 665 443 1
18 1100 665 443 2
19 1200 765 444 2
20 1300 765 444 3
21 1400 765 554 3
22 1500 765 554 4
23 1600 776 654 4
24 1700 876 655 4
25 1800 876 655 5
26 1900 877 665 5
27 2000 887 666 5
28 2100 887 776 5
29 2200 887 776 6
30 2300 888 777 6
31 2400 888 887 6
32 2500 988 887 6
33 2600 998 888 7
34 2700 999 888 8
35 2800 999 998 8
36 2900 999 999 9
Requisites: Wis 9
Alignment: any T
HD/level: d6
Weapon Prof.: 2+level/3
To Hit Table: CTD0
Save Table: Cleric0
Reference: RC0-28
   
Druids don't get to pick spheres: they get Plant, Animal as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Druids may flip-flop 1 Major with 1 Minor if desired.
Level 1: May use 1 instance of material componenting per spell as a 0 action. You lose this ability if you are a Specialty Priest.
Level 1: Cannot destroy woodlands, avoid slaying wild animals
Level 1: Speak Druid language
Level 3: Identify Plant type; Identify Animal type; Identify pure water.
Level 3: Pass through overgrown areas without trace and at full movement rate.
Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 7: Immunity to woodland Charms.
Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 9: Can construct religious stronghold, cost is ˝ due to religious help. Must contain temple/cathedral/church at least 2500 sq.ft. If cleric clears area, gains 9 sp/inhabitant from trade/taxes/tithes
Level 9: Detect Deception: can sense lies and see through all illusions with 1M.
Level 9: Loan: Can transfer hit points from self to any creature or group of creatures within sight (1M action). Cannot raise above max hp.
Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
Level 12: Gain three 1st to 9th level followers.
Level 13: Only 3 druids of this level in any region.
Level 14: Only 1 druid of this level in any region.
Level 14: Gain nine 11th level followers.
Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 15: Divine Voice: 1M+1P+1V action: all within 180' save vs. spell or Entralled (as spell). Cleric can issue a Mass Suggestion as well.
Level 16: Immunity to all poisons.
Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
Level 18: Divine Strength: Can adjust Wis, Str, and Chr as follows: 1M action: one stat raised to equal the cleric's level or +1; the two other stats are reduced by 2; lasts for 1 r/level; maintained effect.
Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
Level 21: Enter Para-Elemental planes.
Level 22: Enter plane of Shadow; immune to Shadow-based effects.
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.
Level 27: Divine Will: Can throw off any one non-godly effect per day; the effect simply does not function on the cleric.

[PC3] Priest Group Classes


Druid1

Level KXP Priest
123 456 7
1 0 2-- --- -
2 2 21- --- -
3 4 321 --- -
4 7.5 422 --- -
5 12.5 432 0-- -
6 20 432 1-- -
7 35 443 1-- -
8 60 443 20- -
9 90 543 21- -
10 125 543 320 -
11 200 553 321 0
12 300 554 432 1
13 750 655 543 2
14 1500 666 654 3
15 3000 666 666 6
16 3500 666 666 6
17 4000 666 666 6
18 4500 666 666 6
19 5000 666 666 6
20 5500 666 666 6
21 6000 666 666 6
22 6500 666 666 6
23 7000 666 666 6
24 7500 766 666 6
25 8000 776 666 6
26 8500 777 666 6
27 9000 777 766 6
28 9500 777 776 6
29 10000 777 777 6
30 10500 777 777 7
31 11000 888 777 7
32 11500 888 887 7
33 12000 888 888 8
34 12500 999 888 8
35 13000 999 998 8
36 13500 999 999 9
Requisites: Wis 12, Chr 15
Alignment: TN
HD/level: d8
Weapon Prof.: 2+level/5
To Hit Table: Pri
Save Table: Pri
Reference: PH1-20
   
Druids don't get to pick spheres: they get Plant, Animal as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Druids may flip-flop 1 Major with 1 Minor if desired.
Level 1: Cannot destroy woodlands, avoid slaying wild animals
Level 1: Speak Druid language
Level 3: Identify Plant type; Identify Animal type; Identify pure water.
Level 3: Pass through overgrown areas without trace and at full movement rate.
Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 7: Immunity to woodland Charms.
Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
Level 12: Gain three 1st to 9th level followers.
Level 13: Only 3 druids of this level in any region.
Level 14: Only 1 druid of this level in any region.
Level 14: Gain nine 11th level followers.
Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 16: Immunity to all poisons.
Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
Level 21: Enter Para-Elemental planes.
Level 22: Enter plane of Shadow; immune to Shadow-based effects.
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.

