Random Specialty Priest Generator

Physical (Major)

d30 Major (Physical) Major Sphere Minor Sphere Minor Sphere Granted Power Bonus Proficiency Weapons Allowed Armor Allowed Followers Ability Requirement Alignment
1 Seasons, Spring Plant Healing Time Immune to magical death effects. Any spell or effect (such as the gaze of a bodak) that would instantly kill the priest instead puts them into a comotose, deathlike state (similar to a Feign Death spell) for 1 round per level or hit die of the attacker. The priest can still be killed by other, more mundane means. Weather Sense Fencing Blades Group Shields, No metal 2 3rd-level Priests, 2 2nd-level Fighters Cha 12 Neutral
2 Seasons, Summer Sun Plant Time Immune to natural extremes of heat and cold. +2 saves vs. heat (not fire) and cold based attacks. Agriculture Medium Blades Group +1 1 4th-level Priest, 3 2nd-level Priests Con 12 Neutral
3 Seasons, Autumn Necromantic Plant Time Immune to charm spells cast by woodland creatures (dryads, nixies, etc.) Fey Lore Curved Blades Group +1 2 5th-level Rangers Wis 12 Neutral
4 Seasons, Winter Weather Elemental, Water Time Cast Weather Summoning once per week, but can only summon a snowstorm. This storm will last for 1d12 hours, dumping 1d4 inches of snow per experience level. Winds will be at gale force, and the temperature will drop below 20 degrees Fahrenheit or lower. No animal can fly, no missile weapon can be used, movement rates are reduced by half, and all combat is penalized at -4 to attack rolls within the 5-mile radius of the storm. Priests of winter are immune to combat and movement penalties from snowstorms. Fire Building Spears Group +1 1 4th-level Priest, 1 4th-level Ranger, 2 1st-level Priests Con 12 Neutral
5 Elemental Air Elemental, Air Weather Creation Immunity (automatically succeed saves) vs. gas-based attacks. Tumbling Bows Group +1 1 5th-level Priest, 4 Aaracockra Dex 14 Neutral
6 Elemental Earth Elemental, Earth Time Creation Cast Meld into Stone 1/day per 3 levels. Mining Picks Group +3 1 Pech or Sandman, 2 3rd-level Priests Con 14 Neutral
7 Elemental Fire Elemental, Fire Sun Creation Fire Resistance (as ring) Fire Building Rifles Group +2 1 4th-level Priest, 3 Azers Int 14 Neutral
8 Elemental Water Elemental, Water Weather Creation Continual Water Breathing (as the spell). Swimming Spears Group +2 1 4th-level Priest, 2 Tritons Str 14 Neutral
9 Fertility/Birth Healing Animal Creation Lay on Hands (as paladin, but 3/day) Healing Short Blades Group +2, Shields 2 3rd-level Priests, 2 2nd-level Fighters Con 12 Good +1
10 Death/The Dead Necromantic Guardian Protection Turn Undead Netherworld Knowledge Curved Blades Group +2 1 5th-level Priest, 1 3rd-level Priest, 2 1st-level Priests Wis 13
11 Undeath/The Undead Necromantic Charm Combat Command Undead Undead Lore Flails Group +2 1 Wight, 3 Ghouls Int 13 Good -1
12 Creation/Life Creation Healing Plant Turn Undead Artistic Ability Clubbing Weapons Group +1, Shields 1 5th-level Priest, 1 3rd-level Priest, 2 1st-level Fighters Wis 12 Good +1
13 Agriculture/Domestic Plants Plant Elemental, Earth Law Spells from the Plant sphere have double normal duration, range, and area of effect. Agriculture Flails Group +2, Shields, No metal 1 4th-level Priest, 3 2nd-level Priests Wis 12 Law +1
