Ordained priests are characters who are formally appointed to work in the service of a faith, a sect, or a system of worship. Although some are devout wielders of divine power, many have no magical abilities at all; the term "ordained priest” in this context means someone who holds the social position or occupation of being an ordained official of the faith. For example, typical village priests have no powers comparable to the attack and utility prayers of adventuring clerics. They hold a different sort of power: the deference of their neighbors, the trust of the authorities, and the respect of the great majority of the citizenry who rely on their counsel and good judgment. Ordained priests might serve as teachers, soldiers, confessors, advisors, students, magistrates, or powerful rulers, but whatever their role in society, they inspire and influence ordinary people to live up to the standards of their faith.
Ordained priests enjoy a bewildering variety of preferred titles. Depending on the land in which they’re found and the faith to which they belong, they might be known as curates, elders, friars, imams, lamas, prelates, shepherds, rectors, or vicars. In some realms, temples are huge, powerful states within the nation, ruling over wide estates guarded by armies of temple guards. Ordained priests in rich, influential hierarchies such as these might have duties or titles that have little to do with ministering to commoners, and instead they could wield authority as judges, lawkeepers, and bureaucrats. However, most faiths in the mortal world are smaller organizations that rarely have much influence outside their own realm or kingdom. Ordained Priest Starting Feature (1st level)
: Choose smiting symbol or shining symbol. You gain that power. Ordained Priest Level 5 Feature (5th level)
: You gain a +2 power bonus to Religion checks and Insight checks. Ordained Priest Level 10 Feature (10th level)
: While adjacent to you, your allies gain a +1 power bonus to saving throws.
Ordained Priest Attack Shining Symbol
Your holy symbol gleams with a brilliant radiance, searing your foes and dazzling them for a short time.
Encounter Divine, Implement, Radiant
Standard Action Close blast 3
Target: Each enemy in the blast
Attack: Highest ability modifier vs. Will
Hit: 1d8 + highest ability modifier radiant damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Level 11: 2d8 + highest ability modifier radiant damage.
Level 21: 3d8 + highest ability modifier radiant damage.
Ordained Priest Attack Smiting Symbol
The power of your deity shields a nearby ally while you smite the foe.
Encounter Divine, Weapon
Standard Action Melee weapon
Target: One enemy
Attack: Highest ability modifier vs. AC
Hit: 1[W] + highest ability modifier damage.
Effect: Choose one ally within 3 squares of you. That ally gains a +2 bonus to all defenses until the end of your next turn. He or she also gains temporary hit points equal to 3 + one-half your level.
Level 11: 2[W] + highest ability modifier damage.
Level 21: 3[W] + highest ability modifier damage.
Ordained Priest Utility 2Word of Comfort
You recite a verse offering a prayer of comfort and endurance in the face of adversity.
Daily Divine, Healing
Standard Action Close burst 2
Target: You and each ally in the burst
Effect: Each target can make a saving throw. In addition, each target regains 5 hit points, or 10 hit points if he or she is bloodied.
Ordained Priest Utility 6Word of Protection
You protect yourself and nearby allies with a prayer of peace.
Standard Action Close burst 3
Target: You and each ally in the burst
Effect: Each target gains a +5 power bonus to all defenses until the end of your next turn. If any target makes an attack, the effect ends for all targets.
Sustain Standard: The effect persists until the end of your next turn.
Ordained Priest Utility 10Sanctifying Word
Your prayer sanctifies the ground on which you stand, protecting allies and daunting foes that dare to approach.
Daily Divine, Radiant, Zone
Standard Action Close burst 1
Effect: The burst creates a zone that lasts until the end of your next turn. While in the zone, each ally gains a +2 bonus to all defenses and adds 5 to his or her healing surge value. Any undead creature that ends its turn in the zone takes 5 radiant damage.
Sustain Minor: The zone persists until the end of your next turn.
Published in Dragon Magazine 399.