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Chaplain

A kindly meddler, sometime rabble rouser, and full time wondermaker who can be seen as a stalwart or a bit of a swindler. They belong to many schools of thought that coalesce into a worldview and gateway to a form of divine magic lying unawakened in the ebb and flow of community. A chaplain’s mysterious gifts are unlocked by her influence and social standing. People believe them because they hold such a foundational place in society, thus (society would have to vanish or) people would have to struggle against that ideal to take away the chaplain’s power.

Role: Chaplains are armed with an understanding of both the material world and the people and behaviors who vie for control over it. Chaplains are comfortable mentors, whether serving the poor as instructors, the sick as doctors, or the rich as administrators. They often start as scholars or scientists whose discipline takes them into the field because no one else is capable enough to carry out their mandates. They work well as leaders, but are more comfortable advising whoever is in charge, ever willing to step into the spotlight when their services are the only answer to the apparent problems.

Chaplains belong to dedicated organizations that espouse their own doctrine and methodology. Some seek to mitigate suffering through medicine and are known as activists for ecological study and in staunching the effects of war. Some belong to fraternal agencies of professionals that serve as arbitrators and lobbyists to the public, though their secret agendas are rarely up for appeal. Some are graduates of prestigious universities, who protect society from itself as investigators who examine, predict, and protect against society’s failures and atrocities.

Alignment: Any.

Hit Die: d8.

Class Skills

The chaplain’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Linguistics (Int), Perform (oratory) (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, chaplains receive additional class skills depending upon their organization.

Skill Ranks per Level: 4 + Int modifier.

Table: The Chaplain
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Organization ability, eschew materials, gravitas 1d6, orisons, rumor mill 1
2nd +1 +0 +0 +3 Resilient persona 2
3rd +1 +1 +1 +3 Elocutionary talent, gravitas 2d6 3
4th +2 +1 +1 +4 Organization ability 3 1
5th +2 +1 +1 +4 Gravitas 3d6 4 2
6th +3 +2 +2 +5 Elocutionary talent 4 3
7th +3 +2 +2 +5 Gravitas 4d6 4 3 1
8th +4 +2 +2 +6 Organization ability 4 4 2
9th +4 +3 +3 +6 Elocutionary talent, gravitas 5d6 5 4 3
10th +5 +3 +3 +7 Slippery mind 5 4 3 1
11th +5 +3 +3 +7 Gravitas 6d6 5 4 4 2
12th +6/+1 +4 +4 +8 Elocutionary talent 5 5 4 3
13th +6/+1 +4 +4 +8 Gravitas 7d6 5 5 4 3 1
14th +7/+2 +4 +4 +9 5 5 4 4 2
15th +7/+2 +5 +5 +9 Elocutionary talent, gravitas 8d6 5 5 5 4 3
16th +8/+3 +5 +5 +10 5 5 5 4 3 1
17th +8/+3 +5 +5 +10 Gravitas 9d6 5 5 5 4 4 2
18th +9/+4 +6 +6 +11 Elocutionary talent 5 5 5 5 4 3
19th +9/+4 +6 +6 +11 Gravitas 10d6 5 5 5 5 5 4
20th +10/+5 +6 +6 +12 Absolute Charisma 5 5 5 5 5 5

Class Features

All of the following are class features of the chaplain.

Weapon and Armor Proficiency

A chaplain is proficient with all simple weapons. They are proficient with light armor, but not with shields.

Spells

Table: Chaplain Spells Known
Level Spells Known
0th 1st 2nd 3rd 4th 5th 6th
1st 4 1+1
2nd 5 2+1
3rd 6 3+1
4th 6 3+1 1+1
5th 6 3+1 2+1
6th 6 3+1 3+1
7th 6 4+1 3+1 1+1
8th 6 4+1 3+1 2+1
9th 6 4+1 3+1 3+1
10th 6 4+1 4+1 3+1 1+1
11th 6 5+1 4+1 3+1 2+1
12th 6 5+1 4+1 3+1 3+1
13th 6 5+1 4+1 4+1 3+1 1+1
14th 6 5+1 5+1 4+1 3+1 2+1
15th 6 5+1 5+1 4+1 3+1 3+1
16th 6 5+1 5+1 4+1 4+1 3+1 1+1
17th 6 5+1 5+1 5+1 4+1 3+1 2+1
18th 6 5+1 5+1 5+1 4+1 3+1 3+1
19th 6 5+1 5+1 5+1 4+1 4+1 3+1
20th 6 5+1 5+1 5+1 5+1 4+1 4+1

A chaplain casts divine spells drawn from the chaplain spell lists. To learn or cast a spell, a chaplain must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a chaplain’s spell is 10 + the spell’s level + the chaplain’s Charisma modifier.

