Chapter 1 - Class - Character Kits - Priest Kits
Outlaw Priest
Note: This kit is taken from the Complete Priest's Handbook.
This priest has decided to become part of some sort of outlaw community
and serve that community's religious needs. The trouble is, for the character to take this
kit, this group or community must be sufficiently outlawed that the priesthood in question
does not approve of it. Alternatively, the priest may have decided that the god's
priesthood is not serving him in an appropriate way, and he will have decided to create
his own priestly order serving the same god. In this case, too, the regular priesthood does
not approve of him. In either case, the priest must believe that he is still serving the god
in a fashion that the god approves of. (The DM, obviously, must agree.)
Friar Tuck, the cleric who tended to Robin Hood's Merry Men, is the classic example
of this type of priest.
This priest, in the pursuit of his duties, is opposed by other priests serving the same
god. In addition, if he's identified himself with an outlaw or pirate band, he'll be wanted
by the authorities as a member of that band.
There are no special ability-score requirements to be an Outlaw Priest.
A priest abandons this kit by leaving the outlaw band or opposing/disbanding the new
religious order, whichever is pertinent. Additionally, by role-playing in the campaign, he
must answer all the charges pressed against him by the authorities (he might do this by
being tried and going to prison for a time, or paying reparations, or accepting tasks of
penance from his temple); if he does not, he will continue to be opposed by his temple
and wanted by the authorities.
Barred: Priests of the gods of Community may not take this kit. Priests of no
Philosophy or Force may take this kit. (They can associate themselves with pirate or
outlaw bands, but there is no censure within their orders because of it, and therefore no
disadvantage to belonging to such a band.)
Role: This sort of priest has one of two roles, depending on the situation.
Secondary Skills: The priest can choose his own secondary skill. If he's part of a
pirate band, he may wish to choose Sailor, Shipwright or Navigator. If he's part of a
land-bound outlaw band, he might choose Forester, Hunter, or Trapper/Furrier. He may
decide on none of these and make a decision based on his life before he entered the
priesthood.
Weapon Proficiencies: Required: None. Recommended: If Pirate, cutlass*, belaying
pin*, bill. If Outlaw, weapon choices appropriate for the outlaw band. (The "*" symbol
refers to weapons introduced in The Complete Fighter's Handbook.)
Nonweapon Proficiencies: Bonus Proficiency: Religion.
*Recommended Proficiencies (Pirate Priest): Pirate's Bonus Proficiencies: (General) Rope Use, Seamanship, Swimming, Weather Sense, (Warrior, double slots unless priest-class dictates otherwise) Navigation, (Priest) Engineering (for shipbuilding), Reading/Writing (for mapmaking), (Rogue, double slots unless priest-class dictates otherwise) Appraising, Set Snares (in association with Rope Use skill), Tightrope Walking, Tumbling, (Wizard, double slots unless priest-class dictates otherwise), Engineering (for shipbuilding), Reading/Writing (for mapmaking).
*Recommended Proficiencies (Outlaw Priest): (General) Direction Sense, FireBuilding, Riding (Land-Based), (Warrior, double slots unless priest-class dictates
otherwise) Animal Lore, Bowyer/Fletcher, Endurance, Hunting, Running, Set Snares,
Survival, Tracking, (Priest) Healing, Herbalism, Local History, (Rogue, double slots
unless priest-class dictates otherwise) Disguise.
Equipment: No restrictions. Within the context of the campaign, if this is a pirate or
outlaw band, it's a bad idea to wear metal armor (banded, brigandine, bronze plate, chain,
field plate, full plate, plate mail, and ring mail). Metal armor drags pirates down to their
deaths when they fall overboard; and it's noisy when worn by outlaws trying to ambush
their prey. But this is just a factor the DM needs to remember, not a restriction on the kit.
Special Benefits: The main benefit of this kit is that the priest does not have any
superiors. He takes orders from no superior religious authority (unless the god himself
chooses to issue some).
Special Hindrances: The outlaw priest is opposed by the normal priestly order serving
his god. When they hear of his plans, they try to thwart them (break up religious
meetings, disrupt building of his temple, etc.). This priest never gets to build a temple at
cut-rate prices; he must always spend the whole amount to build his temple. (If he ever
abandons his kit, the regular priesthood may accept his temple as one belonging to the
priesthood, but will never recompense him half the money it took to build it.) If the
outlaw priest is part of an outlaw or pirate band, he is sought by the same authorities that
seek that band, and will pay the same penalties under the law as they do if he is caught.
Wealth Options: Outlaw priests get the standard 3d6x10 gp for starting gold.
Races: No special restrictions.