Ruins of Adventure
- Races: Any
- Sub-Classes: No Crusaders
- Ability Requirements: none
- Alignments: Any
- Starting Cash: By class
- Weapon Slots: By class
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Allowed Weapons: Lesso, Mancatcher, and Net
- Allowed Armors: None
- Non-weapon Slots: By class
- Available Categories: By class
- Bonus Non-weapon Proficiencies: Etiquette, Healing, Mediation
- Required Proficiencies: none
- Recommended Proficiencies: Ancient History, Ancient Languages, Animal Lore, Brewing, Burial Customs, Cooking, Crowd Working, Danger Sense, Diplomacy, Herbalism, Literacy, Modern Languages, Musical Instrument, Persuasion, Philosophy, Poetry, Prayer, Rope Use, Sign Language, Singing, Spellcraft, Survival
- Forbidden Proficiencies: Armorer, Armor Optimization, Battle Command, Blind-Fighting, Charge, Close-Quarters Fighting, Dirty Fighting, Display Weapon Prowess, Jousting, Natural Fighting, Naval Combat, Shield Smite, Street Fighting, True Aim, Weapon Improvisation, Weaponsmithing, Wild Fighting.
- Major: By class
- Minor: By class
Overview: This priest is devoted to the cause of peace. The Pacifist believes in the sanctity of all life, but especially that of sentient creatures. He is a champion of passive resistance, of achieving one’s ends without resorting to violence of any kind. He intercedes between nations which are on the brink of war. He suggests compromises and nonviolent ways of settling important issues. He does his best to keep things calm and civil.
Priests of any religion or ethos may choose to become pacifists, with the exception of those who worship specifically war-like gods (such as Talos or Tempus). All priests of Eldath and Liira are expected to be pacifists, and many followers of Chauntea, Ilmater, Lathander, and Meriadar also take this path.
Description: Pacifists dress in the same manner as other priests of their Religion Kits. He may never own any weapons or armor.
Role-Playing: The restrictions on the priest’s actions (below) make this a challenging role to play, and one that works best within a party of good-aligned adventurers. To give the player of a Pacifist a chance to shine, the DM should design adventures in which the character can help negotiate a diplomatic settlement of a crisis between neighboring lords or where party members sometimes can win over opponents by negotiation or moral persuasion.
Pacifists do not presume that every fight can be avoided; when it’s obvious that a situation will descend into violence regardless of their best efforts, they don’t have to continually badger their allies into not fighting. They do have to try to preserve peace when it can be preserved, and to prevent unnecessary violence when possible. These characters often become a party’s spokesman; this will allow him to do all the party’s negotiations and thus head off combat situations on a more frequent voice.
- This priest is a very compelling personality. He receives a +2 to his starting Charisma score (both Appearance and Leadership). In addition to any reaction bonus that his heightened Charisma gives him, he receives a +2 reaction from anyone who is not utterly opposed to his philosophy. (Beings opposed to his philosophy include priests and devoted adherents of any gods specifically associated with violence or death, and certain warlike nonhuman races like orcs, ogres and trolls.)
- The Pacifist can use some or all of her weapon proficiency slots to buy non-weapon proficiencies.
- Pacifists have the ability to speak soothing words to ease tempers and calm savage beasts. This power can remove the effects of a fear spell, calm an enraged animal, or pacify a hostile crowd. The Pacifist can use this power a number of times per day equal to her experience level. Using soothing words accomplishes one of the following:
- Negates one fear spell (or similar effect) on a single victim.
- Halts a single creature’s berserker rage (or similar ability).
- Temporarily calms down a number of animals, characters, or monsters (whose combined levels or Hit Dice total no more than twice the priest’s level). A calmed group usually remains calm for 1d4+1 rounds, as long as others refrain from hostile action against them, their allies, or their property. During this time, the pacifist or others can attempt to escape or to negotiate a resolution to the situation.
- This priest may never wear armor, and may never use weapons, spells or any other tactics to harm a human, demihuman, nonhuman, or sentient monster. If he ever violates this decree, his god will not punish him (because the pacifist’s oath is one he took for himself, not for his god), but his own guilt will deprive him of all magic spells for the span of one month. In addition, she encourages her companions to use the minimum required force during encounters: to ask foes to surrender before attacking them, let retreating enemies flee if she thinks they won’t be a menace again, and so on.
The Pacifist’s code against violence does not extend to undead. These creatures are already dead but need help finding their rest; in other words, the pacifist will destroy them.
- Regardless of class, Pacifist priests never gain access to the Combat or War spheres (neither major nor minor access).
Return to Priest Kits