Like other spellcasters, a chaplain can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given in Table: The Chaplain. In addition, she receives bonus spells per day if she has a high Charisma score.

Unlike other divine spellcasters, a chaplain’s selection of spells is extremely limited. A chaplain begins play knowing four 0-level spells, one 1st-level spell determined by her pledged organization, and one 1st-level spell of her choice. At each new chaplain level, she gains one or more new spells, as indicated on Table: Chaplain Spells Known. Unlike spells per day, the number of spells a chaplain knows is not affected by her Charisma score; the numbers on the table are fixed.

In Table: Chaplain Spells Known “+1” represents the number of organization spells known.

Upon reaching 4th level, and at every even-numbered chaplain level after that (6th, 8th, and so on), a chaplain can choose to learn a new spell in place of one she already knows. In effect, the chaplain loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A chaplain may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. A chaplain can never swap an organization spell.

Unlike a cleric, a chaplain need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Every chaplain spell has a verbal component (recitation) and chaplains do not need to provide a focus or divine focus to cast chaplain spells that list a focus (F) or divine focus (DF) as part of the components.

Orisons Chaplains learn a number of orisons, or 0-level spells, as noted on Table: Chaplain Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.

Organization Ability

At 1st level, a chaplain must pledge herself to a specific organization. Service to this organization shapes and defines the chaplain, directing how her skills and talents are utilized. An organization grants the chaplain a number of class skills, bonus spells known, and special abilities.

Eschew Materials

A chaplain gains Eschew Materials as a bonus feat at 1st level.

Gravitas (Su)

The chaplain’s voice and personality carry so much power and unearthly authority, that she can bolster or weaken a creature’s resolve with a single utterance. Each day she can use this ability a number of times equal to 1/2 her chaplain level (minimum of 1) plus her Charisma modifier. With one use of this ability, a chaplain can bestow 1d6 + the chaplain’s Charisma modifier temporary hit points to one ally (including herself) within 30 feet that can hear her. The amount of temporary hit points bestowed by gravitas increases by 1d6 at every odd numbered level after 1st. These temporary hit points last for 3 rounds plus 1 round for every two levels the chaplain possesses, and they do not stack with temporary hit points from any source. Alternatively, a chaplain can use gravitas to inflict an amount of nonlethal damage equal to 1d6 + the chaplain’s Charisma modifier to one enemy within 30 feet that can hear her. The amount of nonlethal damage dealt by gravitas increases by 1d6 at every odd numbered level after 1st. Creatures that take nonlethal damage from gravitas receive a Will saving throw to halve the damage (minimum 1). The DC of this save is equal to 10 + 1/2 the chaplain’s level + the chaplain’s Charisma modifier. Nonlethal damage dealt with gravitas can never become lethal damage.

Using gravitas is a standard action, and does not provoke attacks of opportunity. For every two levels the chaplain possesses, she may target one additional creature with gravitas. If the chaplain targets a creature with gravitas, and that creature is still affected by a previous use of gravitas (or the effects of any previously applied elocutionary talents), the effects of the previous use of gravitas immediately end on the creature, and then the effects of the new use of gravitas are applied. Gravitas is a mind-affecting, language-dependent ability.

Rumor Mill (Ex)

As perennial busybodies and community spokespersons, chaplains and the circles they run in become storehouses for disparate bits of information. A chaplain adds half her level (minimum of +1) on Knowledge (local) checks and Diplomacy checks made to gather information. In addition, the chaplain can make any Knowledge skill check untrained.

Resilient Persona (Ex)

At 2nd level, a chaplain gains a bonus equal to her Charisma bonus on saving throws against enchantment spells and effects.

Elocutionary Talents (Su)

As she gains levels, a chaplain’s extreme force of personality bends and shapes how her gravitas ability, and other natural talents, manifest. At 3rd level, a chaplain gains one elocutionary talent of her choice. She gains an additional elocutionary talent at 6th level and for every three levels attained after 6th. Each elocutionary talent marked with an asterisk (*) adds an effect to the chaplain’s gravitas ability. Only one of these elocutionary talents can be applied to an individual use of gravitas at a time.

