clergy (klǔr’jē)n. pl. –gies The group of people ordained for service in a… church [< of….cleric]
-The New International Webster Dictionary

proph-et (prof’it) n. 1. One who delivers divine messages or interprets the divine will. 2. One who foretells the future. 3. A religious leader.
-The New International Webster Dictionary

Not everyone who hears the call of their deity retreats to a temple to study rituals, prayers, and dogma. Those are the ways of the Clerics, who study their canons and follow a strict and orderly theocracy. Though Clerics are very pious and organized religion is the driving force that unites the masses under these deities, the gods often require another type of holy man (or woman) to serve their cause. One who can foresee the destiny of mortals and even that of the gods.
A Prophet is someone born with the gift of Prophecy, which is the ability to forsee the fate and destiny of mortals. Part of this gift is a greater awareness of the divine, and thus prophets can hear the voices of the gods and see their influence on the world. Because of this, prophets are usually called upon by a deity to serve them.
Prophets are those who are chosen by their deities to be a vessel of their will and power. Sometimes they are chosen for specific goals, but many simply serve as the voice of the deity in lands where there is no organized religion. They hear the silent whisper of their god and understand the true desires of the divinities more than any cleric could ever hope to.
Prophets are very few and far between. They almost always have some great destiny, even if it means to only sit in a cave somewhere and answer the questions of believers who come to see them. In cultures where the Elder Goddess Isati is worshipped, it is believed that she grants her gift of Prophecy to rare individuals, and these are the prophets.
Prophets do not study the written rituals of the clerics, though they have been known to start clerical orders at the instruction of their deity. Because of this they do not "prepare" rituals and prayers nor do they study a canon every morning. Instead they are miracle workers. When something needs to happen, it happens, and they are only the vessel of the miracle's delivery. Unlike clerics though, they do not have a great repertoire of ritualistic magic to draw upon. They are often only gifted with a few miracles that they can perform at the will of their deity.
Prophets are more in tune with their deity than any other, and for that reason often serve as the voice, eyes and ears of the god. Those who serve deities of wisdom and good are usually sought to pass on prayers for help. On the other hand, those who serve deities of evil are feared and cast out, often showing signs of their malevolent nature.
Some Prophets do not even perform their miracles at the will of a god, but rather by the will of the fates, or with a philosophical power. These may be the truest prophets of all, those who can develop the “Gift of Isati” without the influence of another deity.
Adventurers: As with a cleric, Prophets often adventure to promote the cause of their god. However, they do not represent a priesthood, just the god, so in many ways their goals are even more pure. Most Prophets spend at least part of their life on quests for their deity. No matter how small or insignificant those quests may be at times. The Prophet may only be given the signs to spread the word of his god, or perhaps sent to a distant land. Sometimes the Prophet won’t even know why or where he is going, but is being driven by visions or a vague urgency.
As part of an adventuring group Prophets often perform similar tasks as a cleric; however, when and how they draw upon their faith is much more restrictive. The barbarian worshiper of a war god in the group may be on his deathbed, but if the Prophet’s god is a pacifist the Prophet may not be given the power to heal this berserking swordsman. Despite this limitation, they are very valuable to a group of characters friendly to the Prophets’ deity. They can communicate the god’s will, receive divine visions to guide the adventure, and perform miracles at the darkest moments.
Characteristics: Prophets can draw upon divine magic quickly and without any preparation. As Prophets of their gods they can commune with their deities, though less experienced Prophets often misunderstand and confuse the signs. In the beginning these often manifest themselves as visions but as the Prophet develops this ability the character eventually can carry on conversations with his deity.
