Day One Preacher

Frontier preacher and believer.

The Day One Preacher is the person who walks into a Rim colony that has not seen a corporate supply ship in eighteen months and tells them the Nine have not forgotten them. This is usually a lie, but the Preacher makes it true by staying. They carry the creed to worlds that have never heard it, live among the forgotten settlements, and believe that civilisation must be torn down and rebuilt from the dirt. In the Nine's corporatocracy, the Day One Preachers serve a dual purpose: they keep the frontier colonies from turning hostile (cheaper than a Legion garrison), and they propagate a belief system that frames the Fold as judgment and the Nine as the necessary response. A sermon moves a district faster than a permit does. The Preacher speaks, the cell moves, and the ground changes hands before anyone files an objection. The Kadiss grid tracks Preachers through their creed affiliation and the colonies they have visited; a Preacher who converts too many settlements to something the Nine did not approve gets a red flag and a visit from Corp-Security. They operate on the Creed chassis (d8 HD, 3/4 BAB, Fort/Will good, Ref poor) because conviction is their armour. Light and medium equipment. CON is prime because the frontier kills the soft first. Prime requisites: WIS and CON.

Rules Reference

FieldValue
Armor AllowanceLight, Medium
Bab Tierthree-quarters
Base Skill Points4
Hdd8
Hd Sides8
Max Level20
Primary AbilitiesWIS, CON
Prime RequisitesWIS, CON
Save Tiers / Fortitudegood
Save Tiers / Reflexpoor
Save Tiers / Willgood
Weapon AllowanceAll rifles, Pistol, Knife, Improvised weapons

Notes

Archetype Niche: The Day One Preacher is the party's spiritual and survival anchor. Frontier Creed provides passive environmental resilience and anti-Kadiss tracking, making the Preacher essential for off-grid operations. Ritual of the Land adapts the party to any environment within 1 hour. Preach the Burn is the signature combat ability -- a sermon that debuffs enemies and buffs allies simultaneously. The Preacher's niche is the frontier itself: they make hostile worlds survivable and turn the Rim's harsh conditions into the party's advantage.

Multiclass Notes: Day One Preachers can multiclass with Chaplain and Survivalist archetypes. Non-humans use simultaneous multiclassing rules.

Level Table

Seeker

FieldValue
bab0
fortitude2
level1
reflex0
skillPoints16
titleSeeker
will2
xp0

Circuit Rider

FieldValue
bab1
fortitude3
level2
reflex0
skillPoints4
titleCircuit Rider
will3
xp2000

Preacher

FieldValue
bab2
fortitude3
level3
reflex1
skillPoints4
titlePreacher
will3
xp4000

Wilderness Pastor

FieldValue
bab3
fortitude4
level4
reflex1
skillPoints4
titleWilderness Pastor
will4
xp8000

Day One Preacher

FieldValue
bab3
fortitude4
level5
reflex1
skillPoints4
titleDay One Preacher
will4
xp16000

Master Preacher

FieldValue
bab4
fortitude5
level6
reflex2
skillPoints4
titleMaster Preacher
will5
xp32000

Grand Preacher

FieldValue
bab5
fortitude5
level7
reflex2
skillPoints4
titleGrand Preacher
will5
xp64000

Frontier Prophet

FieldValue
bab6
fortitude6
level8
reflex2
skillPoints4
titleFrontier Prophet
will6
xp125000

High Prophet

FieldValue
bab6
fortitude6
level9
reflex3
skillPoints4
titleHigh Prophet
will6
xp250000

Apostle of the Rim

FieldValue
bab7
fortitude7
level10
reflex3
skillPoints4
titleApostle of the Rim
will7
xp500000

High Apostle

FieldValue
bab8
fortitude7
level11
reflex3
skillPoints4
titleHigh Apostle
will7
xp750000

Firebrand

FieldValue
bab9
fortitude8
level12
reflex4
skillPoints4
titleFirebrand
will8
xp1000000

High Firebrand

FieldValue
bab9
fortitude8
level13
reflex4
skillPoints4
titleHigh Firebrand
will8
xp1250000

World-Shaper

FieldValue
bab10
fortitude9
level14
reflex4
skillPoints4
titleWorld-Shaper
will9
xp1500000