  • Aggression*: The chaplain’s words cause any simmering emotions of hostility to boil over into physical action. Whenever the chaplain would use gravitas to bestow temporary hit points, she can instead choose to use this ability. When using this version of gravitas, all affected allies instead gain a number of temporary hit points equal to the chaplain’s level + her Charisma modifier. For as long as these temporary hit points persist, affected allies also gain a +1 competence bonus to attack rolls and weapon damage rolls. At 5th level, and every five levels thereafter, these bonuses increase by +1, to a maximum of +5 at 20th level.
  • Alacrity*: Prompting them to duck and dive at the opportune moment, the chaplain’s words draw attention to her allies’ many potential threats. Whenever the chaplain would use gravitas to bestow temporary hit points, she can instead choose to use this ability. When using this version of gravitas, affected allies instead gain a number of temporary hit points equal to the chaplain’s level + her Charisma modifier. For as long as these temporary hit points persist, affected allies also gain a +1 dodge bonus to AC and a +1 competence bonus to Reflex saving throws. At 5th level, and every five levels thereafter, these bonuses increase by +1, to a maximum of +5 at 20th level.
  • Allay Injuries*: The chaplain’s words deflect from the severity of her ally’s wounds, giving her allies the confidence and determination to overcome their injuries. Whenever the chaplain would use gravitas to bestow temporary hit points, she can instead choose to use this ability. When using this version of gravitas, affected allies do not gain temporary hit points. Instead, they recover a number of lost hit points equal to the chaplain’s level + her Charisma modifier. This ability also heals nonlethal damage for the same amount, but this healing is not magical; it does not end bleed or other effects that end when receiving healing, nor does it harm creatures susceptible to positive energy. An individual cannot benefit from this healing more than once per day.
  • Bungling Doubt*: The chaplain fills the minds of her enemies with hesitation and doubt, causing them to become clumsy and exposed. Whenever the chaplain would use gravitas to inflict nonlethal damage, she can choose to use this ability. When using this version of gravitas, all affected enemies are instead dealt an amount of nonlethal damage equal to the chaplain’s level + her Charisma modifier. In addition, affected enemies take a -1 penalty to AC and a -1 penalty to Reflex saving throws for 3 rounds, plus 1 additional round for every two levels the chaplain possess. A successful Will save halves this nonlethal damage and negates these penalties. At 5th level, and every five levels thereafter, these penalties increase by -1, to a maximum of -5 at 20th level.
  • Charming Mien (Ex) The chaplain’s pervading presence can be felt by even the lowliest or strangest of creatures. The chaplain can now use Diplomacy to attempt to improve the attitude of animals or magical beasts, but she takes a -4 penalty. In addition, whenever the chaplain makes a Diplomacy check to improve a creature’s attitude, she may expend one use of her gravitas ability to treat her check result as if she had rolled a 20 on the dice. The use of this ability may be declared after the chaplain has made a Diplomacy check, but before the result of the check is determined. Whether or not the check is successful, the chaplain cannot use this ability again during the same encounter.
  • Clear Mind*: Words from the chaplain not only enrich the listener’s mind, but set it working properly. Whenever the chaplain would use gravitas to bestow temporary hit points, she can instead choose to use this ability. When using this version of gravitas, the chaplain can choose to remove either the fascinated or dazed condition from affected allies. At 7th level, the chaplain can instead remove the confused condition. At 11th level, the chaplain can instead remove the stunned condition. The chosen condition can only be removed if it was caused by a mind-affecting effect. If the chosen condition cannot be removed, affected creatures instead ignore the chosen condition. The chosen condition returns after 1d4 minutes unless the affliction that caused the condition is removed during this time.
  • Communication: The subject cannot take any actions that allow it to communicate with anyone. This includes such acts as speaking, Bluff checks to pass secret messages, writing, and using telepathy. It does not prevent verbalizations made for purposes other than communication, such as command words or the verbal component of spellcasting.
  • Confound*: A verbal retort from a chaplain can leave a listener drained and befuddled. Whenever the chaplain would use gravitas to inflict nonlethal damage, she can choose to use this ability. When using this version of gravitas, all affected enemies are instead dealt an amount of nonlethal damage equal to the chaplain’s level + her Charisma modifier. In addition, affected creatures are confused for 1 round for every two levels the chaplain possesses (maximum of 5). A successful Will save halves this nonlethal damage and negates this effect. Any time a confused creature acts normally on its turn, it may attempt another Will saving throw to end its confusion at the end of its turn. This version of gravitas gains the enchantment (compulsion) descriptor.
  • Demoralize*: The chaplain’s words crushes the spirits and determination of her enemies. Whenever the chaplain would use gravitas to inflict nonlethal damage, she can choose to use this ability. When using this version of gravitas, all affected enemies are instead dealt an amount of nonlethal damage equal to the chaplain’s level + her Charisma modifier. In addition, affected enemies take a -1 penalty to attack rolls and a -1 penalty to Will saving throws for 3 rounds, plus 1 additional round for every two levels the chaplain possess. A successful Will save halves this nonlethal damage and negates these penalties. At 5th level, and every five levels thereafter, these penalties increase by -1, to a maximum of -5 at 20th level.