Prophets don’t specifically have any special combat training, but they may have attained some in their lives. However, since they don’t require any training for their religion they do have time to pick up some basic skills. Prophets are proficient with simple weapons and can use simple armor, since armor does not interfere with divine magic. They must still, however, abide by the limitations that their deity sets when it comes to the use of such arms of war.
Alignment: As with clerics, a Prophet is generally the same alignment of his/her deity. They can only be “one step” away from this alignment, but no more as the god would not choose someone so radically different in morals and philosophies to serve as their Prophet. Those Prophets who do not answer to a deity but rather a philosophy will instead have an alignment associated with that philosophy.
Religion: Any god could have Prophets, but there are always very few of them. Clerics are common because they use rituals to draw upon their deities’ powers and they share these rituals with new members of the clergy. Clerics also actively recruit new members and build large churches and monasteries to gather. Hence, clerics do not often require the direct attention of their deity. Prophets on the other hand, are in direct touch with their god. They commonly communicate in some way or another with their deity, and when they need a miracle it is the direct intervention of the deity. Because of this Prophets serve one and only one god, not groups of gods, as clerics can.
Background: Prophets usually hear the beckoning of their deity at an early age, though they do not always follow it right away. Some, however, are not chosen until much later in life. Often there are no temples where they live, or they see the temple as a corruption of the teachings of their god. Other times they are afraid to pronounce their amazing gift for fear of being called mad or blasphemous. Prophets, though, are truly touched by the divine. When a Prophet finally embraces what he is, and comes to be accepted in a community (or adventuring group), his role in life dramatically changes. Prophets become confidants and parent figures. They are seen as divine beings themselves and are often given a position of importance to those who believe in them. Some faiths even give them power over their temples, or holy titles such as “saints”, “oracles” or “proxies”.
Races: Though some races and cultures may be considered to be more religious than others, Prophets can be found in all. Some races are more responsive to prophets than others, but Prophets do not always make themselves known to their people. Amongst races that are less “organized” in their religion, Prophets will be more common. In some cultures they even take on positions of social importance, such as tribal Shamans.
Other Classes: Prophets are often the source of wisdom and guidance for an adventuring party. Sometimes they are leaders, but usually only when they are leading a holy quest. More often than not, they serve as a connection with some great deity and those characters who may be serving that deity. So, in an adventuring party a Prophet is either very important or rather unimportant. If the other members aren’t following the deity and have very little to do with that religion, the Prophet will likely find he has no real influence or power. However, if those with him at least respect his deity and are in need of wisdom then the Prophet can be invaluable. After all, what is better than having someone who can request miracles from a friendly deity first hand?
The relationship between clerics and the Prophet can be very interesting. If that cleric serves the same deity then the Prophet may be someone of inspiration to the cleric. On the other hand, the cleric may see the prophet as a “hack” or “wanna be” priest. What more, Prophets are often scorned as blasphemers so the Cleric may require the Prophet to prove himself before he’ll be seen on level ground. After all, the Cleric has all the formal training of the clergy, but the Prophet claims he can call upon the power of his faith just by asking for help from the god.
If the cleric serves a totally different deity then the prophet may appear to him as nothing more than another priest. If the cleric’s god is diametrically opposed to the Prophet’s god, then the adventuring party may have some serious problems. This, however, is no different than two clerics of opposing gods in the group. Though a prophet could be seen as more threatening, or perhaps less threatening; depending on how you look at it.
Most interesting is how the other party members would deal differently between a cleric and a Prophet. A Cleric has a lot more power and a strong church supporting him, making him very useful to the party. However, the Prophet has a direct connection to his god and can draw upon his miracles immediately, without any preparation. The adventuring group might find a niche for both characters in the group.

