Difference between revisions of "Shining Cleric (Apath)"

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This replaces the channel energy ability.
 
This replaces the channel energy ability.
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== Table: The Shining Cleric ==
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{|class="wikitable"
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|rowspan=2|''' Level'''||rowspan=2|''' Base Attack Bonus'''||rowspan=2|''' Fort Save'''||rowspan=2|''' Ref Save'''||rowspan=2|''' Will Save'''||rowspan=2|''' Special'''||colspan=10|'''Spells per Day'''
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|-
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||0+1|||1st|||2nd|||3rd|||4th|||5th|||6th|||7th|||8th|||9th
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|-|valign="top"| 1st||valign="top"| +0||valign="top"| +2||valign="top"| +0||valign="top"| +2||valign="top"| Aura, channeling ray 1d6, domains, orisons, sacred aura, shining block +2, spontaneous casting||valign="top"| 3||valign="top"| 1+1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 2nd||valign="top"| +1||valign="top"| +3||valign="top"| +0||valign="top"| +3||valign="top"| ||valign="top"| 4||valign="top"| 2+1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 3rd||valign="top"| +2||valign="top"| +3||valign="top"| +1||valign="top"| +3||valign="top"| Channeling ray 2d6||valign="top"| 4||valign="top"| 2+1||valign="top"| 1+1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 4th||valign="top"| +3||valign="top"| +4||valign="top"| +1||valign="top"| +4||valign="top"| Shining block +3||valign="top"| 4||valign="top"| 3+1||valign="top"| 2+1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 5th||valign="top"| +3||valign="top"| +4||valign="top"| +1||valign="top"| +4||valign="top"| Channeling ray 3d6||valign="top"| 4||valign="top"| 3+1||valign="top"| 2+1||valign="top"| 1+1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 6th||valign="top"| +4||valign="top"| +5||valign="top"| +2||valign="top"| +5||valign="top"| ||valign="top"| 4||valign="top"| 3+1||valign="top"| 3+1||valign="top"| 2+1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 7th||valign="top"| +5||valign="top"| +5||valign="top"| +2||valign="top"| +5||valign="top"| Channeling ray 4d6||valign="top"| 4||valign="top"| 4+1||valign="top"| 3+1||valign="top"| 2+1||valign="top"| 1+1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 8th||valign="top"| +6/+1||valign="top"| +6||valign="top"| +2||valign="top"| +6||valign="top"| Shining block +4||valign="top"| 4||valign="top"| 4+1||valign="top"| 3+1||valign="top"| 3+1||valign="top"| 2+1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 9th||valign="top"| +6/+1||valign="top"| +6||valign="top"| +3||valign="top"| +6||valign="top"| Channeling ray 5d6||valign="top"| 4||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 3+1||valign="top"| 2+1||valign="top"| 1+1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 10th||valign="top"| +7/+2||valign="top"| +7||valign="top"| +3||valign="top"| +7||valign="top"| ||valign="top"| 4||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 3+1||valign="top"| 3+1||valign="top"| 2+1||valign="top"| —||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 11th||valign="top"| +8/+3||valign="top"| +7||valign="top"| +3||valign="top"| +7||valign="top"| Channeling ray 6d6||valign="top"| 4||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 3+1||valign="top"| 2+1||valign="top"| 1+1||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 12th||valign="top"| +9/+4||valign="top"| +8||valign="top"| +4||valign="top"| +8||valign="top"| Shining block +5||valign="top"| 4||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 3+1||valign="top"| 3+1||valign="top"| 2+1||valign="top"| —||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 13th||valign="top"| +9/+4||valign="top"| +8||valign="top"| +4||valign="top"| +8||valign="top"| Channeling ray 7d6||valign="top"| 4||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 3+1||valign="top"| 2+1||valign="top"| 1+1||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 14th||valign="top"| +10/+5||valign="top"| +9||valign="top"| +4||valign="top"| +9||valign="top"| ||valign="top"| 4||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 3+1||valign="top"| 3+1||valign="top"| 2+1||valign="top"| —||valign="top"| —
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|-
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|valign="top"| 15th||valign="top"| +11/+6/+1||valign="top"| +9||valign="top"| +5||valign="top"| +9||valign="top"| Channeling ray 8d6||valign="top"| 4||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 3+1||valign="top"| 2+1||valign="top"| 1+1||valign="top"| —
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|-
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|valign="top"| 16th||valign="top"| +12/+7/+2||valign="top"| +10||valign="top"| +5||valign="top"| +10||valign="top"| Shining block +6||valign="top"| 4||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 3+1||valign="top"| 3+1||valign="top"| 2+1||valign="top"| —
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|-
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|valign="top"| 17th||valign="top"| +12/+7/+2||valign="top"| +10||valign="top"| +5||valign="top"| +10||valign="top"| Channeling ray 9d6||valign="top"| 4||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 3+1||valign="top"| 2+1||valign="top"| 1+1
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|-
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|valign="top"| 18th||valign="top"| +13/+8/+3||valign="top"| +11||valign="top"| +6||valign="top"| +11||valign="top"| ||valign="top"| 4||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 3+1||valign="top"| 3+1||valign="top"| 2+1
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|-
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|valign="top"| 19th||valign="top"| +14/+9/+4||valign="top"| +11||valign="top"| +6||valign="top"| +11||valign="top"| Channeling ray 10d6||valign="top"| 4||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 3+1||valign="top"| 3+1
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|-
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|valign="top"| 20th||valign="top"| +15/+10/+5||valign="top"| +12||valign="top"| +6||valign="top"| +12||valign="top"| Shining block +7||valign="top"| 4||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1||valign="top"| 4+1
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|}
  
