Sacerdote (Apath)

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Unofficial rules compendium

The sacerdote is a divine spellcaster class that is powerful and versatile enough to compete with arcane casters like the wizard. Specialized in divine spellcasting, they are less practical than clerics and have no weapon training. Sacerdotes cast cleric and domain spells and have a huge number of spells per day. They use magic in combat and can channel their spells into devastating manifestations of divine wrath.

Class Information

Sacerdotes are focused miracle workers, completely absorbed with service to their patron or creed. A sacerdote focuses on channeling divine powers to the exclusion of everything else, and seek perfection in their studies and observances rather than to impress the faithful. Unlike clerics, sacerdotes are not warriors. They work towards their goals by invoking miracles rather than by physical action. Their mastery of domain spells exceeds even that of clerics, letting them delve deeply into the specific powers of their faith. Sacerdotes have two sets of spells per day, cleric spells and domain spells.

Background

Sacerdotes generally come from families of clergy or gentry. They are students of divine knowledge, delving both deep and widely into the mysteries of their faith. The sacerdote is an educated class and starting age is in the oldest category.

Religion

Sacerdotes tend to worship organized, civilized gods, working their way up through the hierarchy of the church. Many work as priests, teachers, or religious academics. They serve entire pantheons of gods, or have their own views of the divine that they try to propagate. Yet others serve spirits or other less-than-divine patrons, often several at once.

Alignment

A sacerdote may be of any alignment, but he cannot draw upon the divine power of a patron who has an alignment opposed to his own, either on the law-chaos or good-evil axis. See domains below. Sacerdotes tend toward neutral alignments, having studied many ethical viewpoints but making none of them their own.

Adventurers

Each adventuring sacerdote has his own reasons. Those who are part of a church may be sent on missions into the world, those who strike out on their own might be banished for their free-thinking ways or just be forced to support themselves. Either way, sacerdotes easily fit into most adventuring parties, their wide repertoire of spells and powers making them useful and dangerous spellcasters as well as good support for all other classes.

Relations

Sacerdotes are very high-brow and theoretical. They tend to find physical tasks demeaning, and look down their noses at the physical classes—while appreciating the service and security they provide, they would never dirty their own hands with physical labor or exercise. This and their theoretical approach to alignment and faith often puts them at odds with clerics and oracles, who feel they have a practical understanding of the divine as opposed to the sacerdotes' theology. On the other hand, sacerdotes can also clash with wizards and other academic classes, competing for academic credibility. Still, everybody realizes that cooperation is of primary importance, rivalries are usually saved for classrooms and debates.

Abilities

A sacerdote needs a high wisdom score for his spells and Intelligence for channeling and skills. A healthy Constitution gives a measure of security.

Hit Die: d6.

Class Skills

The sacerdote's class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (Planes) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points per Level: 2 + Int modifier.

Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Features

All of the following are class features of the sacerdote.

Weapon and Armor Proficiency

Sacerdotes are proficient with the club, dagger, and quarterstaff but not with any type of armor or shield. A sacerdote that wears armor or uses a shield risks arcane spell failure on divine spells from the sacerdote class, see advanced spells below.

Spells

A sacerdote casts divine spells, which are drawn from the cleric spell list and from clerical domains. His cleric spells and domain spells make up two different spell lists, and a sacerdote prepares spells from each category separately. His alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells, below. A sacerdote must choose and prepare his spells in advance.

To prepare or cast a spell, a sacerdote must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sacerdote's spell is 10 + the spell level + the sacerdote's Wisdom modifier.

Like other spellcasters, a sacerdote can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Sacerdote. In addition, he receives bonus spells per day if he has a high Wisdom score. A sacerdote prepares this many cleric spells each day and this many domain spells each day; in effect, the sacerdote has two sets of spells and receives Wisdom bonuses to both.

Example: A third level sacerdote with a Wisdom of 12 can prepare three first-level and one second-level cleric spell, and the same number of domain spells from among those listed for his domains.

