Domain Priest (Apath)

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Unofficial rules compendium

A domain priest is devoted to a certain patron or focused sphere of influence, giving up some of the warpriest's fighting prowess and ability to heal or harm for greater domain powers. Domain priests tend towards neutral alignments, being less interested in ethics and more in their chosen focus and in everyday life. They are exemplars of their domains, alive with domain power.

Class Information

This is a warpriest archetype, a priest devoted to a domain more than to battle.

Publisher Trailseeker.

Hit Die: d8.

Class skills

The domain priest puts a greater emphasis on skills than the normal warpriest. Replace the warpriest's list of class skills with the following. Skills in italics are new class skills.

Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

Skill points per level: 4. This replaces the bonus feats gained at level 9, 12, 15, and 18. A warpriest gains no bonus feats and cannot select fighter feats.

Class Features

The domain priest has all normal class features, except as noted.

Domain Powers

The domain priest gains the domain powers of both his domains, as a cleric of that domain would. This replaces aura, channel energy, and focus weapon.

If subdomains are in use, a domain priest can selects subdomains and gains the domain powers and domain spells of the selected subdomain. This does not alter his blessings, which are always based on the main domain and not on subdomains.

Domain Spells

The domain priest gains abilities similar to the domain abilities of clerics. He adds the level one to six domain spells of each of his domains to his spell list. A domain priest does not have domain spell slots, he prepares these spells like any other spell (but see spontaneous domains below). This replaces the ability to heal or inflict wounds with fervor. A domain priest can still use fervor to cast spells as swift actions, as outlined in the fervor ability.

Spontaneous Domains (Ex)

Instead of being able to substitute for cure/inflict spells, a domain priest can substitute for domain spells from either of his domains, using the rules of the spontaneous casting ability. This replaces spontaneous casting.

Fervored Spellstrike (Su)

At 3rd level, when a domain priest casts a spell from the warpriest spell list that targets one or more creatures, he can spend one point of fervor deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a domain priest can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. Additional damage from spells is not multiplied on a critical hit. This replaces the bonus feat warpriests get at level 3.

A domain priest can use fervored spellstrike to deliver domain spells.

Abundant Domains (Su)

At level 6, a domain priest can expend fervor to cast domain spells. By expanding a use of fervor as a free action, the domain priest can cast a domain spell of a level he can cast without having the spell prepared and without expending a spell slot. This replaces the bonus feat warpriests get at level 6.

Table: Domain Priest

Class
Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Sacred
Weapon
Damage
¤
Spells per Day
0 1 2 3 4 5 6
1st +0 +2 +0 +2 Blessings (minor), orisons, domain powers, domain spells, spontaneous domains, sacred weapon 1d6 3 1
2nd +1 +3 +0 +3 1d6 4 2
3rd +2 +3 +1 +3 Fervored spellstrike 1d6 4 3
4th +3 +4 +1 +4 Sacred weapon +1 1d6 4 3 1
5th +3 +4 +1 +4 1d8 4 4 2
6th +4 +5 +2 +5 Abundant domains 1d8 5 4 3
7th +5 +5 +2 +5 Sacred armor +1 1d8 5 4 3 1
8th +6/+1 +6 +2 +6 Sacred weapon +2 1d8 5 4 4 2
9th +6/+1 +6 +3 +6 1d8 5 5 4 3
10th +7/+2 +7 +3 +7 Blessings (major), sacred armor +2 1d10 5 5 4 3 1
11th +8/+3 +7 +3 +7 1d10 5 5 4 4 2
12th +9/+4 +8 +4 +8 Sacred weapon +3 1d10 5 5 5 4 3
13th +9/+4 +8 +4 +8 Sacred armor +3 1d10 5 5 5 4 3 1
14th +10/+5 +9 +4 +9 1d10 5 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 2d6 5 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Sacred armor +4, sacred weapon +4 2d6 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 2d6 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 2d6 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Sacred armor +5 2d6 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Aspect of war, sacred weapon +5 2d8 5 5 5 5 5 5 5

¤ The values shown are for Medium warpriests. See the sacred weapon class feature for Small and Large warpriests.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Focus Weapon
  • Fervor
  • Channel Energy
  • Bonus Feats

See Also

  • Domains - List of complete domains and subdomains.
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