Chapter 1 - Class - Character Kits - Priest Kits
Peasant Priest
Note: This kit is taken from the book Complete Priest's Handbook.
The Peasant Priest is the antithesis of the Nobleman Priest above. He's a
champion of the common man, and prefers serving the commoner to any association with
nobles. He has taken a vow of poverty; he believes he should sacrifice his worldly goods
to the glory of his deity.
Note that the Peasant Priest need not have been born a peasant; he could have been
born a nobleman and later abandoned that lifestyle and the privileges of his class.
There are no ability-score requirements to be a Peasant Priest.
There are no special rules for abandonment of this kit.
Barred: Priests of the following gods, forces, and philosophies may not take this kit:
Evil, Good, Prosperity.
Role: In the campaign, the Peasant Priest devotes himself to the needs of the common
man. If he's part of an adventuring party, he won't support any plans which endanger or
exploit the peasants or serfs, and will try to recommend plans which advantage them.
(For example, if the party wants to use the locals to help lure the dragon out of its cave,
so that the locals will be the first ones flamed and eaten, the priest will object. But if the
locals are to be along as support troops, and have information and chances of success and
survival at least equal to the player-characters', he won't have any such objection.) He'll
insist that treasures be shared with the locals of the area where the treasure was found.
(Assuming that the treasure is split into even shares among party members, he'll insist
that the local peasant community receive two shares, for example.) In a greedy or tightfisted party, the party might refuse his requests, which doesn't mean the priest has to
attack them or steal from them... but this will inevitably result in the priest becoming
disillusioned with the party.
Secondary Skills: The player may choose his priest's secondary skill.
Weapon Proficiencies: The player may choose his character's weapon proficiencies,
subject to the limitations of the priest's actual priest-class. The DM may insist that the
character start out the campaign only with proficiencies appropriate to a peasant, such as
short sword, spear, bow, footman's weapons and the like; long swords (and bigger
blades), horseman's weapons, exotic polearms, lances, tridents and the like are not. This
should only be a restriction when the character is first created; afterwards, he can learn
any weapon his priest-class allows him.
Nonweapon Proficiencies: Bonus Proficiencies: Agriculture or Fishing (player
choice), Weather Sense or Animal Lore (player choice). Recommended: Any of the
General proficiencies.
Equipment: The Peasant Priest has restrictions on the way he spends his money. Other
than weapons, with which he has no monetary limitation, he may own only one object
worth as much as 15 gp, and other than that one object may own nothing worth more than
10 gp. He may never own more than 75 gp worth of (non-weapon) property at any one
time. If he receives money or gifts which put him above that limit, he must give away
money and possessions until once again he is within the 75 gp limitation.
Special Benefits: The Peasant Priest always has shelter when he's in his own
community; his own people will shelter him even from the land's rightful authorities.
Among peasants of other communities, he cannot count on this benefit, but he receives a+2 reaction adjustment from all peasants.
Special Hindrances: The Peasant Hero's great limitation is described above under
"Equipment."
Wealth Options: The Peasant Priest gets the standard 3d6x10 gp starting money. Of
the money he receives, no more than 75 gp may be spent on goods other than weapons.
Races: No special limitation.