Saint of Sinners (Apath)
|Unofficial rules compendium|
Whether or not what we experienced was an According to Hoyle miracle is insignificant. What is significant is that I felt the touch of God. God got involved.
—Jules Winnfield, Pulp Fiction
The saint of sinners is a vision of vice. She might not even know who her patron is, but she is in touch with some higher being and this fills her with holy purpose. Or maybe it is a lower being and unholy purpose—that point is not at all clear, even to the saint of sinners herself.
This is a rogue archetype.
Publisher: Purple Duck games.
Hit Dice: d8.
Alignment: Any. Most saints of sinners think of themselves as good, but this is often just a self-indulgent illusion. Like oracles, saints of sinners are spontaneously created, and their vision of the divine is even more unorthodox. Saints of sinners usually have a patron, and the choice of patron restricts their choice of domain or inquisition, but the relationship is very tenuous; the saint of sinners is not restricted in alignment or actions. Others strive for the ideals of a domain without relating it to a patron.
Hit Dice: d8.
The saint of sinners class skills are: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 6 + Int modifier.
A saint of sinners has all class features of the rogue, except as follows. A saint of sinners cannot multiclass as an inquisitor.
Weapon and Armor Proficiency
Saints of sinners are proficient with all simple weapons, plus the battle aspergillum, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
A saint of sinners casts spells exactly as an inquisitor of her saint of sinner level, including using the inquisitor spell lists, spells known, spells per day, Wisdom as the casting ability and so forth.
Upon reaching 4th level, and at every third saint of sinners level thereafter (7th, 10th, and so on), a saint of sinners can choose to learn a new spell in place of one she already knows. In effect, the saint of sinners "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. The saint of sinners may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
This replaces trap sense (danger sense for an unchained rogue).
Channel Harm (Su)
Regardless of alignment, any saint of sinners can release a wave of harmful energy by channeling the power of her faith through any holy (or unholy) symbol. This is a mix of positive and negative energy that harms both undead and living creatures. Objects and creatures which are neither living or undead, such as most constructs, are not affected by this ability.
Channel harm causes a burst that affects all creatures in a 30-foot radius centered on the saint of sinners. The amount of damage dealt is equal to 1d6 points of damage plus 1d6 points of damage for every two saint of sinners levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the saint of sinners' level + the saint of sinners' Wisdom modifier. A saint of sinners may channel energy a number of times per day equal to 3 + her Wisdom modifier. This is a standard action that does not provoke an attack of opportunity. A saint of sinners can choose whether or not to include herself in this effect.
This is a variant of channel energy and works with channeling feats, but never to heal or give control of a creature. Channel harm and sneak channel together replace sneak attack.
Domain (or Inquisition)
This is the same as the inquisitor ability of the same name. This replaces one skill point per level.
When a saint of sinners hits an opponent whom she flanks or who is denied it's Dexterity bonus to armor class against her, she can channel harm into the attack as a free action. Sneak channel works with ranged attacks, but only to a range of 30 ft. If this hits a living or undead creature, that creature takes an amount of additional damage equal to the damage dealt by the channel harm ability. The target can make a Will save to halve this additional damage. If the attack misses, there is no effect.
This has no effect against creatures that are neither living or dead, such as constructs. The additional damage is not multiplied on a critical hit. Using sneak channel is a free action that can be done with each attack and does not count against the daily uses of channel harm. Sneak channel is a variant of sneak attack and works like sneak attack for most purposes, such as against improved uncanny dodge, with master strike, and for the purpose of debilitating injury. A creature that saves against a sneak channel is still subject to such ancillary effects as long as it takes any damage from sneak channel. Channel harm and sneak channel together replace sneak attack.
Thief's Prayer (Ex)
At second and higher level, the saint of sinner's spellcasting does not break Stealth. She can use material components, foci, gestures, and speech quietly and discreetly to cast spells while in Stealth. All other restrictions on using components still apply; for example a saint of sinners cannot cast spells with verbal components in silence. The effect of a spell still attracts attention as normal, and casting a spell on an unwilling target means the saint of sinners is automatically spotted. This replaces one skill point per level.
A saint of sinners can learn hodoo. These are alternate ways to channel harm, and replaces the normal effect of that ability by causing an effect in the area around the saint of sinners. Each use of hodoo is a standard action that uses one of the saint of sinner's daily uses of channel harm. Unless otherwise stated, a hoodoo affects the area within 30 ft. of the saint of sinners, moves along with her, and has a duration of one round for each die of damage the channeling would normally inflict. Hodoo are subtle, there is no flashy side effect to give away that they are being used. Hodoo are learned as if they were rogue talents, but are only available to saints of sinners.
Distraction Hodoo: The saint of sinners allows herself and all allies in the area to use Stealth to hide in as if they had concealment, and they all get an immediate free Stealth roll to hide. The effect only lasts for a single round.
Gang Hodoo: As long as they move together as a group, the saint of sinners and a group of companion who must all remain within the area of channeling can use Stealth together, and only the saint of sinners need to make a Stealth check, which is then applied to each member of the group. To use this incitation in combat, the saint of sinners and any companions that are to benefit from it must delay actions so that they all act on the same initiative.
Revelation Hodoo: The saint of sinners can clearly see all in the area covered by her channel harm regardless light level, can [i]see invisible in the area, and gains a bonus on Perception checks against anything in this area equal to the number of dice of damage her channeling would normally do.
Shadow Hodoo: The area around the saint of sinners becomes conductive to hiding. Creatures can use Stealth to hide in the area as if they had concealment. If the saint of sinners moves away from a hidden creature, that creature retains the benefit of this incitation until the end of it's next turn—it must end it's turn inside the aura or in cover/concealment if it wishes to remain in hiding.
Summary of Changed Class Abilities
These abilities of the original class are lost or modified in this archetype:
- Class Skills
- Skill Points Per Level
- Weapon Proficiency
- Sneak Attack
- Trap Sense
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