[PC3] Priest Group Classes


Druid2

Level KXP Priest
123 456 7
1 0 2-- --- -
2 2 21- --- -
3 4 321 --- -
4 7.5 422 --- -
5 12.5 432 0-- -
6 20 432 1-- -
7 35 443 1-- -
8 60 443 20- -
9 90 543 21- -
10 125 543 320 -
11 200 553 321 0
12 300 554 432 1
13 750 655 543 2
14 1500 666 654 3
15 3000 666 666 6
16 3500 666 666 6
17 4000 666 666 6
18 4500 666 666 6
19 5000 666 666 6
20 5500 666 666 6
21 6000 666 666 6
22 6500 666 666 6
23 7000 666 666 6
24 7500 766 666 6
25 8000 776 666 6
26 8500 777 666 6
27 9000 777 766 6
28 9500 777 776 6
29 10000 777 777 6
30 10500 777 777 7
31 11000 888 777 7
32 11500 888 887 7
33 12000 888 888 8
34 12500 999 888 8
35 13000 999 998 8
36 13500 999 999 9
Requisites: Wis 12, Chr 15
Alignment: T* or *N
HD/level: d8
Weapon Prof.: 2+level/4
To Hit Table: Pri
Save Table: Pri
Reference: PH2-37
   
Druids don't get to pick spheres: they get Plant, Animal as Grand; Healing, Weather, All as Major; Charm, Divination, Elemental, Protection, Sun as Minor. Druids may flip-flop 1 Major with 1 Minor if desired.
Level 1: Cannot destroy woodlands, avoid slaying wild animals
Level 1: Speak Druid language
Level 3: Identify Plant type; Identify Animal type; Identify pure water.
Level 3: Pass through overgrown areas without trace and at full movement rate.
Level 3: Gain 1 woodland language per level starting at 3rd. (centaur,dryad,elf,faun,gnome,green dragon,hill giant,lizard man,manticore,nixie,pixie,sprite,treant,etc.) Yes, you can use these as nonweapon proficiencies instead.
Level 7: Immunity to woodland Charms.
Level 7: Shape Change to Reptile/Fish, Bird, Mammal (each 1/day) 1M action, must be size T-L, heal 10%-60% hp
Level 12: Only 9 druids of this level in any region. If 9 of this level and advance, must fight one in spell/hand-to-hand combat, winner stays at 12th, loser goes to beginning of 11th.
Level 12: Gain three 1st to 9th level followers.
Level 13: Only 3 druids of this level in any region.
Level 14: Only 1 druid of this level in any region.
Level 14: Gain nine 11th level followers.
Level 15: Gain three 13th level followers, each has 4 bonus spell levels.
Level 15: 6 bonus spell levels, lost when advance to Level 16.
Level 16: Immunity to all poisons.
Level 16: Add level*10 to max age, considered "Young Adult" at all ages.
Level 16: Alter Appearance (NO action to use, at will). Cannot be detected by True Seeing or the like.
Level 17: Hibernate; Suspend Animation up to level*10 years.
Level 17: Enter Elemental plane of Earth; Conjure Water Elemental at will; Immune to all earth and water based effects.
Level 18: Enter Elemental plane of Fire; Conjure Air Elemental at will; Immune to all fire and air based effects.
Level 19: Enter Elemental plane of Water; Conjure Magma/Ooze Para-Elemental.
Level 20: Enter Elemental plane of Air; Conjure Ice/Ooze Para-Elemental.
Level 21: Enter Para-Elemental planes.
Level 22: Enter plane of Shadow; immune to Shadow-based effects.
Level 23: Enter any Inner plane; Roam Inner Plane Probability Lines (7th dim.); Enter Concordant Opposition; immune to Quasi-Elemental effects and Positive and Negative energy.

