Difference between revisions of "Rogue Cleric (Apath)"

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=== Evasion (Ex) ===
 
=== Evasion (Ex) ===
At 4rd level and higher, a rogue cleric 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.
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At 4rd level and higher, a rogue cleric 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. A rogue cleric cannot use evasion if she wears medium or heavy armor.
  
 
=== Incitations (Su) ===
 
=== Incitations (Su) ===

Revision as of 22:05, 13 April 2015

ApathApath Logo
Unofficial rules compendium

The rogue cleric is an outsider, either working for a god of rogues or being a rogue in a more regular church. His focus is less on divine magic and more on mundane intrusion skills.

Class Information

This is a hybrid class, a combination of cleric and rogue.

Alignment: Any.

Hit Dice: d8.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

Acrobatics (Dex), Appraise (Int), Bluff (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (Religion) (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.

Class Abilities

The rogue cleric has all the standard cleric's class abilities except as noted below.

Weapon and Armor Proficiency

Proficient with the club, dagger, hand crossbow, light crossbow, sap, shortbow, quarterstaff, the favored weapon of his patron, and with light armor but not with shields.

Channel Harm (Su)

Regardless of alignment, any rogue cleric 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 rogue cleric. The amount of damage dealt is equal to 1d6 points of damage plus 1d6 points of damage for every two rogue cleric 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 rogue cleric's level + the rogue cleric's Charisma modifier. A rogue cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A rogue cleric can choose whether or not to include herself in this effect.

This is a modification of channel energy and works with channeling feats, but never to heal or give control of a creature.

Diminished Spellcasting

A rogue cleric may cast one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Wisdom allows bonus spells of that level. This is a replacement fort the added skill points,

Divine Disable (Su)

A rogue cleric can use Disable Device to disarm magic traps. This replaces aura.

Saving Throws

Thee rogue cleric has Reflex saving throws in the good category and Fortitude saving throws in the poor category.

Sneak Channel (Su)

When a rogue cleric 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 energy ability. The target can make a Will save to halve this additional damage. If the attack misses, there is no effect. The additional damage is not multiplied on a critical hit. Against improved uncanny dodge, this ability works the same way as sneak attack. Against improved uncanny dodge, this ability works the same way as sneak attack. Channel harm used this way does not count against the daily limit. This replaces the downgrading of channel energy to channel harm.

Evasion (Ex)

At 4rd level and higher, a rogue cleric 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. A rogue cleric cannot use evasion if she wears medium or heavy armor.

Incitations (Su)

A rogue cleric can learn a number of incitations. These are alternate ways to channel harm, and replaces the normal effect of that ability by causing an effect in the area around the rogue cleric. Each use of an incitation is a standard action that uses one of the rogue cleric's daily uses of channel harm. Unless otherwise stated, an incitation affects the area within 30 ft. of the rogue cleric, moves along with her, and has a duration of one round for each die of damage the channeling would normally do. Incitations are subtle, there is no flashy side effect to give away that they are being used.

Incitations are learned as rogue talents that only a rogue cleric or rogue cleric can use.

Incite Distraction: The rogue cleric allows herself and all allies in the area to use Stealth to hide in as if they had concealment and a distraction to hide, and they all get an immediate free Stealth roll to hide. The Stealth roll is an immediate action and the concealment only lasts for one round.

Incite Revelation: The rogue cleric can clearly see all in the area covered by her channel harm regardless light level, can 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.

Incite Shadow: The area around the rogue cleric becomes conductive to hiding. Creatures can use Stealth to hide in the area as if they had concealment. If the rogue cleric 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.

Incite the Gang: As long as they move together as a group, the rogue cleric and a group of companion who must all remain within the area of channeling can use Stealth together, and only the rogue cleric need to make a Stealth check, which is then applied to each member of the group. To use this incitation in combat, the rogue cleric and any companions that are to benefit from it must delay actions so that they all act on the same initiative.

Rogue Talent (Ex)

At level 8, and every 4 levels thereafter, the rogue cleric learns a rogue talent. She uses these talents as a rogue five levels lower than her rogue cleric level. He can learn advanced talents from level 15 onwards. Rogue talents that relate to rogue class abilities the rogue cleric lacks cannot be selected. Rouge talents can be found here.

Table: Rogue Cleric

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0+1 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Channel harm 1d6, divine disable, domains, orisons, sneak channel, spontaneous casting 2 0+1
2nd +1 +0 +3 +3 3 1+1
3rd +2 +1 +3 +3 Channel harm 2d6 3 1+1 0+1
4th +3 +1 +4 +4 Evasion 4 2+1 1+1
5th +3 +1 +4 +4 Channel harm 3d6 4 2+1 1+1 0+1
6th +4 +2 +5 +5 4 2+1 2+1 1+1
7th +5 +2 +5 +5 Channel harm 4d6 5 3+1 2+1 1+1 0+1
8th +6/+1 +2 +6 +6 Rogue talent 5 3+1 2+1 2+1 1+1
9th +6/+1 +3 +6 +6 Channel harm 5d6 5 3+1 3+1 2+1 1+1 0+1
10th +7/+2 +3 +7 +7 5 3+1 3+1 2+1 2+1 1+1
11th +8/+3 +3 +7 +7 Channel harm 6d6 5 4+1 3+1 3+1 2+1 1+1 0+1
12th +9/+4 +4 +8 +8 Rogue talent 5 4+1 3+1 3+1 2+1 2+1 1+1
13th +9/+4 +4 +8 +8 Channel harm 7d6 5 4+1 4+1 3+1 3+1 2+1 1+1 0+1
14th +10/+5 +4 +9 +9 5 4+1 4+1 3+1 3+1 2+1 2+1 1+1
15th +11/+6/+1 +5 +9 +9 Channel harm 8d6 5 4+1 4+1 4+1 3+1 3+1 2+1 1+1 0+1
16th +12/+7/+2 +5 +10 +10 Advanced rogue talent 5 4+1 4+1 4+1 3+1 3+1 2+1 2+1 1+1
17th +12/+7/+2 +5 +10 +10 Channel harm 9d6 5 4+1 4+1 4+1 4+1 3+1 3+1 2+1 1+1 0+1
18th +13/+8/+3 +6 +11 +11 5 4+1 4+1 4+1 4+1 3+1 3+1 2+1 2+1 1+1
19th +14/+9/+4 +6 +11 +11 Channel harm 10d6 5 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 2+1
20th +15/+10/+5 +6 +12 +12 Advanced rogue talent 5 4+1 4+1 4+1 4+1 4+1 3+1 3+1 3+1 3+1

Options

If using the revised Apath rogue, changes to rogue talents also apply to rogue clerics using those talents.

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
  • Spells
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