Difference between revisions of "Exalted Priest (Apath)"

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Revision as of 15:40, 6 September 2015

ApathApath Logo
Unofficial rules compendium

Warpriests are naturally inclined to be martial arts practitioners of the path of spirit, but despite the similar talent required merging these paths takes a great deal of effort.

Class Information

This is a hybrid class, a combination of warpriest and monk. It is a martial artist of the way of the void.

Alignment: An exalted priest's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.

Hit Die: d8.

Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Abilities

The exalted priest has all the warpriest's class abilities, except as noted.

Class Skills

The exalted priest's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion)(Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

Weapon and Armor Proficiency

Exalted priests are proficient with quarterstaff and siangham. They have no proficiency with armor or shields. If eastern weapons are used in the campaign they are also proficient with the bo and hanbo. Exalted priests are also proficient with the favored weapon of their patron, if they have a patron.

AC Bonus (Ex)

When unarmored, unencumbered, and unarmed or wielding either a monk weapon or the favored weapon of their patron, the exalted priest adds her Wisdom bonus (if any) to her AC. In addition, an exalted priest gains a +1 bonus to AC at 4th level. This bonus increases by 1 for every four exalted priest levels thereafter (+2 at 8th, +3 at 12th, +4 at 16th, and +5 at 20th level).

These bonuses to AC apply even against touch attacks or when the exalted priest is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load. This replaces sacred armor.

Expanded Domains

The exalted priest gains access to domain spells of level 1 to 6 and domain powers of his chosen domains, just as if he was a cleric. The exalted priest has no domain spell slots, instead these spells are added to his spell list and prepared in normal spell slots. This replaces sacred weapon.

Unarmed Fighting (Ex)

An exalted priest gains Improved Unarmed Combat as a bonus feat at first level. An exalted priest can always use the sacred weapon ability with unarmed attacks. Usually an exalted priest's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. This replaces focus weapon.

Bonus Feats

At 3rd level and every 3 levels thereafter, an exalted priest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The exalted priest must meet the prerequisites for these feats, but he treats his exalted priest level as his base attack bonus (in addition to base attack bonuses gained from other classes and Hit Dice) for the purpose of qualifying for these feats.

Finally, for the purposes of these feats, the exalted priest can select feats that have a minimum number of monk levels as a prerequisite, treating his exalted priest level as his monk level.

Table: The Exalted Priest

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Sacred
Weapon
Damage*
AC Bonus Spells per Day
0 1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Aura, blessings (minor), expanded domains, orisons, unarmed fighting 1d6 +0 3 1
2nd +1 +3 +0 +3 Fervor 1d6 1d6 +0 4 2
3rd +2 +3 +1 +3 Bonus feat 1d6 +0 4 3
4th +3 +4 +1 +4 Channel energy 1d6 +1 4 3 1
5th +3 +4 +1 +4 Fervor 2d6 1d8 +1 4 4 2
6th +4 +5 +2 +5 Bonus feat 1d8 +1 5 4 3
7th +5 +5 +2 +5 1d8 +1 5 4 3 1
8th +6/+1 +6 +2 +6 Fervor 3d6 1d8 +2 5 4 4 2
9th +6/+1 +6 +3 +6 Bonus feat 1d8 +2 5 5 4 3
10th +7/+2 +7 +3 +7 Blessings (major) 1d10 +2 5 5 4 3 1
11th +8/+3 +7 +3 +7 Fervor 4d6 1d10 +2 5 5 4 4 2
12th +9/+4 +8 +4 +8 Bonus feat 1d10 +3 5 5 5 4 3
13th +9/+4 +8 +4 +8 1d10 +3 5 5 5 4 3 1
14th +10/+5 +9 +4 +9 Fervor 5d6 1d10 +3 5 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Bonus feat 2d6 +3 5 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 2d6 +4 5 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Fervor 6d6 2d6 +4 5 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Bonus feat 2d6 +4 5 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 2d6 +4 5 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 Aspect of war, fervor 7d6 2d8 +5 5 5 5 5 5 5 5
  • The values shown are for Medium exalted priests. See the sacred weapon class feature for Small and Large exalted 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


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