The sacerdote is a divine spellcaster class that is powerful and versatile enough to compete with the arcane wizard. Specialized in magic, they are less practical than clerics and are not leaders or warriors. Sacerdotes cast cleric and domain spells and have a huge number of spells per day. They rely on magic in combat and on channeling their spells into devastating manifestations of divine wrath.
|Sacerdote, from latin sacerdos, priest. Used in roman times to denote clergy and augurs of the pre-christian religion, the word survived conversion and still means priest in Spanish, Italian, and Portuguese. It is used as the name of the class because it has a nice ring to it, alluding to things sacred.|
Publisher: Purple Duck Games.
Sacerdotes are focused miracle workers, completely dedicated to serving their patron or creed. A sacerdote focuses on channeling divine powers to the exclusion of everything else. They work towards their goals by invoking miracles and divine wrath. Their mastery of domain spells exceeds that of clerics, letting them delve deeply into the specific powers of their faith.
Sacerdotes are students of divine knowledge, delving both deep and wide into the mysteries of their faith. They study myths and legends to discover hidden meaning and pattern, using this knowledge to replicate miracles in a reliable way. Many have a background as priests, teachers, or religious academics. The sacerdote is an educated class and starting age is in the oldest category.
Sacerdotes worship whole pantheons, exploring all the avenues available to their faith. They serve pantheons of many gods, or have their own views of the divine that they try to propagate. Yet others serve archdevils, demon princes, spirits or other less-than-divine patrons, generally several at once. Whatever creed they serve, they do so in a pious and analytical way. Sacerdotes are rarely fanatics or zealots.
A sacerdote may be of any alignment, but he cannot draw upon the divine power of a patron who has an alignment opposed to his own, either on the law-chaos or good-evil axis. See domains, below. Sacerdotes of neutral alignment can serve gods of any alignment, having studied many ethical viewpoints but made none of them their own. Sacerdotes more dedicated to a certain alignment instead have the option to befriend creatures who share their alignment.
Each adventuring sacerdote has his own reasons. Those who are part of a church may be sent on missions into the world, those who strike out on their own might be banished for their free-thinking ways or just be forced to support themselves. Either way, sacerdotes easily fit into most adventuring parties, their wide repertoire of spells and powers making them useful spellcasters, dangerous blasters, and good support for all classes.
Sacerdotes find physical tasks demeaning, and look down on the physical classes—while appreciating the service and security they provide, they would never dirty their own hands with physical labor or martial combat. This and their theoretical approach to alignment and faith can put them at odds with other divine classes, who feel they have a practical understanding of the divine as opposed to the sacerdotes' theology. Sacerdotes can also clash with wizards and other learned classes, competing for academic credibility. Still, their wisdom tells them that cooperation is of primary importance, rivalries are usually saved for classrooms and debates.
A sacerdote needs Wisdom for his spells and Intelligence for touch attacks, divine wrath, and skills. A healthy Constitution gives a measure of security while Dexterity allows them to call on divine power quickly and accurately.
Hit Die: d6.
The sacerdote's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Handle Animal (Cha), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (Planes) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points per Level: 2 + Int modifier.
Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
All of the following are class features of the sacerdote.
Weapon and Armor Proficiency
Sacerdotes are proficient with the club, dagger, hanbo AA and quarterstaff but not with any type of armor or shield. A sacerdote that wears armor or uses a shield risks arcane spell failure on divine spells from the sacerdote class, see advanced spellcasting below.
A sacerdote casts divine spells, which are drawn from the cleric spell list and from clerical domains. His cleric spells and domain spells make up two different spell lists, and a sacerdote prepares spells from each category separately. A sacerdote must choose and prepare his spells in advance. His alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells, below.
To prepare or cast a spell, a sacerdote must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sacerdote's spell is 10 + the spell level + the sacerdote's Wisdom modifier.
Like other spellcasters, a sacerdote can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Sacerdote. A sacerdote prepares this many cleric spells and this many domain spells each day. In addition, he receives bonus cleric spells per day if he has a high Wisdom score. Domain spells do not receive any bonus spells per day from attributes.
