Spirit Emissary (Apath)

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Unofficial rules compendium

The signifiers of infernal order are an order of mercenaries seeking to emulate the law and discipline of Hell.

Background

spirit emissarys of infernal order form the spellcasting arm of the infernal orders. They serve as faceless enforcers of order and use their magical powers to relentlessly root out and punish criminals to the letter of the law. They wear masks— often featureless—to mark themselves as impersonal agents of order, unswayed by empathy, detached from emotion, and dedicated to passing impartial judgment upon all lawbreakers. A signifier’s distinctive mask is a symbol of his devotion to the precepts of law and exacting justice, and it serves as the focus for several of his signifier powers.

Traditionally, spirit emissarys are divine spellcasters. Despite trends toward diabolism, overall a spirit emissary’s views of good and evil are defined by his infernal order first and everything else second. Arcane and psychic signifiers are more rare, but possible. These are often converts to the infernal orders and even more zealous than the divine casters.

Class Information

This is a prestige archetype built on the hellknight signifier prestige class from Pathfinder Roleplaying Game Adventurer’s Guide.

Role: Signifiers of infernal order are powerful spellcasters and agents of law.

Alignment: Any lawful. A spirit emissary that changes to a non-lawful alignment cannot progress in the class, but keeps all abilities granted by the class. She is likely to fall back into an allowed alignment by following orders or be executed as a traitor.

Hit Die: d10.

Class Skills

The spirit emissary’s class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

Class Features

These are all the class features of the spirit emissary.

Weapon and Armor Proficiency

Signifiers of infernal order are proficient with all simple weapons, with the favored weapon of his order (see below), with all types of armor (heavy, medium, and light), and with shields (not including tower shields). A signifier that casts arcane spells suffers arcane spell failure when wearing armor.

Aura of Law (Ex)

A spirit emissary’s lawful aura (see the detect law spell) functions as that of a cleric whose level is equal to the spirit emissary’s character level.

Magic Tradition

A signifier or infernal order must select one of the following as a magic tradition at level 1. This choice can never be changed. She learns and casts spells exactly like the chosen class, including type of magic (arcane, divine, or psychic), the effect of ability scores on spellcasting, spellbook or known spells, and cantrips, knacks, or orisons. He only suffers arcane spell failure in armor if he casts arcane spells.

If a signifier has levels in the same spellcasting class as his magic tradition, the spellcasting abilities and any abilities described for the tradition stacks.

In addition, certain magic traditions give the signifier additional abilities or has special rules, listed under each class.

Arcanist: As an arcane caster, the arcanist signifier suffers from arcane spell failure and does not gain the order domain ability.
Cleric: No special rules.
Oracle: The oracle signifier gains Eschew Materials as a bonus feat at level 1.
Psychic: As a psychic caster, the psychic signifier does not gain the order domain ability.
Sacerdote: The sacerdote signifier gains the advanced spellcasting, bonus languages, chaotic evil good and lawful spells, divine focus, divine wrath, and manifestation class features of the sacerdote. Sacerdote signifiers suffer from arcane spell failure and do not gain the order domain ability, just as if they were arcane casters. This class is from Legendary Classes: Sacerdote, also by Purple Duck Games.
Sorcerer: The sorcerer signifier gains Eschew Materials as a bonus feat at level 1. As an arcane caster, the sorcerer signifier suffers from arcane spell failure and does not gain the order domain ability. Many sorcerer signifiers have bloodlines related to lawful outsiders.
Wizard: As an arcane caster, the wizard signifier suffers from arcane spell failure and does not gain the order domain ability.

Order Domain

A spirit emissary that casts divine spells selects one cleric domain among those offered by her patron. She gains the domain abilities of this domain as a cleric of her signifier level. She does not have domain spell slots. Instead she adds the domain spells to her spell list (and to her list of known spells if she is of the oracle magic tradition). Signifiers of infernal order that do not cast divine spells do not gain the order domain ability. If the signifier gains a domain from another class, lile cleric or inquisitor, she must select the same domain, and her levels in such classes stack when using this domain.

Signifier Order

A spirit emissary chooses an infernal order to join at 1st level. The most common infernal orders (and their favored weapon or weapons) are: Chain (flail), Gate (dagger), Godclaw (morningstar), Nail (halberd and lance), Pyre (glaive), Rack (longsword and whip), and Scourge (heavy mace and whip). The order selected also gives access to that order's special discipline. See infernal orders in the appendix.

Spells of Law (Ex)

A spirit emissary cannot learn or cast spells with the chaotic descriptor.

spirit emissary Mask (Su)

At level 2, the spirit emissary receives the mask of her order. This is a severe iron mask, often devoid of eyeholes and identifying features. This mask doesn’t obscure the spirit emissary’s vision, and while wearing it he gains a +2 competence bonus on Sense Motive checks and on saving throws against spells and abilities that rely on visual effects. It also works as a divine focus.

The spirit emissary’s mask is a bonded object and takes up the head slot. spirit emissary levels stack with levels from other classes that grants a bonded object, such as the bonded object version of the wizard's arcane bond class feature. The signifier cannot have multiple bonded objects from different classes. If a signifier attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level.

A bonded object can be used once per day to cast any one spell on the signifier's spell list she is capable of casting, even if the spell is not known or prepared. This spell is treated like any other spell cast by the signifier, including casting time, duration, and other effects dependent on the signifier’s level. This spell cannot be modified by metamagic feats or other abilities.

A signifier can add additional magic abilities to his bonded object as if he has the Craft Wondours Items. The magic properties of a bonded object, including any magic abilities added to the object, only function for the signifier who owns it. If a bonded object’s owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.