 
== Summary of Changed Class Abilities ==
 
== Summary of Changed Class Abilities ==

Revision as of 16:56, 4 December 2013

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Unofficial rules compendium

The shining cleric uses the channeled power of his patron as a shield, and is literally armored in faith. They are martial artists of the way of force.

Class Abilities

The following class abilities are affected by this archetype:

Weapon and Armor Proficiency

Shining clerics are proficient with all simple weapons and with the preferred weapon of their patron if they have a patron. They are not proficient in any armor or shields.

Sacred Aura (Su)

A character with this ability can project a powerful protective aura that functions as armor and becomes an expert at using bracers of armor. This aura is force armor, and protects against incorporeal touch attacks. It can be activated at will as a swift action, and the protection stays up until deactivated or as long as the user is conscious. At class level 4, this armor can be used alongside bracers of armor, with stacking benefits. It does not otherwise stack with armor, either normal or force. It can be affected by armor-enhancing effects like magic vestment, but such enhancements do not stack with braces or armor. This counts as heavy armor to abilities that require or work with armor and suffers a 25% chance of arcane spell failure.It provides an armor bonus of +5. The armor gives a clue to the alignment of his patron. Good gods' shining clerics literally shine, evil ones are surrounded by rays of darkness. The aura of a lawful god's shining cleric is tinted one solid color, while a chaotic aura swirls in rainbow patterns.

Shining Block (Su)

While under sacred aura, the shining cleric adds a +2 shield bonus to armor class. This is considered force armor, and improves by +1 for every 4 levels (+2 at levels 1-3, +3 at levels 4-7, +4 at levels 8-11 and so on). The shining cleric must have one hand free, and he cannot carry a shield or two weapons when using this ability, not can he use a weapon in two hands. He may momentarily use the off hand for things like somatic components or drawing and throwing a weapon in the same round. This ability counts as a shield to abilities that require a shield.

Channeling Ray (Su)

You can release energy by channeling the power of your faith as a ray. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good shining cleric channels positive energy and can choose to deal damage or to heal living creatures. An evil shining cleric channels negative energy and can choose to deal damage or to heal undead creatures. A shining 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 shining 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.

Unlike the cleric’s channel energy ability this only affects a single touched target, but there is no saving throw.

Channeling ray has medium range (100 ft. + 10 ft./level) and requires a ranged 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 shining 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 shining 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 shining cleric can affect herself with this power.

A shining 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 ray is affected. Channeling feat abilities that allow saving throws have a saving throw DC of 10 + ½ your cleric level + your Charisma modifier.

This replaces the channel energy ability.

Table: The Shining Cleric

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0+1 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2nd +1 +3 +0 +3 4 2+1
3rd +2 +3 +1 +3 Channeling ray 2d6 4 2+1 1+1
4th +3 +4 +1 +4 Shining block +3 4 3+1 2+1
5th +3 +4 +1 +4 Channeling ray 3d6 4 3+1 2+1 1+1
6th +4 +5 +2 +5 4 3+1 3+1 2+1
7th +5 +5 +2 +5 Channeling ray 4d6 4 4+1 3+1 2+1 1+1
8th +6/+1 +6 +2 +6 Shining block +4 4 4+1 3+1 3+1 2+1
9th +6/+1 +6 +3 +6 Channeling ray 5d6 4 4+1 4+1 3+1 2+1 1+1
10th +7/+2 +7 +3 +7 4 4+1 4+1 3+1 3+1 2+1
11th +8/+3 +7 +3 +7 Channeling ray 6d6 4 4+1 4+1 4+1 3+1 2+1 1+1
12th +9/+4 +8 +4 +8 Shining block +5 4 4+1 4+1 4+1 3+1 3+1 2+1
13th +9/+4 +8 +4 +8 Channeling ray 7d6 4 4+1 4+1 4+1 4+1 3+1 2+1 1+1
14th +10/+5 +9 +4 +9 4 4+1 4+1 4+1 4+1 3+1 3+1 2+1
15th +11/+6/+1 +9 +5 +9 Channeling ray 8d6 4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
16th +12/+7/+2 +10 +5 +10 Shining block +6 4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
17th +12/+7/+2 +10 +5 +10 Channeling ray 9d6 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 Channeling ray 10d6 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 Shining block +7 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1

Summary of Changed Class Abilities

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

  • Weapon and Armor Proficiency
  • Channel Energy