Difference between revisions of "Path of Spirit Cleric (Apath)"

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''Clerics are naturally inclined to be martial arts practitioners of the [[Martial_Arts_(Apath)#Way_of_the_Void|Path of Spirit]], but despite the similar talent required merging these paths takes a great deal of effort.
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''Clerics are naturally inclined to be martial arts practitioners of the [[Martial_Arts_(Apath)#Way_of_the_Void|path of spirit]], but despite the similar talent required merging these paths takes a great deal of effort.
 +
 
 +
'''Publisher:''' Purple Duck Games.
 +
 
 +
== Class Information ==
 +
This is a [[Hybrid Class (Apath) | hybrid class]], a combination of cleric and monk. It is a [[Martial Arts (Apath) | martial artist]] of the [[Martial_Arts_(Apath)#Way_of_the_Void|way of the void]].
 +
 
 +
'''Publisher:''' Purple Duck Games.
 +
 
 +
'''Alignment:''' A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis. 
 +
 
 +
'''Hit Die:''' d8.
 +
 
 +
'''Starting Wealth:''' 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
  
 
== Class Abilities ==
 
== Class Abilities ==
The martial mystic has all the cleric's class abilities, except as noted.
+
The path of spirit cleric has all the cleric's class abilities, except as noted.
  
===Skills===
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===Class Skills===
4 skill points per level. Class skills:
 
 
Acrobatics,  
 
Acrobatics,  
 
Climb,
 
Climb,
Line 13: Line 25:
 
Escape Artist,
 
Escape Artist,
 
Heal,
 
Heal,
Hide,
 
 
Knowledge (Religion),
 
Knowledge (Religion),
 
Perform,
 
Perform,
 
Profession,
 
Profession,
 
Spellcraft,
 
Spellcraft,
Spot,
+
Spot, and
Stealth, and
 
 
Swim.
 
Swim.
 +
 +
'''Skill Ranks at Each Level:''' 4 + Int modifier.
  
 
===Weapon and Armor Proficiency===
 
===Weapon and Armor Proficiency===
Martial mystics are proficient with quarterstaff, sai, and siangham. They have no proficiency with armor or shields. If eastern weapons are used in the campaign they are also proficient with the bo and hanbo. Martial mystics are also proficient with the favored weapon of their patron, if they have a patron.
+
Path of spirit clerics are proficient with quarterstaff and siangham. They have no proficiency with armor or shields. If eastern weapons are used in the campaign they are also proficient with the bo and hanbo. Path of spirit clerics are also proficient with the favored weapon of their patron, if they have a patron.
  
 
===AC Bonus (Ex) ===
 
===AC Bonus (Ex) ===
When unarmored, unencumbered, and unarmed or wielding either a monk weapon or the favored weapon of their patron, the martial mystic adds her Wisdom bonus (if any) to her AC. In addition, a martial mystic gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five martial mystic levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
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When unarmored, unencumbered, and unarmed or wielding either a monk weapon or the favored weapon of their patron, the path of spirit cleric adds her Wisdom bonus (if any) to her AC. In addition, a path of spirit cleric gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five path of spirit cleric levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
  
These bonuses to AC apply even against touch attacks or when the martial mystic is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
+
These bonuses to AC apply even against touch attacks or when the path of spirit cleric is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
 
 
When multiclassing to a prestige class that would ordinarily gain or use medium armor, you can forgo that armor proficiency and have levels in that class count for the purpose of armor class bonus. Check with the game master for each class.
 
  
 
===Unarmed Fighting (Ex)===
 
===Unarmed Fighting (Ex)===
A martial mystic gains Improved Unarmed Combat as a bonus feat at first level and inflicts 1d6 damage with an unarmed attack (1d6 for a Small character). A martial mystic's attacks may be with fist, elbows, knees, and feet. This means that a martial mystic may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a martial mystic striking unarmed. A martial mystic may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
+
A path of spirit cleric gains Improved Unarmed Combat as a bonus feat at first level and inflicts 1d6 damage with an unarmed attack (1d4 for a Small character). A path of spirit cleric's attacks may be with fist, elbows, knees, and feet. This means that a path of spirit cleric may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a path of spirit cleric striking unarmed. A path of spirit cleric may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
 
 
Usually a martial mystic's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
 
 
 
A martial mystic's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
 
 
 
The damage of the martial mystic increases with base attack bonus; when base attack bonus reaches +4, unarmed damage becomes 1d8 (1d6 if Small). At base attack +8 unarmed damage becomes 1d10 (1d8 if Small), and at +12 it becomes 2d6 (1d8 if Small).
 
