Character Options
Classes
Friar
Classes
Friar
A friar seems to exude an aura of serenity and peace. He is adept at detecting the ailments of the diseased and injured, and tending to their needs to nurse them back to health. As he advances, the friar also gains abilities and spells which allow him to detect and locate objects and creatures, much like an inquisitor, but he is first and foremost a healer for purposes of game-play. A friar is a spontaneous divine spell-caster who seeks knowledge and wisdom among his brethren, but also wishes to help others in need.
Part scholar, part defending-fighter, and part healer, Friars differ from monks in that they are called to a life of poverty in service to a community, rather than cloistered asceticism and devotion. Whereas monks live cloistered away from the world in a self-sufficient community, friars are supported by donations or other charitable support. They live, work, and move among a chosen small community or group of people, typically in more rural areas.
Alignment: Any non-chaotic
Hit Die: d8
Class Skills
Acrobatics (Dex), Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all Knowledge Skills taken individually), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Int).Skill Ranks Per Level: 6 + Int modifier
| Level | Base Attack | Fort | Ref | Will | Special Abilities |
|---|---|---|---|---|---|
| 1st | +0 | +2 | +0 | +2 | Healing Hands |
| 2nd | +1 | +3 | +0 | +3 | Remove Fear 1/day |
| 3rd | +2 | +3 | +1 | +3 | Remove Disease 1/day |
| 4th | +3 | +4 | +1 | +4 | Bonus Feat |
| 5th | +3 | +4 | +1 | +4 | Remove Paralysis, Remove Fear 2/day |
| 6th | +4 | +5 | +2 | +5 | Track, Remove Disease 2/day |
| 7th | +5 | +5 | +2 | +5 | Still Mind, Remove Blindness/Deafness |
| 8th | +6/+1 | +6 | +2 | +6 | Bonus Feat, Remove Fear 3/day |
| 9th | +6/+1 | +6 | +3 | +6 | Investigate, Remove Disease 3/day |
| 10th | +7/+2 | +7 | +3 | +7 | Purity of Body, Discern Lies 1 |
| 11th | +8/+3 | +7 | +3 | +7 | Remove Fear 4/day |
| 12th | +9/+4 | +8 | +4 | +8 | Bonus Feat, Remove disease 4/day |
| 13th | +9/+4 | +8 | +4 | +8 | Remove Curse |
| 14th | +10/+5 | +9 | +4 | +9 | Remove Fear 5/day |
| 15th | +11/+6/+1 | +9 | +5 | +9 | Remove Disease 5/day |
| 16th | +12/+7/+2 | +10 | +5 | +10 | Bonus Feat |
| 17th | +12/+7/+2 | +10 | +5 | +10 | Diamond Body, Remove Fear 6/day |
| 18th | +13/+8/+3 | +11 | +6 | +11 | Remove Disease 6/day |
| 19th | +14/+9/+4 | +11 | +6 | +11 | Discern Location |
| 20th | +15/+10/+5 | +12 | +6 | +12 | Bonus Feat, Discern Lies 2 |
Class Features
Weapon and Armor Proficiencies: A friar is proficient with all simple weapons, plus the axe (throwing), handaxe, net, rapier, short sword, shortbow, and composite shortbow. Friars are proficient with light armor, bucklers and small shields.Spells: A Friar casts divine spells from the Friar's spell list. The friar's caster level is equal to his class level. To prepare or cast a spell, a friar must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Friar's spell is 10 + the spell level + the Friar's Wisdom modifier. A friar need not have to pray for spells like a cleric. A friar may prepare and cast any spell on the friar spell list, provided that he can cast spells of that level, but he need not choose which spells to prepare unlike a cleric, provided he already knows the spell. A friar is a spontaneous spell-caster: he can cast any spell he knows at a given level up to the number of spells-per-day allotted to him. Hence, a fourth level Friar could cast Cure Light Wounds up to 3 times a day, provided he chose to learn that spell at 1st, 2nd, or 3rd level, but then he would have used up his 1st-Level spell allotment for that day. He could substitute his 2ndt-level spell for Cure Light Wounds, adding an additional casting of that spell that day, but that would be his entire spell allotment for that day.