14 Forests/Wild Plants Plant Healing Chaos Pass through overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail and at his normal movement rate. Herbalism Staves Group Shields, No metal 1 Treant (7HD), 3 1st-level Priests Con 12 Neutral
15 Abominations/Monsters Summoning Animal Chaos Learn 1 monstrous (non-humanoid) language, +1 per 3 levels. Dark Lore Pole-Axes Group +1, Shields 1 Greater Broken One, 2 Common Broken Ones Str 12 Law -1
16 Animals (General) Animal Summoning Healing Shapechange (as Druid ability) at 5th level Animal Lore Close Combat Weapons Group +1, Shields 1 4th-level Berserker, 2 3rd-level Priests Cha 12 Neutral
17 The Moon Astral Divination Sun Immune to Lycanthropy and other curses. Astrology Clubbing Weapons Group +0 1 Wereraven or Werewolf, 2 3rd-level Priests Cha 12
18 The Sun Sun Elemental, Fire Healing Turn Undead Glassblowing Spears Group +1, Shields 1 4th-level Paladin, 2 3rd-level Priests Wis 12
19 Darkness Guardian Wards Combat Cast Darkness 15-ft. Radius 1/day per 3 levels. Dark Sense Blowguns Group +4 1 5th-level Priest, 3 Dark Creepers Int 13
20 Light Sun Guardian Creation Automatically succeed saves vs. priest spells from the Sun sphere and wizard spells from the Shining Path. Alertness Darts Group +2 1 5th-level Priest, 5 1st-level Priests Cha 13
21 Rivers/Streams Elemental, Water Charm Travelers Continual Water Breathing (as the spell). Boating Crossbows Group +1 1 Nereid, 3 2nd-level Priests Dex 12
22 Oceans/Seas Elemental, Water Animal Summoning Learn 1 aquatic language, +1 per 3 levels. Seamanship Curved Blades Group +2 1 5th-level Priest, 5 1st-level Fighters Con 12
23 Caverns/Dungeons Elemental, Earth Divination Guardian Detection abilities as Dwarf Underground Navigation Picks Group +3 1 4th-level Priest, 3 Skulks Dex 12
24 Mountains Elemental, Earth Protection Travelers Earth and stone-based attacks (including earth elementals, hurled boulders, or spells from the Earth sphere) deal -2 damage per die. Mountaineering Clubbing Weapons Group +3 1 5th-level Priest, 5 1st-level Fighters Str 12
25 The Sky Elemental, Air Sun Weather Shapechange (as Druid ability, bird-forms only) at 3rd level, 3/day Riding, Air-based Bows Group +0 1 Pegasus, 2 3rd-level Priests Str 12
26 Time Time Divination Numbers Cast wizard spells from the Chronomancy school as Priest spells of the same level. Time Sense Chains Group +0 1 4th-level Priest, 3 2nd-level Priests Int 12 Law +1
27 Cycle of Life Protection Necromantic Time Turn Undead Philosophy Curved Blades Group +1 2 3rd-level Priests, 2 2nd-level Fighters Wis 12 Neutral
28 Magic Divination Charm Thought Spells unaffected by Dead Magic and Wild Magic zones. Spellcraft Staves Group +0 1 5th-level Mage, 1 3rd-level Mage, 2 1st-level Mages Int 13
29 Storms Weather War Chaos Cast Wizard spells from the Air elemental school, plus Lightning Bolt and Chain Lightning, as priest spells of the same level. Weather Sense Slings Group +1, Shields 1 5th-level Priest, 5 1st-level Fighters Con 13 Law -1
30 Weather Weather Elemental, Air Elemental, Water Cast Control Weather 1/week at 8th level Weather Sense Blowguns Group +1 1 5th-level Priest, 1 5th-level Mage Wis 12

Philosophical (Major)