If a bonded object is damaged, it is restored to full hit points the next time the signifier prepares his spells. If the bonded object is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per signifier level. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A signifier can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

spirit emissary Armor Training (Ex)

At 4th level, while a spirit emissary wears the armor of his order, he reduces the armor check penalty by 1 (to a minimum of 0), and reduces the arcane spell failure chance by 5%. For every 6 levels after level 4, reduce the armor check penalty by 1 and the arcane spell failure chance by 5%. If the spirit emissary has the Arcane Armor Training or Arcane Armor Mastery feat, the action required to use this feat changes from a swift action to a free action.

At 8th level, when a spirit emissary’s speed is not reduced by wearing medium or heavy armor.

Assiduous Gaze

At 6th level and every 6 levels thereafter, an spirit emissary gains an assiduous gaze ability chosen from the list below. Activating an assiduous gaze is a swift action that expends a point from the signifier's discipline pool and has an immediate effect to examine a single creature, object, or 5-foot square within 30 feet. A spirit emissary must be wearing his spirit emissary mask to use these abilities, and his caster level while using the ability is equal to his character level.

Elucidation (Su): The spirit emissary can discern each active spell on the target, including the spell’s effect and caster level.
Morality (Sp): The spirit emissary can determine whether the target is chaotic, evil, good, or lawful, as well as the strength of its aura as if he had studied it for 3 rounds using detect chaos, detect evil, detect good, and detect law.
Scrutiny (Su): The spirit emissary can discern whether the target has spell-like abilities or spellcasting abilities; whether any spellcasting abilities are arcane, divine, or psychic; and the strength (see detect magic) of the most powerful spell or spell-like ability the target currently has available.
Veracity (Sp): The spirit emissary can observe the target as if using true seeing. A spirit emissary must be 14th level to select this ability.
Vigilance (Su): The spirit emissary can see through up to 5 feet of stone, wood, or similar barriers as if they didn’t exist. This effect cannot penetrate metal of any kind.

Discipline

At 8th level a spirit emissary draws upon her training and devotion to develop a discipline pool and potent disciplines.

The spirit emissary gains a discipline pool that reflects her devotion and zeal. This pool has a number of points equal to the spirit emissary's class level. When the signifier casts a spell, she can expend one point from her discipline pool to give the spell the lawful descriptor. This also increases the caster level of the spell by one. The discipline pool is also used to power many disciplines.

In addition, a spirit emissary selects a discipline at 8th level and every 6 levels thereafter. When applicable, the save DC to resist a discipline’s effect is equal to 10 + the spirit emissary’s level + her Charisma modifier.

There are special infernal order disciplines that are specific to each order, see the appendix. These disciplines are learned like other disciplines but are only available to members of each order.

Discern Lies (Sp): The spirit emissary can expend a point from her discipline pool to use discern lies as a spell-like ability, with a caster level equal to his character level. The spirit emissary must be level 8 to select this discipline.
Fearsomeness (Ex): The spirit emissary can expend a point from her discipline pool to activate fearsomeness until the end of her turn. When she uses the Intimidate skill to cause a creature within 10 feet to become shaken can instead cause that creature to become frightened.
Infernal Identity (Ex): As long as he wears the signifier mask, the spirit emissary gains a +2 bonus on all Charisma checks and Charisma-related skill checks made while interacting with creatures of lawful alignment.
Infernal Resilience (Ex): The spirit emissary gains DR 5/chaotic and becomes immune to poison. He must be 16th level to select this discipline.
Studious (Ex): The spirit emissary gains a number of skill ranks in the Knowledge skill favored by her order equal to her Hit Dice. Any skill ranks she previously had in this skill are moved to other Knowledge skills of the signifier's choice.
Tactician (Ex): The spirit emissary receives a teamwork feat as a bonus feat. She must meet the prerequisites for this feat. As a standard action that costs one point from her discipline pool, the spirit emissary can grant this feat to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the spirit emissary possesses. Allies do not need to meet the prerequisites of these bonus feats. At level 10, she can use this ability as a swift action. She can select this benefit again at level 6 and every 6 levels thereafter, each time after the first gives an additional tactical feat as a bonus feat (as above).
Tracker (Sp): The spirit emissary can expend one point from her discipline pool to summon a creature to aid him, either in battle or to track an enemy, as if using a summon monster spell, save that the summoned creature lingers for 1 hour before vanishing. All animals summoned this way have the fiendish template. The spirit emissary can summon either a dire rat, a dog, an eagle, or a pony (horse). This is the equivalent of a 3rd level spell. The spirit emissary must be 6th level to select this discipline. An 8th-level spirit emissary can summon either an a horse, a riding dog, a wolf, or a leopard. This is the equivalent of a 4th level spell.An 11th-level spirit emissary can summon either a dire wolf or a hell hound. This is the equivalent of a 5th level spell. A 14th-level spirit emissary can instead opt to summon a pack of 1d4+1 riding dogs or wolves or a single cerberus or dire bat. This is the equivalent of a 6th level spell. A 17th-level spirit emissary can summon either a pack of 1d4+1 dire wolves or hell hounds, or a single dire lion or shadow mastif. This is the equivalent of a 7th level spell. A 20th-level spirit emissary can instead opt to summon a pack of 1d4+1 cerberi or dire bats, or a single dire tiger or invisible stalker. This is the equivalent of a 8th level spell.
Wrack (Su): When the spirit emissary damages a foe, she can expend one point of discipline to cause the target to suffer incredible pain. The target must make a Will save to avoid being staggered for 1d4 rounds.

Diabolic Harbinger (Su)

At 20th level, as long as a spirit emissary wears his spirit emissary mask, he gains telepathy with a range of 100 feet and can see perfectly in both magical and mundane darkness. While wearing his spirit emissary mask, he is immune to blindness and dazzling effects.

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