The friar's number of spells per day does not increase after 20th level. The friar does not learn additional spells.
| Spells Known | Spells Per Day | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 1st | 2nd | 3rd | 4th | 5th | 6th |
| 1st | 4 | 2 | - | - | - | - | - | 3 | - | - | - | - | - |
| 2nd | 5 | 3 | 1 | - | - | - | - | 4 | 1 | - | - | - | - |
| 3rd | 6 | 4 | 1 | - | - | - | - | 4 | 2 | 1 | - | - | - |
| 4th | 6 | 4 | 2 | 1 |
- | - | - | 4 | 3 | 2 | - | - | - |
| 5th | 6 | 4 | 3 | 2 | - | - | - | 4 | 4 | 3 | - | - | - |
| 6th | 6 | 4 | 4 | 2 | - | - | - | 5 | 4 | 3 | - | - | - |
| 7th | 6 | 5 | 4 | 3 | 1 | - | - | 5 | 4 | 4 | 1 | - | - |
| 8th | 6 | 5 | 4 | 3 | 2 | - | - | 5 | 4 | 4 | 2 | - | - |
| 9th | 6 | 5 | 4 | 4 | 2 | - | - | 5 | 4 | 4 | 3 | - | - |
| 10th | 6 | 5 | 5 | 4 | 2 | - | - | 5 | 5 | 4 | 3 | 1 | - |
| 11th | 6 | 5 | 5 | 4 | 3 | 1 | - | 5 | 5 | 4 | 4 | 2 | - |
| 12th | 6 | 6 | 5 | 4 | 3 | 2 | - | 6 | 5 | 4 | 4 | 2 | - |
| 13th | 6 | 6 | 5 | 5 | 4 | 3 | 1 | 6 | 5 | 4 | 4 | 3 | 1 |
| 14th | 6 | 6 | 6 | 5 | 4 | 3 | 2 | 6 | 5 | 5 | 4 | 3 | 1 |
| 15th | 6 | 6 | 6 | 5 | 4 | 4 | 2 | 6 | 6 | 5 | 4 | 3 | 2 |
| 16th | 6 | 6 | 6 | 5 | 5 | 4 | 3 | 6 | 6 | 5 | 4 | 4 | 2 |
| 17th | 6 | 6 | 6 | 6 | 5 | 4 | 3 | 6 | 6 | 5 | 5 | 4 | 3 |
| 18th | 6 | 6 | 6 | 6 | 5 | 4 | 4 | 6 | 6 | 5 | 5 | 4 | 3 |
| 19th | 6 | 6 | 6 | 6 | 5 | 5 | 4 | 6 | 6 | 5 | 5 | 4 | 4 |
| 20th | 6 | 6 | 6 | 6 | 6 | 5 | 5 | 6 | 6 | 6 | 5 | 5 | 4 |
Bonus Feat: The Friar gains a bonus feat (selected from the list of Friar bonus feats) every 4th level.
Quicken Spell, Silent Spell, Still Spell, Brew Potion, Craft Ring, Craft Staff, Craft Wand, Craft Wondrous Item, Scribe Scroll, Acrobatic, Alertness, Combat Casting, Combat Reflexes, Defensive Combat Training, Dodge, Endurance, Extra Lay on Hands, Great Fortitude, Improved Grapple, Improved Unarmed Strike, Iron Will, Mobility, Run, Self Sufficient, Skill Focus, Toughness, Spring Attack, Stunning Fist.
Healing Hands (Su): Beginning at 1st level, a friar with a Wisdom score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a number of times equal to 1/2 his friar level x his Wisdom bonus. With one use of this ability, a friar can heal one target a number of hit points equal to his level. Using Healing Hands is a standard action. A friar cannot use his healing hands ability to hurt undead, unlike a paladin’s lay on hands ability.
