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This Class is still in edit and should be done some time tommorow.
Priest is a class that work hand in hand with Clerics and Paladins of almost any religous order. Where there is many out there that focus more purely on the martial aspect of the defense of their gods. The Priest focus's on the health and well being of its fallowers. They are the master of healing, and the control of emotions that do not corespond well with their patron deity. With the strength of their deity behind them these individuals can bring you back from death, make you strong, faster, and smart. They will not fail you in your time of need. For failure of those who should be saved, is a failure to their deity. Able to stir those with there words, they also tend to be strong community leaders.
Making a Priest
Priest are the best healers out there which means they get there own spell group for healing, and buff. However this makes them extremely soft targets when it comes to be struck, not be able to wear anything better then light armor, and have a low fort save makes them large targets for excesive amounts of damage, and dying quickly if not guarded properly.
Abilities: Wisdom is the key stat for a priest as it dictates the amount of spells per day, the power of these spells, the bonus healing the spell gain. Con is a good stat to have with a priest as well as it helps them when they lend their own health to those around them. A high dex is also good, as these individuals do not tend to be able to wear much in the way of armor.
Races: Any Race can be a Priest.
Alignment: The Alignment of a priest is much like that of that of their deity they service, thus each priest can only be one step away from their patron deities natural alignment on either axis.
Starting Gold: 1d6×10 gp
Starting Age: Moderate
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+1||+2||Turn Undead, Hands of Healing||4||2||—||—||—||—||—||—||—|
|2nd||+1||+0||+1||+3||+1 Domain of their patron Deity||6||4||2||—||—||—||—||—||—|
|3rd||+1||+1||+2||+4||Hasten Healing, Divine Aura of Patron Deity||8||6||4||2||—||—||—||—||—||—|
|4th||+2||+1||+2||+5||+1 Domain of Patron Deity||10||8||6||4||2||—||—||—||—||—|
|5th||+2||+1||+3||+6||Healing Presence (Minor)||12||10||8||6||4||2||—||—||—||—|
|6th||+3||+2||+3||+7||+1 Domain of Minor Patron Deity||14||12||10||8||6||4||2||—||—||—|
|8th||+4||+2||+4||+9||+1 Domain of Patron Deity||18||16||14||12||10||8||6||4||2|
|10th||+5||+3||+5||+11||+1 Domain of Minor Patron Deity||22||20||18||16||14||12||10||8||6||4|
|11th||+5||+3||+ 6||+12||Healing Presence (Major)||24||22||20||18||16||14||12||10||8||6|
|12th||+6||+4||+ 6||+13||+1 Domain of Patron Deity||26||24||22||20||18||16||14||12||10||8|
|13th||+6||+4||+ 7||+14||Divine Reserecution (Minor)||28||26||24||22||20||18||16||14||12||10|
|14th||+7||+4||+7||+15||+1 Domain of Minor Patron Deity||30||28||26||24||22||20||18||16||14||12|
|15th||+7||+5||+8||+16||Divine Reserection (Major)||30||30||28||26||24||22||20||18||16||14|
|16th||+8||+5||+ 8||+17||+2 Levels to your Turn check||30||30||30||28||26||24||22||20||18||16|
Class Skills (<-number of skill points-> + Int modifier per level, ×4 at 1st level)
 Class Features
The priest is the specialist in its field, with that comes special abilities that are rare and unique to them.
All of the following are class features of the Priest.
Weapon and Armor Proficiency: Priest are proficient with all simple weapons. Priest are proficient with one type of armor (light) and with shields.
Spells: Priest's choose their spells from the following list:
0— Cure Minor Wounds, Purify Food and Drink , Virtue, Whirlwind heal (2d6 healing to all within a ten foot radius, radius grows by five feet every level to a maximum of 20 feet.), Priestly blessing (1d4 turns con buff +2), Magical blessing (1d4 rounds spell caster damage gains a x2 multiplier)
1st— Bless Water, Cure light Wounds, Hide from undead, Sanctuary, Shield of faith, Blessing of pure faith (1d8 turns con Buff +6), Spiraling healing wave ( this healing wave heals all with in range that are consider allies for a total of half there hit points), Holy wave (Heals all allies with in a twenty foot radius for 3d6 points of health, and damages all hostile targets equal to the amount you heal your allies), Life transfusion ( you can heal one target by sacrificing the hits points yourself, you can heal up to half you total hit points left, however this does subtract from your own health),
2nd—<-spells, spells, spells->
3rd—<-spells, spells, spells->
4th—<-spells, spells, spells->
5th—<-spells, spells, spells->
6th—<-spells, spells, spells->
7th—<-spells, spells, spells->
8th—<-spells, spells, spells->
9th—<-spells, spells, spells->
Hands of Healing (Ex): Once per day per level of Priest, they may preform hands of healing. Each day she can heal a total number of hit points of damage equal to her Priest level × her Charisma bonus. A priest may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using Hands of healing is a standard action.
<-extraordinary class feature-> (Ex): <-class feature game rule information->
<-extraordinary class feature-> (Ex): <-class feature game rule information->
<-psi-like class feature-> (Ps): <-class feature game rule information->
<-spell-like class feature-> (Sp): <-class feature game rule information->
<-supernatural class feature-> (Su): <-class feature game rule information->
Hands of Healing (Su): At first Level a Priest gains the ability to heal those who are injured, by placing there hands upon them and channelling the devine through them. She may do this 1 + Character Level times a day. So Amber the human Priest at level one can heal twice a day using this ability. The amount restored is equak to Priest level plus her wisdom modifer. A Priest can choose to divide her healing amongust multipule recipients, and she doesnt have to use it all at once. This actions is a standard action.
<-class feature->: <-class feature game rule information->
<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->
<-... repeat as necessary.->
 Ex-<-pluralized class name->
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions. If there are no behavior or alignment restrictions delete this section->.
 Epic <-class name->
|21st||<-any improvements to class features gained at this level, including any bonus feats->|
|22nd||<-any improvements to class features gained at this level, including any bonus feats->|
|23rd||<-any improvements to class features gained at this level, including any bonus feats->|
|24th||<-any improvements to class features gained at this level, including any bonus feats->|
|25th||<-any improvements to class features gained at this level, including any bonus feats->|
|26th||<-any improvements to class features gained at this level, including any bonus feats->|
|27th||<-any improvements to class features gained at this level, including any bonus feats->|
|28th||<-any improvements to class features gained at this level, including any bonus feats->|
|29th||<-any improvements to class features gained at this level, including any bonus feats->|
|30th||<-any improvements to class features gained at this level, including any bonus feats->|
<-number of skill points-> + Int modifier skill points per level.
<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
 <-Sample race of your choice-> <-class name-> Starting Package
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->||<-armor check penalty based on starting armor. If innapplicable put "—"->|
|<-Skill name->||<-4 for class skills and 2 for cross-class skills->||<-Abbrieviated key ability->|| <-armor check penalty based on starting armor. If innapplicable put "—"->
<-copy and paste the rows as necessary.->
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
 Campaign Information
 Playing a <-class name->
Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
Combat: <-Typical role in combat->.
Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.
 <-pluralized class name-> in the World
|“||<-Some quote from a character of this class->||”|
|—<-NPC name->, <-race-> <-class->|
<-Where characters of this class fit in a d20 world.->
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
 <-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|
 <-pluralized class name-> in the Game
<-How characters of this class fit in the game (PC and NPC) and what roles they play.->
Adaptation: <-Possible variant conceptions of this class.->.
Sample Encounter: <-DM placement for NPCs of this class.->.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.