Pueblo priests in D&D 3E (adapted from the City of Gold 2E module) GENERAL Pueblo priests follow the druid progression for spells, saving throws, Hit Dice, attack bonuses, and skill points. Pueblo priests are proficient with light armor and simple weapons. (Pueblo priests can gain proficiency in heavier armors, but since the Azuposi do not have heavy armor, Azuposi characters must spend feats in order to gain further armor proficiency.) SPECIAL HINDRANCES Pueblo priests' vows forbid them from using slashing/piercing weapons, regardless of proficiency. Pueblo priests are responsible for providing their communities with guidance, advice, magical aid, and storytelling. They may only shirk these duties (e.g. go adventuring) with the permission of their superiors. CLASS SKILLS The following are class skills for the Pueblo Priest class: Concentration Craft Diplomacy Heal Knowledge(folklore) Knowledge(nature) Perform Profession Spellcraft Wilderness Lore [Note: Folklore knowledge is a combination of arcana and religion, touching on ancient history, creation myths, legendary creatures, and the various inhabitants of the spirit world, including deities that figure prominently in folklore. 5 ranks in Knowledge(folklore) grants a +2 synergy bonus to Perform(storytelling) checks.] OTHER Pueblo priests have their own spell list (see accompanying document). Pueblo priests do not gain druid class abilities. Instead, they gain the "talismanic magic" class feature, common to all Azuposi priests. TALISMANIC MAGIC At each level, the priest can select a single spell he can cast, and attempt to make a talisman that will enhance the power of that spell. Each talisman has a numeric level and is associated with a particular spell. If that spell is one whose effect depends on level, the talisman enhances the effective caster level of that spell when cast, by an amount equal to the talisman's level. If the spell does not depend on level, the talisman level instead is applied to the DC of the spell's saving throw. Talismanic bonuses do not apply to spell resistance checks. To create a talisman, the priest must make a Craft check. (He may not take 10 or 20 on this check.) The level of the talisman is equivalent to the check result minus 10, or the priest's caster level, whichever is lower. If the resulting number is less than 1, the attempt fails completely. Only one talisman crafting attempt can be made per level. Multiple talismans can be made for a single spell, but they do not stack. Talismans must be used as spell foci for their benefits to be received, so it is recommended that they be small and portable. Other than this restriction, a talisman can be any object that the priest can craft with his own hands.