[PC3] Priest Group Classes


Druid3

Level KXP Priest
123 456 789
1 0 1-- --- ---
2 10 20- --- ---
3 30 21- --- ---
4 60 320 --- ---
5 100 321 --- ---
6 150 332 0-- ---
7 210 432 1-- ---
8 280 433 20- ---
9 360 443 21- ---
10 450 443 320 ---
11 550 544 321 ---
12 660 544 332 0--
13 780 554 432 1--
14 910 554 433 20-
15 1050 554 443 21-
16 1200 555 443 320
17 1360 555 544 321
18 1530 555 544 332
19 1710 555 554 433
20 1900 555 554 444
21 2100 555 555 444
22 2310 555 555 544
23 2530 555 555 554
24 2760 555 555 555
25 3000 655 555 555
26 3250 665 555 555
27 3510 666 555 555
28 3780 666 655 555
29 4060 666 665 555
30 4350 666 666 555
31 4650 666 666 655
32 4960 666 666 665
33 5280 666 666 666
34 5610 766 666 666
35 5950 776 666 666
36 6300 777 666 666
Requisites: Dex 0, Wis 0 (10)
Alignment: T* or *N
HD/level: d8
Weapon Prof.: 9+level/9
To Hit Table: +level*3/4
Save Table: Pri
Reference: PH3-33
   
Wisdom bonus to spell memorization.
Level 1: Extra Languages: Sylvan, Druid.
Level 1: Nature Sense: Identify plants and animals; Identify pure water.
Level 1: Animal Companion: Gets a natural familiar.
Level 2: Woodland Stride: Can move through overgrown areas.
Level 3: Trackless Step: Leaves no trail; cannot be tracked.
Level 4: Resist Nature's Lore: +4 saves vs. spell-abilities of feys (dryads, nymphs, sprites, etc.).
Level 5: Wild Shape: 1M, 1/d: Polymorph Self into a Small or Medium size animal. Regains hit points as if healed for a full day.
Level 6: Wild Shape (see level 5) can be used 2/d.
Level 7: Wild Shape (see level 5) can be used 3/d.
Level 8: Wild Shape (see level 5) can be a Large size animal.
Level 9: Venom Immunity: Immune to poison.
Level 10: Wild Shape (see level 5) can be used 4/d.
Level 11: Wild Shape (see level 5) can be a Tiny size animal.
Level 12: Wild Shape (see level 5) can be of a dire animal.
Level 13: A Thousand Faces: 1M: Alter Self.
Level 14: Wild Shape (see level 5) can be used 5/d.
Level 15: Wild Shape (see level 5) can be a Huge size animal.
Level 15: Timeless Body: Immune to aging. No longer ages naturally. Still dies at length of lifespan.
Level 16: Elemental Shape: 1M, 1/d: Shapechange into a normal element elemental (size L or smaller).
Level 18: Wild Shape (see level 5) can be used 6/d.
Level 18: Elemental Shape (see level 16) can be used 3/d.

[PC3] Priest Group Classes


Healer1

Level KXP Priest
123 456 7
1 0 1-- --- -
2 5 10- --- -
3 10 111 --- -
4 15 211 1-- -
5 25 221 11- -
6 50 222 111 -
7 100 322 211 1
8 200 332 221 1
9 300 333 222 1
10 400 433 322 2
11 500 443 332 2
12 600 444 333 2
13 700 544 433 3
14 800 554 443 3
15 900 555 444 3
16 1000 655 544 4
17 1100 665 554 4
18 1200 666 555 4
19 1300 766 655 5
20 1400 776 665 5
21 1500 777 666 5
22 1600 877 766 6
23 1700 887 776 6
24 1800 888 777 6
25 1900 988 877 7
26 2000 998 887 7
27 2100 999 888 7
28 2200 A99 988 8
29 2300 AA9 998 8
30 2400 AAA 999 8
31 2500 BAA A99 9
32 2600 BBA AA9 9
33 2700 BBB AAA 9
34 2800 CBB BAA A
35 2900 CCB BBA A
36 3000 CCC BBB A
Requisites: Dex 15, Int 15, Wis 15
Alignment: any
HD/level: d8
Weapon Prof.: 3+level/4
To Hit Table: War
Save Table: Pri
Reference: BoD2
   