 
 
=== Channeling Touch (Su) ===
 
You can release energy by channeling the power of your faith by touch. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
 
  
A good path of spirit cleric channels positive energy and can choose to deal damage or to heal living creatures. An evil path of spirit cleric channels negative energy and can choose to deal damage or to heal undead creatures. A path of spirit cleric neutral  with respect to good and evil who has a good or evil patron channels energy as if she shared her patron’s alignment. A neutral path of spirit cleric of a neutral patron must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed unless you change alignment.
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Usually a path of spirit cleric's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
  
Unlike the cleric’s channel energy ability this only affects a single touched target, but there is no saving throw.
+
A path of spirit cleric's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
  
Channeling touch requires a melee touch attack against an unwilling target. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two path of spirit cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A path of spirit cleric may channel energy a number of times per day equal to her class level + Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A path of spirit cleric can affect herself with this power.
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The damage of the path of spirit cleric increases with base attack bonus; when base attack bonus reaches +4, unarmed damage becomes 1d8 (1d6 if Small). At base attack +8 unarmed damage becomes 1d10 (1d8 if Small), and at +12 it becomes 2d6 (1d8 if Small).
  
A path of spirit cleric must be able to present her divine focus to use this ability, and can use the ability with channeling feats, but only affect a single target hit by the channeling touch is affected. Channeling feat abilities that allow saving throws have a saving throw DC of 10 + ½ your cleric level + your Charisma modifier.
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This replaces domains. A path of spirit cleric gains no domain powers, domain spells, or domain spell slots.
  
