Samaritan
Samaritans are kind souls that travel the lands looking for people to help, doing good deeds, assisting the common folk and the uncommon folk equally. Often well loved and respected by the common folk, Samaritans do what they can when they can. Their faith is personal; if some folk are inspired by their good deeds and this brings them to worship at the same altar, then thats a very fine thing, but it's not the Samaritan's driving goal -- they do good deeds simply because its the right thing to do.
Samaritans are fun to play because they are not as overbearing or as intense as some Priests; they have a much more middle of the road approach to life.
Cost Ability
55 Mendicant Package
20 Healing Domain Package
20 Travel Domain Package
95 Total Cost of Abilities
Value Disadvantages
0 None

+95

Total Cost of Package

Basic Package Deals
Mendicant
The Dominine Magic System is detailed here.
This Package Deal is for Domini using the Prepared Model
Mendicants travel around in the pursuit of their duties, whether as missionaries, because they have taken a vow of pilgrimage, or a host of other reasons. The Mendicant comes into contact with a lot of different people and cultures in their travels, often speaks a host of languages, and know their way around a surprising number of places. It is also not uncommon for Mendicants to have friends in both high and low places, and people favorably disposed towards them from prior visits in many places.
Mendicants often extend their lingual and geographical knowledge, and build strong ties with people everywhere they go. Mendicants are fun to play because they have a great deal of worldly knowledge combined with spiritual strength.
Cost Ability
37 Prepared VPP (30 Pool)
3 Power Skill: Faith (EGO)
1 Literacy w/ Native Language
3 Traveler
3 Linguist
3 Well Connected
5 Area Knowledges, Languages, Contacts (5 points worth)
Value Disadvantages
0 None
+55 Total Cost of Package
Cost Options
*19 Higher Spell Level Pool: +15 Pool
var Well Liked: Favors
var Well Traveled: Contacts
3 KS: General Religion
6 Unshakeable: +10 Mental Defense; Requires a Faith Roll (-1/2), Only Usable While In Good Standing With Faith (can't be removed; -1/4)
10 Resolute: +5 EGO
20 Willfull: +10 EGO
5 Battle Trained: AF: Medium Armor, AF: Shield, Penalty Skill Levels: +1 to Offset DEX and DCV Penalties of Armor
2 WF: Priest Group (Mace, Hammer, Morning Star)
-5 Social Limitation: Religion at Odds with Governement  (Hassled by local officials, gaurdsmen, patriots, etc) (Frequently; Minor; Not Limiting In Some Cultures)
-10 Rivalry with other Priests (More Powerful, Group, Professional, Unaware, Outdo)

Package
Cost Ability
10 Domain Granted Power
10 Access to Domain Spells
+20 Package Total Cost
DETAILS
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Package
Cost Ability
10 Domain Granted Power
10 Access to Domain Spells
+20 Package Total Cost
DETAILS
Errata Edit
[Category] [Type]
Real Cost: Active Points:
Provider: Source:
Keywords
Description
Effect
Errata Edit
[Category] [Type]
Real Cost: Active Points:
Provider: Source:
Keywords
Description
Effect
Spell List
Record Count: