Sacerdote (Apath)

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Wrath Feats

Wrath feats are a type of feats that modify the divine wrath class feature of the sacerdote.

Abjure Outsiders (Wrath)

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

Prerequisites: Divine wrath class feature.

Benefit: When you use divine wrath with this feat, outsiders must make a Will save (DC 10 + the level of the channeled spell + your Intelligence modifier) or flee from you, as if frightened. Immunity or resistance to fear does not offer any protection against this ability. Outsiders that fail their save flee for 1 minute. Outsiders able to teleport or plane travel away may do so. Outsiders of Intelligence 6 or more receive a new saving throw each round to end the effect. If you use divine wrath in this way, it does no damage and cannot power any other effect.

Abjure Undead (Wrath)

Undead recoil when you channel divine wrath..

Prerequisites: Divine wrath class feature, ability to channel positive energy.

Benefit: When you use divine wrath with this feat and channel positive energy, 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 divine wrath in this way, it does no damage and cannot power any other effect.

Aligned Wrath (Wrath)

You can target divine wrath against certain alignments..

Prerequisites: Divine wrath class feature, alignment domain (chaos, evil, good, law)

Benefit: When you use divine wrath, you can chose to not damage those who share an alignment component with an alignment domain you have. So, if you have the law domain (or one of its subdomains), you can choose to not harm those of lawful alignment. If you have several alignment domains, you must choose one each time you use this feat.

Extra Manifestation (Wrath)

Prerequisites: Manifestation class feature.

Benefit: You learn an additional manifestation, as the sacerdote class feature.

Heightened Divine Wrath (Wrath)

Prerequisites: Divine wrath class feature.

Benefit: Using divine wrath with this ability is a full-round action. When you do so, the save DC of your divine wrath is 10 + 1/2 your class level + your Intelligence modifier. This applies to spells channeled into damage only, not for other uses of the divine wrath ability.

Improved Divine Wrath (Wrath)

Prerequisites: Divine wrath class feature.

Benefit: Increase the save DC of your divine wrath by +2.

Improved Placate (Wrath)

Prerequisites: Divine wrath class feature, wrath feat with placate in the name.

Benefit: The maximum number of hit dice you can placate is equal to twice your sacerdote caster level. No individual creature can be of a higher hit dice than your caster level.

Placate Aberrations (Wrath)

You share the madness of creatures out of this world.

Prerequisites: Divine wrath class feature, madness domain.

Benefit: You can charm aberrations. The effect is the same as that of Placate Outsiders.

Placate Animals (Wrath)

You can find allies among animals.

Prerequisites: Divine wrath class feature, animal domain.

Benefit: You can charm animals. The effect is the same as that of Placate Outsiders.

Placate Constructs (Wrath)

You can temporarily render constructs inanimate.

Prerequisites: Divine wrath class feature, artifice domain.

Benefit: Constructs targeted by your divine wrath must make a Will save (DC 10 + the level of the channeled spell + your Intelligence modifier) or be dazed a number of rounds equal to the number of dice of damage your divine wrath inflicts. If you use divine wrath in this way, it does no damage and cannot power any other effect.

Placate Native Outsiders (Wrath)

You have allies among the spirits of your world.

Prerequisites: Divine wrath class feature.

Benefit: You can charm outsiders native to your plane of origin. You can never charm outsiders of an alignment opposed to your own, either on the law-chaos or good-evil axis. The effect is the same as that of Placate Outsiders.

Placate Outsiders (Wrath)

Calling on divine authority, you turn outsiders into allies.

Prerequisites: Divine wrath class feature, alignment or elemental domain ( air, chaos, earth, evil, fire, good, law, or water)

Benefit: Select one subtype of outsider when you take this feat, you must have the corresponding domain. You can charm outsiders who have this subtype. You can never charm outsiders of an alignment opposed to your own, either on the law-chaos or good-evil axis.

When you use divine wrath in this way, outsiders of relevant subtype(s) must make a Will save (DC 10 + the level of the channeled spell + your Intelligence modifier). Affected outsiders that fail their saves become your close allies, as if under the effects of charm person targeting outsiders instead of humanoids. Outsiders with an Intelligence of 6 or more receive a new saving throw each hour to resist the effect. You can placate any number of outsiders, so long as their total Hit Dice do not exceed your sacredote level. If you use divine wrath 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 if there is a conflict of interests, you must make an opposed Charisma check each round against whoever opposes your interest, the controller the creature itself. If this succeeds, the creature will favor you. If it fails, your command will be ignored.

Special: You can take this feat several 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.

Placate Outsiders of Balance (Wrath)

You have allies among the spirits of your world.

Prerequisites: Divine wrath class feature, neutral alignment.

Benefit: You can charm outsiders of neutral alignment who are native to one of the outer planes (not native or elemental outsiders).

The effect is the same as that of Placate Outsiders.

Placate Plants (Wrath)

You are an ally of nature.

Prerequisites: Divine wrath class feature, plant domain.

Benefit: You can charm creatures of the plant type, bypassing their immunity to mind-affecting effects. The effect is the same as that of Placate Outsiders. You cannot charm ordinary plants.

Placate Undead (Wrath)

Using your affinity to negative energy, you bind undead into service.

Prerequisites: Divine wrath class feature, ability to channel negative energy.

Benefit: When you use divine wrath with this feat and channel negative energy, undead 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 divine wrath in this way, it does no damage and cannot power any other effect. If an undead creature is under the control of another creature or you force the undead to do something against its nature, you must make an opposed Charisma check or your command will be ignored. Using this ability is an evil action.

Quickened Wrath (Wrath)

You are gifted with quick divine wrath.

Prerequisites: Divine wrath class feature, divine wrath bonus damage +5d6.

Benefit: You can use divine wrath as a swift action. When you do, reduce the damage by 4d6 and the saving throw DC by 4.

Selective Divine Wrath (Wrath)

You can choose whom to affect when you channel divine wrath.

Prerequisites: Divine wrath class feature.

Benefit: When you use divine wrath as an area effect, you can choose a number of targets in the area up to your Intelligence modifier. These targets are not affected by your divine wrath.

Wrath of the Elements (Wrath)

You channel the power of the elements.

Prerequisites: Elemental domain (air, earth, fire, or earth).

Select one type of energy that you have the corresponding domain for (or one of its subdomains, if used): acid (earth), cold (water), fire (fire), electricity (air). You can choose to deal this type of energy when you use divine wrath.

Elemental energy does half (instead of full) damage to incorporeal foes and is subject to elemental resistance and immunity. Wrath of the elements area attacks are spreads instead of bursts, allowing them to go around corners. Saving throws against elemental wrath are Reflex saves and cover modifiers apply. This can be used with all manifestations, but not with other wrath feats.

Special: You can take this feat several times. The effects do not stack. Each time you pick this feat, you can pick a different element you fulfill the prerequisites for.