Difference between revisions of "Crafty Priest (Apath)"
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=== Aspect of Stealth (Su) === | === Aspect of Stealth (Su) === | ||
− | At 20th level, the crafty priest can channel an aspect of stealth, growing in power and ability. After activating this ability, for 1 minute the crafty priest increases his sneak fervor to 10d6, increases the saving throw DC against sneak fervor by +3, and can move at his full normal speed regardless of the armor he is wearing or his encumbrance without causing attacks of opportunity or modifying his Stealth checks. In addition, the blessings he calls upon don't count against his daily limit | + | At 20th level, the crafty priest can channel an aspect of stealth, growing in power and ability. After activating this ability, for 1 minute the crafty priest increases his sneak fervor to 10d6, increases the saving throw DC against sneak fervor by +3, and can move at his full normal speed regardless of the armor he is wearing or his encumbrance without causing attacks of opportunity or modifying his Stealth checks. In addition, the blessings he calls upon during this time don't count against his daily limit. This replaces aspect of war. |
== Table: Crafty Priest == | == Table: Crafty Priest == |
Revision as of 14:39, 13 November 2017
Unofficial rules compendium | |
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The crafty priest is a warpriest archetype that focuses on stealth and trickery over normal combat.
Class Information
This is a hybrid archetype, a combination of warpriest and rogue.
Hit Dice: d8.
Class Skills
The crafty priest's class skills are: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
Skill Ranks Per Level: 6 + Int modifier. This replaces the reduced weapon and armor proficiencies.
Class Features
The crafty priest has all the standard warpriest's class features, except as noted below.
Weapon and Armor Proficiency
Crafty priests are proficient with all simple weapons, plus the cane sword, hand crossbow, longsword, rapier, sap, and short sword. They are proficient with light armor but not with shields.
Spells
Crafty priest spells are drawn from the inquisitor spell list. Crafty priests cannot use spells that affect class features they lack, such as judgement.
Saving Throws
The crafty priest has good saves against Reflex and Will but poor saves against Fortitude.
Trapfinding
A crafty priest adds ½ her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A crafty priest can use Disable Device to disarm magic traps. This replaces focus weapon.
Sneak Fervor
At 2nd level, when a crafty priest hits an opponent whom she flanks or who is denied it's Dexterity bonus to armor class against her, she can channel fervor into the attack as a free action. Sneak fervor 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 or healed by the fervor ability. Both positive and negative energy used with sneak fervor can cause damage to both undead and living creatures. The target can make a Will save to halve this additional damage, as for fevor. 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 fervor is a free action that can be done with each attack and does not count against the limit on daily uses of fervor. Against improved uncanny dodge, this ability counts as sneak attack. This replaces aura and channeled energy.
Finally, when a crafty priest uses fervor to cast a spell as a quick action, he can ignore any verbal or somatic components of the spell. This allows him to cast spells without disturbing his use of Stealth.
Rogue Talent
At level 3 and every 3 levels thereafter, the crafty priest can select a rogue talent. Rogue talents that affect sneak attack instead affect sneak fervor for a crafty priest. The crafty priest cannot select rogue talents affecting abilities he does not have, such as uncanny dodge. This replaces the warpriest's bonus feats.
At level 12 and thereafter, the crafty priest can select advanced rogue talents. This replaces bonus feats.
Evasion (Ex)
At 2nd level and higher, a crafty priest can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the crafty priest is wearing light armor or no armor. A helpless crafty priest does not gain the benefit of evasion.
Aspect of Stealth (Su)
At 20th level, the crafty priest can channel an aspect of stealth, growing in power and ability. After activating this ability, for 1 minute the crafty priest increases his sneak fervor to 10d6, increases the saving throw DC against sneak fervor by +3, and can move at his full normal speed regardless of the armor he is wearing or his encumbrance without causing attacks of opportunity or modifying his Stealth checks. In addition, the blessings he calls upon during this time don't count against his daily limit. This replaces aspect of war.
Table: Crafty 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 | +0 | +2 | +2 | Blessings (minor), orisons, sacred weapon, trapfinding | 1d6 | 3 | 1 | — | — | — | — | — |
2nd | +1 | +0 | +3 | +3 | Fervor 1d6 | 1d6 | 4 | 2 | — | — | — | — | — |
3rd | +2 | +1 | +3 | +3 | Rogue talent | 1d6 | 4 | 3 | — | — | — | — | — |
4th | +3 | +1 | +4 | +4 | Sacred weapon +1 | 1d6 | 4 | 3 | 1 | — | — | — | — |
5th | +3 | +1 | +4 | +4 | Fervor 2d6 | 1d8 | 4 | 4 | 2 | — | — | — | — |
6th | +4 | +2 | +5 | +5 | Rogue talent | 1d8 | 5 | 4 | 3 | — | — | — | — |
7th | +5 | +2 | +5 | +5 | Evasion | 1d8 | 5 | 4 | 3 | 1 | — | — | — |
8th | +6/+1 | +2 | +6 | +6 | Fervor 3d6, sacred weapon +2 | 1d8 | 5 | 4 | 4 | 2 | — | — | — |
9th | +6/+1 | +3 | +6 | +6 | Rogue talent | 1d8 | 5 | 5 | 4 | 3 | — | — | — |
10th | +7/+2 | +3 | +7 | +7 | Blessings (major) | 1d10 | 5 | 5 | 4 | 3 | 1 | — | — |
11th | +8/+3 | +3 | +7 | +7 | Fervor 4d6 | 1d10 | 5 | 5 | 4 | 4 | 2 | — | — |
12th | +9/+4 | +4 | +8 | +8 | Advanced talents, rogue talent, sacred weapon +3 | 1d10 | 5 | 5 | 5 | 4 | 3 | — | — |
13th | +9/+4 | +4 | +8 | +8 | — | 1d10 | 5 | 5 | 5 | 4 | 3 | 1 | — |
14th | +10/+5 | +4 | +9 | +9 | Fervor 5d6 | 1d10 | 5 | 5 | 5 | 4 | 4 | 2 | — |
15th | +11/+6/+1 | +5 | +9 | +9 | Rogue talent | 2d6 | 5 | 5 | 5 | 5 | 4 | 3 | — |
16th | +12/+7/+2 | +5 | +10 | +10 | Sacred weapon +4 | 2d6 | 5 | 5 | 5 | 5 | 4 | 3 | 1 |
17th | +12/+7/+2 | +5 | +10 | +10 | Fervor 6d6 | 2d6 | 5 | 5 | 5 | 5 | 4 | 4 | 2 |
18th | +13/+8/+3 | +6 | +11 | +11 | Rogue talent | 2d6 | 5 | 5 | 5 | 5 | 5 | 4 | 3 |
19th | +14/+9/+4 | +6 | +11 | +11 | — | 2d6 | 5 | 5 | 5 | 5 | 5 | 5 | 4 |
20th | +15/+10/+5 | +6 | +12 | +12 | Aspect of stealth, fervor 7d6, sacred weapon +5 | 2d8 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
- The values shown are for Medium crafty priests. See the sacred weapon class feature for Small and Large crafty priests.
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 and Armor Proficiency
- Aura
- Focus Weapon
- Bonus Feats
- Channel Energy
- Sacred Armor
- Aspect of War
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