Example: A third level sacerdote with a Wisdom of 12 can prepare two first-level and one second-level cleric spells, and the same number of domain spells from among those listed for his domains. In addition his wisdom allows him to prepare an additional first-level cleric spell.
Sacerdotes meditate for their spells. To prepare spells, they must get eight hours of sleep and then spend 1 hour in quiet contemplation to regain their daily allotment of spells. A sacerdote may prepare and cast any spell on the cleric and domain spell lists, provided that he can cast spells of that level, but must prepare the proper type of spell in cleric and domain slots respectively and choose which spells to prepare during his daily meditation. See domains below for what domain spells each sacredote has access to.
Sacerdotes studying the divine do not adapt their spells to practical use the way most divine spellcasters do. Their study of the divine is deeply theoretical and has just as exacting requirements as arcane magic. This includes having to rest before spell preparation as noted in the spells ability above. Sacerdote spells also have exacting somatic components. When casting divine spells with somatic components while wearing armor, a sacerdote is subject to arcane spell failure just like an arcane caster would be.
Sacerdote spells are harder to learn than normal divine spells, and this restricts which prestige classes they can benefit from. A prestige class that improves the casting of spells of any type improves the spellcasting abilities of the sacerdote, but a prestige class that improves only divine spells does not improve sacerdote spellcasting.
A sacerdote's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.
Calculated Targeting (Ex)
The sacerdote can add his Intelligence bonus in addition to the attribute he would normally use on attack rolls with spells or divine wrath rays. This does not apply to physical attacks improved by spells, only to attack rolls granted by the spell itself. As an illustration, a sacerdote applies this bonus to divine wrath rays and to attack rolls with spells like cause light wounds, searing light or spiritual weapon, but not to the attacks of a weapon enhanced with magic weapon.
In addition, the sacerdote's mastery of magic gives spells with a range of touch a very limited range. When the sacerdote casts what is normally a melee touch attack spell, he can deliver it as a ranged touch attack with range of 5 ft. times the sacerdote's Intelligence modifier. It uses the sacerdote's Dexterity modifier (in addition to his Intelligence bonus from the first part of this ability) to calculate the attack bonus. If it misses the spell is lost, the charge cannot be held. If the target is within the sacerdote's natural reach, the spell can instead be delivered normally as a melee touch attack.
A multiclass sacerdote cannot use this ability with spells gained from other classes.
Chaotic, Evil, Good, and Lawful Spells
A sacerdote can’t cast spells of an alignment opposed to his own. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions. Note that some spells take on an alignment descriptor depending on how they are used, such as summon monster spells that have alignment descriptors that matches the summoned creature's alignment subtypes.
A sacerdote needs a divine focus to use divine wrath and certain spells. As sacredotes commonly worship several gods, they can use the divine focus of any of the gods whose domains they use. Some sacerdotes have one main god whose symbol they use constantly, others make a combination focus incorporating elements of the divine focus of several gods they worship, make an original symbol significant to their own spirituality, or alternate between the divine foci of several gods.
Divine Wrath (Sp)
As a standard action that triggers an attack of opportunity, a sacredote may channel his spells trough his divine focus to deal damage.
To use this ability, the sacerdote spends a standard action and sacrifices a sacerdote spell of level one or higher. This can be a cleric or domain spell, but orisons cannot be channeled. The spell is expended as if it was cast, but has no effects besides powering the divine wrath ability. The amount of damage dealt is 1d6 points per level of the spell used. This damage increases as the sacerdote advances in level. At level 2 and each even level thereafter add another d6 damage, to a maximum of 10d6 additional damage at level 20. For effects that counter magic, this is equivalent to a spell of the same level as the spell used to power the ability, and uses the sacerdote's caster level. Divine wrath is not subject to spell resistance.
Example: A 13 level sacerdote channels a 4th level spell into divine wrath. The damage is 4d6 for the spell level and 6d6 for the class level, for a total damage of 10d6.