d30 Major (Philosophical) Major Sphere Minor Sphere Minor Sphere Granted Power Bonus Proficiency Weapons Allowed Armor Allowed Followers Ability Requirement Alignment
1 Health/Healing Healing Necromantic Elemental, Water Cure Disease 1/week per 5 levels Healing Mancatchers Group +1, Shields 1 5th-level Priest, 5 1st-level Priests Con 12 Good +1
2 Freedom/Liberty Chaos Elemental, Air Travelers Continual Free Action (as the spell) at 5th level Escape Chains Group Shields 2 3rd-level Fighters, 4 1st-level Thieves Dex 12 Law -1
3 Hearth/Home Wards Elemental, Fire Creation Spells from the Wards sphere have double normal duration, range, and area of effect. Cooking Axes Group +3 1 5th-level Priest, 1 5th-level Fighter Wis 13 Law +1
4 Lies/Deception Charm Chaos Summoning Cast Wizard spells from the Illusion school as Priest spells of same level. Fast Talking Fencing Blades Group Shields 1 5th-level Illusionist, 1 3rd-level Priest, 2 1st-level Thieves Int 13 Law -1
5 Knowledge/Learning Thought Divination Astral Cast Legend Lore 1/week Teaching Handgunnes Group +0 1 5th-level Bard, 5 1st-level Priest Int 14
6 Justice/Law Law Thought Wards Cast Detect Lie 3/day Law Whips Group +1, Shields 5 2nd-level Paladins Wis 12 Law +2
7 War/Battle War Combat Protection Gain weapon proficiency slots as a warrior. Can specialize in a single weapon at 1st level. Battle Command Long Blades Group +4 1 5th-level Fighter, 5 1st-level Fighters Str 13
8 Leadership/Rulership Law Charm Numbers Cast Command 3/day Administration Lances Group Shields 1 3rd-level Priest, 7 1st-level Fighters Cha 14 Law +1
9 Children/Youth Healing Necromantic Time Age at 1/2 normal rate. Immune to magical aging. Storytelling Darts Group Shields 2 3rd-level Priests, 4 1st-level Priests Dex 10, Cha 10
10 Rebellion/Anarchy Chaos Elemental, Fire War Incite Berserker Rage (per Priests Handbook) Sabotage Crossbows Group +2, Shields 2 3rd-level Priests, 4 1st-level Fighters Cha 12 Law -2
11 Prophecy/Fate Divination Thought Protection Prophecy (per Priests Handbook) Fortune Telling Slings Group +1 1 5th-level Priest, 1 5th-level Diviner Wis 14 Law +1
12 Peace/Love Charm Healing Wards Soothing Word (per Priests Handbook) Mediation Mancatchers Group +1, Shields 1 5th-level Priest, 1 3rd-level Priest, 2 1st-level Priests Cha 13 Good +1
13 Wealth/Prosperity Numbers Summoning Wards Automatically detect the presence of precious metals and gems within 10 feet. Appraising Handgunnes Group +1 1 5th-level Priest, 5 1st-level Fighters Int 12
14 Luck/Fortune Protection Divination Combat Treat any roll as natural 20, 2/day Gaming Close-Combat Weapons +3 1 5th-level Priest, 1 5th-level Thief Cha 12 Law -1
15 Travel/Exploration Travelers Divination Guardian Double overland movement rate for the priest, plus up to one ally per level. Direction Sense Spears Group +1, No metal 1 5th-level Ranger, 1 5th-level Bard Con 12
16 Old Age/Longevity Time Necromantic Protection Cast Feign Death 1/day. Immune to magical aging. Ancient History Staves Group +1 1 5th-level Priest, 5 1st-level Priests Wis 13
17 Craft/Invention Creation Thought Combat Can attack any golem, despite normal weapon immunities with a +4 to hit and damage. At 12th level can build any type of golem, for half time and price. Engineering Rifles Group +3 1 5th-level Tinker, 1 3rd-level Priest, 2 1st-level Fighters Int 12
