Lay Priest (Apath)

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Unofficial rules compendium

A lay priest is a priest of peace more than war, an exemplar of his patron. Often holding a position of civil responsibility as a judge, governor, or even a king, the lay priest carries the office of his faith into the secular world.

Class Information

This is a warpriest archetype that sacrifices fighting ability for skills.

Hit Die: d8.

Class skills

Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int ), Diplomacy (Cha), Disable Device (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier. This replaces heavy armor proficiency, focus weapon, and bonus feats.

Class Features

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

Weapon and Armor Proficiency

Lay clerics are proficient with all simple weapons, light armor, and medium armor, and with shields (except tower shields). Lay clerics are also proficient with the favored weapon of their deities. If the favored weapon of his patron is an unarmed attach, he gains Improved Unarmed Strike as a bonus feat.

Domains

The lay priest gains the domain powers of his domains, just like a cleric does. He also adds the spells of level 1 to 6 a cleric would get from this domain directly to the lay priest spell list. These spells are prepared using normal spell slots. This replaces sacred weapon.

A complete listing of domains can be found here: Domains.

Weapon of Faith (Su)

Table: Small or Large
Weapon of Faith Damage
Level Damage
(Small)
Damage
(Large)
1st-4rd 1d4 1d8
5th-9th 1d6 2d6
10th-14th 1d8 2d8
15th-19th 1d10 3d6
20th 2d6 3d8

At 1st level, his patron's favored weapon is charged with the power of his faith wielded by a lay priest. Whenever the lay priest hits with his patron's favored weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium lay priests is listed on Table Lay Priest; see Table: Small or Large Weapon of Faith Damage for lay priests that are small or large. The lay priest can decide to use the weapon's base damage instead of the weapon of faith damage—this must be declared before the attack roll is made. (If the weapon's base damage exceeds the weapon of faith damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that only deal energy damage. This is a lesser version of the warpriest's sacred weapon ability.

Inspiration (Ex)

At 3rdlevel, a lay cleric moves beyond being knowledgeable and skilled—he also gains keen powers of observation and intuition that far surpass the abilities of others. A lay cleric uses these powers to aid in their daily lives, but can also use these flashes of inspiration in other situations.

A lay cleric has the ability to augment skill checks and ability checks through his brilliant inspiration. The lay cleric has an inspiration pool equal to ¼ his lay cleric level + his Wisdom modifier (minimum 1). A lay cleric's inspiration pool refreshes each day when he prepares spells. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. A lay cleric can only use inspiration once per check or roll. The lay cleric can use inspiration on any Craft, Knowledge, Sense Motive, or Profession skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the lay cleric's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Inspiration replaces sacred armor.

At level 6, and every 3 levels thereafter, the lay cleric can choose one of the following inspiration talents.

  • Combat Inspiration (Ex): When the lay cleric uses inspiration on an attack roll or saving throw, he expends one use of inspiration instead of two.
  • Device Talent (Ex): The lay cleric can use the Use Magic Device skill even if not trained in that skill. If the lay cleric is trained in Use Magic Device, he can use the inspiration ability with that skill without expending uses of inspiration.
  • Edetic Recollection (Su): The lay cleric can always choose to take 10 on any of his Knowledge checks, even if he's in immediate danger or distracted. The lay cleric may expend one use of inspiration to take 20 on a Knowledge skill check even if he's in immediate danger or distracted. The lay cleric must be at least 12th level to select this talent.
  • Effortless Aid (Ex): The lay cleric can use an aid another action as a move action instead of as a standard action. The lay cleric can expend one use of inspiration to instead perform an aid another action as a swift action.
  • Empathy (Ex, Su): When attempting a Sense Motive check, the lay cleric makes two d20 rolls and takes the higher result. If the lay cleric uses inspiration on a Sense Motive check, he rolls the inspiration dice twice and takes the higher result. The lay cleric can expend one use of inspiration to target a single creature that he can see and hear within 30 feet. Upon doing so, the lay cleric detects the surface thoughts of the target's mind, as if he concentrated for 3 rounds while using the detect thoughts spell, unless the creature succeeds a Will saving throw. The DC of this save is 10 + 1/2 the lay cleric's level + his Wisdom modifier. If the target fails, the lay cleric can continue to detect the surface thoughts of the target creature for a number of rounds equal to 1/2 his lay cleric level.
  • Exploit Insight (Ex): The lay cleric can add his inspiration die to all Bluff, Linguistics or Spellcraft checks without expending a use of inspiration, even those he's not trained in.
  • Greater Combat Inspiration (Ex): As long as the lay cleric has at least 1 inspiration point in his inspiration pool, he no longer has to expend a use of inspiration to use that ability with attacks made with his patron's favored weapon. A lay cleric must have the combat inspiration lay cleric talent and 16th level to select this talent.
  • Inspired Alertness (Ex): Whenever the lay cleric becomes flat-footed, he can expend one use of inspiration to ignore that condition. He must be conscious to do so, and must decide to do so when he becomes flat-footed. Using this ability doesn't require an action.
  • Inspired Intimidator (Ex): When the lay cleric succeeds at an Intimidate check to demoralize an opponent, he can expend one use of inspiration to automatically increase the result of the check by 5 for the purpose of determining the duration of the demoralize effect. He can choose to spend multiple uses to inspiration in this manner to further increase the duration of the demoralize effect. He must be trained in Intimidate to take this talent.
  • Lay Wisdom (Ex): The lay cleric can use his inspiration ability when attempting Diplomacy, Heal, and Perception checks without expending uses of inspiration, provided he's trained in the skill.
  • Unconventional Inspiration (Ex): The lay cleric with this talent can pick any one skill. He can add his inspiration die to checks attempted with that skill without expending a use of inspiration.

Table: Lay Priest

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Sacred
Weapon
Damage
Spells per Day
0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Aura, blessings (minor), domains, orisons, weapon of faith 1d6 3 1
2nd +1 +3 +0 +3 Fervor 1d6 1d6 4 2
3rd +2 +3 +1 +3 Inspiration 1d6 4 3
4th +3 +4 +1 +4 Channel energy 1d6 4 3 1
5th +3 +4 +1 +4 Fervor 2d6 1d8 4 4 2
6th +4 +5 +2 +5 Inspiration talent 1d8 5 4 3
7th +5 +5 +2 +5 1d8 5 4 3 1
8th +6/+1 +6 +2 +6 Fervor 3d6 1d8 5 4 4 2
9th +6/+1 +6 +3 +6 Inspiration talent 1d8 5 5 4 3
10th +7/+2 +7 +3 +7 Blessings (major) 1d10 5 5 4 3 1
11th +8/+3 +7 +3 +7 Fervor 4d6 1d10 5 5 4 4 2
12th +9/+4 +8 +4 +8 Inspiration talent 1d10 5 5 5 4 3
13th +9/+4 +8 +4 +8 1d10 5 5 5 4 3 1
14th +10/+5 +9 +4 +9 Fervor 5d6 1d10 5 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Inspiration talent 2d6 5 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 2d6 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Fervor 6d6 2d6 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Inspiration talent 2d6 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 2d6 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Aspect of war, fervor 7d6 2d8 5 5 5 5 5 5 5
  • The values shown are for Medium warpriests. See the weapon of faith 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:

  • Class Skills
  • Skill points per level
  • Focus Weapon
  • Sacred Weapon
  • Bonus Feats (6)
  • Sacred Armor

See Also

  • Domains - List of complete domains and subdomains.
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