Divine wrath is divine energy that deals damage to both undead and living creatures, but leaves constructs and objects unharmed. Divine wrath does full damage to incorporeal creatures. Death ward and similar abilities that protect from either positive or negative energy halve that type of damage from divine wrath and reduces the damage to nothing with a successful saving throw. The channel resistance monster ability applies to uses of divine wrath that allow a saving throw.
Divine wrath can take two forms, a 20 ft. cone burst or a ray.
A cone originates at the caster and bursts 20 ft. in a quarter-circle in a direction designated by the sacredote. Creatures that take damage from a divine wrath burst receive a Will save to halve the damage. The DC of this save is equal to 10 + the level of the spell channeled + the sacerdote's Intelligence modifier. As a burst, it does not spread around walls or other cover, but as a Will-save effect there are no cover modifiers to the saving throw.
Divine wrath channeled into a ray has medium range (100 ft. + 10 ft./level). This is a ranged touch attack that only affects a single target, but there is no saving throw for half damage.
A sacerdote must be able to present his divine focus to use this ability. Divine wrath is a variant of the cleric's channel energy class feature and counts as channeled energy of the same type and number of dice in situations that can be triggered using channel energy, such as using channeled energy against haunts, as a key to open a door, or to trigger an event. The sacerdote can emulate either positive or negative energy channel in this way, as decided when the the power is used.
Sacerdotes study the divine in unique ways, achieving both a breath and depth unavailable to clerics. Sacerdotes use the same domains clerics use, but focus solely on domain spells and do not gain any powers from his domains.
Beside divine spells from the cleric list, sacerdotes have access to a large number of domains and a separate but equal daily limit on domain spells they can prepare (see spells above). Each domain gives the sacerdote access to a domain spell at each spell level he can cast, from 1st on up. Combine all the spells granted by the sacerdote's domains; these become his domain spell list.
Each sacerdote selects five domains among those offered by his patron. A sacerdotes that serves a pantheon can draw upon the domains of all deities of his pantheon. He cannot select an alignment domain (Chaos, Evil, Good, or Law) unless he shares that alignment. A sacerdote who follows a personal revelation can instead select any five domains, but must still follow the limitation on alignment domains. If the sacerdote gains a domain from another class, such as cleric, inquisitor, or warpriest, the domains must match as far as possible.
In addition, all sacerdotes know mage armor as a 1st level domain spell. When the sacerdote casts mage armor on himself, it is considered worn armor for the purpose of spells cast on it, and can be used with armor-enhancing spells like spiked armor and magic vestment.
Example: Asilah is a first level sacerdote with the charm, community, fire, good, and healing domains. Her domain spell list consists of all the collected domain spells of these domains, plus mage armor which all sacerdotes know. This gives her a first level domain spell list consisting of: bless, burning hands, charm person, cure light wounds, mage armor, and protection from evil. She uses this as her spell list when she prepares her 1st level domain spells. All the domain spells of higher levels are on her spell list; she can use a wand or divine scroll of fireball even tough she cannot prepare that spell yet, since that spell is offered by the fire domain.
A sacerdote that grossly violates the tenets of a particular patron or changes to an alignment opposed to a patron loses any domains offered by that patron until he atones. If he does not atone, the next time he advances in level the sacerdote can choose replacement domains from other powers of his pantheon whose alignment is not opposed to his. A sacerdote who loses access to all his domains also loses the ability to cast sacerdote spells or use divine wrath until he recovers the use of at least one domain.
Sacerdotes can prepare a number of orisons, or 0-level cleric spells, each day, as noted on Table: Sacerdote under "Spells per day". These spells are treated like any other spell, but they are not expended when cast and may be used again. A sacerdote has no level zero domain spells.
At level 3 and every 4 levels thereafter (at 3rd, 7th, 11th, 15th, and 19th level) a sacerdote gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or a wrath feat. The sacerdote must meet all prerequisites for each bonus feat.