This replaces the channel energy ability.
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== Table: The Path of Spirit Cleric  ==
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{|class="wikitable"
 +
|rowspan=2|''' Level'''||rowspan=2|''' Base Attack Bonus'''||rowspan=2|''' Fort Save'''||rowspan=2|''' Ref Save'''||rowspan=2|''' Will Save'''||rowspan=2|''' Special'''||valign="top" rowspan=2| '''Unarmed Damage'''||valign="top" rowspan=2|'''AC Bonus''' ||colspan=10 align="center"|'''Spells per Day'''
 +
|-
 +
||0 |||1st|||2nd|||3rd|||4th|||5th|||6th|||7th|||8th|||9th
 +
|-
 +
|valign="top"| 1st  ||valign="top"| +0  ||valign="top"| +2  ||valign="top"| +0  ||valign="top"| +2  ||valign="top"| Aura, channel energy 1d6, orisons, spontaneous casting  ||valign="top"| 1d6  ||valign="top"| +0  ||valign="top"| 3  ||valign="top"| 1  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —
 +
|-
 +
|valign="top"| 2nd  ||valign="top"| +1  ||valign="top"| +3  ||valign="top"| +0  ||valign="top"| +3  ||valign="top"|  ||valign="top"| 1d6  ||valign="top"| +0  ||valign="top"| 4  ||valign="top"| 2  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —
 +
|-
 +
|valign="top"| 3rd  ||valign="top"| +2  ||valign="top"| +3  ||valign="top"| +1  ||valign="top"| +3  ||valign="top"| Channel energy 2d6  ||valign="top"| 1d6  ||valign="top"| +0  ||valign="top"| 4  ||valign="top"| 2  ||valign="top"| 1  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —
 +
|-
 +
|valign="top"| 4th  ||valign="top"| +3  ||valign="top"| +4  ||valign="top"| +1  ||valign="top"| +4  ||valign="top"|  ||valign="top"| 1d6  ||valign="top"| +1  ||valign="top"| 4  ||valign="top"| 3  ||valign="top"| 2  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —
 +
|-
 +
|valign="top"| 5th  ||valign="top"| +3  ||valign="top"| +4  ||valign="top"| +1  ||valign="top"| +4  ||valign="top"| Channel energy 3d6  ||valign="top"| 1d6  ||valign="top"| +1  ||valign="top"| 4  ||valign="top"| 3  ||valign="top"| 2  ||valign="top"| 1  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —
 +
|-
 +
|valign="top"| 6th  ||valign="top"| +4  ||valign="top"| +5  ||valign="top"| +2  ||valign="top"| +5  ||valign="top"|  ||valign="top"| 1d8  ||valign="top"| +1  ||valign="top"| 4  ||valign="top"| 3  ||valign="top"| 3  ||valign="top"| 2  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —
 +
|-
 +
|valign="top"| 7th  ||valign="top"| +5  ||valign="top"| +5  ||valign="top"| +2  ||valign="top"| +5  ||valign="top"| Channel energy 4d6  ||valign="top"| 1d8  ||valign="top"| +1  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 3  ||valign="top"| 2  ||valign="top"| 1  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —
 +
|-
 +
|valign="top"| 8th  ||valign="top"| +6/+1  ||valign="top"| +6  ||valign="top"| +2  ||valign="top"| +6  ||valign="top"|  ||valign="top"| 1d8  ||valign="top"| +2  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 3  ||valign="top"| 3  ||valign="top"| 2  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —
 +
|-
 +
|valign="top"| 9th  ||valign="top"| +6/+1  ||valign="top"| +6  ||valign="top"| +3  ||valign="top"| +6  ||valign="top"| Channel energy 5d6  ||valign="top"| 1d8  ||valign="top"| +2  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 3  ||valign="top"| 2  ||valign="top"| 1  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —
 +
|-
 +
|valign="top"| 10th  ||valign="top"| +7/+2  ||valign="top"| +7  ||valign="top"| +3  ||valign="top"| +7  ||valign="top"|  ||valign="top"| 1d8  ||valign="top"| +2  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 3  ||valign="top"| 3  ||valign="top"| 2  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —
 +
|-
 +
|valign="top"| 11th  ||valign="top"| +8/+3  ||valign="top"| +7  ||valign="top"| +3  ||valign="top"| +7  ||valign="top"| Channel energy 6d6  ||valign="top"| 1d10  ||valign="top"| +2  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 3  ||valign="top"| 2  ||valign="top"| 1  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —
 +
|-
 +
|valign="top"| 12th  ||valign="top"| +9/+4  ||valign="top"| +8  ||valign="top"| +4  ||valign="top"| +8  ||valign="top"|  ||valign="top"| 1d10  ||valign="top"| +3  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 3  ||valign="top"| 3  ||valign="top"| 2  ||valign="top"| —  ||valign="top"| —  ||valign="top"| —
 +
|-
 +
|valign="top"| 13th  ||valign="top"| +9/+4  ||valign="top"| +8  ||valign="top"| +4  ||valign="top"| +8  ||valign="top"| Channel energy 7d6  ||valign="top"| 1d10  ||valign="top"| +3  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 3  ||valign="top"| 2  ||valign="top"| 1  ||valign="top"| —  ||valign="top"| —
 +
|-
 +
|valign="top"| 14th  ||valign="top"| +10/+5  ||valign="top"| +9  ||valign="top"| +4  ||valign="top"| +9  ||valign="top"|  ||valign="top"| 1d10  ||valign="top"| +3  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 3  ||valign="top"| 3  ||valign="top"| 2  ||valign="top"| —  ||valign="top"| —
 +
|-
 +
|valign="top"| 15th  ||valign="top"| +11/+6/+1  ||valign="top"| +9  ||valign="top"| +5  ||valign="top"| +9  ||valign="top"| Channel energy 8d6  ||valign="top"| 1d10  ||valign="top"| +3  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 3  ||valign="top"| 2  ||valign="top"| 1  ||valign="top"| —
 +
|-
 +
|valign="top"| 16th  ||valign="top"| +12/+7/+2  ||valign="top"| +10  ||valign="top"| +5  ||valign="top"| +10  ||valign="top"|  ||valign="top"| 2d6 ||valign="top"| +4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 3  ||valign="top"| 3  ||valign="top"| 2  ||valign="top"| —
 +
|-
 +
|valign="top"| 17th  ||valign="top"| +12/+7/+2  ||valign="top"| +10  ||valign="top"| +5  ||valign="top"| +10  ||valign="top"| Channel energy 9d6  ||valign="top"| 2d6  ||valign="top"| +4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 3  ||valign="top"| 2  ||valign="top"| 1
 +
|-
 +
|valign="top"| 18th  ||valign="top"| +13/+8/+3  ||valign="top"| +11  ||valign="top"| +6  ||valign="top"| +11  ||valign="top"|  ||valign="top"| 2d6  ||valign="top"| +4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 3  ||valign="top"| 3  ||valign="top"| 2
 +
|-
 +
|valign="top"| 19th  ||valign="top"| +14/+9/+4  ||valign="top"| +11  ||valign="top"| +6  ||valign="top"| +11  ||valign="top"| Channel energy 10d6  ||valign="top"| 2d6  ||valign="top"| +4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 3  ||valign="top"| 3
 +
|-
 +
|valign="top"| 20th  ||valign="top"| +15/+10/+5  ||valign="top"| +12  ||valign="top"| +6  ||valign="top"| +12  ||valign="top"|  ||valign="top"| 2d6  ||valign="top"| +5  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4  ||valign="top"| 4
 +
|-
 +
|}
  
