Saint of Sinners (Apath)
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Unofficial rules compendium | |
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Whether or not what we experienced was an According to Hoyle miracle is insignificant. What is significant is that I felt the touch of God. God got involved. - Jules Winnfield, Pulp Fiction
The saint of sinners is a vision of vice. He might not even know who his patron is, but he is in touch with some higher being and this fills him with holy purpose. Or maybe it is a lower being and unholy purpose - that point is not at all clear, even to the saint of sinners himself.
Class Information
This is a multiclass archetype.
Primary Class: Rogue.
Secondary Class: Cleric.
The saint of sinners has all the rogue's class features except as noted here. A saint of sinners cannot multiclass as a cleric, rogue or with any of their subclasses or combination classes.
Alignment: Any. Most saints of sinners think of themselves as good, but this is often just a self-indulgent illusion.
Class Abilities
A saint of sinners has all class abilities of the normal rogue, except as follows.
Class Skills
The saint of sinners may select three cleric skills to add to his class skills in addition to the normal rogue class skills. The saint of sinners gains a number of ranks at each level equal to 6 + Int modifier.
Weapon and Armor Proficiency
Saints of sinners are proficient with all simple weapons, plus the battle aspergillum<ref name="APG">From Advanced Player's Guide.</ref>, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.
Channel Harm (Su)
Regardless of alignment, any saint of sinners can release a wave of harmful energy by channeling the power of her faith through her 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 saint of sinners. The amount of damage dealt 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. 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.
This is a variant of channel energy and works with channeling feats, but never to heal or give control of a creature. THis ability replaces replaces sneak attack.
Sneak Channel
When a saint of sinners hits an opponent whom he flanks or who is denied it's Dexterity bonus to armor class against her, she can channel harm into the attack. 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 harm ability. The target can make a Will save, as normal, to halve this additional damage. If the attack misses, there is no effect. Sneak channel does not count against the daily limit of channel harm.
This has no effect against creatures that are neither living or dead, such as constructs. The additional damage is not multiplied on a critical hit. Using sneak channel is a free action that can be done with each attack and does not count against the daily uses of channel energy. Against improved uncanny dodge, this ability works the same way as sneak attack. This replaces one skill point/level.
Divine Disable (Su)
A saint of sinners can use Disable Device to disarm magic traps.
Domain
A saint of sinners chooses one domain from the same list the cleric uses. A saint of sinners' domain influences what magic he can perform and how others see him. A saint of sinners can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Each domain grants a number of domain powers, dependent upon the level of the saint of sinners, as well as a number of bonus spells. Bonus spells are added to the saint of sinners' spell list at level one and to and known spells as soon as he can cast them.
A saint of sinners gains the listed powers from him domain, if he is of a high enough level. Saint of sinner levels count as cleric levels for domain powers. Unless otherwise noted, activating a domain power is a standard action.
This replaces the rogue talents gained at level 2, 4, and 8.
Orisons
Saints of sinners learn a number of orisons, or 0-level spells, as noted on Table: Saint of Sinners Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again. See spells below.
Thief's Prayer (Ex)
At second and higher level, the saint of sinner's spells do not break Stealth. He can use material components, foci, gestures, and speech quietly and discreetly to cast spells while in Stealth. All other restrictions on using components still apply. The effect of a spell still attracts attention as normal, and casting an attack spell means the saint of sinners is automatically spotted.
Level | Spells Known | ||||
Zero | 1st | 2nd | 3rd | 4th | |
1st | 3 | — | — | — | — |
2nd | 4 | — | — | — | — |
3rd | 5 | — | — | — | — |
4th | 5 | 2 | — | — | — |
5th | 5 | 3 | — | — | — |
6th | 6 | 4 | — | — | — |
7th | 6 | 4 | 2 | — | — |
8th | 6 | 4 | 3 | — | — |
9th | 6 | 5 | 4 | — | — |
10th | 6 | 5 | 4 | 2 | — |
11th | 6 | 5 | 4 | 3 | — |
12th | 6 | 6 | 5 | 4 | — |
13th | 6 | 6 | 5 | 4 | 2 |
14th | 6 | 6 | 5 | 4 | 3 |
15th | 6 | 6 | 6 | 5 | 4 |
16th | 6 | 6 | 6 | 5 | 4 |
17th | 6 | 6 | 6 | 5 | 4 |
18th | 6 | 6 | 6 | 6 | 5 |
19th | 6 | 6 | 6 | 6 | 5 |
20th | 6 | 6 | 6 | 6 | 5 |
Spells
A saint of sinners casts divine spells drawn from the cleric spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level. A saint of sinners only casts spells up to level 4, cleric spells of level 5 and up are not on the saint of sinner's spell list.