Can cast spells only from All, Detection, Healing, and Necromantic spheres. Healing spells cost ˝ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
Level 1: May weapon specialize using the "Non-War" column.
Level 4: Great Swing: Can choose to make 1 attack per physical action (regardless of how many weapons the PC is using) instead of normal number of attacks. This "great swing" has no extra bonus to hit but does 5 times normal damage and has a 1% per level of fighter of instantly killing any one mortal target (as per assassination). Great swing is not cumulative with Rogue's Backstab or Assassin abilities, but can be used with missile or natural weapons.
Level 4: Detect Slimes, Molds, Jellies 40' cont.
Level 8: 1M: Identify potion.
Level 9: Can build a freehold and attract followers.
Level 9: Mental link with a number of lieutenants (followers that are Warriors of at least 4th level) equal to Fighter's level (this operates on its own unique psionic frequency).
Level 12: Can read Wizard scrolls (could already read Priest scrolls, just like any other Priest)
Level 12: Automatic proficiency in all weapons that the fighter has seen in operation (does not count as "free" slots, so 2 slots are still needed to single specialize, etc.).
Level 12: Can transfer 1/10 of total XP to one of the fighter's children upon natural (mental aging) death.
Level 16: Gain four 1st level Wizard spells in your memorization per day.
Level 18: Fighter's hit points are maximum (consider all hit die rolls to be maximum possible, even if the fighter has non-warrior classes).
Level 18: Can automatically hit any mortal creature with a non infinite negative Armor Class when using "Great Swing".
Level 18: Mental link to lieutenants now gives the lieutenants the ability to cast 1 first level priest spell per day (casting level = 1).
Level 20: Gain four 2nd level Wizard spells in your memorization per day.
Level 27: Raise Self: The fighter will be able to Raise Dead on himself 1 day after death (as long as the death was due to physical damage). This ability cannot be used more than once per year.
Level 27: Maximum age doubles (the fighter may be lowered 1-2 age categories).
Level 27: Ability to grant a total of (#followers) priest levels of spells (maximum spell level = 4) to followers (or himself). The spell recipient must be able to memorize the spells the question (be a ranger, have a priest class, etc.). The fighter may grant spells to himself, even if he cannot normally cast spells (in this case, caster level = 9).
Level 36: Fighter may have his "home plane" switched to that of his alignment.

[PC3] Priest Group Classes


Healer2

Level KXP Priest
123 456 7
1 0 1-- --- -
2 1.25 10- --- -
3 2.5 111 --- -
4 5 211 1-- -
5 10 221 11- -
6 20 222 111 -
7 40 322 211 1
8 80 332 221 1
9 160 333 222 1
10 320 433 322 2
11 480 443 332 2
12 640 444 333 2
13 800 544 433 3
14 960 554 443 3
15 1120 555 444 3
16 1280 655 544 4
17 1440 665 554 4
18 1600 666 555 4
19 1760 766 655 5
20 1920 776 665 5
21 2080 777 666 5
22 2240 877 766 6
23 2400 887 776 6
24 2560 888 777 6
25 2720 988 877 7
26 2880 998 887 7
27 3040 999 888 7
28 3200 A99 988 8
29 3360 AA9 998 8
30 3520 AAA 999 8
31 3680 BAA A99 9
32 3840 BBA AA9 9
33 4000 BBB AAA 9
34 4160 CBB BAA A
35 4320 CCB BBA A
36 4480 CCC BBB A
Requisites: Con 9, Wis 12
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/4
To Hit Table: Rog
Save Table: Wiz
Reference: S&S2
   
Can cast spells only from All, Detection, Healing, and Necromantic spheres. Healing spells cost ˝ of a spell each to cast.
Other spheres cannot be cast at all, but you may pick one sphere which can be cast as if opposite (at 2 spells per spell).
Level 1: Healing proficiency cures 1d4+LVL hp.
Level 1: Your touch spells can affect up to LVL targets at one time (you must touch all targets within the same segment).
Level 1: 1V: Death's Door, maximum negative hp this is effective = -LVL^2.
Level 2: All friendly creatures within sight get +LVL/2 saves vs. poison.
Level 3: All friendly creatures within sight get +LVL/3 saves vs. disease.

