Difference between revisions of "Saint of Sinners (Apath)"

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This use of channel energy does not count against his daily limit. This and channel energy replaces Sneak Attack.
 
This use of channel energy does not count against his daily limit. This and channel energy replaces Sneak Attack.
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=== Spells ===
  
 
==== Invocations ====
 
==== Invocations ====

Revision as of 16:35, 27 November 2013

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Unofficial rules compendium
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The saint of sinners is a vice with a vision, a burglar that got a break, a lost soul that has been found.

Class Abilities

A saint of sinners has all class abilities of the normal rogue , except as follows.

Weapon Proficiency

Saint of sinnerss are proficient with all simple weapons, plus the battle aspergillum, flask thrower, rapier, sap, and short sword.

Channel Energy (Su)

Regardless of alignment, any saint of sinners can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

Regardless of alignment, a saint of sinners can choose to channel either positive or negative energy. Positive energy can choose to deal damage to undead creatures or to heal living creatures. Negative energy and can choose to deal damage to living creatures or to heal undead creatures.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the saint of sinners. The amount of damage dealt or healed 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's level + the saint of sinners's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A saint of sinners 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 saint of sinners can choose whether or not to include herself in this effect.

A saint of sinners must be able to present her holy symbol to use this ability.

Sneak Channel

When a rogue cleric hits a melee opponent whom he flanks or who is denied it's Dexterity bonus to armor class against her, she can channel energy into the attack. Sneak channel works with ranged attacks, but only to a range of 30 ft. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, there is no effect.

This use of channel energy does not count against his daily limit. This and channel energy replaces Sneak Attack.

Spells

Invocations

A saint of sinners learns various invocations. These are alternate ways to channel energy, causing an effect in the area around the saint of sinners. Invocations are learned as rogue tricks that only the saint of sinner can use. Each use of an invocation uses one of the saint of sinner's daily uses of channel energy. Unless otherwise stated, an invocation affects the area within 30 ft. of the saint of sinners, moves along with him, and has a duration of one minute for each die of damage the channeling would normally do. Invocations are subtle, there is no flashy side effect to give away that they are being used.

Invocation of Distraction: The saint of sinners distracts allows him and all allies in the area to use Stealth to hide in as if they had concealment for and they all get an immediate free Stealth roll to hide. The Stealth roll is immediate and the concealment only lasts for one round.

Invocation of Revelation: The saint of sinners can clearly see in the area covered by his channel regardless of light level, and gains a bonus on Perception checks against anything in this area equal to the number of dice of damage his channeling would normally do.

Invocation of Shadow: Lighting in the area around the saint of sinners becomes fuzzy. The light level does not change but shadows deepen and light does not seem to illuminate the area normally. 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 advantage of this invocation until the end of it's next turn - it must end it's turn in regular cover or concealment if it wishes to remain hiding.

Invocation of the Gang: 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 invocation in combat, the saint of sinners and any companions that are to benefit from it must delay actions so that they act on the same initiative.

Sinner Devotions

Beginning at 1st level, a saint of sinners can cast a small number of divine spells drawn from his list of devotions as a spell-like ability. A saint of sinners’s selection of devotion spells is limited to his list of stalker devotions (see below). The save DC for a saving throw against a stalker devotion is 10 + the devotion’s level + the saint of sinners’s Wisdom modifier. At 1st level, a saint of sinners can cast 1st-level devotions and each subsequent level of devotions every four levels thereafter, up to a maximum of 5th-level devotions at 17th level.

A saint of sinners gains access to the following devotions: 1st level—ant haul, aspect of the falcon, call animal, calm animals, charm animal, detect snares and pits, feather step, hide from animals, illusion of calm, keen senses, know the enemy, longshot, longstrider, residual tracking, speak with animals, tireless pursuit, vanish; 2nd level—acute senses, animal aspect, aspect of the bear, badger’s ferocity, blur, cat’s grace, chameleon stride, darkness, forest friend, gravity bow, hunter’s eye, lead blades, locate weakness; 3rd level—bloody claws, burrow, burst of speed, deeper darkness, instant enemy, invisibility, tireless pursuers; 4th level—animal aspect (greater), aspect of the stag, commune with nature, displacement; find quarry, tree shape; 5th level—aspect of the wolf, freedom of movement, invisibility (greater), terrain bond.

At 1st level, a saint of sinners may select one 1st–level spell from his list of devotions to prepare as his 1st–level devotion.

At 5th level, a saint of sinners may select one 2nd–level devotion to prepare as his 2nd–level devotion.

At 9th level, a saint of sinners may select one 3rd–level devotion to prepare as his 3rd–level devotion.

At 13th level, a saint of sinners may select one 4th–level devotion to prepare as his 4th–level devotion. Also, a saint of sinners can now select two devotions each of 1st–, 2nd–, and 3rd–level to prepare as his 1st–, 2nd–, and 3rd–level devotions.

At 17th level, a saint of sinners may select one 5th–level devotion to prepare as his 5th–level devotion.

Each day a saint of sinners can use a number of spell levels for sinner devotions equal to 8 + his saint of sinners level. When casting a devotion spell, the saint of sinners expends a number of points from his daily sinner devotion ability per level of the spell. Using a sinner devotion is a swift action, and has a caster level equal to his saint of sinners level.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Weapon Proficiency