Crafty Priest (Apath)

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The crafty priest is a warpriest archetype that focuses on stealth and trickery over normal combat.

Class Information

This is a warpriest archetype.

Hit Dice: d8.

Class Skills

The crafty priest's class skills are: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Local) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 6 + Int modifier. This replaces the warpriest's reduced weapon and armor proficiencies.

Class Features

The crafty priest has all the standard warpriest's class features, except as noted below.

Weapon and Armor Proficiency

Crafty priests are proficient with all simple weapons, plus the cane sword, hand crossbow, longsword, rapier, sap, and short sword. They are proficient with light armor but not with shields.

Spells

Crafty priest spells are drawn from the inquisitor spell list. Crafty priests cannot use spells that affect class features they lack, such as judgement.

Saving Throws

The crafty priest has good saves against Reflex and Will but poor saves against Fortitude.

Trapfinding

A crafty priest adds ½ her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A crafty priest can use Disable Device to disarm magic traps.

Sneak Fervor

At 2nd level, when a crafty priest hits an opponent whom she flanks or who is denied it's Dexterity bonus to armor class against her, she can channel fervor into the attack as a free action. Sneak fervor 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 or healed by the fervor ability. Both positive and negative energy used with sneak fervor can cause damage to both undead and living creatures. The target can make a Will save to halve this additional damage, as for fevor. 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. Using sneak fervor is a free action that can be done with each attack and does not count against the daily uses of fervor. Against improved uncanny dodge, this ability works the same way as sneak attack does. This replaces sacred armor.

Rogue Talent

At level 3 and every 3 levels thereafter, the crafty priest can select a rogue talent. Rogue talents that affect sneak attack instead affect sneak fervor for a crafty priest. The crafty priest cannot select rogue talents affecting abilities he does not have, such as uncanny dodge. This replaces the warpriest's bonus feats.

At level 12 and thereafter, the crafty priest can select advanced rogue talents.

Aspect of Stealth (Su)

At 20th level, the crafty priest can channel an aspect of stealth, growing in power and martial ability. After activating this ability, for 1 minute the crafty priest increases his sneak fervor to 10d6, increases the saving throw DC against sneak fervor by +2, gains a +2 dodge bonus to armor class, and can move at his full normal speed regardless of the armor he is wearing or his encumbrance without causing attacks of opportunity or modifying his Stealth checks. In addition, the blessings he calls upon don't count against his daily limit during this time. This replaces aspect of war.

Table: Crafty Warpriest

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Sacred
Weapon
Damage
Spells per Day
0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Aura, blessings (minor), focus weapon, orisons, sacred weapon 1d6 3 1
2nd +1 +0 +3 +3 Fervor 1d6, sneak fervor 1d6 4 2
3rd +2 +1 +3 +3 Rogue talent 1d6 4 3
4th +3 +1 +4 +4 Channel energy, sacred weapon +1 1d6 4 3 1
5th +3 +1 +4 +4 Fervor 2d6 1d8 4 4 2
6th +4 +2 +5 +5 Rogue talent 1d8 5 4 3
7th +5 +2 +5 +5 Sacred armor +1 1d8 5 4 3 1
8th +6/+1 +2 +6 +6 Fervor 3d6, sacred weapon +2 1d8 5 4 4 2
9th +6/+1 +3 +6 +6 Rogue talent 1d8 5 5 4 3
10th +7/+2 +3 +7 +7 Blessings (major), sacred armor +2 1d10 5 5 4 3 1
11th +8/+3 +3 +7 +7 Fervor 4d6 1d10 5 5 4 4 2
12th +9/+4 +4 +8 +8 Arvanced rogue talents, rogue talent, sacred weapon +3 1d10 5 5 5 4 3
13th +9/+4 +4 +8 +8 Sacred armor +3 1d10 5 5 5 4 3 1
14th +10/+5 +4 +9 +9 Fervor 5d6 1d10 5 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 Rogue talent 2d6 5 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 Sacred armor +4, sacred weapon +4 2d6 5 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Fervor 6d6 2d6 5 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Rogue talent 2d6 5 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Sacred armor +5 2d6 5 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Aspect of stealth, fervor 7d6, sacred weapon +5 2d8 5 5 5 5 5 5 5

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype (and the levels they are normally gained at):

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