High World-Shaper

FieldValue
bab11
fortitude9
level15
reflex5
skillPoints4
titleHigh World-Shaper
will9
xp1750000

The Living Creed

FieldValue
bab12
fortitude10
level16
reflex5
skillPoints4
titleThe Living Creed
will10
xp2000000

High Living Creed

FieldValue
bab12
fortitude10
level17
reflex5
skillPoints4
titleHigh Living Creed
will10
xp2250000

The Burn Incarnate

FieldValue
bab13
fortitude11
level18
reflex6
skillPoints4
titleThe Burn Incarnate
will11
xp2500000

High Burn Incarnate

FieldValue
bab14
fortitude11
level19
reflex6
skillPoints4
titleHigh Burn Incarnate
will11
xp2750000

Supreme Day One Preacher

FieldValue
bab15
fortitude12
level20
reflex6
skillPoints4
titleSupreme Day One Preacher
will12
xp3000000

Special Abilities

Frontier Creed

FieldValue
level1
nameFrontier Creed

description: The Preacher gains Survival, Persuasion, and Off-Grid Adaptation as class skills with a +2 competence bonus. The Preacher's presence provides solace and purpose: allies within 30 feet of the Preacher ignore the first level of exhaustion and gain +2 to saves against environmental hazards in wilderness or frontier settings. The Preacher always knows the phases of local moons and suns, true north, and the approximate distance to the nearest water source, settlement, and Kadiss relay. The Preacher never counts as 'on the grid' for Kadiss tracking purposes -- a useful side effect of spending years in places where the grid does not reach. At level 7, the bonus radius extends to 60 feet. At level 13, allies ignore the first two levels of exhaustion. The creed is not a philosophy; it is a survival protocol dressed in conviction.

Sermon of the Reset

FieldValue
level1
nameSermon of the Reset

description: As a standard action, the Preacher delivers a short, sharp burst of creed to one creature within 30 feet. Against an ally, no save: the target gains +2 to their next attack roll, save, or skill check, expiring after 1 round if not used. Against an enemy: Will save (DC = 10 + Preacher level + CHA modifier) or shaken for 1d4 rounds. Once per encounter. Scales with level: the ally bonus increases to +3 at level 4, +4 at level 8, +5 at level 12, +6 at level 16.

Renounce Kadiss

FieldValue
level2
nameRenounce Kadiss

description: The Day One sacrament of Kadiss renunciation: 10 minutes of ritual (cannot be performed in combat) that takes the Preacher and up to 3 willing creatures off-grid for 24 hours with no off-grid penalties, immune to Kadiss tracking for the duration, +2 to Off-Grid Adaptation and +2 to Streetwise (the unconnected trust the renounced) -- but the targets also lose access to Kadiss services (no rek transactions, no door access, no grid communication) for the duration. Once per day.

Radicalise

FieldValue
level2
nameRadicalise

description: 10 minutes of uninterrupted conversation (cannot be performed in combat) with one willing or neutral creature within conversation range, forcing a Will save (DC = 10 + Preacher level + CHA modifier; +2 if the target has been wronged by the corporatocracy, +2 if currently suffering, -2 if loyal to an institution, -2 if the target has heard a Preacher's sermon in the last week). On a failed save, the target becomes a Day One adherent for 1 week: +2 to Will saves vs fear, and the target follows the Preacher's reasonable instructions. On a successful save, the target is immune to this Preacher's Radicalise for 1 month. Usable 3 + CHA modifier times per day (minimum 1). Scales with level: duration extends to 2 weeks at level 6, 1 month at level 10; permanent adherence on a failed save (no drift period) at level 14; at level 18, the Preacher can radicalise a hostile creature.

Ritual of the Land

FieldValue
level3
nameRitual of the Land

description: The Preacher can perform a 1-hour ritual attuned to the local environment. The ritual provides the Preacher and up to 6 participants with one of the following benefits for 24 hours: resistance 5 to the local dominant environmental hazard (heat, cold, radiation, toxicity), +2 to Survival and Perception checks in that environment, or the ability to find edible food and potable water in any wilderness (no check required). At level 9, the ritual requires only 10 minutes. At level 15, the Preacher can imbue one tool, weapon, or piece of gear with the ritual's blessing (+1 to a relevant check using that item for 24 hours). The ritual is not prayer; it is the accumulated knowledge of a person who has survived on a dozen hostile worlds and learned what each one will kill you with.

