Difference between revisions of "God Caller (Apath)"

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A divine summoner cannot cast spells of an alignment opposed to his own or that of his patron. Spells with alignments are so noted in spell descriptions. Note that ''summon monster'' spells are aligned, having the same alignment as the creature summoned.
 
A divine summoner cannot cast spells of an alignment opposed to his own or that of his patron. Spells with alignments are so noted in spell descriptions. Note that ''summon monster'' spells are aligned, having the same alignment as the creature summoned.

Revision as of 20:30, 30 September 2012

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Unofficial rules compendium
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The divine summoner is a summoner with a divine sponsor that uses divine magic.

Class Features

A divine summoner has all class abilities of the normal summoner, except as follows.

Spells

A divine summoner casts divine spells. This means he does not suffer from arcane spell failure. Add and delete the following spells to the divine summoner's spell list:

Spell Level Added Spells Removed Spells
1 Cure light wounds, sanctuary Unseen servant
2 Aid, cure moderate wounds, delay poison, spiritual weapon Alter self, twisted space
3 Curse serious wounds, remove curse, remove disease Black tentacles, dimension door
4 Cure critical wounds, neutralize poison Mage’s faithful hound, wall of stone
5 Break enchantment, mass cure light wounds Sequester, simulacrum
6 Heal, mass cure moderate wounds Antipathy, walk trough space

A divine summoner cannot cast spells of an alignment opposed to his own or that of his patron. Spells with alignments are so noted in spell descriptions. Note that summon monster spells are aligned, having the same alignment as the creature summoned.

Skeleton srew is considered an evil spell when cast by a summoner.

Summary of Changed Class Abilities

The following class abilities are affected by this archetype:

  • Spells

External Links