At 5th level, the sacerdote learns to manifest his divine wrath ability in new ways. Select one of the following manifestations at 5th level. Every four levels after 5th (level 5, 9, 13, and 17) add another manifestation. Unless otherwise noted, each manifestation can only be selected once.
- Long Ray: A ray with long range (400 ft. + 40 ft/level) affecting a single target.
- Forked Ray: A split ray, affecting two targets at short range (25 ft. + 5 ft./2 caster levels). Roll to hit each target separately. This cannot strike the same target several times. This manifestation can be selected several times, each time adds an additional target.
- Cylinder: A cylindrical burst (20-ft. radius, 10-ft. high per level) within medium range (100 ft + 10 ft./level). To determine how it interacts with cover, positive energy originates at the upper end of the cylinder and bursts down; negative energy begins at the low end of the cylinder and travels up. This manifestation can be selected twice, the second time it gets long range (400 ft. + 40 ft/level).
- Long Cone: A 60 ft cone, extending the range of the basic cone. This manifestation can be selected several times, each additional time adds 20 ft. to the cone.
- Snake Shape: A sinuous line that can be shaped as desired. The sinuous line affects one 5-foot square per caster level, and each square must be adjacent to the previous square, starting at the sacerdote.
Creatures that take damage from a divine wrath burst receive a Will save to halve the damage. The DC of this save is equal to 10 + the level of the spell channeled + the sacerdote's Intelligence modifier. As a burst, it does not spread around walls or other solid cover, but as a Will-save effect there are no cover modifiers to the saving throw.
|Special||Spells per Day|
|1st||+0||+0||+0||+2||Advanced spellcasting, calculated targeting, divine wrath, domains, orisons||3||1+1||—||—||—||—||—||—||—||—|
|2nd||+1||+0||+0||+3||Divine wrath +1d6||4||2+2||—||—||—||—||—||—||—||—|
|4th||+2||+1||+1||+4||Divine wrath +2d6||5||3+3||2+2||—||—||—||—||—||—||—|
|6th||+3||+2||+2||+5||Divine wrath +3d6||5||3+3||3+3||2+2||—||—||—||—||—||—|
|8th||+4||+2||+2||+6||Divine wrath +4d6||6||4+4||3+3||3+3||2+2||—||—||—||—||—|
|10th||+5||+3||+3||+7||Divine wrath +5d6||6||4+4||4+4||3+3||3+3||2+2||—||—||—||—|
|12th||+6/+1||+4||+4||+8||Divine wrath +6d6||6||5+5||4+4||4+4||3+3||3+3||2+2||—||—||—|
|14th||+7/+2||+4||+4||+9||Divine wrath +7d6||6||5+5||5+5||4+4||4+4||3+3||3+3||2+2||—||—|
|16th||+8/+3||+5||+5||+10||Divine wrath +8d6||6||5+5||5+5||5+5||4+4||4+4||3+3||3+3||2+2||—|
|18th||+9/+4||+6||+6||+11||Divine wrath +9d6||6||5+5||5+5||5+5||5+5||4+4||4+4||3+3||3+3||2+2|
|20th||+10/+5||+6||+6||+12||Divine wrath +10d6||6||5+5||5+5||5+5||5+5||5+5||4+4||4+4||4+4||4+4|
In addition to the stated number of spells per day for 1st- through 9th-level spells, a sacerdote gets an equal number of domain spells for each spell level, starting at 1st. The "x+x" in the entries on this table represents these additional spells. Bonus spells the sacerdote may receive for having a high Wisdom score apply only to cleric spells and not to domain spells.
Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever she gains a level as a sacerdote, the following races have the option of choosing an alternate bonus depending on their race.
- Dwarf: Select one item creation feat known by the sacerdote. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
- Elf: Gain 1/6 of a new manifestation.
- Gnome: Add 1/2 new spell from the magic domain to the sacerdote's domain spell list, beginning with level 1 and working up. Cannot be picked if the sacerdote already knows this domain.
