High Priest of Order
High Priests of Order are those amongst the clergy that have managed to establish themselves in positions of prominence and power in the Ortho Church. The title of High Priest is bestowed upon those clerics (and occasionally holy warriors) that show themselves to be worthy of leading those priests beneath them. They are accorded greater responsibility and power than those of lesser position.
High Priests gain a higher standing with The Lords of Order as well, discovering themselves to be held in esteem equivalent to prophets. Some even are blessed with the power to call forth manifestations of their patron god. This respect also trickles down to the populous itself whom tend to consider those high in their church's ranks with greater esteem than they do 'normal' priests.
High Priests often are put in charge of at least their own temple but more often have several under their direct supervision. A rare few, like those whom typically adventure, are granted the freedom to move where they please because they do greater deeds in this manner. These inspire jealousy in even the highest ranks though as it is an honor that is rarely accorded.
The Clergy on Ortho is tremendously powerful but it should be remembered that the Harmonium is also a force that wields almost as much authority over the Lords of Order's faithful as the reverse. This can lead quite a few High Priests to acting against the government, despite the fact that it is the power that has allowed them to become the predominate social institution that it is. The OCA is afraid of these High Priests due to the Churches of Order being some of the few groups that can seriously challenge the Harmonium's power.
Hit Dice: 1d8
Class Requirements
Alignment: Any Lawful
Base Attack Bonus: +6
Skill: Diplomacy +5, Knowledge (Religion) +8
Spells: The ability to cast 4th level divine spells.
Class Skills
Bluff (Chr), Concentration (Con), Diplomacy (Chr), Knowledge (Arcane), Knowledge (Godhomes), Knowledge (Religion), Intimidate (Chr), Sense Motive (Wis), Spellcraft (Int)
Skill Points Per Level: 4 + Int modifier
Table: High Priest
Base Divine
Attack Fort Ref Will ---- Spells per Day ---
1st +1 +2 +0 +2 Church Rank, Voice of the Gods One level higher than the previous spell-casting level
2nd +2 +2 +0 +3 Awe One level higher than the previous spell-casting level
3rd +3 +3 +1 +3 Incite the Populous One level higher than the previous spell-casting level
4th +4 +4 +1 +4 Excommunication One level higher than the previous spell-casting level
5th +5 +4 +2 +4 Divine Manifestation 1 per week One level higher than the previous spell-casting level
Class Features
Armor and Weapon Proficiency: High Priests are proficient in all simple and martial weapons. High Priests are also proficient with light and medium armor.
Spells: Priests that take the High Priest class continue advancing as if they were gaining a level in the priestly class.
Church Rank: High Priests have a formal rank in the hierarchy of the Faith and barring the actual leader of the faith can command any non-High Priest of lesser level than themselves. This is a non-magical compulsion and based upon the respect due to them as a member of the faith. Outrageous commands can be ignored and may reflect poorly on the character's ability to give future commands.
Voice of the Gods: High Priests can speak with authority and power that can force a saving throw vs. will or listen to the character. This has no affect during combat but compels a consideration of one's words during peacetime. The High Priest's ability will not function against aberrations, outsiders, the unintelligent, those whom cannot understand the High Priest, or those of higher level.
Awe: The High Priest is able to surround himself with a aura of power that causes those of similar alignment or religion to be immediately positively disposed towards him (they can choose to resist with a willpower roll). This does not affect those whom are of higher level, opposing alignment, or of an enemy faith.
Incite the Populous: This ability is identical to a Bard's ability to influence crowds but is based on religious speaking.
Excommunication: The High Priest may choose to permanently brand a enemy as a foe of the faith. From that point on, all people of the player's faith will have a negative -4 reaction to the character. This cannot be disguised and is immediately apparent by an invisible aura of damnation that hangs around them. This penalty in interaction only applies to the subject's dealing with sincere followers of the faith.
Divine Manifestation: The High Priest may summon a manifestation of their deity to speak with for an hour every week. This manifestation is intangible but will listen to the players pleas, complaints, and requests. In most cases the deity will only be willing to devote aid to the player with appropriate sacrifices, appeasements, and quests equal to whatever he asks.
Infernalist of Alzrius
Infernalists are those sad and foolish mortal whom make a pact with a Demon of Alzrius for their eternal service. The nature of these pacts are usually carefully worded with some receiving eternal youth so long as they deliver ten souls to the Demon every year while others may be based on simply delivering revenge upon an enemy with the mortal trapped thereafter. Each pact must be established by the DM before creating a character with this class.
A few sad and twisted souls desire nothing for themselves. Instead, they merely wish to serve a god they believe they have the undivided attention of. These last wretched folk that genuinely adore their diabolical masters are often treated 'fairer' than most other Demonic servants. That only means that they are given better means of abusing those beneath them though.