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==
Line 58: Line 105:
 
* Class Skills
 
* Class Skills
 
* Weapon and Armor Proficiency
 
* Weapon and Armor Proficiency
* Channel Energy
+
* Domains
 +
<!-- OGL -->
 +
<noinclude>{{OGL}}</noinclude>

Latest revision as of 14:38, 6 September 2015

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Clerics are naturally inclined to be martial arts practitioners of the path of spirit, but despite the similar talent required merging these paths takes a great deal of effort.

Publisher: Purple Duck Games.

Class Information

This is a hybrid class, a combination of cleric and monk. It is a martial artist of the way of the void.

Publisher: Purple Duck Games.

Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.

Hit Die: d8.

Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Abilities

The path of spirit cleric has all the cleric's class abilities, except as noted.

Class Skills

Acrobatics, Climb, Craft, Diplomacy, Escape Artist, Heal, Knowledge (Religion), Perform, Profession, Spellcraft, Spot, and Swim.

Skill Ranks at Each Level: 4 + Int modifier.

Weapon and Armor Proficiency

Path of spirit clerics are proficient with quarterstaff and siangham. They have no proficiency with armor or shields. If eastern weapons are used in the campaign they are also proficient with the bo and hanbo. Path of spirit clerics are also proficient with the favored weapon of their patron, if they have a patron.

AC Bonus (Ex)

When unarmored, unencumbered, and unarmed or wielding either a monk weapon or the favored weapon of their patron, the path of spirit cleric adds her Wisdom bonus (if any) to her AC. In addition, a path of spirit cleric gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five path of spirit cleric levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the path of spirit cleric is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Unarmed Fighting (Ex)

A path of spirit cleric gains Improved Unarmed Combat as a bonus feat at first level and inflicts 1d6 damage with an unarmed attack (1d4 for a Small character). A path of spirit cleric's attacks may be with fist, elbows, knees, and feet. This means that a path of spirit cleric may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a path of spirit cleric striking unarmed. A path of spirit cleric may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a path of spirit cleric's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A path of spirit cleric's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage of the path of spirit cleric increases with base attack bonus; when base attack bonus reaches +4, unarmed damage becomes 1d8 (1d6 if Small). At base attack +8 unarmed damage becomes 1d10 (1d8 if Small), and at +12 it becomes 2d6 (1d8 if Small).

This replaces domains. A path of spirit cleric gains no domain powers, domain spells, or domain spell slots.

Table: The Path of Spirit Cleric

Level Base Attack Bonus Fort Save Ref Save Will Save Special Unarmed Damage AC Bonus Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Aura, channel energy 1d6, orisons, spontaneous casting 1d6 +0 3 1
2nd +1 +3 +0 +3 1d6 +0 4 2
3rd +2 +3 +1 +3 Channel energy 2d6 1d6 +0 4 2 1
4th +3 +4 +1 +4 1d6 +1 4 3 2
5th +3 +4 +1 +4 Channel energy 3d6 1d6 +1 4 3 2 1
6th +4 +5 +2 +5 1d8 +1 4 3 3 2
7th +5 +5 +2 +5 Channel energy 4d6 1d8 +1 4 4 3 2 1
8th +6/+1 +6 +2 +6 1d8 +2 4 4 3 3 2
9th +6/+1 +6 +3 +6 Channel energy 5d6 1d8 +2 4 4 4 3 2 1
10th +7/+2 +7 +3 +7 1d8 +2 4 4 4 3 3 2
11th +8/+3 +7 +3 +7 Channel energy 6d6 1d10 +2 4 4 4 4 3 2 1
12th +9/+4 +8 +4 +8 1d10 +3 4 4 4 4 3 3 2
13th +9/+4 +8 +4 +8 Channel energy 7d6 1d10 +3 4 4 4 4 4 3 2 1
14th +10/+5 +9 +4 +9 1d10 +3 4 4 4 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Channel energy 8d6 1d10 +3 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 2d6 +4 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 Channel energy 9d6 2d6 +4 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 2d6 +4 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 Channel energy 10d6 2d6 +4 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 2d6 +5 4 4 4 4 4 4 4 4 4 4

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Class Skills
  • Weapon and Armor Proficiency
  • Domains
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