[PC3] Priest Group Classes


Hell's Caretaker

Level KXP Priest
123 456 7
1 0 2-- --- -
2 4 31- --- -
3 8 420 --- -
4 12 531 a-- -
5 16 642 0b- -
6 20 653 1ac -
7 40 664 20b -
8 80 665 31a d
9 120 666 420 c
10 160 666 531 b
11 200 666 642 a
12 400 666 653 0
13 800 666 664 1
14 1000 666 665 2
15 1200 666 666 3
16 1400 666 666 4
17 1600 666 666 5
18 1800 666 666 6
19 2000 766 666 6
20 2200 776 666 6
21 2400 777 666 6
22 2600 777 766 6
23 2800 777 776 6
24 3000 777 777 6
25 3200 777 777 7
26 3400 877 777 7
27 3600 887 777 7
28 3800 888 777 7
29 4000 888 877 7
30 4200 888 887 7
31 4400 888 888 7
32 4800 888 888 8
33 5200 998 888 8
34 5600 999 988 8
35 6000 999 999 8
36 6200 999 999 9
TH Saves
PD RS PP BW Sp Fo Re Wi
+0  8  4  6  3  4  0  0  3
+1  9  5  6  4  4  1  1  4
+1 10  6  7  5  5  2  2  5
+2 11  7  9  6  6  2  2  6
+3 12  8  9  6  7  3  3  7
+3 13  9 10  7  8  4  4  8
+4 14  9 11  8  9  5  4  9
+5 14 10 11  9  9  6  5 10
+5 15 11 12 10 11  6  6 11
+6 16 12 13 11 12  7  6 12
+7 16 13 14 12 12  8  7 13
+7 16 14 14 13 13  9  8 14
+8 16 14 15 14 14 10  8 15
+9 17 15 16 14 14 10  9 16
+9 17 15 16 15 15 11 10 17
+10 17 16 16 15 16 12 10 18
+11 17 16 16 16 16 13 11 19
+11 17 16 16 16 16 14 12 20
Requisites: Str 13, Con 13, Wis 13
Alignment: any E
HD/level: d10
Weapon Prof.: 6+level/6
To Hit Table: Pri
Save Table: 2xPri
Reference: MTG {Planeshifted Demonologist}
Groups: Priest, Alternate
   
Turn Undead is Command for undead and demons, and Turn for golems (this is slightly unusual).
Knows a "Devil Summoning N" spell of every SL. It is Summoning sphere, and summons a creature of DL=N (Outer, always evil).
Level 1: "Caretaker ability": 1M, sacrifice a summon: Animate Dead a x0 or x1 dead creature the party has recently killed. This becomes your summon, and has the full stats and abilities it had in life. A being that is Beast of Xvim'd cannot be raised by this ability. The creature can never betray you, even from effects that steal or cause summons to become uncontrolled. If the sacrificed creature was a Camarid, the animated creature takes only that Camarid's summon slot.
Level 1: "Spawn Ability": 1M, sacrifice a x1 (or greater) summon: Summon N Camarids, where N is the sacrificed summon's DL. Camarids are DL I (type Water) creatures with AC 20, hp 10, TH +10, dmg 10. You are allowed to have up to your level in Camarid summon slots. Any extra Camarids are wasted (they disappear immediately). Camarids are x0 beings; thus you cannot sacrifice a Camarid to get a Camarid.
Level 1: aNR (Necromancy Resistance) of level*20%.
Level 1: Free Grand access in one of these spheres (choose one): Astral, Guardian, Necromancy, Summoning.
Level 4: Your turn undead chance is never worse than "20" (i.e. you never have a dash), regardless of the HD of the undead/demon.
Level 4: If you "Spawn" (see Level 1 ability) a Water type summon, you get 1 more Camarid than usual (DL+1 instead of DL).
Level 4: Choose another Grand access sphere from the choices in the level 1 ability.
Level 8: All of your weapons and armor are considered "Of the Planes" (Planar Stable).
Level 8: Choose another Grand access sphere from the choices in the level 1 ability.
Level 9: You may "Caretaker" (see the Level 1 ability) a x2 creature, but you need to do it twice (2M and sacrifice two summons), unless you are a x2 being yourself.
Level 12: Choose the last Grand access sphere from the choices in the level 1 ability.

