Priest Proficiencies Like wizards, priests acquire a variety of nonweapon proficiencies over the
course of their careers. More than any other character, a priest is likely to
find a use for common or everyday skills. In fact, in many cultures, priests are
the principal teachers, scholars, or craftsmen of their societies. Priests have
a nonweapon proficiency progression that equals that of a wizard, but gain
weapon skills much faster.
In this section, we’ll take a look at some new priest proficiencies. These
should be considered addenda to the Table 37 : Nonweapon Proficiency Groups in the Player’s Handbook. Refer to Table 10 : New Priest Nonweapon Proficiencies.
Administration: Many temples own substantial amounts of land and property, wielding power over
vast areas. Priests who can manage these lands and turn a tidy profit in the
name of the church are always in demand. A character with this proficiency is
skilled in the management and accounting of enterprises ranging from the
agriculture of an entire province to the vineyards of a single small monastery. He
knows how to account for money, plan work, and supervise the collection of taxes or
the sale of goods.
Alms: Some orders of priests rely on the charity of others for their support and
livelihood. A character with this proficiency is able to find food, shelter, and
clothing in return for the benefit of his wisdom and a blessing or two for his
hosts. The quality of the charity the priest finds may vary widely, depending on
the wealth of his prospective hosts, their piety and their recognition of his
deity, and the way the priest presents himself. Generally, if there’s shelter
to be had, the priest can make use of it, but obtaining food or clothing for his
companions may require a nonweapon proficiency check at the DM’s discretion.
Bookbinding: See the description under Wizard Proficiencies .
Bureaucracy: This proficiency encompasses a working knowledge of temple or government
organization and protocol, and the skills necessary to navigate through
bureaucracies. The character knows which officials to approach and when to approach them,
where records are kept and how to gain access to them, and how to circumvent
unfriendly or sluggish bureaucrats. Unless there are extenuating circumstances,
the character can get permits or documents completed in half the normal time.
In addition to these skills, the character can attempt to turn the system
against someone else. With a successful proficiency check, the amount of time
required to make a decision doubles—permits are misplaced or filled out incorrectly,
or important documents are held up on the wrong desk. For example, a character
could keep a shady wizard from gaining permission to build a tower in the
town, or he might obstruct a thief’s request for bond or parole.
Ceremony: A priest with this proficiency is well-versed in the various rites,
observances, and ceremonies of his temple. He is qualified to oversee normal worship or
devotions, but conducting the rites in difficult or unusual situations may
require a proficiency check. This proficiency also includes familiarity with
ceremonies such as weddings, namings, and funerals, and the priest can perform these
services appropriately.
Diplomacy: This is the grand art of high diplomacy between states or organizations. A
character skilled in diplomacy knows the correct procedures and unwritten rules of
negotiations between states or large organizations. He is capable of
discerning the true intent of the various declarations, statements, and gifts or
exchanges that make up a diplomatic encounter, and he is able to take his own wishes
and couch them in proper diplomatic terms.
Normally, the character need only make proficiency checks if the negotiations
are particularly delicate or difficult. However, if there is a specific goal or
compromise the character is working towards, he may attempt a check to see if
he can win the other side over to his point. Naturally, the DM can apply a
modifier of –8 to +8 depending on what the diplomat’s offer means for the parties
involved. Requesting the surrender of a vastly superior enemy is next to
impossible, unless the character can convince them that they stand to gain something
of great value by giving up. In any event, the DM shouldn’t use this ability as
a substitute for good role-playing by the players.
Investigation: This is the art of discovering the truth through careful examination of a
problem or situation. A character with this skill is familiar with the process of
interviewing or interrogating witnesses, searching scenes for clues or
information, and the general execution of a logical and thorough investigation. Priests
who are associated with the local government may be called upon to solve common
crimes against the state, while other priests may be inquisitors or
theological investigators.
The DM may allow the PC to attempt a proficiency check when the player is
missing an obvious line of inquiry or step of deductive reasoning, although this
should be a rare use of this ability. An investigation proficiency check can also
be used to discover clues at the scene of a crime or to extract information
from a witness or suspect.
Law: A character with this proficiency is thoroughly familiar with the legal system
of his homeland and is skilled in representing cases before judges, officers,
nobles, and magistrates. This is a working knowledge of the law, as opposed to
the theoretical knowledge of the sage area of study. With a successful
proficiency check, the character can build a strong defense for a person accused of a
crime; if the judge or jury are fair-minded and honest, he stands an excellent
chance of winning his client’s case. Of course, corrupt or intimidated officials
can still deliver unjust verdicts despite the character’s best efforts.
Observation: Characters with this proficiency have cultivated exceptional powers of
observation. The DM may ask for a proficiency check anytime there is something subtly
wrong or unusual in the character’s environment. For example, the character may
note the fact that the tools of a potter’s shop are caked with a different
kind of clay than that present in the workshop, or he might notice telltale marks
of traffic that indicate the presence of a secret door. The DM shouldn’t let
this become a substitute for alertness and good thinking on the part of the
player; if he’s picking up more than one or two clues a game session with this
proficiency, it’s probably too many.
Omen Reading: See the description under Wizard Proficiencies .
Oratory: This is the power to move other people with words and emotion. By captivating
an audience, the priest can convince them of the rightness of his words through
force of will and dramatic speaking. Priests with this skill can attempt to
proselytize (seek converts) among small audiences by proclaiming the glories of
their faith and the dangers of nonbelief, but the character must pass his check
by a margin of four or more to win any long-lasting converts to the faith. A
convert will listen to the priest’s suggestions or ideas, but won’t necessarily
become a follower or hireling of the character.
The DM can decide how any group of listeners is likely to be affected by the
priest’s exhortations. If they’re inclined to be hostile or are preparing to
attack the priest, there’s very little he can say to change their minds. However,
if the priest passes a proficiency check, he may be able to modify an encounter
reaction check by one category—hostile to indifferent, or indifferent to
friendly, for example. Optionally, he may be able to encourage the crowd to take a
specific action that they’re inclined to perform anyway. If an angry crowd wants
to see an important prisoner freed because it’s rumored he was convicted
wrongly, a priest with oratory may be able to push them into storming the jail or
convince them to give up and go home. If the player presents an especially moving
argument or speech, the proficiency check is made with a +1 to +4 bonus.
Papermaking: See the description under Wizard Proficiencies .
Persuasion: Unlike oratory, which relies on emotion and rhetoric, the art of persuasion is
built around intelligent arguments and personal charm. A character with this
proficiency is able to present especially cogent arguments and explanations in
conversation with an individual or small group. With a successful proficiency
check, he can convince them to take moderate actions they may be considering
already; for example, he may convince city guards to leave without making arrests
if a brawl’s already finished by the time they get there, or he may convince a
court official that he needs an audience with the king. If the player’s thoughts
and arguments are particularly eloquent and acute, the proficiency check is
made with a +1 to +4 bonus.
Sage Knowledge: See the description under Wizard Proficiencies .
Scribe: See the description under Wizard Proficiencies .
Undead Lore: A priest with this proficiency is trained in the identification, powers, and
vulnerabilities of common undead monsters. With a proficiency check, the
character can recall specific tactics or weaknesses of a monster; for example, if
confronted by a vampire, he may recall that a mirror, garlic, or holy symbol
strongly presented can drive the monster away for a short time. How the character
uses this information is up to the player.
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