Remove Fear (Sp): As the spell, a friar may remove fear from a single creature once per day beginning at 2nd level. The number of times per day this spell-like ability can be used increases every 3rd level thereafter, up to a maximum of 6 times/day. As with the other affliction-removal spell-like abilities, evil-aligned friars have the ability to Cause Fear instead.
Neutral friars may choose whether to gain abilities that remove or cause afflictions.
Remove Paralysis (Sp): As the spell, a friar may remove paralysis once per day beginning at 5th level.
Remove Disease (Sp): At 3rd level, a friar can produce a remove disease effect, as the spell, once per week. He can use this ability one additional time per day for every three levels after 3rd (twice per day at 6th, three times at 9th, and so on).
Track (Ex): At 6th level, like a ranger the friar gains the Track ability for which he adds half his level to Survival skill checks made to follow or identify tracks.
Still Mind (Ex): A friar 7th level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Remove Blindness/Deafness (Sp): As the spell, a friar may remove blindness or deafness from one creature once per day beginning at 7th level.
Investigate (Ex): At 9th level, a friar may use the Perception skill to investigate clues at the scene of some important event or mystery.
Discern Lies (Sp): At 10th level, a friar may use Discern Lies as a spell-like ability once per day. He may use this ability twice per day at 20th level.
Purity of Body (Ex): At 10th level, a friar gains immunity to all diseases except for supernatural and magical diseases.
Remove Curse (Sp): As the spell, a friar of 13th level or higher may cast remove curse up to once per day. Evil friars gain the Bestow Curse spell-like ability instead of Remove Curse.
Diamond Body (Su): At 17th level, a friar gains immunity to poisons of all kinds.
Discern Location (Sp): As the spell, at 19th level a friar can determine the exact location of a creature or object.
Friar Spell List
0 Level
Create Water: Creates 2 gallons/level of pure water.Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Lullaby: Makes subject drowsy; -5 on Perception checks, -2 on Will saves against sleep.
Mending: Makes minor repairs on an object.
Open/Close: Opens or closes small or light things.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Sift: See area as though examining it.
Spark: Ignites flammable objects.
Unwitting Ally: Subject is considered ally for 1 round.
1st Level
Alarm: Wards an area for 2 hours/level.Animate Rope: Makes a rope move at your command.
Ant Haul: Triples carrying capacity of a creature.
Aspect of the Falcon: Gives bonuses on Perception checks and ranged attacks.
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water: Makes holy water.
Bloodhound: Enhances sense of smell and grants the caster the scent special ability.
Cloak of Shade: Reduces effects of sun exposure and heat.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Dancing Lantern: Animates a lantern that follows you.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Feather Step: Ignore movement penalty in difficult terrain.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Invigorate: Temporarily relieves fatigue or exhaustion.
Keen Senses: Gain +2 Perception and low-light vision.
Longstrider: Your base speed increases by 10 ft.
Memory Lapse: Subject forgets events back to last turn.
Negate Aroma: Subject cannot be tracked by scent.
Restful Sleep: Gain more hit points while sleeping.
Sanctuary: Opponents can't attack you, and you can't attack.
Saving Finale: Subject rerolls failed saving throw.
Share Language: Subject understands chosen language.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Stone Fist: Your unarmed strikes are lethal.
Tireless Pursuit: Ignore fatigue while hustling.
Touch of the Sea: Swim speed becomes 30 ft.
2nd Level
Accelerate Poison: Hastens targeted poison’s onset.Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/ level (max +10).
Allfood: Turns item up to 5 lbs./level into food.
Aspect of the Bear: +2 AC and combat maneuver rolls.
Augury: Learns whether an action will be good or bad.
Blessing of Courage and Life: +2 on saves vs. fear and death.
Bloodhound: Enhances sense of smell and grants the caster the scent special ability.
Calm Emotions: Calms creatures, negating emotion effects.
Campfire Wall: Creates a shelter around a campfire.