18 Destruction/Violence Combat Necromantic Weather Priest spells that deal damage, inflict +1 damage per die. Sabotage Axes Group +2 1 5th-level Berserker, 4 1st-level Fighters Str 13 Good -1
19 Murder/Assassination Necromantic Combat Astral Backstab as Thief Anatomy Medium Blades Group +2 1 5th-level Thief, 5 1st-level Fighters Dex 12 Good -1
20 History/Tradition Time Numbers Divination Identify magic items as a Bard. Ancient History Long Blades Group +0 1 5th-level Bard, 1 3rd-level Priest, 2 1st-level Fighters Int 13 Law +1
21 Misfortune/Accidents Combat Charm Chaos Treat opponent’s roll as natural 1, 2/day Sabotage Whips Group +2, Shields 2 3rd-level Priests, 4 1st-level Fighters Dex 13 Law -1
22 Race (specific) Law War Guardian +4 on NPC reactions vs. members of your own race. Local History One Tight Group (DM’s choice) +2, Shields 2 3rd-level Priests, 4 1st-level Fighters Wis 12
23 Renewal/Redemption Guardian Healing Sun Cast Atonement 1/week per 5 levels. Healing Medium Blades Group +1, Shields 1 5th-level Priest, 1 3rd-level Mage, 2 1st-level Fighters Wis 12 Good +1
24 Choices/Decisions Numbers Travelers Chaos Cast Augury 1/day per level Omen Reading Flails Group Shields 2 3rd-level Priests, 4 1st-level Fighters Int 12
25 Thievery/Mischief Chaos Travelers Protection Pick Pockets and Open Locks as Thief of equal level Chicanery Short Blades Group +1, Shields 1 5th-level Thief, 5 1st-level Thieves Dex 14 Law -1
26 Literature/Writing Thought Guardian Law Automatically succeed on saves vs. magical Glyphs, Runes, and Symbols. Literacy Short Blades Group +1, Shields 1 5th-level Runecaster, 1 5th-level Bard Int 13
27 Music/Poetry Charm Numbers Travelers Influence Reactions, Countersong, and Rally Allies as a Bard. Singing or Poetry Fencing Blades Group +0 1 5th-level Bard, 1 3rd-level Bard, 2 1st-level Bards Cha 13
28 Physical Strength/Vitality Combat Animal Summoning Immune to any effect that would reduce the priest’s Strength score. Can have exceptional Strength as a warrior. Endurance Clubbing Weapons Group +3 1 5th-level Priest, 5 1st-level Fighters Str 14
29 Wisdom/Reason Thought Astral Wards +1 on all Wisdom or Intelligence based proficiency checks. Folklore Staves Group +1 5 2nd-level Priests Wis 14
30 Protection/Guardianship Protection Guardian Wards Only surprised on a 1. Defensive Tactics Close-Combat Weapons +3 1 5th-level Paladin, 5 1st-level Fighters Wis 12

Physical (Minor)

d30 Minor (Physical) Major Sphere Minor Sphere Granted Power Bonus Proficiency Weapons Allowed Armor Allowed Followers Ability Requirement Alignment
1 Fog/Mists Weather Elemental, Water Vision is unimpaired by normal or magical fog. Hiding Nage Teppo +1 2 Mist Mephits Dex 11
2 Earthquakes Elemental, Earth Chaos Cast Earthquake 1/week at 8th level Geology Sledge +2, Shields 2 Earth Mephits Str 14
3 Waterfalls Elemental, Water Thought Immune to any effect that would knock you prone or move you against your will. This includes anything from a Trip attempt to a Tsunami. This does not protect you against damage or other effects, only the undesired movement. You can choose to be moved if so desired. Swimming Quarterstaff +1 1 5th-level Monk Str 10, Con 10
4 Glades/Clearings Charm Wards Soothing Word (per Priests Handbook) Fey Lore Sickle +1 1 5th-level Druid Wis 9
