Good (Philosophy)
Just as evil thoughts and deeds create evil energies (see Evil, p. 57), good thoughts and deeds create good energies, resulting in priests
of the philosophy of Good.
The goal of these priests is to counter the spread of evil throughout the
universe. They work primarily to anticipate the deeds of evil beings, head them
off, and counter them whenever possible. They may or may not believe in Law; some
of them, chaotic good priests, break all sorts of laws and restrictions of
society in order to realize their good intentions.
The priests of this philosophy are on good terms with the priests of Divinity
of Mankind, Everything, Peace, Race, Redemption, and Wisdom. The priests of
this philosophy especially dislike the priests of Evil.
Alignment: This philosophy is good. Its priest may be of any good alignment (chaotic
good, neutral good, and lawful good); they all belong to the same sect, so the
chaotics, neutrals, and lawfuls must all get along together. The flock may be of
any good alignment.
Minimum Ability Scores: Wisdom 9. Wisdom 16 means +10% experience.
Races Allowed: Dwarves, elves, gnomes, half-elves, halflings, humans.
Nonweapon and Weapon Proficiencies: Nonweapon Proficiencies Required: Religion. Nonweapon Proficiencies
Recommended: Reading/Writing. Weapon Proficiencies Required: None. Nonweapon Proficiency
Group Crossovers: Priest, General, Warrior.
Duties of the Priest: Guidance, Marriage. Missions: Priests of this philosophy spend most of their
lives in ongoing missions against priests of the philosophy of evil, not to
mention the plots of evil men, priests of the god of disease, etc.
Weapon and Armor Restrictions: Weapons Permitted: Bows (all), dagger/dirk, hand/throwing axe, javelin,
knife, lasso, polearm, spear, staff sling, stiletto, swords (all). Armor Permitted:
All armor and shields. Oriental Campaigns: Also daikyu, katana, wakizashi. All
together, these constitute Good combat abilities.
Other Limitations: None.
Spheres of Influence: Major Access to All, Healing, Protection. Minor Access to Charm, Divination.
Powers: The priest can cast the detect evil spell three times per day in addition to all other spells. Turn Undead (same as the Cleric ability). Permanent +1 to hit and damage vs. all evil enemies, above and beyond all other bonuses.
Followers and Strongholds: The followers are received at 9th level, and consist of one third-level
priest and two first-level priests of the same order, plus one fifth-level paladin,
three third-level paladins, and six first-level paladins to act as soldiers,
and one third-level mage and two first-level mages to act as special agents; the
priests and mages will be of the exact same alignment as the priest they
follow, while the paladins will automatically be lawful good. The priest may take the
following on adventures: One priest, two paladins, and one mage of his choice.
The priesthood will pay for half of the cost of stronghold construction at 9th
level. Such strongholds are often built with hospitals and libraries as part
of their construction, but this is not a requirement of the order.
Possible Symbols: Ray of light, Ankh.
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