Game Rule Information

Prophets have the following game statistics.

Abilities: Wisdom determines how powerful a spell can be cast, how many divine spells the Prophet can cast per day, and how hard those spells are to resist. A Prophet gets bonus spells based on wisdom. The Difficulty Class of a saving throw against a Prophet’s spell is 10+ the spell level + the Prophet’s wisdom modifier. Like a cleric, a Prophet benefits from high constitution and charisma scores.

Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis (see Additional Rules).

Hit Dice: d8

Class Skills

The Prophet’s class skills (and the key ability for each skill) are Appraise (Int), [[[Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int),
Knowledge (local) (Int),
Knowledge (nobility) (Int),
Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int),
Perception (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 4 + Int modifier.

Domains and Class Skills: A Prophet whose deity provides Animal or Plant as one of his domains also has Knowledge (nature) (Int) as a class skill. A Prophet whose deity provides Knowledge as one of his domains also has all Knowledge (Int) skills as class skills. A Prophet whose deity provides Travel as one of his domains also has Wilderness Lore as a class skill. A Prophet whose deity provides Trickery as one of his domains also has Bluff (Cha), Disguise (Cha), and Stealth (Dex) as class skills. See Deity, Domains and Domain Spells, below, for more information.

Table: Prophet
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 aura, domains, orisons, minor prophecies, prophetic power 3
2nd +1 +3 +0 +3 4
3rd +3 +3 +1 +3 prophetic visions, prophetic power 5
4th +3 +4 +1 +4 6 3
5th +3 +4 +1 +4 major prophecies, prophetic power 6 4
6th +4 +5 +2 +5 6 5 3
7th +5 +5 +2 +5 voice of the god, prophetic power 6 6 4
8th +6/+1 +6 +2 +6 6 6 5 3
9th +6/+1 +6 +3 +6 prophetic power 6 6 6 4
10th +7/+2 +7 +3 +7 6 6 6 5 3
11th +8/+3 +7 +3 +7 speak with the god, prophetic power 6 6 6 6 4
12th +9/+4 +8 +4 +8 6 6 6 6 5 3
13th +9/+4 +8 +4 +8 prophetic power 6 6 6 6 6 4
14th +10/+5 +9 +4 +9 6 6 6 6 6 5 3
15th +11/+6/+1 +9 +5 +9 speak to the god, prophetic power 6 6 6 6 6 6 4
16th +12/+7/+2 +10 +5 +10 6 6 6 6 6 6 5 3
17th +12/+7/+2 +10 +5 +10 prophetic power 6 6 6 6 6 6 6 4
18th +13/+8/+3 +11 +6 +11 grand prophecies 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +11 +6 +11 prophetic power 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +12 +6 +12 Avatar of the god 6 6 6 6 6 6 6 6 6
Table: Prophet Spells Known
Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Class Features

All of the following are class features of the Prophet.

Armor and Weapon Proficiency: Prophets are proficient with all|simple]]] weapons. Prophets are proficient with all types of armor (light, medium and heavy) and with shields. Note that armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Pick Pockets, and Tumble. Also, Swim checks suffer –1 penalty for every 5 pounds of armor and equipment carried. Prophets are also proficient in the favored weapons of their deity.

Some deities have favored weapons (see Deities), and Prophets consider it a point of pride to wield them. A Prophet whose deity’s favored weapon is a martial weapon and one of whose domains is War receives the Martial Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon if the prophet chose this as one of his domain granted powers (both feats are given if that domain granted power is chosen).

Aura (Ex): A prophet of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Orisons: Prophets can cast a number of orisons, or 0-level spells, each day, as noted below on Table: Prophet Spells Known. These spells are cast like any other spell, but they are not expended when cast and may be used again.


A prophet casts divine spells which are drawn from the cleric spell list presented in Spell Lists. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells.

A prophet can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a prophet must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a prophet's spell is 10 + the spell level + the prophet's Wisdom modifier.

Like other spellcasters, a prophet can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given below on Table: Prophet. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A prophet's selection of spells is somewhat limited. A prophet automatically knows all domain spells related to his deity's domains. A prophet also begins play knowing four 0-level spells and two 1st-level spells of her choice (from the cleric spell list). At each new prophet level, he gains one or more new spells, as indicated below on Table: Prophet Spells Known. (Unlike spells per day, the number of spells a prophet knows is not affected by his Wisdom score; the numbers on Table: Prophet Spells Known are fixed.) These new spells can be common spells chosen from the cleric spell list.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a prophet can choose to learn a new spell in place of one he already knows. In effect, the prophet loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A prophet may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a prophet need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up her spells per day for that spell level.

A Prophet may use a higher-level slot to cast a lower-level spell if he so chooses. The spell is still treated as its actual level, not the level of the slot used to cast it.

