|New Priest Class: The Fili
|New Class -- Fili
The fili (plural -- filidh) belongs to the branch of druids who perform as seers, healers, lawyers, and teachers, among the Arash. They are the guardians of knowledge and laws, where bards are the guardians of memory and history. Nonetheless, the fili is not only a scholar, but also a skilled poet like bards. As such, when a fili comes to condemn an unjust noble or king, he will do it through magical verses known as "satires".
Adventures: Filidh typically adventure to help their communities or further their understanding of the world. Many will also travel the land to ply their trade where they are needed, thus leading a wandering life which more often than not lead them into adventures. Then, at times, filidh will go on quests as inspired by their patron deity.
Characteristics: Like clerics, filidh are masters of divine magic. A fili's spells are granted by the deity who emphasizes his domain of specialization (like medicine, law, craft, etc.). Filidh are also great scholars and diviners, and sometimes function as ethical judges, cursing with satire spells those who deserve it. Filidh are in fact given much respect in their society, and it is considered anathema to harm them. On the other hand, filidh are less effective in combat than other type of priests, even if they still are able to defend themselves should the need arise, or for if they would accompany the clan's warriors to war.
Alignment: As filidh are the guardians of Arashan traditions and lawyers (the law of Calabrin), and given the importance of truth in their society, most of them are of lawful alignments, while the archetypal filidh is lawful neutral. Conversely, chaotic filidh are very rare.
Religion: Filidh are in fact more sages than priests, which is the province of druids. However, the Arash do not make a very clear distinction between science and spirituality, and their path to knowledge delves into both. Thus, while filidh are bound to show the normal reverence to all the Arashan gods, they nonetheless must choose one as their patron deity. That is, the deity who exemplifies their field of study. Hence, a fili specialized in medicine will choose Diancecht as her patron deity; while one specializing in magicka will choose Math Mathonwy.
Background: Filidh may come from all walks of life, provided someone would pay for their studies. In any case, many would become filidh for its high social status among the Arash. However, druidic studies tend to be long, and often require several years to learn the basics. In fact, becoming an accomplished fili typically takes twenty years. A fili could learn from only one mentor, but will generally be instructed in druidic colleges, learning under several masters. There, filidh also learn to read and write (in Ogham and Common). Nevertheless, since writing is considered unsuited to keep knowledge, all of their science is memorized, never written down. As such, filidh students will spend much time learning by heart, often teaching younger students, as in the process they can strengthen their knowledge. A low level fili adventurer could thus teach a companion who may consequently multiclass as a fili. However, it should not be possible to take the class on a whim when having enough XP to get a new level. Becoming a fili can only result from long and thorough studies.
Races: Filidh may be of any race, but will typically be found among the Arash, and thus will be mainly humans. Of course, half-breeds (part-Sidhe, etc.) raised in a Arashan society will proportionally become filidh as much often as humans.
Other Classes: Filidh get along best with Arashan warriors, especially rangers who usually have some basic knowledge of druidism, thus are more able to understand them than the others. They are of course on excellent terms with bards and druids. On the other hand, filidh rather dislike those who tend to act in devious ways (like many rogues), for they revile lies. Then, filidh are highly suspicious of those not of the druidic priesthood who wield magicka, especially sorcerers, wizards and witches.
GAME RULE INFORMATION
Filidh have the following game statistics:
Abilities: Wisdom determines how powerful a spell a fili can cast, how many spells the fili can cast per day, and how hard those spells are to resist. To cast a spell, a fili must have a Wisdom score of 10 + the spell’s level. A fili gets bonus spells based on Wisdom.
The Difficulty Class of a saving throw against a fili's spell is 10 + the spell’s level + the fili’s Wisdom modifier. A high Intelligence is also important so filidh can have more skills.
Alignment: Varies by deity. A fili's alignment must be within one step of his deity's, and it may not be chaotic unless the deity's alignment is chaotic.
The fili’s class skills (and the key ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (any) (Int), Perform (Cha), Profession (Wis), Scry (Int, exclusive skill), and Spellcraft (Int). See Skills Overview and further of the SRD for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
All of the following are class features of the fili.
Hit Die: d6 (six).
Weapon and Armor Proficiency: Filidh are proficient with the following weapons: club, dagger, darts, quarterstaff, sickle, sling, and spear (half, long, short). Their spiritual oaths prohibit them from using weapons other than these. They are proficient with light armors only, and are prohibited from wearing metal armor (should they acquire a medium or heavy armor proficiency).