- Half-Elf: When casting harmless sacerdote spells, add 1/3 to the effective caster level, but only for the purpose of determining duration. Instantaneous and permanent spells are not affected.
- Half-Orc: Add +1/2 to the damage of the sacerdote's divine wrath.
- Halfling: Add 1/2 new spell from the travel domain to the sacerdote domain spell list, beginning with level 1 and working up. Cannot be picked if the sacerdote already knows this domain.
- Human: Pick any one domain the sacerdote does not already know. Add 1/2 new spell from this domain to your domain spell list, beginning with level 1 and working up.
- Aasimar: ACG Add +1 to the number of hit dice of outsiders of the good subtype the sacerdote can placate. No individual outsider can have more hit dice than the sacerdote's class level.
- Anpur: HSD Add 1/4 of a domain power of a domain the sacredote knows, as if he were a cleric with this domain. The sacerdote must learn domain powers in order. Domain powers that only grant class skills (such as the initial ability of the trickery domain) are ignored for this ability.
- Dhamphir: ACG Add +1 to the number of hit dice of undead the sacerdote can placate. No individual undead can have more hit dice than the sacerdote's class level.
- Dragonblood: FED Add 1/2 new spell from the dragon subdomain of the scalykind domain to the sacerdote's domain spell list, beginning with level 1 and working up. Cannot be picked if the sacerdote already knows this domain.
- Drow: Add 1/5 to the number of targets of divine wrath manifested as a forked ray.
- Erkunae: FEE Add +1 to the number of hit dice of outsiders the sacerdote can placate. No individual outsider can have more hit dice than the sacerdote's class level.
- Samsaran: ACG Add 1/2 new spell from the repose domain to the sacerdote domain spell list, beginning with level 1 and working up. Cannot be picked if the sacerdote already knows this domain.
- Tiefling: ACG Add +1 to the number of hit dice of outsiders of the evil subtype the sacerdote can placate. No individual outsider can have more hit dice than the sacerdote's class level.
Cleric Spell List Additions
Level 0 attract attention, benign dispel, bleeding wound, blind spot, brand, create tool, crack, daze, disrupt undead, flare, forced quiet, ground mist, honeyed words, invoke anxiety, merciful insight, paroxysm, penumbra, spiritual strike, stall flight (lesser), summon zero, touch of vertigo.
Level 1 adjuring step, anticipate peril, bone armor, cure light wounds, discern next of kin, disguise weapon, fireflies, inflict light wounds, interrogation, invigorate, keep watch, litany of sloth, litany of weakness, lock gaze, peacebond, protection from evil, resistance (greater), righteous blood, rouse undead I, sense sin, shadow fighting, unerring weapon.
Level 2 accelerate poison, animal messenger (patron's animal only), castigate, confess, coordinated effort, feather step, fester, force sword (patron's weapon type), ghostly disguise, halt undead, haunting mists, heightened awareness, howling agony, ill omen, placebo effect, qualm, restful sleep, rage, rouse undead II, unseen musician, wartrain mount.
Level 3 ancestral advice, cast out, dream shield, feign death, gallant inspiration, haunting choir, heroism, hidden speech, honeyed tongue, invigorate (mass), litany of entanglement, litany of dependability, litany of duty, litany of order, litany of righteousness, litany of warding, minor dream, paranoia, pierce disguise, purge spirit, retribution, rouse undead III, shadow fighting (mass), stall flight.
Level 4 animal ambassador (patron's animal only), banish seeming, banishing blade, crushing despair, dream, fearsome duplicate, feather step (mass), good hope, interrogation (greater), keen edge, litany of admonition, litany of eloquence, litany of sight, named bullet, overwhelming grief, peacebond (greater), rouse undead IV, tireless pursuers, transfer enchantment, true form unbearable brightness.
Level 5 absorb toxicity, age resistance (lesser), battlemind link, brand (greater), castigate (mass), denounce, devil contract, explosion of rot, feast on fear, grand destiny, grove of respite, litany of escape, quench, rouse undead V, shadowform, singing sword curse, telepathic bond, wall of light, true seeing.