  • Despair*: The chaplain’s domineering voice rattles the very souls of her enemies. Whenever the chaplain would use gravitas to inflict nonlethal damage, she can choose to use this ability. When using this version of gravitas, all affected enemies are instead dealt an amount of nonlethal damage equal to the chaplain’s level + her Charisma modifier. In addition, affected enemies become shaken for 1 round for every two levels the chaplain possesses. A successful Will save halves this nonlethal damage and negates this effect. This version of gravitas gains the fear descriptor.
  • Hearten*: The chaplain’s voice and actions stir the hearts of her allies with courage. Whenever the chaplain would use gravitas to bestow temporary hit points, she can instead choose to use this ability. When using this version of gravitas, all affected allies instead gain a number of temporary hit points equal to the chaplain’s level + her Charisma modifier. For as long as these temporary hit points persist, affected allies also gain a +1 morale bonus on saving throws against fear effects and a +1 competence bonus on attack rolls. At 5th level, and every five levels thereafter, these bonuses increase by +1, to a maximum of +5 at 20th level.
  • Instill Confidence (Ex): By expending one use of her gravitas ability, the chaplain can allow one ally within gravitas range to select one skill for which they are trained. The ally must be able to hear and see the chaplain. For the rest of the encounter, the ally become so confident in the use of their chosen skill, that they can use it reliably even under adverse conditions. For every three levels the chaplain possesses, she can affect one additional ally with this ability. At 7th level, affected allies may select two skills for which they are trained. At 14th level, affected allies can select three skills for which they are trained.
  • Instruction (Ex): A chaplain can use the aid another action to assist an ally within gravitas range on a skill or ability check. The ally must be able to hear and understand the chaplain’s instructions. For every three class levels the chaplain possesses, she can instruct one additional ally. If all allies are not engaged in the same task, using this ability is a full-round action rather than a standard action.
  • Interdiction*: The chaplain’s seemingly authoritative demeanor can prevent the listener from taking action. Whenever the chaplain would use gravitas to inflict nonlethal damage, she can choose to use this ability. When using this version of gravitas, all affected enemies are instead dealt an amount of nonlethal damage equal to the chaplain’s level + her Charisma modifier. In addition, affected enemies are prevented from taking a specific action (see below) for 1 round for every two levels the chaplain possesses. A successful Will save halves this nonlethal damage and negates this effect. Each affected enemy gets another Will saving throw to break free from this ability at the start of each of its turns after the first. This version of gravitas gains the enchantment (compulsion) descriptor. The chaplain can forbid one of the following actions, which all affected creatures avoid to the best of their ability.
  • Hostility: The subject cannot take any action that involves an attack roll, or use a spell or ability that targets a foe or an area that includes a foe. Magic-Use: The subject cannot cast spells or use spell-like abilities.
  • Mental Clout*: The chaplain’s words stagger a foe’s mind in the same manner as a physical blow to the head. Whenever the chaplain would use gravitas to inflict nonlethal damage, she can choose to use this ability. When using this version of gravitas, all affected enemies are instead dealt an amount of nonlethal damage equal to the chaplain’s level + her Charisma modifier. In addition, affected enemies become staggered for 1 round for every two levels the chaplain possesses. A successful Will save halves this nonlethal damage and negates this effect.
  • Movement: The subject can take no act that would cause it to end up in a different location. The subject does not resist being moved by others (and thus can be picked up or dragged, or can float along on a raft), but does not consciously attempt to move (including not directing a mount to move).
  • Oratory Prowess (Ex): Whenever the chaplain makes a Bluff, Diplomacy, Intimidate, or Perform (oratory) check, and she is trained in that skill, she may expend one use of her gravitas ability as a free action to roll the check twice, taking the better result. The chaplain can use this elocutionary talent once per day plus one additional time per day for every four levels she possesses.
  • Perfect Cooperation (Ex): When the chaplain uses the instruction elocutionary talent, she chooses one ally that is attempting to aid another ally. The chosen ally automatically succeeds its aid attempt, and the aided ally gains a +3 bonus from the chosen ally’s aid, instead of the normal +2 bonus. The chaplain may choose one additional aiding ally for every five levels she possesses. The chaplain must possess the instruction elocutionary talent before selecting this elocutionary talent.
  • Perfect Declamation (Ex): The chaplain’s speech and gestures strike a true chord with all those who would perceive her, making her intentions perfectly clear. The chaplain makes herself understood to any creature able to understand language. Creatures that don’t share a language with the chaplain are no longer immune to her language-dependent spells or abilities. This ability does not grant the chaplain the ability to understand another creature; the chaplain must share a language with the creature as normal. The chaplain must be at least 12th level before selecting this elocutionary talent.
  • Projection (Ex): The range at which the chaplain may use gravitas increases by 5 feet for every two levels the chaplain possesses. In addition, should the chaplain wish to be heard, the DC to hear the chaplain speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0).
