Optional Limitations

By choosing limitations, a priest character can gain extra character points to select class abilities, thus balancing out any “overspending” in the previous step. For example, if a priest selected abilities totalling 135 CPs, he would be 15 CPs over the normal limit of 120, so he would have to select 15 CPs of limitations to pay for his additional abilities.

If a priest character begins with a standard package (i.e., the player chooses to begin with a cleric, crusader, druid, monk, or shaman), he can add new abilities by taking limitations on a one-for-one basis. For example, a standard cleric with the wizardly priest advantage must come up with 25 points of limitations to balance the 25-point ability. The available limitations are as follows:

Armor restriction (5+): The priest is limited in his choice of armor. As a 5-point limitation, the priest is restricted to chain mail or lighter armor; for 10 points, he is limited to studded leather or lighter armor; and for 15 points, the priest may not wear any armor at all.

Awkward casting method (5): Spells cast by the priest are unusually obvious—the priest may be surrounded by a glowing halo of divine light, he may have to invoke his deity’s power with peals of thunder and tremors in the ground, or some sensation (fear, cold, elation) may be noticed by anyone nearby. Any intelligent creature in earshot automatically notices the priest’s spellcasting, even if they weren’t paying attention to him before. Casting spells from ambush or without being observed is nearly impossible with this limitation.

Behavior/taboo (2): The priest’s religion has an unusual code of behavior or conduct that may hinder him in certain situations. For example, a priest may be required to speak a ten-minute prayer every time he crosses a river, which could be very inconvenient if he was being pursued. Another priest might be required to use cure spells on anyone in need, expending spells on strangers or NPCs instead of his companions. A priest who violates his behavior guideline loses access to his spells and must perform some appropriate penance for his failing.

Ceremony/observance (5): The priest’s faith demands the observance of a special event or ceremony every day, such as a prayer at sunrise, a small sacrifice or libation performed in a certain way, or a lengthy atonement for the day’s thoughts and actions. The priest must drop whatever he is doing to perform the ceremony; there are no excuses for missing it. A priest who skips the ceremony may lose his memorized spells or suffer some other sign of his deity’s disfavor until he finds a way to atone.

Difficult spell acquisition (5): The priest’s deity is particularly demanding about granting spells, and the priest can pray for spells only in very specific circumstances. For example, the priest might only be able to gain spells in a temple of his deity, he might have to wait for certain celestial alignments or phases of the moon, or he might be required to fast and pray for a minimum of three days before gaining spells. In general, this limitation should make it hard for the priest to gain spells while traveling or adventuring.

Fanaticism (5): A priest with this limitation comes from an intolerant faith. Followers of other powers must convert or forfeit their lives. The priest absolutely refuses to accept any companion who does not worship the power he represents and suffers a –4 reaction adjustment with any NPCs not of his faith—the priest can’t hide his contempt for nonbelievers.

Hazardous spells (10): Channeling the power of a deity can be dangerous, and a priest with this limitation can sustain harmful side-effects from casting spells. The priest might suffer 1 point of damage per spell level when he casts a spell, with a saving throw vs. breath weapon for half damage. Another option would be a chance (5% per spell level, –2% per character level, minimum 1%) of losing all spells in memory and being feebleminded for 1d3 days.

Limited magical item use (5+): The priest is banned from using certain types of magical items. For each category of magical item he cannot use, he gains a 5-point limitation. The categories are: potions, oils, and scrolls; rings; rods, staves, and wands; miscellaneous magic; and weapons and armor.

Limited spell selection (5): The prayers required to petition the priest’s deity for spells are extremely complex. In fact, they are as complex as a wizard’s spells, and as a result the priest is required to build a “spell book” of priest spells. First, this limits the priest to a maximum number of spells per level, as indicated by his Intelligence score. Secondly, the priest must make a learn spells roll in order to add a new spell to his selection; if the priest fails to learn a spell, he may not try to learn it again until he gains another level.

Reduced hit points (10/20): A priest with this limitation uses a smaller Hit Die than normal. For 10 points, the priest uses a d6 Hit Die; for 20 points, the priest uses a d4 Hit Die.

Reduced spell progression (15): A priest with this restriction memorizes one less spell of each level than normal; a 1st-level priest gains 0 1st-level spells instead of 1, and so on. If the priest’s spell allocation for any given level is reduced to 0 by this limitation (like the 1st-level priest above), he gains no bonus spells for an exceptional Wisdom score for that character level.

Slower casting times (5): The priest’s spells are unusually long-winded; all casting times are increased by 3. A casting time of one round or longer is simply doubled.

Talisman/symbol (8): The priest’s spell powers are focused through one specific talisman or holy symbol. Without this symbol, he is incapable of casting spells. If his talisman is destroyed or stolen with no hope of recovery, he may create a new one with 1d4 weeks of prayer, meditation, and fasting in his home temple.

Weapon restriction (5/15): Unless otherwise stated, a priest character has access to the cleric’s weapon selection of any Type B weapon. A priest with this limitation is further restricted to the staff, club, war hammer, horseman’s mace, and horseman’s flail. For 15 points, the priest is not allowed to gain proficiency in any weapon.

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