Sacerdotes meditate for their spells. To prepare spells, they must get eight hours of sleep and then spend 1 hour in quiet contemplation to regain their daily allotment of spells. A sacerdote may prepare and cast any spell on the cleric and domain spell lists respectively, provided that he can cast spells of that level, but must prepare the proper type of spell in cleric and domain slots respectively and choose which spells to prepare during his daily meditation.

Advanced Spellcasting

Sacerdotes studying the divine do not adapt their spells to practical use the way most divine spellcasters do. Their study of the divine is deeply theoretical and has just as exacting requirements as arcane spells. This includes spell preparation as noted above and also somatic components. When casting divine spells with somatic components while wearing armor, a sacerdote is subject to arcane spell failure just like an arcane caster.

Sacerdote spells are harder to learn than normal divine spells, and this restricts which prestige classes they can benefit from. A prestige class that improves the casting of arcane spells works for a sacerdote, but a prestige class that improves only divine spells does not.

Bonus Languages

A sacerdote's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Calculated Targeting (Ex)

The sacerdote can choose to use his Intelligence bonus instead of the attribute he would normally use on attack rolls with spells or channeled spells. This does not apply to physical attacks improved by spells, only to attack rolls granted by the spell itself.

Example: A sacerdote applies this bonus to channel spell rays and to attack rolls with spells like searing light or spiritual weapon, but not to the attacks of a weapon enhanced with magic weapon.

Channel Spells (Su)

A sacerdote can release a wave of harmful energy by channeling the power of his spells through his divine focus.

Channel spells always inflicts damage, and deals damage to any kind of target; living, unliving, undead, or object. This damage is not subject to energy resistance and death ward offers no protection. It does full damage to incorporeal creatures. The type of energy channeled is decided each time the ability is used. Use of these powers is restricted as outlined under chaotic, evil, good, and lawful spells above. Positive energy counts as a spell of the good subtype, negative energy counts as a spell of the evil subtype.

To use this ability, the sacerdote spends a standard action and sacrifices a sacerdote spell of level one or higher. Orisons cannot be channeled. This can be a cleric or domain spell and is expended as if it was cast, but has no effects besides powering the channel spells ability. The amount of damage dealt is 1d6 points per level of spell. At level 2 and each even level thereafter add another d6 damage, to a maximum of 10d6 additional damage at level 20.

Example: A 13 level sacerdote channels a 4th level spell. The damage is 4d6 for the spell level and 6d6 for the class level, for a total damage of 10d6.

Channel spells can take two forms, a burst or a ray.

A burst affects all creatures in a 30-foot radius centered on the sacerdote. Creatures that take damage from channel spells burst receive a Will save to halve the damage. The DC of this save is equal to 10 + the level of the spell channeled + the sacerdote's Wisdom modifier.

As an alternative, the sacerdote can focus the energy into a ray with medium range (100 ft. + 10 ft./level). This is a ranged touch attack that only affects a single target, but there is no saving throw for half damage.

A sacerdote must be able to present his divine focus to use this ability.

Chaotic, Evil, Good, and Lawful Spells

A sacerdote can’t cast spells of an alignment opposed to his own. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Domains

Sacerdotes study the divine in unique ways, achieving both a breath and depth unavailable to clerics. Beside divine spells from the cleric list, they also have access to a large number of domains and a separate but equal daily limit on domain spells they can prepare. Combine all the spells granted by the sacerdote's domains; these become his domain spell list.

A sacerdote normally serves a pantheon rather than an individual deity. He can draw upon the domain of all deities of his pantheon who are not of an alignment opposed to his own, either on the law-chaos or good-evil axis. He cannot select an alignment domain (Chaos, Evil, Good, or Law) unless he shares that alignment. Each sacerdote selects six domains among those offered by his pantheon. In addition, all sacerdotes know mage armor as a 1st level domain spell.

A sacerdote that serves a philosophy, dualistic deity, monotheistic deity, or other religion that is established in the world selects six domains available to his faith. A sacerdote who follows a personal revelation can instead select any five domains, but must still follow the limitation on alignment domains.