  • Purity*: The chaplain’s words have the power to temporarily instill health in the infirm. Whenever the chaplain would use gravitas to bestow temporary hit points, she can instead choose to use this ability. When using this version of gravitas, all affected allies instead gain a number of temporary hit points equal to the chaplain’s level + her Charisma modifier. For as long as these temporary hit points persist, affected allies ignore the sickened condition. At 7th level, affected allies can instead ignore any ability score penalties caused by disease or poison. At 11th level, affected allies can instead ignore the nauseated condition. The duration of these conditions continue to elapse while these temporary hit points persist. The chaplain must be at least 6th level before selecting this elocutionary talent.
  • Quell Fear*: The chaplain’s words have the power to still even the most frazzled minds. Whenever the chaplain would use gravitas to bestow temporary hit points, she can instead choose to use this ability. When using this version of gravitas, the chaplain can choose to remove either the shaken or cowering conditions from affected allies. At 7th level, the chaplain can instead remove the frightened condition. At 11th level, the chaplain can instead remove the panicked condition. The chosen condition can only be removed if it was caused by a mind-affecting effect. If the chosen condition cannot be removed, affected creatures instead ignore the chosen condition. The chosen condition returns after 1d4 minutes unless the affliction that caused the condition is removed during this time.
  • Readiness: The subject cannot ready or prepare any item, weapon, component, or equipment.
  • Resolve*: The chaplain’s words awaken a deep resilience and physical stubbornness within her allies. Whenever the chaplain would use gravitas to bestow temporary hit points, she can instead choose to use this ability. When using this version of gravitas, all affected allies instead gain a number of temporary hit points equal to the chaplain’s level + her Charisma modifier. For as long as these temporary hit points persist, affected allies gain a +1 morale bonus to Fortitude saving throws and a +1 competence bonus to their combat maneuver defense against bull rush, drag, overrun, and reposition attempts. At 5th level, and every five levels thereafter, these bonuses increase by +1, to a maximum of +5 at 20th level.
  • Social Empathy (Ex): The chaplain adds her Wisdom bonus (if any) to all Bluff, Diplomacy, and Intimidate checks, as long as the chaplain is trained in that skill, and to all Charisma ability checks. If the chaplain is trained in Sense Motive, she instead adds her ranks in Sense Motive as well as her Wisdom bonus (if any) to the appropriate checks.
  • Subjugate*: The chaplain’s seemingly indomitable nature can press the listener into unwanted action. Whenever the chaplain would use gravitas to inflict nonlethal damage, she can choose to use this ability. When using this version of gravitas, all affected enemies are instead dealt an amount of nonlethal damage equal to the chaplain’s level + her Charisma modifier. In addition, affected enemies are commanded to take a specific action (see below) for 1 round for every two levels the chaplain possesses. A successful Will save halves this nonlethal damage and negates this effect. Each affected enemy gets another Will saving throw to break free from this ability at the start of each of its turns after the first. This version of gravitas gains the enchantment (compulsion) descriptor. The chaplain can issue one of the following commands. If a subjugated creature can’t carry out the chaplain’s command on its next turn, the subjugation immediately ends.
    • Approach: On its turn, the subject moves toward the chaplain as quickly and directly as possible. The subject may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. If the subject takes any damage from attacks of opportunity provoked by this movement, the subjugation immediately ends.
    • Cease: The subject remains in place. It may not take any actions but is not considered helpless.
    • Kneel: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
    • Relinquish: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until the subjugation ends. Retreat: On its turn, the subject moves away from the chaplain as quickly as possible. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. If the subject takes any damage from attacks of opportunity provoked by this movement, the subjugation immediately ends.
  • Vigor*: Weariness is but a memory when the chaplain’s words spur her allies into action. Whenever the chaplain would use gravitas to bestow temporary hit points, she can instead choose to use this ability. When using this version of gravitas, all affected allies instead gain a number of temporary hit points equal to the chaplain’s level + her Charisma modifier. For as long as these temporary hit points persist, affected allies ignore the fatigued condition. At 7th level, affected allies can instead ignore the staggered condition. At 11th level, affected allies can instead ignore the exhausted condition. The duration of these conditions continue to elapse while these temporary hit points persist.
  • Weaken*: The chaplain’s words have the power not only to injure the spirit of her enemies, but to sap their physical resolve as well. Whenever the chaplain would use gravitas to inflict nonlethal damage, she can choose to use this ability. When using this version of gravitas, all affected enemies are instead dealt an amount of nonlethal damage equal to the chaplain’s level + her Charisma modifier. In addition, affected enemies take a -1 penalty to weapon damage rolls and a -1 penalty to Fortitude saving throws for 3 rounds, plus 1 additional round for every two levels the chaplain possess. A successful Will save halves this nonlethal damage and negates these penalties. At 5th level, and every five levels thereafter, these penalties increase by -1, to a maximum of -5 at 20th level. This use of gravitas has the despair descriptor.

