Difference between revisions of "Saint of Sinners (Apath)"

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A saint of sinners chooses one [http://www.d20pfsrd.com/classes/core-classes/cleric/domains domain] from the same list the cleric uses. A saint of sinners' domain influences what magic she can perform and how others see her. A saint of sinners can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.   
 
A saint of sinners chooses one [http://www.d20pfsrd.com/classes/core-classes/cleric/domains domain] from the same list the cleric uses. A saint of sinners' domain influences what magic she can perform and how others see her. A saint of sinners can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.   
  
Each domain grants a number of domain powers, dependent upon the level of the saint of sinners, as well as a number of bonus spells. Bonus spells are added to the saint of sinners' spell list at level one and to and known spells as soon as she can cast them.
+
Each domain grants a number of domain powers, dependent upon the level of the saint of sinners, as well as a number of bonus spells. Bonus spells are added to the saint of sinners' spell list at level one and to and known spells as soon as she can cast them. The saint of sinners cannot cast spells of fifth level and above, these are not on her spell list.
  
 
A saint of sinners gains the listed powers from her domain, if she is of a high enough level. Saint of sinner levels count as cleric levels for domain powers. Unless otherwise noted, activating a domain power is a standard action.
 
A saint of sinners gains the listed powers from her domain, if she is of a high enough level. Saint of sinner levels count as cleric levels for domain powers. Unless otherwise noted, activating a domain power is a standard action.

Revision as of 00:02, 22 April 2015

ApathApath Logo
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. She might not even know who her patron is, but she is in touch with some higher being and this fills her with holy purpose. Or maybe it is a lower being and unholy purpose - that point is not at all clear, even to the saint of sinners herself.

Class Information

This is a rogue archetype.

Hit Dice: d8.

Alignment: Any. Most saints of sinners think of themselves as good, but this is often just a self-indulgent illusion.

Hit Dice: d8.

Class Skills

The saint of sinners class skills are: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int) Stealth (Dex), and Swim (Str).

'Skill Ranks per Level: 6 + Int modifier.

Class Abilities

A saint of sinners has all class abilities of the normal rogue, except as follows.

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.

Spells

Table: Saint of Sinners Spells Known
Level Spells Known
Zero 1st 2nd 3rd 4th
1st 3
2nd 4
3rd 5
4th 5 2
5th 5 3
6th 6 4
7th 6 4 2
8th 6 4 3
9th 6 5 4
10th 6 5 4 2
11th 6 5 4 3
12th 6 6 5 4
13th 6 6 5 4 2
14th 6 6 5 4 3
15th 6 6 6 5 4
16th 6 6 6 5 4
17th 6 6 6 5 4
18th 6 6 6 6 5
19th 6 6 6 6 5
20th 6 6 6 6 5

A saint of sinners casts divine spells drawn from the inquisitor 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. A saint of sinners only casts spells up to level 4, inquisitor spells of level 5 and up are not on the saint of sinner's spell list. She cannot cast spells that modify abilities she does not have, such as judgements.

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). When Table: Saint of Sinners indicates that the saint of sinners gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

A saint of sinners’ selection of spells is extremely limited. At level 4, a saint of sinners learns two 1st-level spells 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 Spells Known. (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 4th level, and at every third saint of sinners level thereafter (7th, 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.

Orisons: A saint of sinners learn a number of orisons, or 0-level spells, as noted on Table: Saint of Sinner's Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

This replaces one skill point per level, trapfinding, and trap sense.

Channel Harm (Su)

Regardless of alignment, any saint of sinners can release a wave of harmful energy by channeling the power of her faith through any holy (or unholy) symbol. This is a mix of positive and negative energy that harms both undead and living creatures. Objects and creatures which are neither living or undead, such as most constructs, are not affected by this ability.

Channel harm causes a burst that affects all creatures in a 30-foot radius centered on the saint of sinners. The amount of damage dealt 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. 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 is a variant of channel energy and works with channeling feats, but never to heal or give control of a creature. This ability replaces replaces sneak attack.

Domain

A saint of sinners chooses one domain from the same list the cleric uses. A saint of sinners' domain influences what magic she can perform and how others see her. A saint of sinners can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain.

