Last updated April 12, 2026
Clerics of the deities of Minaria are an uncommon sight. Most of the devout work in both the daily life of the common folk and rarely have direct contact with their deities. They must more often than not rely upon divine manifestations of good will (favourable weather, luck, etc.) to assure themselves of the correctness of their path. Intervention by a deity for a worshipper is extremely rare, bordering on miraculous. Direct communion with the deity is reserved for the patriarchs of the faith.
There is usually only one great temple to each deity of the Minarian pantheon, tended by the most devout priests of the order, known as clerics While most major urban areas usually have a small temple to many gods, shrines in the rural areas and wilderness are few. The bulk of religious work done in Minaria is done by Divines (sometimes called ecclesiastics).
The divine is a lay member of a religious order, serving his chosen deity in a mostly secular fashion. The divine holds his faith high in his daily life, but does not have the direct connection to his deity that a cleric of the faith obtains when he gives his entire life over to the god. Divines serve their god in their own way with their particular skill set.
Training as a divine is an important stepping-stone towards becoming a cleric of Minaria. Only those who have taken the lay training of the divine are suitably indoctrinated in their faith to be considered for advancement to the ranks of the clergy.
The divine tend to advise rather than shape political policy in the nation states of Minaria. Because the will of the gods is often hard to discern, many rulers do not subordinate themselves to religious dogma, even if they uphold principles of the key churches. For example, Hothior has a dominant state religion (Lork), but even there the capital, Port Lork, has minor shrines to other gods in the Minarian pantheon.
Gazzohla is an interesting case also, for theocracy of the nation lends itself to a large number of divines running the bureaucracy.
The divine gain the literacy feat for free at 1st level.
A Divine’s faith in his chosen deity grants confidence in his actions and aids them in times of stress. Once per day the divine can draw upon his faith to gain + 1 Bonus based upon the belief that the god is guiding his actions. The bonus can be applied to any skill check, ability check, saving throw, attack or defense roll. The Faith bonus may be chosen to be applied AFTER the roll is made.
The Divine has perfected one of the prayers to his god. The divine may learn any one of the prayers per level, but each may only be chosen once. The divine can use a total number of Prayers per day equal to his Divine level. The divine must be able to speak the prayer. A gagged or magically silenced divine cannot recite the Prayer. Each prayer takes one round to initiate but the effects are immediate. If the divine recites a prayer multiple times to inspire several allies, the Prayer s considered unbroken for duration purposes. A character may not be affected by more than one Prayer at a time.
a) Courage
The divine can ray to inspire courage in an ally (including himself). To be affected, an ally must be able to hear the Prayer and must believe in the same god or an allied deity. The effect lasts for the six rounds, including the round the Prayer was started. An affected person receives a +2 bonus on Will saves and a +2 bonus on defense checks and weapon damage rolls.
At 7th level , the Prayer bonus becomes +3 and at 10th level, the Prayer bonus becomes +4
b) Recovery
The divine can pray to aid an ally’s recovery. The divine cannot pray to aid his own recovery. To be affected, the divine must pray over the person, who must also believe in the same deity or an allied god. An affected ally recovers HP at twice the normal rate as long as he remains in the care of the Divine.
At 7th level the Divine may pray over two people simultaneously, and at 10th level the Divine may pray over three people simultaneously.
c) Heroism
The divine can pray to inspire heroic feats in an ally or himself. The target must be able to hear the Prayer and believe in the same deity or allied god. The effect lasts for six rounds, including the round in which the Prayer was recited. An affected ally receives +2 on attack rolls ad +2 on Fortitude Saves.