[PC3] Priest Group Classes


Holy Order of Stars Evil1

Level KXP Priest
123 456 7
1 1.5 1-- --- -
2 3 20- --- -
3 6 21a --- -
4 12.5 220 --- -
5 20 331 a-- -
6 35 332 0-- -
7 60 332 1a- -
8 90 333 20- -
9 200 443 21a -
10 400 443 320 -
11 650 544 321 -
12 1000 655 321 a
13 1350 666 422 0
14 1700 666 432 1
15 2050 666 532 1
16 2400 666 542 1
17 2750 666 643 2
18 3100 666 654 3
19 3450 666 664 3
20 3800 666 665 3
21 4150 666 666 3
22 4500 666 666 4
23 4850 666 666 5
24 5200 666 666 6
25 5550 777 766 6
26 5900 777 777 6
27 6250 777 777 7
28 6600 888 877 7
29 6950 888 888 7
30 7300 888 888 8
31 7650 999 988 8
32 8000 999 999 8
33 8350 999 999 9
34 8700 AAA A99 9
35 9050 AAA AAA 9
36 9400 AAA AAA A
Requisites: Wis 9
Alignment: any E
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DLA1
   
The three Holy Order of Stars classes (HOSE1, HOSG1, HOSN1) are just minor variations on Cleric1.
Treat them as Cleric1, but with different XP and spell progressions.
They do get the free material componenting for spells.

[PC3] Priest Group Classes


Holy Order of Stars Good1

Level KXP Priest
123 456 7
1 2 1-- --- -
2 4 20- --- -
3 7.5 21- --- -
4 15 220 --- -
5 25 331 --- -
6 40 332 0-- -
7 90 332 1-- -
8 160 333 20- -
9 250 443 21- -
10 500 443 320 -
11 750 544 321 -
12 1000 655 322 -
13 1250 666 422 -
14 1500 666 532 -
15 1750 777 542 0
16 2000 777 653 1
17 2250 888 663 1
18 2500 888 764 2
19 2750 888 764 3
20 3000 888 764 4
21 3250 888 765 5
22 3500 888 766 6
23 3750 888 777 7
24 4000 888 888 8
25 4250 999 988 8
26 4500 999 999 8
27 4750 999 999 9
28 5000 AAA A99 9
29 5250 AAA AAA 9
30 5500 AAA AAA A
31 5750 BBB BAA A
32 6000 BBB BBB A
33 6250 BBB BBB B
34 6500 CCC CBB B
35 6750 CCC CCC B
36 7000 CCC CCC C
Requisites: Wis 9
Alignment: any G
HD/level: +d8
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DLA1
   
The three Holy Order of Stars classes (HOSE1, HOSG1, HOSN1) are just minor variations on Cleric1.
Treat them as Cleric1, but with different XP and spell progressions.
They do get the free material componenting for spells.

[PC3] Priest Group Classes


Holy Order of Stars Neutral1

Level KXP Priest
123 456 7
1 1.5 2-- --- -
2 3 21- --- -
3 6 321 --- -
4 13 422 --- -
5 27.5 432 0-- -
6 55 432 1-- -
7 110 443 1-- -
8 225 443 20- -
9 450 543 21- -
10 675 543 320 -
11 900 553 321 0
12 1125 554 432 1
13 1350 655 432 1
14 1575 666 642 1
15 1800 666 643 1
16 2025 666 654 1
17 2250 766 654 2
18 2475 766 654 3
19 2700 766 654 4
20 2925 766 655 5
21 3150 766 666 6
22 3375 777 666 6
23 3600 777 776 6
24 3825 777 777 7
25 4050 888 877 7
26 4275 888 888 7
27 4500 888 888 8
28 4725 999 988 8
29 4950 999 999 8
30 5175 999 999 9
31 5400 AAA A99 9
32 5625 AAA AAA 9
33 5850 AAA AAA A
34 6075 BBB BAA A
35 6300 BBB BBB A
36 6525 BBB BBB B
Requisites: Wis 9
Alignment: any N
HD/level: d8
Weapon Prof.: 3+level/3
To Hit Table: Pri
Save Table: Pri
Reference: DLA1
   
The three Holy Order of Stars classes (HOSE1, HOSG1, HOSN1) are just minor variations on Cleric1.
Treat them as Cleric1, but with different XP and spell progressions.
They do get the free material componenting for spells.

