Saint of Sinners (Apath)

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Unofficial rules compendium

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, a burglar that got a break, a lost soul that has been found. He might not even know who his patron is, but he is in touch with some higher being and this higher being fills him with holy purpose. Or maybe it is a lower being and unholy purpose - that point is not entirely clear, even to the saint of sinners himself.

Class Information

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.

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 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 at any time. 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.

There are thus four distinct ways the saint of sinners can channel energy:

  • Positive energy to harm undead.
  • Positive energy to heal living creatures
  • Negative energy to heal undead
  • Negative energy to harm living creatures

Creatures (such as constructs) which are neither living or undead are not affected by this ability.

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.

This and sneak channel 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 energy 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 energy ability. The target can make a Will save, as normal, to halve this additional damage. If the attack misses, there is no effect.

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. It is not possible to heal a creature by using this ability. Sneak channel does not count against the daily uses of channel energy. Against improved uncanny dodge, this ability works the same way as sneak attack. This and channel energy replaces sneak attack.

Divine Disable (Su)

A saint of sinners can use Disable Device to disarm magic traps.

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.

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).

A saint of sinners’ selection of spells is extremely limited. At level 4, a saint of sinners learns one 1st-level spell 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 in the spells known section. (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 7th level, and at every third saint of sinners level thereafter (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 the trap sense.

Orisons

At level 1, 2, 4, and 13, a saint of sinners poet learns one orison taken from the list of zero-level cleric spells. These spells are cast like any other spell, but they do not consume any slots, may be used again, and are always prepared. This replaces trapfinding.

Thief's Prayer (Ex)

The components of 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.

Invocations (Su)

A saint of sinners learns various invocations. These are alternate ways to channel energy, 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 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.

Invocations are rogue tricks that only the saint of sinner 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 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 subtly fuzzy. 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 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 Spells Known
1 2 3 4 1 2 3 4
1st +0 +0 +2 +2 Channel energy 1d6, divine disable, orison, sneak channel, thief's prayer
2nd +1 +0 +3 +3 Evasion, orison, rogue talent
3rd +2 +1 +3 +3 Channel energy 2d6
4th +3 +1 +4 +4 Orison, rogue talent, uncanny dodge 0 1
5th +3 +1 +4 +4 Channel energy 3d6 1 2
6th +4 +2 +5 +5 Rogue talent 1 3
7th +5 +2 +5 +5 Channel energy 4d6 1 0 3 1
8th +6/+1 +2 +6 +6 Improved uncanny dodge, rogue talent 1 1 3 2
9th +6/+1 +3 +6 +6 Channel energy 5d6 2 1 3 3
10th +7/+2 +3 +7 +7 Advanced talents, rogue talent 2 1 0 3 3 1
11th +8/+3 +3 +7 +7 Channel energy 6d6 2 1 1 3 3 2
12th +9/+4 +4 +8 +8 Rogue talent 2 2 1 4 3 3
13th +9/+4 +4 +8 +8 Channel energy 7d6, orison 3 2 1 0 4 3 3 1
14th +10/+5 +4 +9 +9 Rogue talent 3 2 1 1 4 3 3 2
15th +11/+6/+1 +5 +9 +9 Channel energy 8d6 3 2 2 1 4 4 3 3
16th +12/+7/+2 +5 +10 +10 Rogue talent 3 3 2 1 4 4 3 3
17th +12/+7/+2 +5 +10 +10 Channel energy 9d6 4 3 2 1 4 4 3 3
18th +13/+8/+3 +6 +11 +11 Rogue talent 4 3 2 2 5 4 4 3
19th +14/+9/+4 +6 +11 +11 Channel energy 10d6 4 3 3 2 5 4 4 3
20th +15/+10/+5 +6 +12 +12 Master sneak channel, rogue talent 4 4 3 3 5 4 4 3

Footnotes

<references/>

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