Each domain grants a number of domain powers, dependent upon the level of the saint of sinners, as well as a number of bonus spells. Bonus spells are added to the saint of sinners' spell list at level one and to and known spells as soon as she can cast them. The saint of sinners cannot cast spells of fifth level and above, these are not on her spell list.

A saint of sinners gains the listed powers from her domain, if she is of a high enough level. Saint of sinner levels count as cleric levels for domain powers. Unless otherwise noted, activating a domain power is a standard action.

This replaces the rogue talents gained at level 2, 4, and 8.

Sneak Channel

When a saint of sinners hits an opponent whom she flanks or who is denied it's Dexterity bonus to armor class against her, she can channel harm into the attack as a free action. 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 harm ability. The target can make a Will save 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. Using sneak channel is a free action that can be done with each attack and does not count against the daily uses of channel harm. Against improved uncanny dodge, this ability works the same way as sneak attack does. Sneak channel replaces one skill point/level.

Divine Disable (Su)

At second level a saint of sinners learns how to use Disable Device to disarm magic traps.

Thief's Prayer (Ex)

At second and higher level, the saint of sinner's spellcasting does not break Stealth. She 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 a spell on an unwilling target means the saint of sinners is automatically spotted.

Incitations (Su)

A saint of sinners can learn a number of incitations. These are alternate ways to channel harm, and replaces the normal effect of that ability by causing an effect in the area around the saint of sinners. Each use of an incitation is a standard action that uses one of the saint of sinner's daily uses of channel harm. Unless otherwise stated, an incitation affects the area within 30 ft. of the saint of sinners, moves along with her, and has a duration of one round for each die of damage the channeling would normally do. Incitations are subtle, there is no flashy side effect to give away that they are being used.

Incitations are learned as rogue talents that only a rogue cleric or saint of sinners can use.

Incite Distraction: The saint of sinners allows herself and all allies in the area to use Stealth to hide in as if they had concealment and a distraction to hide, and they all get an immediate free Stealth roll to hide. The Stealth roll is an immediate action and the concealment only lasts for one round.

Incite Revelation: The saint of sinners can clearly see all in the area covered by her channel harm regardless light level, can see invisible in the area, and gains a bonus on Perception checks against anything in this area equal to the number of dice of damage her channeling would normally do.

Incite Shadow: The area around the saint of sinners becomes conductive to hiding. 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 benefit of this incitation until the end of it's next turn—it must end it's turn inside the aura or in cover/concealment if it wishes to remain in hiding.

Incite 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 incitation 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. This replaces master strike.

Table: Saint of Sinners

Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1 2 3 4
1st +0 +0 +2 +2 Channel harm 1d6, domain, orisons, sneak channel
2nd +1 +0 +3 +3 Divine disable, evasion, thief's prayer
3rd +2 +1 +3 +3 Channel harm 2d6
4th +3 +1 +4 +4 Uncanny dodge 0
5th +3 +1 +4 +4 Channel harm 3d6 1
6th +4 +2 +5 +5 Rogue talent 1
7th +5 +2 +5 +5 Channel harm 4d6 1 0
8th +6/+1 +2 +6 +6 Improved uncanny dodge 1 1
9th +6/+1 +3 +6 +6 Channel harm 5d6 2 1
10th +7/+2 +3 +7 +7 Advanced talents, rogue talent 2 1 0
11th +8/+3 +3 +7 +7 Channel harm 6d6 2 1 1
12th +9/+4 +4 +8 +8 Rogue talent 2 2 1
13th +9/+4 +4 +8 +8 Channel harm 7d6 3 2 1 0
14th +10/+5 +4 +9 +9 Rogue talent 3 2 1 1
15th +11/+6/+1 +5 +9 +9 Channel harm 8d6 3 2 2 1
16th +12/+7/+2 +5 +10 +10 Rogue talent 3 3 2 1
17th +12/+7/+2 +5 +10 +10 Channel harm 9d6 4 3 2 1
18th +13/+8/+3 +6 +11 +11 Rogue talent 4 3 2 2
19th +14/+9/+4 +6 +11 +11 Channel harm 10d6 4 3 3 2
20th +15/+10/+5 +6 +12 +12 Master sneak channel, rogue talent 4 4 3 3

Notes

<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
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