Chaotic, Evil, Good, and Lawful Spells: A prophet can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions

Deity, Domains and Domain Spells:
A prophet must choose a deity to worship. The prophet’s deity influences his alignment, what magic he can perform, his values, and how others see him. A prophet is always devoted to a single deity. Worshipping a pantheon of deities, or an ideal, with prophetic abilities is the power of an oracle with the prophecy mystery.

If a race is listed under “Typical Worshipers” on the Deities Table, the Prophet must be of one of those races to choose that deity as his own (the god may have occasional worshipers of other races, but not prophets). Rarely the GM might allow a prophet to be of a different race, suggesting that the deity is trying to expand his control into another religion. This could have massive world changing ramifications though and the GM should consider this wisely before allowing it.

Each deity has a number of domains associated with his/her worship. Unlike a cleric, a prophet represents all aspects of his deity; therefore, a prophet gains access to all domains in the deity’s area of control. A prophet can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain. A prophet also gains access to the Prophet Domain, detailed at the end of this class description.

Each domain grants a number of domain powers, dependent upon the level of the prophet, as well as a number of bonus spells. Unlike clerics, prophets do not gain extra spells from their domains. They must choose those domain spells, like all others, as one of the divine spells granted by their deity. However, there is no limit to the number of domain spells the prophet can cast on his list of granted spells.

A prophet begins with the domain granted powers of 2 of the domains he begins with. He can use these when he is of a high enough level. Unless otherwise noted, using a domain power is a standard action. He may be able to receive more powers through the use of prophetic powers.

Prophecy: Prophets are those born with the gift of prophecy, which is the ability to prophesize. A prophet develops this ability over time.

When a deity chooses a prophet a line of direct communication is formed. Initially this connection is only slightly stronger than that held by a cleric. The prophet must first recognize this connection and then attempt to strengthen it. The deity uses this connection to inspire prophetic visions and to extract prophetic knowledge.

This power of prophecy first manifests itself as visions. At an undeveloped stage they usually will only be dreams that occur when the character is asleep. Because of this, prophets are unlikely to pay any attention to them. This is usually when a deity first finds the prophet and begins communicating through these dreams. If the deity pushes the connection with the prophet, trying to force visions while the character is awake, the prophet will suffer from seizures and will receive the visions while ‘blacked out’. This may cause the character to be scorned by relatives and neighbors who may believe he is possessed by a demon. As the prophet becomes more aware of their visions they will begin to occur more often. A character who embraces these visions may begin to develop his power as a prophet.

A prophet develops this power as he goes up in levels and attains a keener sense of these visions. They will begin to be clear to the character and eventually even come while awake.

After much experience the character will begin to hear his deity's voice speaking to him. Initially this may only be a voice he can hear, and not be able to respond to. However, in time the character will be able to speak back to the deity. Combined with visions it may appear to the character that the deity is actually appearing before him. When the prophet has honed his connection he can communicate freely back and forth with his deity, provided the deity is willing.

At its greatest manifestation, the deity is able to speak to others while the prophet is present. The prophet may serve as a channel for the deity or may just need to be near by when the deity speaks.

Finally, the deity can transform the prophet to appear as himself, granting him all the powers of his avatar without actually sacrificing a true avatar. This is truly a great boon to the deity.

While the implentation of prophetic visions and communication with a deity is entirely at the discretion of the GM, there are some basic rules. The prophet gains these powers as he attains levels:

