PRIEST-CLERIC KIT Pacifist Description: Pacifists believe in the sanctity of all intelligent life, believing that through kindness and compassion the world can be made a better place for all to live. They generally accept a life of hardship, poverty, and self-sacrifice, giving aid, both spiritual and physical, and instruction to those who desire or need it. Pacifists seek to decrease strife and promote harmony and caring. They believe that true peace can only come from within and cannot be imposed on others by force; it must be reached through thought and meditation, and they seek to teach those whom they meet to follow the way of peace. Pacifists always seek to nurture and aid and not to restrict or punish; they may defend, but they never take punitive action. A Pacifist does not totally oppose others who do harm when necessary--after all, even animal kill for food. However, a Pacifist will never harm any intelligent creature him- or herself and will always encourage companions to use the minimum required force when they do apply violence. They insist that surrender be offered to foes before attacking them, letting fleeing enemies get away if they are unlikely to be a menace again, and so on. They often travel to areas of conflict and attempt to serve as mediators in long-standing disagreements that have led to violent acts. They listen to both sides and try to find a middle ground without polarizing the issues through over statements of moral judgment. They prefer to find resolutions that get at the heart of a problem and solve it permanently so that once dealt with it does not flare up again. Pacifists can be of any race except half-ogre and have the standard Wisdom requirement for Clerics. A Pacifist cannot be of evil alignment. Weapons & Armor: A Pacifist cannot wear armor or use shields, as such would be seen as an implication of hostile intent or mistrust of others. Pacifists can only become proficient in one weapon, and it must always be the staff (which is usually only used for parrying). Special Benefits: Pacifists gain the usual spell spheres allowed by their deity, and in addition they always gain major access to the Charm sphere. Pacifists also may use all granted powers associated with their deity, including the power to turn (but never command) undead. In addition, Pacifists are so dedicated to the cause of alleviating suffering that they gain a +4 bonus to saves vs. pain and stunning and a +2 bonus to other saves involving physical damage. Pacifists also have an array of special benefits that they use in promulgating their message of peace in the name of their deity: Ceremony: As a typical Cleric, though it should be noted that Pacifists never deliver special vows for military purposes. Church Affiliation: As a typical Cleric, save that a Pacifist will never build a fortified citadel (open temples, hospices, or other peaceful structures are allowed) and the followers they attract will also follow their pacifistic creed and will not be warriors. Enhanced Healing: Pacifists are expert at rendering first aid to wounded creatures, gaining a +1 bonus to their Healing and Herbalism proficiencies for every three levels of experience (rounding up); also, if their Healing proficiency check succeeds by 10 or more, they increase the amount of healing rendered by their first aid from 1d3 to 1d6. Besides this skill at mundane healing, a Pacifist can focus the power of a single curing spell once per day, causing it to heal the maximum possible amount of damage. A Pacifist of 5th level or above can also 'loan' hit points to another creature once per day. For every hit point loaned in this way, the recipient gains two bonus hit points for 24 hours, at which point any loaned hit points remaining disappear. The Pacifist subtracts these hit points as normal damage, which can be healed by rest or magic as usual. Note that these bonus hit points can only bring a character up to his or her normal maximum; excess points are wasted. At 9th level, this healing ability improves such that the recipient is permanently cured of two points of damage for every hit point loaned by the Pacifist. It is otherwise identical to the 5th level ability. Inspire: As a typical Cleric. Soothing Words: Pacifists have a unique facility to calm others, spreading peace and easing conflict. This calming power requires the Pacifist to speak Soothing Words, and it can affect any intelligent character, animal, or monster native to the Prime Material Plane, regardless of whether it can understand the Pacifist's speech. A Pacifist can use Soothing Words once per day per level, and they have the power to negate fear, rage, taunt, discord, or confusion in one creature, regardless of whether the condition is natural or has been induced by magic or psionics. In addition, once per day a Pacifist can use Soothing Words to calm a group of animals, characters, or monsters whose combined levels or hit dice do not exceed twice the Pacifist's level. A group that has been calmed in this fashion will refrain from violent or belligerent action for 1d4+1 rounds as long as others refrain from hostile action against them, their allies, or their property. During this time, the Pacifist and his or her allies can attempt to escape or negotiate, but at the end of this time the creatures return to their former state. There is no save allowed vs. this calming. Starting at 5th level, rather than calming others a Pacifist can also use Soothing Words to cast emotion control (happiness, hope, courage, or sadness only) or cause sleep once per day. In either case, unwilling targets are allowed a save vs. spells to resist the effects, and the total hit dice or levels to be affected cannot exceed twice the Pacifist's level. Staff Defense: Although Pacifists can never become proficient in the use of weapons, they are exceptionally skilled in parrying blows with the staff they typically carry. If they perform a full-round Parry, they gain double the normal AC bonus, which applies versus all forms of attack involving a roll to hit, including missile and magical attacks. A Pacifist who wishes to undertake other actions in the same round as he or she defends against attacks can instead make one free Block per round (increased to 3 Blocks per 2 rounds at 7th level and 2 Blocks per round at 13th level). When making a Block, a Pacifist uses the THAC0 of a Fighter of equal level and suffers no non-proficiency penalty. Note that these Blocks can be undertaken at the same time as normal movement, magical item use, granted powers, or even spellcasting. Special Hindrances: Pacifists are precisely what their name indicates. They seek to avoid causing harm in all situations, even to the extent of placing themselves in the path of danger when necessary, though they are not suicidal-- it is hard to convince someone to come around to the path of peace when either they or you are dead. Pacifists will never cause direct harm themselves and will encourage those around them to avoid causing harm or to minimize harm whenever possible. They condone and promote the use of temporary restraints or incapacitation of enemies through the use of magic, nonlethal forms of combat, and even sleep- or paralysis-inducing poison (which they often concoct with their Herbalism proficiency), though they will absolutely refuse to allow harm to come to captives or innocent creatures under his or her care, even risking his or her own life to protect the helpless. They swear to take no intelligent life save in direst need and to share with all beings the beneficent touch of their deity. It is important to note that a Pacifist's code against violence does not extend to undead (who are in truth already dead but simply need help finding their final rest), animated creatures such as golems (which have no true life as such), or evil extraplanar creatures (which are merely embodied spirits of evil, rather than real living creatures). Pacifists also reluctantly will use violence against non-intelligent creatures such as giant insects and purple worms, who simply cannot be reasoned with, though in all cases they will attempt to find nonlethal means to defuse the danger posed by such creatures before resorting to killing. Pacifists will eat only vegetarian meals as a rule (though individual Pacifists will sometimes eat the flesh of non-intelligent creatures, including many types of insects, fish, and shellfish). They will not prevent others from eating meat, but will strongly express their disapproval. Bonus Proficiency: Healing, Herbalism Required Proficiencies: Ceremony/Ritual, Religion Preferred Proficiencies: Artistic Ability, Charm, Cooking, Endurance, Etiquette, Language (Modern), Local History, Medicinal Cooking, Medicine, Musical Instrument, Persuasion, Reading/Writing, Singing, Spellcraft, Survival