These bonuses increase to +3 at 7th level and +4 at 10th level.
d) Precision
The divine can pray to help an ally succeed at a specific task requiring precision. The ally must believe in the same deity or an allied deity for the Prayer to work. The affected ally receives a +4 bonus on any one Craft Skill check or a +2 bonus on any other Skill check. The effect of the prayer lasts 10 minutes or until the first check is made. Certain applications of this prayer may not be allowed at the GM’s discretion.
e) Performance
The divine can pray to gain confidence or to be more compelling. The prayer, which takes the form of a song or speech can also be used to inspire an ally to do the same. To be affected the ally must be able to hear the Prayer and must believe in the same deity or an allied deity. The effect lasts for 1 hour. The affected ally receives a +2 bonus on all Bluff, Diplomacy, and Gather Information checks, and a +3 bonus on all perform checks.
f) Wisdom
The divine can pray for wisdom and direction when seems dark. The Prayer only affects the divine- not allies. The divine receives a +2 bonus to wisdom-based checks lasting for 1 hour.
The Divine has perfected one of the prayers to his god. The divine may learn any one of the prayers per level, but each may only be chosen once
If they have the requisite 4 ranks in Heal skill, the Divine acquires the Leetchcraft feat at 3rd level. This feat allows the character to offer extraordinary non-magical care to the injured.
The Divine has perfected one of the prayers to his god. The divine may learn any one of the prayers per level, but each may only be chosen once
Once per day, the Divine may bolster others with the strength of his faith. The character may grant a +1 Bonus one ally who can hear and see the Divine. The recipient must be an religious observer of the same deity or an allied deity. The bonus applies only to a specific action chosen by the divine during the ally’s action. The divine character must name the action to receive the blessing at the time the special ability is used. The bonus can be applied to any skill check, ability check, saving throw, of attack roll. The action must be chosen BEFORE the ally’s roll is made.
At 4th Level the faith bonus is increased to +2, once per day
The Divine has perfected one of the prayers to his god. The divine may learn any one of the prayers per level, but each may only be chosen once
At 5th level, the Divine may select a bonus feat from the following list:
Favoured
Fortune’s Favour
Iron Will
Quick Witted
Skill Mastery
The Divine has perfected one of the prayers to his god. The divine may learn any one of the prayers per level, but each may only be chosen once
At 6th Level, the Divine may invoke the Blessings bonus +1 twice per day.
At 6th Level the faith bonus is increased to +2, twice per day
The Divine has perfected one of the prayers to his god. The divine may learn any one of the prayers per level, but each may only be chosen once
Prayer Bonuses, where applicable now become +3
At 7th level, the Blessings Bonus is increased to +2 twice per day
At 8th Level, the Divine may invoke the Blessings bonus + 2 three times per day.
At 8th Level the faith bonus is increased to +3, twice per day
At 8th level, the Divine character learns to call upon whatever resources he can during his career. Over time the Divine gains valuable contacts throughout the sphere of his activities. At 8th level the character gains a Contact, which the GM should develop as a supporting NPC. The Contact will not usually accompany the divine on a mission or put himself at great risk to aid a character, but will provide information or expert skills. The divine should not be able to call upon the Contact more than once per adventure.
At 8th level, the Divine acquires a minor abnormality. The player is encouraged to create a minor oddity about the character. The appearance of the Numen is not debilitating, but reflects that, since the divine has reached a certain level of magical or religious knowledge, the gods have marked him or her.
At 9th level, divine may attempt to enter the Mysts of Noyolla once per day. They must have a solid sleeping environment or suitable peace and quiet to enter a trance. The priest must make a Will Save DC 20 to enter the Mysts. The Mysts may provide insight or mere confusion, as the DM must decide what the priest sees and what shape the visions take. While within the Mysts the divine’s sleeping physical body is vulnerable.
At 10th level, the Blessings bonus is increased to +3 three times per day.
Prayer Bonuses, where applicable now become +4
At 10th level, the Divine may select a bonus feat from the following list:
Favoured
Fortune’s Favour
Iron Will
Quick Witted
Skill Mastery nt
Bluff
Concentrate
Craft:Alchemy
Craft:Domestic Arts
Decipher Script
Diplomacy
Gather Information
Heal
Knowledge: Arcana
Knowledge:Foreign Cultures
Knowledge:History
Knowledge:Nobility
Knowledge: Religion
Listen,
Profession
Sense Motive
Speak Language
Spellcraft