[PC3] Priest Group Classes


Life Master1

Level KXP Wizard/Priest
123 456 789
1 0 1-- --- ---
2 1.77 2-- --- ---
3 3.54 21- --- ---
4 7 211 --- ---
5 14 221 1-- ---
6 28 222 2-- ---
7 56 333 2-- ---
8 112 333 31- ---
9 224 443 32- ---
10 448 444 431 ---
11 896 444 432 ---
12 1792 444 433 ---
13 3584 444 444 ---
14 3777 555 444 1--
15 4111 555 554 2--
16 4444 555 555 3--
17 4777 666 555 31-
18 5111 666 665 32-
19 5444 666 666 43-
20 5777 777 666 431
21 6111 777 776 432
22 6444 777 777 443
23 6777 888 777 444
24 7111 888 887 544
25 7444 888 888 554
26 7777 999 888 555
27 8111 999 998 655
28 8444 999 999 665
29 8777 AAA 999 666
30 9111 AAA AA9 766
31 9444 AAA AAA 776
32 9777 BBB AAA 777
33 10111 BBB BBB 877
34 10444 CCC BBB 887
35 10777 CCC CCC 888
36 11111 CCC CCC 999
Requisites: Str 9, Dex 12, Int 15, Wis 13, Chr 14
Alignment: any G
HD/level: d1+4
Weapon Prof.: 1+level/4
To Hit Table: Wiz
Save Table: Pri
Reference: DM {Planeshifted Death Master1}
Groups: Priest, Alternate
   
Does not get Wis bonus to spells.
Limited spell selection: Gets access to one School and one Sphere per level. The School at level 1 must be Abjuration and the Sphere at level 1 must be Healing.
Level 1: Have their own language called "The Language of Life".
Level 1: +1 XP for each grave blessed; +2 XP for each buried body.
Level 1: +1d12 undead turned when successfully roll Turn Undead.
Level 1: Immune Unlive.
Level 1: 5% per level resistance to Necromancy spells.
Level 2: +2 XP for assisting in a child birth.
Level 4: Speak with anyone with Int > 10 at will.
Level 7: Locate Person 1/d.
Level 9: Immune to Stun, reversed healing, and any undead touch effect.
Level 11: Immune to all Energy/Stat drains.

[PC3] Priest Group Classes


Orzhov Euthanist22 (MTG B/W)

Level KXP Priest
123 456 789
1 0 0-h --- ---
2 2.125 1-g --- ---
3 4.25 11- f-- ---
4 8.5 21- e-- ---
5 17 211 -e- ---
6 34 321 -d- ---
7 68 321 1-d ---
8 136 432 1-c ---
9 272 432 11- c--
10 544 543 21- b--
11 816 543 211 a--
12 1088 654 321 0--
13 1360 654 321 1--
14 1632 654 322 1--
15 1904 654 322 2--
16 2176 654 332 2c-
17 2448 654 333 2b-
18 2720 654 333 3a-
19 2992 654 433 30-
20 3264 654 433 31-
21 3536 654 443 31-
22 3808 654 444 31c
23 4080 654 444 32b
24 4352 654 444 42a
25 4624 655 444 420
26 4896 655 544 421
27 5168 655 554 421
28 5440 655 555 421
29 5712 655 555 431
30 5984 655 555 532
31 6256 665 555 532
32 6528 666 555 532
33 6800 666 655 532
34 7072 666 665 532
35 7344 666 666 532
36 7616 666 666 542
Requisites: Wis 18, Dex 14
Alignment: LE, NE, NG, or CN
HD/level: 2d2 {Wis}  (see note)
Weapon Prof.: 4+level/2
To Hit Table: Pri
Save Table: Pri/Rog
Reference: DM {Planeshifted Orzhov Necromancer22}
Groups: Priest, Rogue, Alternate
   
Hit Dice: "2d2 {Wis}" means you get Wis bonus to the HD for this class, not Con bonus. You may apply Exceptional or Barbarian Wis if you have it. You cannot choose to apply Con anyway.
Exceptional Dex bonus.
Channeling.
Grand in Priest Necromancy spells.
May have 1+LVL "Revive slots" instead of the usual one "Summon slot". An animated xM (multiplier M) being uses up M*M Revive slots.
A Revive is an animated (undead) monster with half the original monster's stats. It also has half the original monster's special abilities. It cannot be healed, but it regenerates at N hp/r (where N is it's DL rating).
A Revive of a Revive has 1/4 the original stats, and so on. Round stats down. If the resultant creature has 0 max hp, the Revive fails.
Level 1: Your weapons are Wounding (for each hit, it does an extra 1 point of damage per segment).
Level 1: 1D (even if D actions aren't being used): Slay the person that killed you (save)
 
New spell:
Revive N (Necromancy, SL N): Revive a DL=N monster.
 