Cell Network

FieldValue
level3
nameCell Network

description: A downtime feature: 1 week establishes one Day One cell in a location the Preacher has visited. The cell has 2d6 + CHA modifier members (minimum 3), is loyal to the Preacher (shelter, intelligence, reasonable tasks), and has a base security rating of 10 + Preacher level against Legion/PMC/corp security Intelligence checks -- a discovered cell is destroyed (1-2 on 1d6), scattered (3-4, re-established with 1 week downtime), or escapes underground (5-6, auto re-establishes in 1d4 weeks). The Preacher can maintain 1 + CHA modifier cells (minimum 1); cells beyond this limit go independent.

Conviction Aura

FieldValue
level4
nameConviction Aura

description: The Preacher projects an aura of reset-creed conviction, radius 30 feet at level 4 growing +10 feet per 2 levels (40 ft at 6, 50 ft at 8, etc.) to a maximum of 100 feet at level 20. All allies within the aura gain a morale bonus to Will saves against fear, despair, and morale-shattering effects: +2 at level 4, +3 at level 6, +4 at level 11, +5 at level 15. Passive, always on. Drops if the Preacher is unconscious, dead, or broken. At level 8, the Preacher and allies within the aura become immune to natural (non-supernatural) fear; at level 14, the immunity extends to supernatural and Fold-induced fear. Does not stack with a Commissar's Standing Orders aura or a Spiritualist's Morale Aura -- the party uses the highest of the three.

Preach the Burn

FieldValue
level5
namePreach the Burn

description: Once per encounter, the Preacher can deliver a firebrand sermon as a standard action, targeting all creatures within 60 feet. Enemies who can hear the sermon must succeed on a Will save (DC = 10 + Preacher level + CHA modifier) or be shaken for 1d4 rounds; on a critical failure (fail by 5+), the target is frightened instead. Allies within range gain +2 to attack and damage rolls for 1 minute and become immune to fear for the duration. The sermon can be heard clearly over combat noise. At level 12, the Will save DC increases by 2 and shaken enemies become frightened on a critical failure. At level 18, affected allies gain +4 to attack and damage instead of +2. The Preacher does not ask for belief; the Preacher weaponises conviction.

Firebrand Sermon

FieldValue
level7
nameFirebrand Sermon

description: Preach the Burn upgrades: as a standard action, the Preacher chooses one mode affecting all creatures within 60 feet. Inspire: as Preach the Burn. Terrorise: all enemies save vs Will (DC = 10 + Preacher level + CHA modifier) or are frightened for 1d4 rounds; allies gain no bonus. Recruit: all neutral or hostile creatures save vs Will or become shaken and lose their next action; on a critical failure, the target becomes a Day One adherent for 1d4 rounds. Once per encounter, one mode per encounter.

Organise the Faithful

FieldValue
level10
nameOrganise the Faithful

description: The Preacher's Cell Network capacity doubles (2 + CHA modifier cells, minimum 2). Cells can communicate across systems via trusted couriers (1d6 days per system jump) and gain +2 to their security rating. Once per month, the Preacher can call a council of all cells (1 week to organise) that coordinates on a single objective (sabotage, recruitment, intelligence, or escape), granting +4 to all relevant checks. Each council carries a cumulative detection chance (10% the first time, 20% the second, 30% the third, etc.); if detected, all cells are compromised and must scatter.

The Burn Incarnate

FieldValue
level20
nameThe Burn Incarnate

description: The Preacher's capstone. The Conviction Aura now also grants all allies within it immunity to Fold-induced fear and +2 to all saving throws against any corporatocracy-originating effect (Kadiss throttling, asset realisation, indenture enforcement). Preach the Burn can be used at will, with no per-encounter limit. Firebrand Sermon's Recruit mode now converts on any failed save, not just a critical failure. Once per session, the Preacher may declare 'Day One': all allies within the Conviction Aura fight as if at full HP for 1 minute regardless of current HP.