Cloak of Shade: Reduces effects of sun exposure and heat.
Confess: Creature answers question truthfully or takes 1d6 damage/two levels (max 5d6).
Corruption Resistance: Protects creature against damage from alignment-based attacks.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Delay Poison: Stops poison from harming subject for 1 hour/level.
Dust of Twilight: Black particles extinguish light sources.
Elemental Speech: Enables you to speak to elementals and some creatures.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Feast of Ashes: A target starves with an insatiable hunger.
Find Traps: Notice traps as a rogue does.
Gallant Inspiration: +2d4 bonus on failed attack roll or skill check.
Gentle Repose: Preserves one corpse.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Glide: You take no falling damage, move 60 ft./round while falling.
Grace: Movement doesn't provoke attacks of opportunity.
Hidden Speech: Gain +10 on Bluff to send secret messages.
Honeyed Tongue: Roll 2 dice when using Diplomacy, take higher roll.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Locate Object: Senses direction toward object (specific or type).
Make Whole: Repairs an object.
Natural Rhythm: +1 on damage rolls with each hit (max +5).
Perceive Cues: +5 Perception and Sense Motive 10 min./level.
Pox Pustules: Subject is sickened and has –4 Dex.
Protection from Negative Energy: Ignore 10 points of negative energy damage per attack.
Protection from Positive Energy: Ignore 10 points of positive energy damage per attack.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Scent Trail: Leave trail for allies to follow.
Shield Other: You take half of subject's damage.
Spell Immunity, Lesser: As Spell Immunity, but only against 0, 1st, and 2nd level spells.
Stabilize: Cures 1 point of damage to all creatures within the area of effect.
Status: Monitors condition, position of allies.
Tongues: Speak any language.
Versatile Weapon: Weapon bypasses some DR.
Zone of Truth: Subjects within range cannot lie.
3rd Level
Aid, Mass: Allies gain +1 on attacks, +1 against fear, 1d8 temporary hit points +1/level (max 15)Banish Seeming: Dispels touched illusion or a creature's change in form.
Blood Biography: Learn about a creature with its blood.
Cast Out: Does 2d8 damage +1/level (max +15) to creature and dispels an effect.
Cloak of Winds: Creates screen of strong wind around you.
Contagion: Infects subject with chosen disease.
Continual Flame: Makes a permanent, heatless torch.
Coordinated Effort: Grants allies a teamwork feat.
Create Food and Water: Feeds three humans (or one horse)/level.
Cup of Dust: Causes a creature to become dehydrated.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Fester: Gives subject SR 12 + your level vs. healing effects.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Glyph of Warding: Inscription harms those who pass it.
Guiding Star: Know approximate distance from where you cast this spell.
Helping Hand: Ghostly hand leads subject to you.
Hide Campsite: Hides all traces of your campsite.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invigorate, Mass: As invigorate, but multiple creatures.
Lily Pad Stride: Walk across water on moving lily pads.
Locate Object: Senses direction toward object (specific or type).
Nap Stack (M): Subjects only need 2 hours for a night’s sleep, and can sleep even longer for more benefits.
Nature's Exile: Gives subject –10 on Survival checks.
Obscure Object: Masks object against scrying.
Pain Strike: Inflicts 1d6 nonlethal damage 1 round/level.
Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Resist Energy, Mass: Creatures ignore damage from specified energy type.
Seek Thoughts: Detects thinking creatures’ thoughts.
Sepia Snake Sigil: Creates text symbol that immobilizes reader.
Shifting Sand: Creates difficult terrain and erases tracks; can carry creatures or objects along.
Snare: Creates a magic booby trap.
Speak with Dead: Corpse answers one question/two levels.
Tiny Hut: Creates shelter for ten creatures.
Ward the Faithful: Creatures of same faith gain bonuses to AC and on saving throws.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wrathful Mantle: Subject gets +1/four levels on all saves.