5 Lightning Weather Elemental, Fire Electricity Resistance (as ring of fire resistance) Charge Javelin +1 2 Lightning Mephits Dex 11
6 Thunder Combat Weather Immune to Deafness and magical Silence effects. Charioteering Warhammer +2 1 3rd-level Fighter, 2 1st-level Fighters Str 11
7 Disease Necromantic War Cause Disease 1/week per 5 levels. Diagnostics Dagger +1 1 Marrashi Con 13 Neutral
8 Poison Necromantic Animal Immune to all Poisons. Poison Use Blowgun +1 1 3rd-level Thief, 2 1st-level Priests Con 14 Good -1
9 Rain Elemental, Air Protection Cast Precipitation 1/day per level. Weather Sense Longbow +1 1 3rd-level Priest, 2 1st-level Priests Con 9
10 Mines/Ore Elemental, Earth Creation Treat any metal weapon as whatever metal (iron, silver, etc.) is most effacacious against the present enemy. This does not work against creatures that can only be harmed by magic weapons. Mining Miner’s Pick +3 1 3rd-level Priest, 2 1st-level Tinkers Int 11
11 Minerals/Gems Elemental, Earth Numbers Automatically indentify any magical gems or jewelry by sight. Gem Cutting Miner’s Pick +2 2 Mineral Mephits Dex 11
12 Jungles Plant Animal Pass through overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail and at his normal movement rate. Herbalism Machette +1 1 2nd-level Priest, 2 Tabaxi Con 11
13 Wetlands Elemental, Water Plant Immune to poisons and diseases transmitted by natural animals (including giant versions of normal animals). Water Walking Harpoon +1 1 2nd-level Priest, 3 Bullywugs Wis 9
14 Volcanos Elemental, Fire Elemental, Earth Cast Eruption 1/week at 8th level Heat Protection Arquebus +3 2 Magma Mephits Str 11
15 Pastures Animal Travelers Animal Empathy (as a Ranger). Animal Handling Shepherd’s Crook +1 2 Herdsman Genies Cha 11
16 Animals (specific family/category) Animal Charm Speak with animals of chosen type, at will Animal Training Any one (DM’s choice) +1 1 3rd-level Priest, 2 1st-level Rangers Cha 11
17 Fungi Plant Wards Can controls fungi (and fungi-like monsters) 1/day. Controls 1 Hit Die of creatures per level within 30-yards. Creatures of intelligence less than 5 receive no saving throw, those with greater intelligence receive a save vs. spells. Creatures remain controlled only as long as they stay within 30 yards of the priest. An uncontrolled creature reverts to its normal behavior patterns. This power does not animate a stationary entity or grant it any new abilities. Fungi Recognition Sap +1 2 Myconids (3HD) Con 11
18 Deserts Sun Summoning Can go without water for one day per level without suffering harmful effects. Water Finding Scimitar +0 1 Sandman, 2 1st-level Priests Con 11
19 Glaciers/Tundra Elemental, Water Elemental, Earth Can move over ice and snow without leaving a trail and can move over such terrain at full movement rate. Survival (Arctic) Iuak +3 2 Ice Mephits Con 13
20 Waves Elemental, Water War Cast Tsunami 1/week at 8th level Seamanship Trident +2 5 1st-level Fighters Str 12
21 Stars Astral Sun Cast Dancing Lights 1/day per level. Astrology Shuriken +0 1 3rd-level Mage, 2 1st-level Priests Int 12
22 Oozes/Slimes/Jellies Summoning Elemental, Earth Acid Resistance (as ring of fire resistance) Dark Lore Footman’s Mace +2 1 Ghaunadan Con 13