Infernalists are the agents of Alzrius and each one of them is given some minor control over divine magic. Infernalists are made better looking, charming, and more suave by the Demon Lord's power, all the better to win converts over. A few other minor gifts and powers are also bestowed with the greatest of them being allowed to have their master's attention at all points in time (an ability most believe they have anyway). Infernalists are not particularly powerful but they rejoice in their tiny gifts and mistake them for signs of greatness.
Surprisingly, most of Alzrius' servants are not drawn from the ranks of the great and glorious. The majority of Infernalists are actually of the Commoner class or Experts before they become demonic servants. Most Demons do not need to invest a great deal to win these poor fools over and are content with the minor gains that they often bring. These Infernalists often use their small magics to enslave villages or build minor cults that ensnare similarly unfortunate individuals like themselves. Others are nomadic and wander reality as 'brokers' for their master. These Infernalists are the worst as they scout out territories for those willing to make pacts and arrange them beforehand. 'Merchant' Infernalists often inflict so much damage in their masters name that they are allowed some 'minor' negotiation in their contracts and can be handsomely rewarded in new powers.
While the best infernalists are subtle and cloak themselves in the manner of respectable members of the community, most of the class doesn't bother. They did not sell themselves to darkness in order to hide their newfound condition. Demons rarely educate them in what a demonic cult should actually look like so that they operate from what they believe such things should appear as. Thus they are black robed, vaguely mystical symbol looking sporting, sacrificial knife waving lunatics. Alzrius cares little so long as they give more than they take.
Infernalist of Alzrius is unique as it can be a second Prestige Class taken with others such as Blackguard. Most adventuring class characters who take this prestige class are either Clerics, Fighters, or Wizards who use it as a supplement to their abilities.
Hit Dice: 1d8
Class Requirements
Alignment: Any Evil
Base Attack Bonus: +1
Skill: Knowledge (Infernalism) +5
Special: Must make a pact with a Demon
Class Skills
The Infernalist's Class Skills are Bluff (Charisma), Concentration (Con), Diplomacy (Charisma), Gather Information (Cha), Knowledge (Local) (Int), Knowledge (Infernalism), Knowledge (Religion), Intimidate (Chr), Sense Motive (Wis), Spot (Wis), Spellcraft (Int)
Skill Points Per Level: 2 + Int modifier
Table: Infernalist
Base Divine
Attack Fort Ref Will ---- Spells per Day ---
1st +1 +1 +0 +0 Mark of the Damned, Pact, Chr bonus 1 - - - -
2nd +2 +2 +1 +1 Demonic Familiar, Hell touch 1 1 - - -
3rd +3 +3 +1 +1 Flames of the Damned, Chr bonus 1 1 1 - -
4th +3 +3 +2 +2 Fiendish Servitor, Rebuke Undead 2 2 1 - -
5th +4 +4 +2 +2 Summon Master 2 2 1 1 -
Class Features
Weapon and Armor Proficiency: Infernalists are proficient in all Simple Weapons and Martial Weapons. They are also proficient in Light Armor.
Pact: A Demonic bargain that bestows an immunity or special ability of some kind with a like amount condition upon it. The DM is encouraged to be rather grandiose with these bargains, so long as the character is able to regularly fulfill its tenants.
Mark of the Damned: The Mark of the Damned is a black pimple like mark on the body that is a permanent sign of the Infernalist's service to his demon. With it comes a permanent spell like ability equal to a single 1st level spell that can be used at will. This includes offensive spells so that a Infernalist could theoretically use Magic Missile an unlimited number of times per day. This is in addition to any other pact he has made with his Demon master.
Charisma Bonus: At the 1st and 3rd levels, the Infernalist receives a bonus of +1 to his Charisma score.
Demonic Familiar: The Infernalist gains a Familiar in a similar manner to a Wizard or Sorcerers. However, the Infernal Familiar has a very high intelligence (13-14) and can communicate with their master via telepathy. Less intelligent Infernalists often find themselves controlled by their 'pets.'
Abyssal Touch: The Infernalist gains the ability to inflict 1d6 points of unholy damage with their touch per round.
Flames of the Damned: The Infernalist possesses the power to Produce Flame at will.
Fiendish Servitor: The Infernalist is rewarded with his own demonic servant of equal CR to him. This is not one of the named Demons but instead a Devil or Demon class monster that are the servitors of said race in the Infinite Ocean. If the Fiendish servitor is slain, it will not be replaced but will obey to the death. They are not necessarily happy with their masters though and can verbally rebuke them.
Rebuke Undead: The Infernalist gains the ability to rebuke undead as a cleric of his total levels in all classes.
Summon Master: The Infernalist gains the ability to contact his master at any point by telepathy. The Demon is further aware of the general condition and mood of his servitor at all times.