Spirit Sacerdote (Apath)

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Unofficial rules compendium

A spirit sacredote does not have a patron or even a philosophy to provide powers for him. Rather, his powers are fueled by temporary alliances he makes with various spirit sponsors.

Class Information

This is a sacredote archetype.

Class Skills

The sacredote's class skills (and the key ability for each skill) are Bluff (Cha), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (Planes) (Int), Perform (Cha), Sense Motive (Wis), and Spellcraft (Int).

Skill Points per Level: 2 + Int modifier.

Hit Dice: d6.

Class Abilities

This archetype has all normal class abilities, except as noted.

Charismatic Channeling

The saving throw DC of the spirit sacredote's channel spells ability is 10 + the level of the spell channeled + the proselytizer's Charisma modifier, and the spirit sacredote can choose to substitute his Charisma bonus for his Dexterity bonus on attack rolls with attacks granted by spells and channeled spells used as rays. This replaces calculated targeting.

Domains

A spirit sacredote can change domains. To change domains, a spirit sacredote must make a connection with a creature with powers related to the domain he wishes to adopt and of a challenge rating equal to his level or higher. This is usually a monster with an appropriate theme and origin, a divine spellcaster with access to the domain, or a sorcerer of an appropriate bloodline and level. A single sponsor can contribute several domains if it has the appropriate powers. Changing domains is done as a part of spell preparation and in the presence of a cooperative or helpless sponsor. The sponsor must either be willing or unable to resist the entreaties of the sacredote, and the sacredote keeps access to the domain until he exchanges it for another. The sponsor can be charmed, dominated, bound, unconscious, or might even have died within the last 24 hours; as long as it does not protest it works as a sponsor.

A spirit sacredote can have up to five domains simultaneously and begins play with any five domains of his choice. Upon gaining a new domain, a sacredote must drop an old domain, immediately losing domain powers and domain spells. Spells the sacredote does not gain from any other domain are no longer considered to be on his spell list. Such spells can still be used with channel spells.

What kinds of creatures make appropriate sponsors is ultimately up to the GM and is based on the type, subtype, and abilities of the creature. A fire giant grants the artifice, fire, and strength domains, a dryad grants the charm and plant domains, and so on. With a functional, intelligent creature, the bargain is stuck with the creature itself. Non-intelligent and even dead creatures can still be bargained with; in this case the spirit sacredote uses the creature as a link to the spirit of its kind rather than negotiating with the creature itself.

A sponsor demands payment, generally in the form of a service, quest, or promise. Such tasks can seem whimsical to humans, but are of great import to the sponsor. The GM and player should agree on some minor task or prohibition, or this can be used as an adventure hook. For example, a giant centipede spirit might offer the decay sub-domain of the plant domain to a spirit sacredote in exchange for a promise to never wash as long as he retains the domain while a whale spirit may demand that the sacerdote remove a nest of nearby whaling trolls. A spirit sacredote that breaks such an agreement loses access to the domain for 24 hours, with effects as outlined under dropping domains, above.

Summary of Changed Class Abilities

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

  • Class Skills
  • Domains
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