Level 6 blood boil, feign death (greater), fester (greater), forced repentance, foster hatred, heroism (greater), incorporeal chains, litany of thunder, litany of vengeance, nightmare, rouse undead VI, unwilling shield, vengeful outrage.
Level 7 age resistance, blazing rainbow, brilliant inspiration, crime wave, decapitate, dream council, legend lore, litany of madness, magic phalanx, living monolith curse, named bullet (greater), rouse undead VII, sabotage construct, unconscious agenda, waves of exhaustion.
Wrath feats are a type of feats that modify the divine wrath class feature of the sacerdote. Using wrath feats is an option; it is always possible to not any particular wrath feat.
Aligned Wrath (Wrath)
You can direct divine wrath away from certain alignments.
Prerequisites: Divine wrath class feature, alignment domain (chaos, evil, good, law).
Benefit: When you use divine wrath, you can chose to not damage those who share an alignment component with an alignment domain you have. So, if you have the law domain (or one of its subdomains), you can choose to not harm those of lawful alignment. If you have several alignment domains, you must choose one to use each time you use this feat.
Extra Manifestation (General)
Prerequisites: Manifestation class feature.
Benefit: You learn an additional manifestation, as the sacerdote class feature.
Special: You can take this feat several times.
Heightened Divine Wrath (Wrath)
Prerequisites: Divine wrath class feature.
Benefit: Using divine wrath with this feat is a full-round action. When you do so, the save DC of your divine wrath is 10 + 1/2 your class level + your Intelligence modifier.
Improved Divine Wrath (Wrath)
Prerequisites: Divine wrath class feature.
Benefit: Increase the save DC of your divine wrath by +2.
Improved Placate (Wrath)
Prerequisites: Divine wrath class feature, wrath feat with placate in the name.
Benefit: The maximum number of hit dice you can placate at any one time is equal to twice your sacerdote caster level. No individual creature can be of a higher hit dice than your caster level.
Special: You can take this feat two times, with stacking benefits.
Placate Aberrations (Wrath)
You are of one mind with creatures out of this world.
Prerequisites: Divine wrath class feature, madness or void domain.
Benefit: You can befriend aberrations. The effect is the same as that of Placate Outsiders.
Placate Animals (Wrath)
You can find allies among animals.
Prerequisites: Divine wrath class feature, animal domain.
Benefit: You can charm animals. You do not gain the ability to talk to animals, but they will follow you around and help you to the best of their ability. You can use Handle Animal to instruct them as if they were domestic animals. The effect is otherwise the same as that of Placate Outsiders.
Placate Native Outsiders (Wrath)
You have allies among the spirits of your world.
Prerequisites: Divine wrath class feature.
Benefit: You can charm outsiders native to your plane of origin. You cannot charm native outsiders of an alignment opposed to your own, either on the law-chaos or good-evil axis. The effect is otherwise the same as that of Placate Outsiders.
Placate Outsiders (Wrath)
Calling on divine authority, you turn outsiders into allies.
Prerequisites: Divine wrath class feature, alignment or elemental domain (air, chaos, earth, evil, fire, good, law, or water).
Benefit: Select one subtype of outsider when you take this feat, you must have the corresponding domain. You can charm outsiders who have this subtype. You can never charm outsiders of an alignment opposed to your own, either on the law-chaos or good-evil axis. You target creatures normally like you do with divine wrath, but gain no special benefit from ranged touch attacks. Creatures of relevant (sub)type(s) must make a Will save (DC 10 + the level of the channeled spell + your Intelligence modifier). Affected creatures that fail their saves become your close allies, as if under the effects of charm monster with a duration of one hour per level of the spell channeled. Immunity or resistance to mind-affecting or charm effects does not protect against this. You can charm any number of creatures, so long as their total Hit Dice do not exceed your sacredote level. You can release a creature from your control as a free action. Creatures that fail their saving throws but are in excess of the hit dice limit gain a neutral attitude to you and your party, they will neither aid nor attack unless further provoked, such as by entering an area they are guarding. Creatures with an Intelligence of 7 or more receive a new saving throw each hour to resist the effect.
