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The Catskinner Priest A Specialty Cleric Class (v. 01-Aug-2004) For hundreds of years, the Highlanders have fought for freedom from the kzinti. Only recently, with the conquest of the patriarchies by K'zar-Kiir, has common freedom for demihumans been a reality. The United Republic of the Highlands and the Duchy of Tarnia in Lebensbruke are home to the famous catskinnersbrave (many say brash and foolhardy) warriors who specialize in fighting kzinti and defending other demihumans from their claws. The catskinner priest is an important battle companion and aid in the long struggle for freedom. While the Ishan Patriarchy has a marked different character from the bloody domains of old, kzin nature doesn't change quickly. There are still the Western and Southern Patriarchies to contend with, as well. Catskinners and catskinner priests are the natural foil to the hair-trigger tempers of Heroes and the plotting of older and wiser kzin spellcasters. Strangely enough, catskinner priests follow the Ishan faith with the kzin Prophet, Rrkia-Friday at its head. The faith's tenets of readiness for action, equality of sentient beings, and self-reliance sit well with the catskinner duty. Catskinner priests follow God through their ability to act in kra-thresh; the point of decision. Adventures: Most catskinner priests live a life of constant adventure. Almost like paladins, they seem drawn to conflict situations that require action and test their skills. Their dedication to the cause of freedom puts many catskinner priests at odds with tyrants and despots. Characteristics: Catskinner priests are clerics with a general combat focus and a special ability to fight their dedicated foeskzinti. They do not rely on heavy armor or shields, but instead on speed and footwork. Their spellcasting power comes through prayer and dedication more readily than for those who take a more academic approach to divine magic. They do not have as much power over the undead as standard clerics, but rely more on good tactics and clever strategy to defeat their foes. Alignment: Catskinner priests must be of good alignment and beliefs. They tend strongly toward chaos and a belief in personal freedom as an ideal. Even so, there are many of a more pragmatic neutral good bent and occasional well-disciplined lawful good catskinner priests. Religion: Catskinner priests are members of the Ishan faith. Click here for more details. Background: The catskinner training is common only in the Highlands and in Tarnia. Catskinners come from all social backgrounds, but tend to be most common among those with enough wealth and education to be concerned with idealism, rather than making a living. Races: Humans are the most common catskinner races, especially among the catskinner priests. Half-orcs and half-elves are somewhat less common, but still well represented. Dwarves, gnomes, and halflings have never lived under kzin rule in great numbers and it is very rare to find a catskinner from among these races. Elves rarely become catskinners because their attitudes run toward a more refined way of fighting. Elves were also able to escape kzinti slavery fairly easily and were not subjected to the same sort of treatment as the humans and half-orcs. The traditions of catskinning have not been adopted by prrexi or tabaxi. Kzinti, of course, view catskinners with great distrust, even those of the same Ishan faith. Other Classes: Catskinner priests get along well with most other classes, and have a particular feeling of fellowship with catskinners, rangers, bards, and psionsall classes common to their region. They may be cautious around paladins, who they often regard as stuffy and too honorable to use practical tactics. They appreciate spellcasters of all types, but prefer that those without good fighting ability stay well away in support when the blades come out. Catskinner priests also have a love-hate relationship with rogues. Highland culture regards stealing as a serious betrayal of solidarity. Thieves are very rare and severely punished. Rogues who make their living without stealing from demihumans are admired for their wit and cunning. This is especially true if they steal from or trick the kzinti. Class Features Abilities: The catskinner priests most important abilities are Wisdom, Strength, Dexterity, and Constitution. Wisdom is important for the spellcasting ability it confers. Strength aids in melee combat. Dexterity helps the character on defense and with ranged attacks. Constitution is helpful for tasks involving Concentration and for improving the character's toughness. Charisma is helpful in dealing with people and turning undead, but it is not as important for a catskinner priest as it might be for a standard cleric. Intelligence is the catskinner priest's least important ability, but is always helpful for the extra skill points it brings. Alignment: Any good. Hit Die: d8. Weapon and Armor Proficiency: Catskinner priests have proficiency in all simple and martial weapons and with light armor. They do not have proficiency with medium or heavy armor or with shields. As divine spellcasters, armor does not interfere with their spellcasting abilities. The preferred weapon of the catskinner priest is the claymore (greatsword). Spells/Day: Catskinner priests gain and prepare spells just as standard clerics, although some might choose the spontaneous divine spellcasting methods. Catskinner priests may spontaneously cast cure spells, just like clerics. Wisdom bonuses to spells and the Difficulty Class of cast spells applies as with the cleric. Domains: A catskinner priest may choose two domains, just like a standard cleric. She gains the regular abilities and domain spell choices, as well. The available domains include: Good, Healing, Protection, Sun, Trickery, and War. The most common choice (nearly universal) is the War domain, followed up with Sun, Trickery, and Good domains. Dodge: A catskinner priest gains Dodge as a bonus feat at 1st level, even he does not meet the prerequisite (Dexterity 13+). Kzin Defense: A catskinner priest has trained to defend against many kinds of kzin tactics and gains a +4 Dodge bonus to AC against kzinti. This applies in the same situations in which the character retains his Dexterity bonus. This bonus increases by +1 at 4th level and every additional four levels gained. Turn Undead: A catskinner priest gains the ability to channel positive energy at 3rd level and turns undead as a cleric two levels lower than her catskinner priest class level. Class Skills The catskinner priest's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex). Skill Points at each level: 4 + Int modifier.
Last updated
01-Aug-2004 |
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