A sacerdote that changes to a non-allowed alignment loses any domains they are no longer allowed. The sacerdote must do without these abilities for one full level, but can then choose replacements allowed by his new alignment.

These domains are the same ones clerics use. Each domain gives the sacerdote access to a domain spell at each spell level he can cast, from 1st on up. The sacerdote gets no granted powers from his domains.

List of domains and subdomains.

Orisons

Sacerdotes can prepare a number of orisons, or 0-level cleric spells, each day, as noted on Table: Sacerdote under "Spells per day". These spells are treated like any other spell, but they are not expended when cast and may be used again. A sacerdote has no level zero domain spells.

Bonus Feats

At level 3 and every 4 levels thereafter (at 3rd, 7th, 11th, 15th, and 19th level) a sacerdote gains a bonus feat. At each such opportunity, he can choose a metamagic feat or an item creation feat. Otherwise the sacerdote must still meet all prerequisites for a bonus feat.

Manifestations

At 5th level, the sacerdote learns to manifest his channeled spells ability in new ways. Select one of the following manifestations at 5th level. Every four levels after 5th (level 9, 13, 17) add another manifestation. Unless otherwise noted, a particular manifestation can only be selected once and cannot be changed once it has been decided.

  • A ray with long range (400 ft. + 40 ft/level) affecting a single target.
  • A split ray, affecting two targets at short range (25 ft. + 5 ft./2 caster levels). Roll to hit each target separately. This cannot strike the same target twice.
  • A 60 ft. line. This manifestation can be selected several times, each additional time adds 60 ft. to the line.
  • A 20 ft. spread, centered on a point within medium range (100 ft + 10 ft./level). This manifestation can be selected twice, the second time it gets long range (400 ft. + 40 ft/level).
  • A cylindrical spread (15-ft. radius, 10-ft. high per level) within medium range (100 ft + 10 ft./level). This manifestation can be selected twice, the second time it gets long range (400 ft. + 40 ft/level).
  • A snake shape that can expand into a number of continuous squares equal to half your level; the snake shape can have any form and begins in a square next to you.

All manifestations that are area effects allow a saving throw in the same manner as the basic burst.

Table: Sacerdote

Level Base
Attack
Bonus
Fort
Save
Reflex
Save
Will
Save
Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Advanced spellcasting, calculated targeting, channel spells, domains, orisons 3 1+1
2nd +1 +0 +0 +3 Channel spells +1d6 4 2+2
3rd +1 +1 +1 +3 Bonus feat 4 2+2 1+1
4th +2 +1 +1 +4 Channel spells +2d6 5 3+3 2+2
5th +2 +1 +1 +4 Manifestation 5 3+3 2+2 1+1
6th +3 +2 +2 +5 Channel spells +3d6 5 3+3 3+3 2+2
7th +3 +2 +2 +5 Bonus feat 6 4+4 3+3 2+2 1+1
8th +4 +2 +2 +6 Channel spells +4d6 6 4+4 3+3 3+3 2+2
9th +4 +3 +3 +6 Manifestation 6 4+4 4+4 3+3 2+2 1+1
10th +5 +3 +3 +7 Channel spells +5d6 6 4+4 4+4 3+3 3+3 2+2
11th +5 +3 +3 +7 Bonus feat 6 5+5 4+4 4+4 3+3 2+2 1+1
12th +6/+1 +4 +4 +8 Channel spells +6d6 6 5+5 4+4 4+4 3+3 3+3 2+2
13th +6/+1 +4 +4 +8 Manifestation 6 5+5 5+5 4+4 4+4 3+3 2+2 1+1
14th +7/+2 +4 +4 +9 Channel spells +7d6 6 5+5 5+5 4+4 4+4 3+3 3+3 2+2
15th +7/+2 +5 +5 +9 Bonus feat 6 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1
16th +8/+3 +5 +5 +10 Channel spells +8d6 6 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2
17th +8/+3 +5 +5 +10 Manifestation 6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1
18th +9/+4 +6 +6 +11 Channel spells +9d6 6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2
19th +9/+4 +6 +6 +11 Bonus feat 6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3
20th +10/+5 +6 +6 +12 Channel spells +10d6 6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 4+4 4+4

In addition to the stated number of spells per day for 1st- through 9th-level spells, a sacerdote gets an equal number of domain spells for each spell level, starting at 1st. The "x+x" in the entries on this table represents these extra spells. Bonus spells the sacerdote may receive for having a high intelligence score apply to both regular spells and domain spells separately and is thus applied twice.