Special: You can take this feat several times. It does not stack. Select a new subtype of outsider each time you pick this feat. You must fulfill the requirements each time you take the feat.
Placate Outsiders of Balance (Wrath)
You have allies among the spirits of balance.
Prerequisites: Divine wrath class feature, neutral alignment.
Benefit: You can charm outsiders of neutral alignment who do not have any elemental subtype. The effect is otherwise the same as that of Placate Outsiders.
Placate Plants (Wrath)
You are an ally of nature.
Prerequisites: Divine wrath class feature, plant domain.
Benefit: You can charm creatures of the plant type, bypassing their immunity to mind-affecting effects. You cannot charm plants that are not creatures. This allows you to communicate with plant creatures on an empathic level, and allows you to give even unintelligent plant creatures simple instructions like follow, attack, or stay. The effect is otherwise the same as that of Placate Outsiders.
Placate Undead (Wrath)
Using your affinity to negative energy, you bind undead into service.
Prerequisites: Divine wrath class feature, non-good alignment.
Benefit: When you use divine wrath with this feat, undead must make a Will save (DC 10 + the level of the channeled spell + your Intelligence modifier). Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead with a duration of one day per level of the spell channeled. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, as long as their total Hit Dice do not exceed your sacredote level—this limitation works the same as that of Placate Outsiders. If you use divine wrath in this way, it does no damage and cannot power any other effect. If an undead creature is under the control of another creature or you force the undead to do something against its nature, you must make an opposed Charisma check or your command will be ignored. Using this ability is an evil action.
Placid Summons (Wrath)
You can rapidly summon creatures you have a domain affinity for.
Prerequisites: Divine wrath class feature, wrath feat with placate in the name.
Benefit: When you use a sacerdote summoning spell to summon a creature of a type you can use a wrath feat to placate, the casting time of the spell is one standard action.
Placid Words (Wrath)
You know the right ritual words and pacts to sway creatures to your side.
Prerequisites: Divine wrath class feature, any wrath feat with "placate" in the name.
Benefit: When a placate feat ability requires you to make a Charisma check, you can make an Intelligence check instead.
Rebuke Constructs (Wrath)
You can temporarily render constructs inanimate.
Prerequisites: Divine wrath class feature, artifice domain.
Benefit: Constructs targeted by your divine wrath must make a Will save (DC 10 + the level of the channeled spell + your Intelligence modifier) or be dazed a number of minutes equal to the number of dice of damage your divine wrath inflicts. A construct receives a new save in any round in which it takes damage, and a construct with an Intelligence of 7 or more receive a new saving throw each minute in any case. This is a transmutation effect and not mind-affecting. If you use divine wrath in this way, it does no damage and cannot power any other effect.
Rebuke Outsiders (Wrath)
Your connection to the divine can force outsiders away from you.
Prerequisites: Divine wrath class feature.
Benefit: When you use divine wrath with this feat, outsiders must make a Will save (DC 10 + the level of the channeled spell + your Intelligence modifier) or flee whenever they see you for 10 minutes level per level of the spell channeled, as if frightened. Immunity or resistance to fear or mind-affecting effects does not offer any protection. Outsiders able to teleport or plane travel to get away may do so. Outsiders of Intelligence 7 or more receive a new saving throw each minute to end the effect. If you use divine wrath in this way, it does no damage and cannot power any other effect.
Rebuke Undead (Wrath)
Undead recoil when you channel divine wrath.
Prerequisites: Divine wrath class feature, non-evil alignment.
Benefit: When you use divine wrath with this feat, undead must make a Will save (DC 10 + the level of the channeled spell + your Intelligence modifier) or flee from you, as if frightened. Undead that fail their save flee whenever they see you for 1 hour per level of the spell channeled. Undead with an intelligence of 7 or more receive a new saving throw each minute to end the effect. If you use divine wrath in this way, it does no damage and cannot power any other effect.
