Church Envoy (Apath)

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Unofficial rules compendium

The church envoy is the diplomat and advocate of the church, the silk-smooth voice of reason.

Class Information

This is a inquisitor archetype

Hit Die: d8.

Class Features

The church envoy has all the standard inquisitor class features, except as follows.

Class Skills

Add Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (nobility) (Int), and Perform (Cha) to the church envoy's list of class skills. Remove Knowledge (Dungeoneering) (Int), and Knowledge (Planes) (Int) from the list of class skills.

This results in the following list of class skills: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Nobility) (Int), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Culture Lore (Ex)

The church envoy adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to know the accomplishments, background and motivation of a creature or group she interacts with. This includes knowing the character class of creatures with a class, but not monster abilities. This replaces monster lore.

Voice of Wisdom (Ex)

At 2nd level, a church envoys grows adept at saying just the right thing to sway an individual to renounce heresy and accept the faith. A church envoy receives a morale bonus on all Diplomacy checks equal to 1/2 her inquisitor level. This replaces Track.

Table: Church Envoy

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1st 2nd 3rd 4th 5th 6th
1st +0 +2 +0 +2 Culture lore, domain, judgment 1/day, orisons, stern gaze 1
2nd +1 +3 +0 +3 Cunning initiative, detect alignment, voice of wisdom 2
3rd +2 +3 +1 +3 Solo tactics, teamwork feat 3
4th +3 +4 +1 +4 Judgment 2/day 3 1
5th +3 +4 +1 +4 Bane, discern lies 4 2
6th +4 +5 +2 +5 Teamwork feat 4 3
7th +5 +5 +2 +5 Judgment 3/day 4 3 1
8th +6/+1 +6 +2 +6 Second judgment 4 4 2
9th +6/+1 +6 +3 +6 Teamwork feat 5 4 3
10th +7/+2 +7 +3 +7 Judgment 4/day 5 4 3 1
11th +8/+3 +7 +3 +7 Stalwart 5 4 4 2
12th +9/+4 +8 +4 +8 Greater bane, teamwork feat 5 5 4 3
13th +9/+4 +8 +4 +8 Judgment 5/day 5 5 4 3 1
14th +10/+5 +9 +4 +9 Exploit weakness 5 5 4 4 2
15th +11/+6/+1 +9 +5 +9 Teamwork feat 5 5 5 4 3
16th +12/+7/+2 +10 +5 +10 Judgment 6/day, third judgment 5 5 5 4 3 1
17th +12/+7/+2 +10 +5 +10 Slayer 5 5 5 4 4 2
18th +13/+8/+3 +11 +6 +11 Teamwork feat 5 5 5 5 4 3
19th +14/+9/+4 +11 +6 +11 Judgment 7/day 5 5 5 5 5 4
20th +15/+10/+5 +12 +6 +12 True judgment 5 5 5 5 5 5

Summary of Changed Class Abilities

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

  • Monster Lore
  • Track
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