Lvl Euthanist Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Assassination (-5% per HD/level of target) 0 0 Wis-13 Wis-15
1 any Assassin 1 ability - - - -
2 Song of Harming (1 dmg per 5% roll made) P*M 10 Wis-12 Wis-17
2 any Assassin 2 ability - - - -
3 any Rogue 3 ability - - - -
5 Detect Invisibility | Force Shapechange | Wrench ||| See through Dust of Disappearance 2M 0 Wis-12 Wis-20
7 Blink | Controlled Blink | Teleport | Teleport without Error M 15 Wis-12 Wis-14
7 Misdirection | Aura Alteration | Non-Detection M 20 Wis-10 Wis-18
8 Slay (target that you hit saves at +4, -1 per 10% made; or dies) M 0 Wis-13 Wis-19
12 Find the Path MV 0 Wis-9 Wis-13
15 Ethereal Spell | Ethereal Projection | Elemental Spell (project to an Elemental plane) 3M 35 Wis-19 Wis-25
24 Energy Drain+Destruction+Degenerate target ||| Put target in the Hole 1P+2M 0 Wis-19 Wis-25

[PC3] Priest Group Classes


Shaman

Level KXP Priest
123 456 7
1 0 1-- --- -
2 0.9 20- --- -
3 1.8 31- --- -
4 3.6 320 --- -
5 7.2 321 --- -
6 14.4 332 0-- -
7 28.8 332 1-- -
8 57.6 333 20- -
9 115.2 333 21- -
10 230.4 333 32- -
11 410 333 33- -
12 590 433 330 -
13 770 443 331 -
14 950 444 332 -
15 1130 444 433 -
16 1310 444 443 -
17 1490 444 444 -
18 1670 544 444 0
19 1850 554 444 1
20 2030 555 444 2
21 2210 555 544 3
22 2390 555 554 4
23 2570 555 555 4
24 2750 555 555 5
25 2930 655 555 5
26 3110 665 555 5
27 3290 666 555 5
28 3470 666 655 5
29 3650 666 665 5
30 3830 666 666 5
31 4010 666 666 6
32 4190 766 666 6
33 4370 776 666 6
34 4550 777 666 6
35 4730 777 766 6
36 4910 777 776 6
Requisites: Wis 6
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/5
To Hit Table: CTD0
Save Table: Cleric0
Reference: DM
   
You get 1 Grand, 2 Major, and 5 Minor spheres. Your god may alter this amount.
Level 1: Can turn undead.
Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
Level 1: Can weapon specialize as per Ranger1.
Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).

[PC3] Priest Group Classes


Templar2

Level KXP Priest
123 456 78
1 0 1-- --- --
2 1.7 11- --- --
3 3.4 111 --- --
4 6.8 222 0-- --
5 13.6 222 1-- --
6 27.2 222 20- --
7 54.4 222 21- --
8 108.8 222 220 --
9 200 222 221 --
10 500 222 222 0-
11 800 222 222 1-
12 1100 222 222 2-
13 1400 332 222 2-
14 1700 333 322 2-
15 2000 333 332 2-
16 2300 333 333 2-
17 2600 333 333 3-
18 2900 333 333 3-
19 3200 443 333 30
20 3500 444 433 31
21 3800 444 444 31
22 4100 444 444 41
23 4400 554 444 41
24 4700 555 544 41
25 5000 555 555 41
26 5300 555 555 51
27 5600 555 555 52
28 5900 665 555 52
29 6200 666 655 52
30 6500 666 666 52
31 6800 666 666 62
32 7100 776 666 62
33 7400 777 766 62
34 7700 777 777 62
35 8000 777 777 72
36 8300 777 777 73
Requisites: Str 9, Int 10, Wis 18
Alignment: any
HD/level: d10
Weapon Prof.: 3+level/2
To Hit Table: Pri
Save Table: Mon
Reference: DS2/DM
   
You get 3 Grand, 4 Major, and 0 Minor spheres. Your god may alter this amount.
Level 1: Can turn undead.
Level 1: Immune to the effects of Ego of your multiplier or less.
Level 1: Can weapon specialize as if a Fighter2, and use the "Spec War" line in Number of Attacks table.
Level 4: 0, (level-3)/d: Become immune to any 1 effect of your multiplier or less for 1 segment. Lose your next available 1P action (you are in effect borrowing it from the future).
Level 8: 1M: Your multiplier becomes x2 for this round only.
Level 9: 1M: Symbol (as spell).
Level 27: 2M: Your multiplier becomes x3 for this round only.