Sacerdote Feats

These feats expand upon the sacredote's class features.

Command Undead

Using your affinity to outsiders sharing your alignment, you can make them into your servants.

Prerequisites: Channel spells class feature, non-good alignment.

Benefit: When you channel positive energy to harm undead, they must make a Will save (DC 10 + the level of the channeled spell + your Intelligence modifier). Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your sacredote level. If you use channel spells in this way, it has no other effect (it does not cause damage to anyone). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Special: This feat can benefit from the Undead Master feat.

Command Outsiders

Choose chaos, elemental, evil, good, law, or native. Calling on divine authority, you can turn outsiders of this type into allies.

Prerequisites: Channel spells class feature, shared alignment or domain (see below).

Benefit: Select one subtype of outsider when you take this feat. If you select an alignment subtype, you must share this alignment. If you select elemental, you can only command elementals of a type matching an elemental domain you know (or one of its subdomans). You can never command outsiders of an alignment opposed to your own.

When you use channel spell, affected outsiders of the selected type must make a Will save (DC 10 + the level of the channeled spell + your Intelligence modifier). Outsiders of the selected type that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of charm person. Outsiders with an Intelligence of 6 or more receive a new saving throw each hour to resist your command. You can control any number of outsiders, so long as their total Hit Dice do not exceed your sacredote level. If you use channel spells in this way, it has no other effect (it does not harm nearby creatures). If an outsider is under the control of another creature or there is a conflict of interests with the outsider, you must make an opposed Charisma check whenever your orders conflict. If you use channel spells in this way, it has no other effect (it does not cause damage to anyone).

Special: You can take this feat multiple times. It does not stack. Select a new subtype of outsider each time you pick this feat. You must fulfil the requirements each time you take the feat. If you change to an alignment that no longer allows you to command a selected subtype of outsiders, you can select a new subtype the next time you increase in level.

Heightened Channel Spells

Prerequisites: Channel spells class feature.

Benefit: Using channeled spells with this ability is a full-round action. When you do so, the save DC of your channelled spells is 10 + 1/2 your class level + your Intelligence modifier.

Improved Channel Spells

Prerequisites: Channel spells class feature.

Benefit: Increase the save DC of your channeled spells by +2.

Selective Channel Spells

You can choose whom to affect when you channel spells.

Benefit: When you channel spells in an area, you can choose a number of targets in the area up to your Intelligence modifier. These targets are not affected by your channeled spell.

Rebuke Outsiders

Your connection to the divine can force outsiders to retreat from you.

Prerequisites: Channel spells class feature

Benefit: When you use channel spell, affected outsiders must make a Will save (DC 10 + the level of the channeled spell + your Intelligence modifier) or flee from you, as if frightened. Outsiders that fail their save flee for 1 minute. Outsiders of Intelligence 6 or more receive a new saving throw each round to end the effect. If you use channel spells in this way, it has no other effect (it does not cause damage to anyone).

Turn Undead

Undead recoil from the energy you channel.

Prerequisites: Channel spells class feature, ability to channel positive energy.

Benefit: When you use channel spell with positive energy, affected undead must make a Will save (DC 10 + the level of the channeled spell + your Intelligence modifier) or flee from you, as if panicked. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel spells in this way, it has no other effect (it does not cause damage to anyone).

See Also

  • Domains - List of complete domains and subdomains

Earlier Versions

Theurge - Spells Domains

External Links

Spellcasting Guides


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