Slippery Mind (Ex)

Starting at 10th level, if the chaplain is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

Absolute Charisma (Su)

The chaplain’s personality permeates reality in ways that extend beyond the aural and visual senses. At 20th level, creatures normally immune to mind-affecting effects, but that can understand language, are subject to the chaplain’s mind-affecting spells and abilities as normal, except that such creatures gain a +5 bonus to their saving throws against such spells or abilities.

Chaplain Spells

Chaplains gain access to the following spells.

0-Level Chaplain Spellsdaze, detect magic, detect poison, guidance, message, read magic, resistance, stabilize, touch of fatigue, unwitting ally, virtue.

1st-Level Chaplain Spellsadoration, beguiling gift, cause fear, charm person, command, compel hostility, comprehend languages, confusion (lesser), cure light wounds, delusional pride, forbid action, fumbletongue, hideous laughter, ill omen, innocence, invigorate, liberating command, lock gaze, memory lapse, moment of greatness, murderous command, remove fear, sanctuary, share language, sleep, timely inspiration, touch of gracelessness, unprepared combatant, ventriloquism.

2nd-Level Chaplain Spellsacute senses, bear’s endurance, bestow weapon proficiency, bull’s strength, calm emotions, cacophonous call, cat’s grace, compassionate ally, cure moderate wounds, daze monster, eagle’s splendor, enthrall, fox’s cunning, gallant inspiration, heroism, hidden speech, hold person, honeyed tongue, miserable pity, oppressive boredom, owl’s wisdom, qualm, rage, reckless infatuation, scare, silence, sound burst, suggestion, tactical acumen, tongues, touch of idiocy, unadulterated loathing, unnatural lust.

3rd-Level Chaplain Spellscharm monster, communal tongues, confusion, crushing despair, cure serious wounds, deep slumber, elemental speech, fear, geas (lesser), glibness, good hope , invigorate, mass, malicious spite, overwhelming grief, speak with animals, smug narcissism, terrible remorse.

4th-Level Chaplain Spellsbreak enchantment, cure critical wounds, daze, mass, denounce, discordant blast, dominate person, envious urge, hold monster, locate creature, modify memory, primal scream, repel vermin, sending, serenity, shout, speak with plants, stay the hand, utter contempt.

5th-Level Chaplain Spellsbreath of life, cacophonous call, mass, command, greater, feeblemind, foe to friend, heroism, greater, joyful rapture, suggestion, mass, resonating word, vengeful outrage.

6th-Level Chaplain Spellsbear’s endurance, mass, bull’s strength, mass, brilliant inspiration, cat’s grace, mass, charm monster, mass, eagle’s splendor, mass, euphoric tranquility, fool’s forbiddance, fox’s cunning, mass, geas/quest, heal, irresistible dance, overwhelming presence, owl’s wisdom, mass, shout, greater, waves of ecstasy.

Section 15: Copyright Notice

Pure Steam Campaign Setting. Copyright 2012 ICOSA Entertainment, LLC; Author(s): Brennan Ashby.