0 level- Prophetic Dreams: The character receives visions and may even hear the voice of his deity through his dreams, but may not yet recognize these dreams to be prophetic and has no ability to interpret them. Those with the gift of prophecy have this basic level of the ability. Prophetic Dreams can only occur while the character is in a deep uninterrupted sleep.
1st level- Minor Prophecies: The character now understands these dreams to be prophecies and visions from his deity and can try to interpret them. The character is able to make Minor Prophecies. For more details see Prophecy.
3rd level- Prophetic Visions: The character now begins to receive these visions while awake, by entering a trance. During this trance he is unable to see and hear what is going on around him. This trance lasts 1d6 rounds, during which time he can only take move actions and gains a bonus equal to his prophet level on all saves against sonic effects and gaze attacks.
5th level- Major Prophecies: The character is now able to make Major Prophecies. For more details see Prophecy.
7th level- The voice of god: The deity has formed a strong connection with the prophet and can begin giving his will directly (rather than just through visions) to the character. The prophet usually receives his deity's commands through a powerful voice which can only be heard by the character. The character will often still receive visions, through trances and dreams, and sometimes they will accompany the voice, even occasionally as the visage of the deity.
11th level- Speak with god: The deity now trusts the prophet and will listen to and perhaps answer the prophet when the deity initiates communication. The character still cannot begin such direct contact; however, a prophet can always pray to his deity just as a cleric or any other worshiper can.
15th level- Speak to god: By the now the deity knows that if the prophet needs to speak with him then there is probably a very good reason. Hence the deity will now answer a prophet’s call. The prophet will often initialize this with a prayer or a cry for help. Unless the deity truly believes the situation does not warrant it he will most likely answer the prophet. The character now receives a 100% chance of his deity hearing his prayers. See worshipers for specific details on praying.
18th level- Grand Prophecies: The character is now able to make Grand Prophecies. For more details see Prophecy.
20th level- Avatar of the god: Finally the connection to the deity is so strong that the character can serve as a channel for the deity to speak with others. The prophet merely needs to be present and the deity may directly communicate with a massive audience. The deity’s voice may boom in the sky and he may send miracles to the prophet to cast as representations of his power. Some deities may choose to speak directly through the prophet, either replacing the prophet’s voice, or even making the prophet into an avatar. This last power allows the deity to transform the character into one of his avatars without actually using an avatar. The prophet essentially has granted the deity an extra avatar (even if the deity doesn't normally have avatars). This can be very useful for lesser powers and demi-gods who wish to be sparing with their avatars. However, this power is very rarely used. The prophet does not simply walk around as the deity all the time. Doing so can be dangerous. If the character were to be defeated in avatar form with witnesses, it could greatly diminish the faith of his worshipers.

Prophetic Powers
As a prophet gains levels, he also learns to use his prophetic abilities in new ways. Starting at 1st level, a prophet gains a prophetic power. He gains another prophetic power for every two levels of prophet attained after 1st level. Some prophetic powers increase in power as the prophet attains levels. Some also have a minimum level, indicating the prophet must be at least this level to attain this prophetic power. Unless otherwise stated, a prophet cannot select an individual power more than once.

Additional Domain Granted Power (Su): A prophet may take the granted powers of any domain he knows as a prophetic power. This functions exactly as the domain power detailed in the cleric. The prophet gains both the lower level and higher level power.

Channel Energy (Su): Normally a power restricted to clerics, a prophet can choose to sacrifice one of his prophetic powers in exchange for the ability to Channel Energy. This functions exactly as the power detailed in the cleric. A prophet who chooses this power may channel energy a number of times per day equal to 1 + his Charisma modifier. The prophet may take this ability multiple times, each time increasing the number of uses per day by 1.

Dream Seeking (Su): All prophets receive visions as dreams, but the experienced prophet can seek out hidden lore through his enhanced dream state. The prophet's mind is more open during sleep and it is possible to learn information as dreams or nightmares. The prophet may cast Legend Lore, as per the spell, except that he may have very little information on the person, place, or thing. The casting time is only 8 hours, during which time he must maintain deep uninterrupted sleep. This can only be done once per day. The prophet must be at least 11th level to select this prophetic power.

Foresight (Su): The prophet has begun receiving feelings or portents of impending danger. The character receives these feelings moments before the event occurs. The prophet is never surprised or flat-footed. At 5th level, the prophet has a general idea of what actions he might take to best protect himself and he receives a +2 insight bonus to AC and on Reflex saves. This insight bonus is lost whenever the prophet would lose a Dexterity bonus to AC. At 9th level, the prophet may select one person or creature he knows as the subject of his foresight, in lieu of himself. He receives warnings about that creature one round before the danger occurs. If he can communicate what he learns to the other creature then that creature cannot be surprised or flat-footed and has a general idea of what action might be best to take to protect itself. What more, if the prophet has initiative in that round before the event that would occur, and he can warn the creature, that creature may act on the prophet's initiative to avoid the danger.