23 Dawn/Dusk Sun Time Turn Undead (dawn) or Command Undead (dusk) Feign Sleep Morningstar +0 1 3rd-level Priest, 2 1st-level Fighters Wis 10
24 Night Astral Wards 60-ft. Infravision (or +60 feet) Astrology Dagger +1 1 3rd-level Thief, 2 1st-level Priests Dex 10
25 Wind Elemental, Air Weather Cast Gust of Wind 1/day per 3 levels Giant Kite Flying War Fan +0 1 2nd-level Priest, 3 1st-level Fighters Dex 14
26 Cold Protection Law Cold Resistance (as ring of fire resistance). Endurance Iceaxe +1, Shields 1 3rd-level Priest, 2 1st-level Fighters Con 12
27 Plants (specific family/category) Plant Summoning Speak with Plants at will at 3rd level. Botany Club +0 1 5th-level Druid Wis 9
28 Shadows Divination Combat Hide in Shadows and Move Silently as Thief Blind-Fight Garotte +2 1 5th-level Shadow Walker Dex 12
29 Stones/Rocks Elemental, Earth Guardian Cast Stoneskin 1/day (self only). Stonemasonry Stone-setting Hammer +3 1 Thomil Str 10
30 Decay/Rot Time Combat Immune to Disease. Fungi Recognition Footman’s Flail +2 1 Otyugh (6 HD) Con 13 Law -1

Philosophical (Minor)

d30 Minor (Philosophical) Major Sphere Minor Sphere Granted Power Bonus Proficiency Weapons Allowed Armor Allowed Followers Requirements Alignment
1 Compassion/Mercy Healing Astral Lay on Hands (as paladin, but 3/day) Healing Net Shields 3 2nd-level Priests Cha 10 Good +1
2 Conquest/Expansion War Travelers All NPC allies who can see you gain +2 to morale. At 3rd level, can operate war machines as a fighter. Horde Summoning Longsword +1 1d4 x10 0th-level Fighters Str 10, Cha 10
3 Pain/Torment Combat Elemental, Fire Immune to Symbol of Pain. Can remain conscious to a number of negative hit points equal to priest level. Inquisitor Scourge +3 1 3rd-level Priest, 2 1st-level Fighters Con 10 Good -1
4 Craft (specific) Creation Wards Only half normal time to repair or build anything. One General (DM’s choice) Any Tool (DM’s choice) +2 1 3rd-level Tinker, 2 1st-level Priests Int 12
5 Joy/Humor Thought Elemental, Air Cast Tasha’s Uncontrollable Hideous Laughter 1/day per 3 levels. Tease Boomerang +0 1 3rd-level Priest, 2 1st-level Bards Cha 12
6 Bureaucracy/Politics Law Numbers Cast Friends 1/day per level. Bureaucracy Dagger Shields 1 3rd-level Spy, 2 1st-level Priests Int 10, Cha 10
7 Pride/Hubris Thought Summoning Immune to fear and never check morale. Display Weapon Prowess Drusus +0 1 5th-level Bard (to sing your praises) Any one 16+ Good -1
8 Revenge/Retribution Law Elemental, Fire If slain and not raised, automatically rise as a Revenant. Tracking Body Spikes +1, Shields 1 3rd-level Priest, 2 1st-level Fighters Str 11
9 Martyrdom/Sacrifice Healing Protection Immune to fear and never check morale. Endurance Chain +1, Shields 1 3rd-level Priest, 2 1st-level Paladins Con 11 Good +1
10 Festivals/Drunkenness Chaos Creation Summon Bacchae (2 per level, for 1 turn) 1/day Drinking Club +1, Shields 1 Grain Nymph, 1 2nd-level Priest Con 10, Cha 10 Law -1
11 Marriage/Courtship Charm Protection Charm/Fascination (per Priest’s Handbook). Ceremony Lasso +1 1 5th-level Priest Cha 11 Law +1
12 Solidity/Changelessness Wards Law Immune to polymorph effects. Bulwark Tetsubo +1, Shields 5 1st-level Fighters Con 13 Law +1