4th Level
Aspect of the Stag: +2 AC against attacks of opportunity and increases speed.Blessing of Fervor: Gives allies a choice of benefits.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Calcific Touch: Touch attack slows target, 1d4 Dex damage.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Denounce: Worsens attitudes toward target creature.
Detect Scrying: Alerts you of magical eavesdropping.
Dismissal: Forces a creature to return to native plane.
Divination: Provides useful advice for specific proposed actions.
Forced Repentance: Target falls prone and confesses all of its sins.
Freedom of Movement: Subject moves normally despite impediments.
Grove of Respite: Creates trees and a small spring.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Legend Lore: Lets you learn tales about a person, place, or thing.
Moonstruck: Subject is enraged and confused.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Life Bubble: Protects from environmental effects.
Planar Adaptation: Resist harmful effects of other plane.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Rebuke: Foes take 1d8 damage/two caster levels (max 5d8).
Resistance, Greater: Subject gains +3 on saving throws.
Rest Eternal (M): Dead creature cannot be revived.
Restoration: Restores level and ability score drains.
Scrying: Spies on subject from a distance.
Secure Shelter: Creates sturdy cottage.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per four levels.
Tongues: Speak any language.
True Form: Removes polymorph effects.
Wandering Star Motes: Outlines subject, produces light.
5th Level
Aspect of the Wolf: +4 Str and Dex, +2 bonus on trip attacks.Blessing of the Salamander: Subject gets fast healing 2, fire resistance 10, and +2 to its CMD.
Cleanse: Cures 4d8 damage +1/level (max +25) and also removes several aff lictions.
Cloak of Dreams: Creatures within 5 ft. fall asleep.
Command, Greater: As command, but affects one subject/level.
Contagion, Mass: As Contagion, but 20-ft radius.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Elude Time (M): Puts you in temporary suspended animation.
False Vision: Fools scrying with an illusion.
Foe to Friend: Redirect an enemy creature's attack.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Pain Strike, Mass: As pain strike, but affects multiple creatures.
Raise Dead: Restores life to subject who died as long as one day/level ago.
Sanctuary, Mass: One creature/level can't be attacked, and can't attack.
Slay Living: Touch attack kills subject.
Snake Staff: Transforms staff or other wood into snakes to fight for you.
Snare: Creates a magic booby trap.
Spell Resistance: Subject gains SR 12 + level.
Suffocation: Target quickly suffocates to death.
Symbol of Pain: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep: Triggered rune puts nearby creatures into catatonic slumber.
Threefold Aspect (F): Appear older or younger.
True Seeing: Lets you see all things as they really are.
Unwilling Shield (M): Subject shares wounds you receive.
6th Level
Analyze Dweomer: Reveals magical aspects of subject.Antilife Shell: 10-ft. field hedges out living creatures.
Brilliant Inspiration: Take best of two d20 rolls.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Euphoric Tranquility: Makes a single creature peaceful and friendly.
Eyebite: Target becomes panicked, sickened, and comatose.
Fester, Mass: As fester, but affecting multiple targets.
Find the Path: Shows most direct way to a location.
Getaway: Teleports you and select creatures to predetermined location.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes' Feast: Food for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Planar Adaptation, Mass: As planar adaptation, but affects multiple creatures.
Resistance, Superior: Subject gains +6 on saving throws.
Scrying, Greater: As scrying, but faster and longer.
Spellstaff: Stores one spell in a wooden quarterstaff.
Symbol of Fear: Triggered rune panics nearby creatures.
Symbol of Persuasion: Triggered rune charms nearby creatures.
Author's Note: In game terms, the Friar could be looked at as the divine spell-caster alternative to the bard. This class concept is a combination of various things, including the classic Friar Tuck and more Christian-like monks from sources like 'The Name of the Rose'. The Friar is meant to lend support, not be a front-line fighter. In some sense, it could be an NPC class.
| Additional Ratings |
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| Balance: |
( 5 Votes ) |
| Utility: |
( 4 Votes ) |
| Clarity: |
( 5 Votes ) |
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