Spells: A fili casts divine spells. A fili may prepare and cast any spell on the cleric spell list, provided he can cast spells of that level. The Difficulty Class for a saving throw against a fili's spell is 10 + the spell's level + the fili's Wis modifier. Each fili must choose a time at which he must spend an hour each day in quiet contemplation to regain his daily allotment of spells. Time spent resting has no effect on whether a fili can prepare spells. In addition to his standard spells, a fili gets one domain spell of each spell level, starting at 1st. When a fili prepares a domain spell, it must come from one of his two domains.
Domain spells: At 1st level, the fili chooses two domains from those granted by his deity. These cannot be changed thereafter. At 9th level, a fili gains access to a 3rd domain of his or her choice.
Chaotic, Evil, Good, and Lawful Spells: A fili cannot cast spells of an alignment opposed to his own or to his deity's.
Spontaneous casting: Much like the clerical power described in the SRD, filidh can channel stored spell energy into divination spells that they haven't prepared ahead of time. The fili can "lose" a prepared spell in order to cast any divination spell of the same level or lower. A fili can't use spontaneous casting to convert domain spells into divination spells. These spells arise from the particular powers of the fili's deity, not divine energy in general. This ability comes as a result of filidh being expert seers and prophets; they can convert divine energy into an act of divination at any time.
[Exception: filidh whose patron deity is Diancecht – the god of healing – get the normal spontaneous casting ability of clerics instead, and convert prepared spells to cure spells – but not inflict spells –]
Bonus Languages: A fili may substitute Sidhe for one of the bonus languages available to him. In addition, a fili knows the Druidic language (as per the SRD druid class). This secret language is known only to druids and filidh, and they are forbidden from teaching it to non-druids. Druidic has its own alphabet: the Ogham script. Ogham is highly versatile: a fili (or druid) can create a coded message to another, hidden in a piece of art or arrangement of twigs. There are even several ways of communicating in a highly subtle Ogham sign language that can be used without nonproficient observers having any idea what is being said.
Awe Aura: Filidh are protected at all time by an aura of taboo affecting humanoids. Provided that the fili doesn't perform any obviously offensive action against them or their allies, humanoids cannot attack him unless they succeed a Will saving throw. The DC for this saving throw is 10 + half the fili's level + his Cha modifier for Arash; and 5 + half the fili's level + his Cha modifier for non-Arash (i.e.: any humanoid not raised in an Arashan culture). Once a save is failed, a humanoid cannot attempt a new save until the next day.
Savant: Filidh are scholars as well as priests, and spend much time memorizing knowledge. As such, at first level a fili gains 8 ranks in two knowledge skills (4 ranks each) chosen among the following: Arcana, Calabrin law, Geography, History, Local, Nature, Nobility and Royalty, The Planes, and Religion. At 4th level the fili gains a +1 competence bonus to these two Knowledge skills. This bonus increases to +2 at 8th level, +3 at 13th level, and +4 at 18th level.
Salmon of Knowledge: At 2nd level, filidh get the Bardic Knowledge ability (as per the SRD bard class). A fili may make a special knowledge check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. This check will not reveal the powers of a magic item but may give a hint as to its general function. The fili may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
The DM will determine the Difficulty Class of the check by referring to the table below.
DC Type of Knowledge
10 -- Common, known by at least a substantial minority of the local population.
20 -- Uncommon but available, known by only a few people in the area.
25 -- Obscure, known by few, hard to come by.
30 -- Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.
Diviner: At 3rd level, the fili gets a +1 circumstance bonus to his Scry skill checks; as well as to all Spot, Search, or Sense motive checks made to detect any kind of falsehood (i.e.: lies, forgery) or concealment (i.e.: secret doors, hidden treasures). He also gets a +1 bonus to her Will saving throws against Illusion spells and effects. These bonuses increase to +2 at 7th level, +3 at 12th level, and +4 at 17th level.
Bonus Feats: At 5th, 10th, 15th, and 20th levels, the fili gains a bonus feat.
A fili who grossly violates the code of conduct expected by his god (generally acting in ways opposed to the god's alignment or purposes) loses all spells and class features and cannot gain levels as a fili of that god until he atones.
Multiclass: if a fili multiclasses with the cleric class (and provided he still worships the same god), the level of fili and cleric stacks to determine the spellcasting level (both the fili and cleric classes have the same spellcasting progression, domain spells, and spontaneous casting ability).
Priests of the Tuatha de Dannan are normally filidh.
Only the following gods and goddesses have priests of the cleric class: Arawn, Goibhniu, Morrigann, Nuada, and Oghma.