Interpret Omens (Ex): This is the ability to recognize and interpret Omens. An Omen is an occurance or phenomenon that portends or foreshadows a future event. The prophet may choose to gain an insight bonus equal to his Charisma modifier on one saving throw, or a +10 competence bonus on any one skill check, or a +4 insight bonus on one initiative check. Interpreting Omens takes 10 minutes. These bonuses must be used during the next 24 hours and the prophet must declare he is using the bonus before the check or save is made.

Perceive Outcomes (Su): By perceiving the various possible outcomes that may occur from an action the prophet may increase his chances of success. Once per day he may take a +20 circumstance bonus on any one action. The prophet may take this multiple times, each time increasing his number of uses per day by one. These modifiers do not stack with each other.

Precognition (Su): The prophet's prophetic ability has granted him the ability to be aware of danger just before it happens. The prophet adds his Wisdom modifier (instead of his Dexterity modifier) to his Armor Class and all Reflex saving throws. The maximum Dexterity bonus of armor applies to the Wisdom bonus instead of the Dexterity bonus.

Predict Destiny (Su): The prophet gains the ability to foresee the destiny of an individual. Predicting someone's destiny allows the prophet to receive a vision of what extraordinary preordained acts the subject will do or be part of in his life. Usually this is one major event that all others lead towards. Only characters who have a destiny can have it predicted, so a prophet who uses this ability on someone without a destiny can at least tell them they have no special destiny (or that they can make their own). Telling a person their destiny grants them a permanent +2 insight bonus to AC and on Reflex saves until that destiny is attained, so long as they aren't working against that destiny. Any attempt to work against that destiny causes them to suffer a -2 insight bonus to AC and on Reflex saves. Thus, if a destiny is something a person may wish to avoid they will often be penalized if they know it. The prophet may even predict his own destiny. The prophet must be at least 15th level to select this prophetic power.

Prophetic Meditation (Su): The prophet may enter a deep meditation, blocking out visual and auditory stimuli and allowing him to receive mysterious visions and hear preternatural voices that pertains to the future. This trance lasts 1d6 rounds, during which time he can only take move actions and gains a bonus equal to his prophet level on all saves against sonic effects and gaze attacks.
At 1st level, the prophetic visions manifests as an augury spell with 90% effectiveness.
At 5th level, the visions takes the form of a divination with 90% effectiveness.
At 8th level, the visions manifest as a casting of commune with no material component required.
The prophet may enter a prophetic mediation a number of times per day equal to his Wisdom modifier.

Spontaneous Casting: Since prophets can already spontaneously cast any divine spell, this power isn’t necessary.

Bonus Language: A prophet’s bonus languages options include the language of their deity (Olgen Tongue, Devanic, or God's Tongue) as well as Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.


A Prophet who repeatedly or grossly violates the code of conduct expected by his deity (generally acting in ways opposed to the god’s alignment or purpose) loses all spells and class features and cannot gain levels as a Prophet of that deity until he atones (see the atonement spell description in the PHB p. 176). What more, if a Prophet defies his deity’s direct wil1 then the same results, if not worse. Because a deity chooses a Prophet, the deity has an even greater control over the chosen one’s fate. Hence, if the character turns against the deity he is sure to suffer a terrible demise or curse.


Prophet Domain

Granted Powers: You are a prophet and can foresee future events.

Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your prophet level as the caster level. You can use this ability for a number of rounds per day equal to your prophet level. These rounds do not need to be consecutive.

Domain Spells: 1st—identify, 2nd—augury, 3rd—divination, 4th—locate creature, 5th—dream, 6th—legend lore, 7th—vision, 8th—moment of prescience, 9th—foresight.

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