JOINING A CHURCH

Being a member of a church actually has two very distinct meanings. Most individuals who choose to worship with others at a temple or shrine could be considered members of their church; for clarity, they are hereafter referred to as congregants. This status grants a worshiper a number of acquaintances and a social support group to whom she can turn in time of need, making her a part of a religious community. Congregants need perform only a few duties for their church, beyond following the tenets of the religion. They are encouraged to donate at least a small sum of money to the fold, or else devote a few hours a week in service to the temple. The precise amounts of money and time depend on the size of the church to which the temple belongs.

On a deeper level, one can become a formal member of a church by actually joining the institution. Most priests of a given god are part of that god’s church, but the church’s personnel is not limited to priests. Temple guards and holy warriors, researchers, bookkeepers, traveling friars, even temple grounds keepers can be offi cial members of a church. Such individuals gain many more benefi ts and much higher status than the laypeople, but must also perform a great many duties in the name of their god and the church hierarchy.

While it’s easy enough to become a congregant of a church, attaining formal membership is harder. One must be a recognized priest of the church’s god—a task that involves more than merely possessing levels in cleric or a similar class—or else seek employment with the church directly. This process is handled much like approaching a guild for membership. It requires a DC 10 Gather Information or Knowledge (local) check to fi nd the offi ces or temple of a high-ranking member of a public church. A secret sect might require a lengthy quest for clues, followed by a Gather Information or Knowledge (local) check with a DC of 25, 30, or even higher.

As with other organizations, those who desire membership in a church must either have levels of an appropriate class or 4 ranks in an appropriate skill. In the case of churches, the associated classes are always the same: cleric, favored soul (Complete Arcane), and paladin. Associated skills for each type of church are given in the sections below. An individual who aspires to membership must also be a follower of the church’s god. In some instances, a church might make an exception to the above requirements if an individual has other useful abilities. The Church of Boccob, for instance, might permit a powerful sorcerer to join because of his magical abilities. Similarly, the churches of martial gods, such as Heironeous or Hextor, might permit fi ghters, hexblades, and warriors to join even if they lack the associated skills.

A great number of churches require that all their members follow the same behavioral strictures as their clerics—in game terms, that they be within one step of their deity in alignment. Some churches have additional restrictions, such as an oath of secrecy (possibly enforced through spells such as mark of justice), a ceremony of allegiance, a quest or activity to prove one’s faith, and so forth.

Not everyone joins a church for the same reason. Some are true believers who simply wish to serve their god in whatever way they can. Others see the church as a source of employment; they are faithful enough, but act primarily for money, not devotion. Still others see it as an easier or greater path to power than a career in politics.

BENEFITS OF MEMBERSHIP

Congregants in a church gain a +1 bonus on Diplomacy and Gather Information checks involving other congregants and members of the same church. Other members of their specifi c temple—but not other temples of the same church—have a starting attitude one step closer to helpful than they would normally have (PH 72).

Higher-ranking members of the church, such as priests or other church employees, gain a +2 bonus on Diplomacy and Gather Information checks involving other members and congregants of the same church, and a +1 bonus on those checks involving worshipers of the same god who, for whatever reason, are not part of the local church. Additionally, so long as they remain members in good standing, they receive a 5% discount on any spells they hire other church members to cast. (This discount applies only to the cost of casting; the character must still provide the full value of any material components.) Upon becoming a formal member of the church, a character gains one new contact.

Finally, members (but not congregants) can acquire the Favored feat (see page 61).

Note that all skill benefits for church membership stack with any benefits granted by membership in a religious guild or organization. So, however, do the various duties—possibly leaving a character very little free time.

DRAWBACKS OF MEMBERSHIP

In the case of congregants, membership in a church requires little more than regular (or at least occasional) participation in temple services and holidays, and that the individual not blatantly and publicly violate any religious precepts. Congregants are encouraged to volunteer either their money or their time, but the amounts are extremely modest. A congregant might be exiled from her temple—and thus, the larger church—if she grossly violates any religious precepts, if she utterly refuses to donate even the smallest bit of money or time, or if she completely ceases attending services.

True members must devote a substantial amount of their time to performing church- and faith-related duties, often leaving them precious little time for anything else. Failure to perform these duties, or even the slightest hint of a member acting outside the precepts of the faith, can result in expulsion (or even execution, in the case of evil or extremist churches).

In addition, religious conflict is common in most D&D settings, and any member or congregant of a church might find herself a target for the enemies of her god.


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