Devoted to powers and philosophies of the divine, the servants of organized religion live as their faith dictates and seek to spread the tenets of their beliefs to all with spirits that want and ears ready to listen. Whether in glorious temples, cathedrals, or mosques of widespread religions or the secretive sanctuaries of cults, mysteries, and esoteric orders, those of the faith provide a variety of services both to the faithful and those with the gold to further glorify their beliefs.

Acolyte CR 1/2

XP 200

Human cleric 1

LN Medium humanoid

Init +0; Senses Perception +2


AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)

hp 5 (1d8+1)

Fort +3, Ref +0, Will +4


Speed 20 ft.

Melee shortspear +1 (1d6+1)

Ranged shortspear +0 (1d6+1)

Special Attacks channel positive energy 7/day (DC 12, 1d6)

Domain Spell-Like Abilities (CL 1st; concentration +3)

5/day—rebuke death, touch of law

Cleric Spells Prepared (CL 1st; concentration +3)

1st—bless, command (DC 13), cure light woundsD

0 (at will)—guidance, resistance, virtue

D domain spell; Domains Healing, Law


Str 12, Dex 10, Con 13, Int 10, Wis 15, Cha 14

Base Atk +0; CMB +1; CMD 11

Feats Extra Channel, Selective Channeling

Skills Diplomacy +6, Heal +8, Knowledge (religion) +4, Sense Motive +6

Languages Common

Combat Gear scroll of protection from chaos, scroll of sanctuary; Other Gear scale mail, heavy wooden shield, shortspears (2), healer's kit, silver holy symbol

Boon An acolyte can tend a character's wounds or provide a free wooden holy symbol or sacred tract (granting a +2 circumstance bonus on Knowledge [religion] checks about the acolyte's faith). An acolyte can also make holy water for PCs at a 20% discount.

An acolyte is a priest in training, often a callow youth fresh from the cloisters, loaded with zeal but not much practiced in proselytism. They are found in temples and monasteries throughout the world, and their enthusiasm and devotion makes them eager to take up arms and armor to defend their faith and flocks.

Acolytes of different faiths can be easily created by simply changing their domains, spells, armor, or weapons. Evil acolytes might have the Death and Evil domains, for example, and channel negative energy instead. An acolyte of nature could have the Animal and Plant domains, and wear leather armor.

Acolytes can be temple caretakers or messengers, attendants at small roadside shrines and chapels, or assistants to more experienced priests. A pair of acolytes may accompany a temple guard (CR 3), a pilgrim (CR 4), or a medium (CR 5).

Priest CR 8

XP 4,800

Human cleric 9

LN Medium humanoid

Init +1; Senses Perception +8


AC 26, touch 11, flat-footed 25 (+11 armor, +1 Dex, +4 shield)

hp 70 (9d8+30)

Fort +9, Ref +5, Will +11


Speed 20 ft.

Melee +1 merciful morningstar +9/+4 (1d8+3 plus 1d6 nonlethal) or dagger +8/+3 (1d4+2/19–20)

Ranged mwk light crossbow +8 (1d8/19–20) or

dagger +7 (1d4+2/19–20)

Special Attacks channel positive energy 5/day (DC 14, 5d6), staff of order (4 rounds, 1/day)

Domain Spell-Like Abilities (CL 9th, concentration +13)

7/day—rebuke death, touch of law

Cleric Spells Prepared (CL 9th, concentration +13)

5th—breath of lifeD, righteous might

4th—air walk, freedom of movement, order's wrathD (DC 18), spell immunity

3rd—daylight, dispel magic, magic circle against chaosD, prayer, searing light

2nd—aid, bull's strength, cure moderate woundsD, delay poison, spiritual weapon, status

1st—bless, detect chaos, divine favor (2), protection from chaosD, shield of faith

0 (at will)—create water, detect magic, detect poison, stabilize

D domain spell; Domains Healing, Law


Str 14, Dex 12, Con 14, Int 8, Wis 18, Cha 10

Base Atk +6; CMB +8; CMD 19

Feats Armor Proficiency (heavy), Craft Magic Arms and Armor, Extra Channel, Shield Focus, Toughness, Vital Strike

Skills Diplomacy +5, Heal +10, Knowledge (religion) +10, Perception +8, Sense Motive +8, Spellcraft +11

Languages Common

SQ healer's blessing

Gear +2 full plate, +2 heavy wooden shield, +1 merciful morningstar, masterwork light crossbow with 10 bolts, dagger, cloak of resistance +1, healer's kit

Boon A priest can accompany PCs or send a patrol of four temple guards to assist them for up to 3 days. She can also craft magical arms and armor at a 10% discount.

A priest is a leader within his church, spreading the faith by any means necessary, even through conversion at swordpoint when argument fails. A priest can be a crusader, warpriest, or divine champion. A priest might be advisor to a noble (CR 10), or travel with a retinue of a dozen temple guards (CR 10).

High Priest CR 12

XP 19,200

Human cleric 13

LN Medium humanoid

Init +0; Senses Perception +15


AC 15, touch 10, flat-footed 15 (+3 armor, +2 shield)

hp 90 (13d8+32)

Fort +13, Ref +7, Will +18

Defensive Abilities unity (2/day)


Speed 30 ft.

Melee dagger +8 (1d4–1/19–20)

Ranged light crossbow +9 (1d8/19–20)

Special Attacks channel positive energy 5/day (DC 18, 7d6)

Domain Spell-Like Abilities (CL 13th; concentration +20)

10/day—calming touch, inspiring word (6 rounds)

Cleric Spells Prepared (CL 13th; concentration +20)

7th—dictum (DC 24), repulsionD (DC 24), summon monster VII

6th—banishment (DC 23), heal, heroes' feastD, word of recall

5th—breath of life, flame strike (DC 22), summon monster V, telepathic bondD, true seeing

4th—air walk, dimensional anchor, discern liesD, greater magic weapon, order's wrath (DC 21), tongues

3rd—create food and water, dispel magic, magic vestmentD (2), prayer, protection from energy, searing light

2nd—aid, calm emotions (DC 19), enthrallD (DC 19), hold person (DC 19), sound burst (DC 19), spiritual weapon, status

1st—command (DC 18), comprehend languages, divine favorD, hide from undead (DC 18), protection from chaos, sanctuary (DC 18), shield of faith

0 (at will)—detect magic, guidance, light, read magic

D domain spell; Domains Community, Nobility


Str 8, Dex 10, Con 15, Int 12, Wis 24, Cha 14

Base Atk +9; CMB +8; CMD 18

Feats Augment Summoning, Craft Rod, Craft Wand, Craft Wondrous Item, Leadership, Selective Channeling, Spell Focus (conjuration), Spell Penetration, Turn Undead

Skills Diplomacy +11, Heal +11, Knowledge (arcana) +6, Knowledge (local) +10, Knowledge (nobility) +10, Knowledge (religion) +16, Linguistics +10, Perception +15, Sense Motive +15, Spellcraft +16

Languages Aquan, Auran, Celestial, Common, Ignan, Infernal, Sylvan, Terran

Combat Gear lesser metamagic rods (extend, silent), wand of eagle's splendor (50 charges), wand of silence (50 charges); Other Gear masterwork studded leather, +1 buckler, cold iron dagger, light crossbow with 10 cold iron bolts, belt of mighty constitution +2, cloak of resistance +3, eyes of the eagle, headband of inspired wisdom +4, incense of meditation

Boon A high priest may cast a spell at no cost (except for material components) or craft a magical item at a 10% discount. He may also be able to secure the PCs an audience with a ruler.