13 Strategy/Tactics War Thought Spells from the War sphere have double normal duration, range, and area of effect. Tactics Longsword +1 1 3rd-level Mage, 2 1st-level Fighters Int 13 Law +1
14 Dreams/Madness Thought Astral Cast Dream 1/week per 5 levels. Vision Quest Sap +0 1 Dream Stalker, 1 2nd-level Priest Int 10 Law -1
15 Athletics/Competition War Summoning +1 on all Strength or Dexterity based proficiency checks. Athletics Javelin +1 1 3rd-level Priest, 2 1st-level Fighters Str 14
16 Navigation/Cartography Travelers Divination Cast Find the Path 1/week Navigation or Cartography Shortsword +0 1 3rd-level Priest, 2 1st-level Rangers Int 12
17 Community (specific) Guardian Healing Spells from the Guardian sphere have double normal duration, range, and area of effect. Local History Any One (DM’s choice) +1 5 1st-level Fighters Wis 9 Law +1
18 Hedonism/Passion Charm Chaos Charm/Fascination (per Priest’s Handbook). Enamor Riding Crop +1, Shields 1 3rd-level Priest, 2 1st-level Bards Cha 9 Law -1
19 Obedience/Servitude Summoning Law Spells from the Summoning sphere are cast at double duration. Creatures summoned by the priest will never turn on him. Stewardship Chain Shields 5 1st-level Fighters Wis 9 Law +1
20 Tombs/Burial Necromantic Elemental, Earth Immune to Ghoul paralysis. Save vs. death to avoid undead level drain. Burial Customs Shovel +2 1 Crypt Servant or 1 Crypt Thing Wis 11 Law +1
21 Intrigue/Secrets Divination Charm Immune to mind-reading and alignment detect effects (as ring of mind-shielding). Intrigue Sword Stick +0 1 3rd-level Spy, 2 1st-level Priests Int 13
22 Ships/Sailing Elemental, Water Travelers +1 to attack, damage, and save when fighting aboard a ship. Can purchase sailing vessels for 1/2 normal cost. Seamanship Cutlass +1 1 3rd-level Priest, 2 1st-level Fighters Dex 12
23 Hunting/Tracking Divination Animal Tracking (as Ranger) Hunting Shortbow +1 1 3rd-level Ranger, 2 1st-level Rangers Wis 13
24 Royalty/Nobility Law Sun Call a Warhorse (as a Paladin) at 3rd level. Riding, Land-based Rapier Shields 1 3rd-level Bard, 2 1st-level Priests Cha 11
25 Dance Elemental, Fire Elemental, Air Dance of Evasion: This swift, twisting dance sends the danseur into a chaotic series of acrobatic flips and quick spins. This grants him a +4 bonus to AC, which stacks with any bonuses from the Tumbling proficiency. The danseur may take no actions, other than moving, in a round that he uses the dance of evasion. Dancing Scimitar +1 1 5th-level Bard Dex 13
26 Beauty/Art Charm Creation Charm/Fascination (per Priest’s Handbook). Artistic Ability War Fan +1 1 3rd-level Priest, 1 2nd-level Bard Cha 14
27 Hatred/Savagery Combat Chaos Incite Berserker Rage (per Priests’ Handbook) Wild Fighting Gut Hook +1, Shields 5 1st-level Berserkers Str 12 Good -1
28 Oaths/Duty Law Divination 1/week per 5 levels, can extract an Binding Oath from someone, equivalent to a Quest spell. Zeal Halberd Shields 1 3rd-level Priest, 2 1st-level Paladins Wis 11 Law +1
29 Loss/Grief Astral Guardian Cast Forget 1/day per 3 levels. Psychology Stiletto +1 1 3rd-level Priest, 1 2nd-level Mage Cha 11
30 Tyrrany/Cruelty Law Animal Inspire Fear (per Priests Handbook) Intimidation Whip +1, Shields 5 1st-level Fighters Cha 13 Good -1

Random Specialty Priest Generator

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