To learn or cast a spell, a saint of sinners must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a saint of sinners’ spell is 10 + the spell level + the saint of sinners’ Charisma modifier.
A saint of sinners can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table: Saint of Sinners. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). When Table: Saint of Sinners indicates that the saint of sinners gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
A saint of sinners’ selection of spells is extremely limited. At level 4, a saint of sinners learns two 1st-level spells of the saint of sinners’ choice. At each new saint of sinners level, she gains one or more new spells as indicated on Table: Saint of Sinners Spells Known. (Unlike spells per day, the number of spells a saint of sinners knows is not affected by her Charisma score. The numbers on Table: Saint of Sinners are fixed.)
Upon reaching 4th level, and at every third saint of sinners level thereafter (7th, 10th, 13th, and so on), a saint of sinners can choose to learn a new spell in place of one she already knows. In effect, the saint of sinners “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. Even orisons can be exchanged this way. The saint of sinners may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
This replaces trapfinding and trap sense.
Invocations (Su)
A saint of sinners learns various invocations. These are alternate ways to channel harm, and replaces the normal effect of that ability by causing an effect in the area around the saint of sinners. Each use of an invocation uses one of the saint of sinner's daily uses of channel harm. 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 round 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.
Invocations are learned as rogue talents that only a saint of sinners can use.
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 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.
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: The area around the saint of sinners becomes conductive to hiding. 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 benefit of this invocation 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.
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 all act on the same initiative.
Master Sneak Channel (Su)
Upon reaching 20th level, a saint of sinners becomes incredibly deadly when dealing sneak channel damage. Each time the saint of sinners deals sneak channel damage, she can choose one of the following three effects:
The target can be...
- put to sleep for 1d4 hours
- paralyzed for 2d6 rounds, or
- slain
Regardless of the effect chosen, a target that passes its Will save negates the additional effect. Once a creature has been the target of a master sneak channel, regardless of whether or not the save is made, that creature is immune to that saint of sinners' master sneak channel for 24 hours. Creatures that are immune to channel energy damage are also immune to this ability.
Table: Saint of Sinners
Class Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special | Spells per Day | |||
1 | 2 | 3 | 4 | ||||||
1st | +0 | +0 | +2 | +2 | Channel harm 1d6, divine disable, domain, orisons, sneak channel | — | — | — | — |
2nd | +1 | +0 | +3 | +3 | Evasion, thief's prayer | — | — | — | — |
3rd | +2 | +1 | +3 | +3 | Channel harm 2d6 | — | — | — | — |
4th | +3 | +1 | +4 | +4 | Uncanny dodge | 0 | — | — | — |
5th | +3 | +1 | +4 | +4 | Channel harm 3d6 | 1 | — | — | — |
6th | +4 | +2 | +5 | +5 | Rogue talent | 1 | — | — | — |
7th | +5 | +2 | +5 | +5 | Channel harm 4d6 | 1 | 0 | — | — |
8th | +6/+1 | +2 | +6 | +6 | Improved uncanny dodge | 1 | 1 | — | — |
9th | +6/+1 | +3 | +6 | +6 | Channel harm 5d6 | 2 | 1 | — | — |
10th | +7/+2 | +3 | +7 | +7 | Advanced talents, rogue talent | 2 | 1 | 0 | — |
11th | +8/+3 | +3 | +7 | +7 | Channel harm 6d6 | 2 | 1 | 1 | — |
12th | +9/+4 | +4 | +8 | +8 | Rogue talent | 2 | 2 | 1 | — |
13th | +9/+4 | +4 | +8 | +8 | Channel harm 7d6 | 3 | 2 | 1 | 0 |
14th | +10/+5 | +4 | +9 | +9 | Rogue talent | 3 | 2 | 1 | 1 |
15th | +11/+6/+1 | +5 | +9 | +9 | Channel harm 8d6 | 3 | 2 | 2 | 1 |
16th | +12/+7/+2 | +5 | +10 | +10 | Rogue talent | 3 | 3 | 2 | 1 |
17th | +12/+7/+2 | +5 | +10 | +10 | Channel harm 9d6 | 4 | 3 | 2 | 1 |
18th | +13/+8/+3 | +6 | +11 | +11 | Rogue talent | 4 | 3 | 2 | 2 |
19th | +14/+9/+4 | +6 | +11 | +11 | Channel harm 10d6 | 4 | 3 | 3 | 2 |
20th | +15/+10/+5 | +6 | +12 | +12 | Master sneak channel, rogue talent | 4 | 4 | 3 | 3 |
Footnotes
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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 Proficiency
- Sneak Attack
- Trapfinding
- Trap Sense