Favored Class Bonuses These races make particularly good potentialists Aasimar: Add a +1/2 bonus on Escape Artist checks Astomoi: Add +1-ft to the distance traveled with unmoving In combat this option has no effect unless the potentialist has selected it five times (or another increment of five) This bonus stacks with the potentialist’s unmoving class feature and applies under the same conditions as that feature Dwarf: Add a +1/2 bonus to capacity damage (max +5) Ghoran: Gain +1/6 of a new latent talent Half-Dwarf*: Add +1/3 to initiative checks (max +5) This bonus does not stack with Improved Initiative Lashunta: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude Oread: Add a +1/2 bonus to capacity damage (max +5) Priest of Volwryn A penitent hero, forever balancing the light with the darkness The power to heal is not only the gods’ to give Beings from beyond the stars can mend wounds as easily as some bauble placed around one’s neck All they ask is obedience and an absolute dedication to one form of power or the other The priests of volwryn have learned to balance the power of those distant entities, using their gifts to bring equal ruin and recovery to the field of battle On their homeworld, some of these priests would act as saviors, speakers of the good that could be found in blessed light Others would spit and preach only of the greater darkness that would consume everything if not for them offering it scraps The priest of volwryn class is a hybrid of the cleric and the gunslinger As members of a class of volwryn, priests learn how to dance between power structures, utilizing a specific set of options that best suit them at any given point in the day Role: A priest of volwryn often begins his training as a protector of his allies, but the dangers of the world can turn some into righteous wielders of shadow and death, while others dive deeper into the healing power of their vaunted light Alignment: Any, but see Gift of Volwryn below Hit Die: d6 Parent Classes: Cleric and gunslinger Starting Wealth: 4d6 x 10 gp (average 140 gp) Class Skills The priest of volwryn’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int) Skill Ranks per Level: + Int modifier Class Features 70 All of the following are class features of the priest of volwryn Chaotic, Evil, Good, and Lawful Spells A priest of volwryn can only cast unaligned spells and spells that share his alignment Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions In addition, the following spells gain the listed alignment when cast by a priest of volwryn When new spells become available, the GM has final say on whether they fit into one of these alignments Chaotic: Illusion spells Spells with the cold or electricity descriptors Evil: Necromancy spells Spells with the darkness, death, disease, or fear descriptors Good: Conjuration (healing) spells, except for breath of life, resurrection, and true resurrection Lawful: Abjuration spells Spells with the air or fire descriptors Weapon and Armor Proficiency: Priests of volwryn are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield Aura (Ex): A priest of volwryn’s aura shifts between alignments when he changes his gift of volwryn (see below) Spells (Ex): A priest of volwryn casts divine spells which are drawn from the cleric spell list His current alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells A priest of volwryn must choose and prepare his spells in advance To prepare or cast a spell, the priest must have a Wisdom score equal to at least 10 + the spell level The Difficulty Class for a saving throw against a priest’s spell is 10 + the spell level + the priest’s Wisdom modifier Like other spellcasters, a priest of volwryn can cast only a certain number of spells of each spell level per day His base daily spell allotment is given on Table: Priest of Volwryn In addition, he receives bonus spells per day if he has a high Wisdom score Priests meditate or pray for their spells Each priest must choose a time at which he must spend hour each day in quiet contemplation or supplication to regain his daily allotment of spells Time spent resting has no effect on whether a priest can prepare spells A priest may prepare and cast any spell on the priest spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation Orisons: Priests of volwryn can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Priest of Volwryn under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again Faith (Su): A priest of volwryn makes his mark upon the world with smart use of his faith All priests of volwryn have faith In game terms, faith is a fluctuating measure of the priest’s ability to perform minor miracles in combat At the start of each day, a priest of volwryn gains a number of faith points equal to his Intelligence modifier (minimum 1) His faith goes