Two fold is the purpose of the Chaplain. While they serve as the voice of their god to inspire those to greater deeds, they also tend to the dying and minister the wounded. The Chaplain is a sturdy warrior who is able to lead by example and teach those around him to better serve their Lord.

To qualify to become a Chaplain, a character must fulfill all the following criteria:

3 Ranks; Knowledge – Religion
5 Ranks; Heal

Skill Focus – Heal

Class Skills
The Chaplain’s class skills (and the ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Jump (Str), Knowledge-Religion (Int), Listen (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str) and Tumble (Dex)

Skill Points at Each Level
4 + Int Modifier

HD: 1d8

lvl BAB Fort Refl Will Class Feature
1 +1 +2 +0 +2 Channel Energy, Combat Medic, Prayer
2 +2 +3 +0 +3 Gift of Resurgence
3 +3 +3 +1 +3 Battle Presence
4 +4 +4 +1 +4 Chirurgery
5 +5 +4 +1 +4 Battle Sermon

Class Features
All of the following are Class Features of the Chaplain prestige class.

Weapon and Armor Proficiency
A Chaplain is proficient with all simple and martial weapons, all types of armor, and shields.

Channel Energy (Su): Though you do not gain the ability to Channel Energy if you do not otherwise possess that ability, your levels in Chaplain do stack with other levels used to determine your Channel Energy feature. On any round in which you use Resurgence or Prayer, you can also use one of your standard daily allotted Channel Energy to include those effects as apart of the action. If you do not have access to Channel Energy or have no more daily allotted uses of the Channel Energy feature, other Chaplain Class Features are enhanced.

Combat Medic (Ex): You gain a Competence Bonus on your Heal Skill Checks equal to your Chaplain Character Class. You do not provoke an Attack of Opportunity while using the Heal Skill. You gain a Dodge Bonus to your Armor Class equal to your Chaplain Character Class on any round in which you use the Heal Skill, Resurgence, or Prayer.

Prayer (Su): Beginning at 1st level, you have the ability to inspire your allies with a Prayer. As a Standard Action, you cause all allies within 60’ which share a common language to benefit from a +2 Bonus on Attacks, Damage, and Saves. The type of Bonus granted is based on your Alignment (Sacred or Profane). This bonus lasts for 1 minute per Class Level. If you are unable to Channel Energy normally, your Prayer also grants your allies Damage Reduction 5/Alignment and the ability to bypass Damage Reduction opposed to the Damage Reduction obtained, which matches the primary alignment component and Bonus Type (Sacred-Good; Profane-Evil; etc).

Gift of Resurgence (Su): As a full-round action, you can negate 50% of current HP and Ability Score Damage/Drain on another target. You can grant a Gift of Resurgence to any one creature, once per day. If you are not able to Channel Energy normally, you also grant the recipient Temporary Hit Points equal to 5 per Class Level.

Battle Presence (Su): You are immune to Fear and similar related effects. Your presence on the battlefield bolsters the morale of those around you. Anytime you or another ally provides a Morale Bonus which you benefit from, the benefits applied are ‘Empowered’ granting half-again the benefits of the base effect. If you are unable to Channel Energy, you grant a +4 morale bonus vs. Fear effects in a 10’ radius around you.

Chirurgery (Ex): Your Heal Skill enables you to increase your impact on the wounded you treat as follows:
– Long-Term Care; You Triple the Rate of Return listed for Long-Term Care
– Quicken Recovery; Epic Skill Usage – DC30
– Treat Disease; You provide your Class Level & WIS Modifier as a bonus on the Save
– Treat Poison; You provide your Class Level & WIS Modifier as a bonus on the Save

Battle Sermon (Su): Your Prayers are considerably more powerful in scope and impact on those that hear you preach. Your Prayer Class Feature lasts for 10 minutes per level and provides those affected with a +4 (Sacred or Profane) Bonus on CON and WIS Ability Scores, providing +2 on Fort and Will Saves and an additional 2HP per HD Temporary HP which are deducted first; among other effects of increased Ability Scores.


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