Restore The Living (Wrath)
You can heal living creatures.
Prerequisites: Divine wrath class feature, non-evil alignment.
Benefit: When you use divine wrath with this feat, you heal living creatures for the same amount you would normally inflict. If used as an area effect, you only heal half as much. If you use divine wrath in this way, it does no damage and cannot power any other effect.
Restore Undead (Wrath)
You can heal undead.
Prerequisites: Divine wrath class feature, non-good alignment.
Benefit: When you use divine wrath with this feat, you heal undead instead of causing damage. If used as an area effect, you only heal half the amount you normally would cause. If you use divine wrath in this way, it does no damage and cannot power any other effect.
Quickened Wrath (Wrath)
You are gifted with quick divine wrath.
Prerequisites: Divine wrath class feature, divine wrath bonus damage +5d6.
Benefit: You can use divine wrath as a swift action. When you do, reduce the damage by 4d6 and the saving throw DC by 4. Using quickened divine wrath does not trigger an attack of opportunity.
Special: You cannot use Heightened Wrath and Quickened Wrath with the same use of divine wrath, but can use one after the other in the same round.
Tangible Wrath (Wrath)
Your wrath affects constructs and objects
Prerequisites: Divine wrath class feature
Benefit: Your divine wrath causes damage to constructs and objects. Like most energy attacks, divine wrath does only half damage to objects, and Hardness applies. Objects carried or worn by a creature are not affected by divine wrath unless the wearer rolls a "1" on its saving throw to avoid the effect. See damaging objects in the Pathfinder core rule book.
Selective Divine Wrath (Wrath)
You can choose whom to affect when you channel divine wrath.
Prerequisites: Divine wrath class feature.
Benefit: When you use divine wrath as an area effect, you can choose a number of targets in the area up to your Intelligence modifier. These targets are not affected by your divine wrath.
Special: You can take this feat several times, each additional time adds two more targets you can avoid.
Wrath of the Elements (Wrath)
You channel the power of the elements.
Prerequisites: Elemental domain (air, earth, fire, or earth).
Select one type of energy that you have the corresponding domain: acid (earth), cold (water), fire (fire), electricity (air). You can choose to deal this type of energy when you use divine wrath.
Elemental energy does half (instead of full) damage to incorporeal foes and is subject to elemental vulnerability, resistance and immunity. It can damage objects and constructs. Channel resistance offers no protection. Wrath of the elements area attacks are spreads, allowing them to go around corners. Saving throws against elemental wrath are Reflex saves and cover modifiers apply.
Special: You can take this feat several times. The effects do not stack. Each time you pick this feat, you can pick a different element you fulfill the prerequisites for.
Notes & OGL Section 15 addendum
Pathfinder Companion: Adventurer’s Armory. Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, Hal Maclean, Jeff Quick, Christopher Self, JD Wiker, and Keri Wiker.
Fehr's Ethnology: Dragonblood
Fehr’s Ethnology: Dragonblood © 2012, Purple Duck Games; Author: Perry Fehr.
Fehr's Ethnology: Erkunae
Fehr’s Ethnology: Erkunae © 2012, Purple Duck Games; Author: Perry Fehr.
Heroes of the Siwathi Desert
Heroes of the Siwathi Desert, Copyright 2014, Purple Duck Games. Authors Perry Fehr & Josh McCrowell.
- Domains - List of domains and subdomains
- Astral MagicianVS
- Ecclesiastic Druid
- Cloistered Theurge
- Crusading Preacher
- Druidic Teurge
- Healing Theurge
- Spirit Theurge
- Animate Dead
- Overcoming Arcane Spell Failure
- Polymorph Guide - Wild Shape Guide useful to all polymorphers.
- Polyharmony Guide - Futher polymoph guidance.
- Shadow Conjuration - Shadow Evocation
- Summoning guide
- Summon Monster
- Touch Spells, Spellstrike, and Spell Combat
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