Preach

A must for all Priests, Deacons, and Shamans (or any religious leader), this skill allows the character to write sermons and preach the tenants of his faith to both believers and non-believers. However, if attempting to convince non-believers of the merits of one’s faith, this check is made with a -4 penalty in most cases.  Usually, the setting is a church, temple, or similar place of worship, though this skill is equally useful when giving a sermon in an inn or upon a hillside.  A character without this skill can still try to preach, but he has no real hope of convincing anyone of the value of his religion or truly explaining its deepest meaning to a non-believer.

If a successful Preaching proficiency check is made, then the listeners’ function at +1 to Religious Doctrine, and +1 to spirit combat defense for a 24-hour period (due to the great inspiration of the speaker). Constructs may take this skill, but suffer a –3 penalty, due to their inability to maintain eye contact, and lack of vocal range.

Critical Success:  The aforementioned bonuses are doubled, and last for two days.

Critical Failure:  The Priest or preacher has taught heresy from the pulpit.  All listeners must make a save versus sleep/charm or function at -2 to Religious Doctrine and spirit combat attack for one day.