Shining Cleric (Apath)
Unofficial rules compendium | |
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The shining cleric uses the channeled power of her patron as a shield and shoots beam of divine power from her holy symbol. She is literally armed and armored in faith. Shining clerics are martial artists of the way of force.
Class Information
This is a force armor archetype.
Publisher: Purple Duck Games.
Class: Cleric.
Hit Die: d8.
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.
Channeling Ray (Su)
A channeling cleric can release energy by channeling the power of her faith as a ray. Channeling ray is a standard action that provokes an attack of opportunity. Unlike the cleric’s channel energy ability this only affects a single target, but there is no saving throw to reduce the damage. This energy can be used to heal living or undead creatures, depending on the type of energy channeled. A shining cleric can always heal herself. A shining cleric of a good deity channels positive energy and can choose to heal living creatures. An shining cleric of an evil good channels negative energy and can choose to heal undead creatures. A shining cleric with a patron neutral with respect to good and evil who is good or evil channels energy as if she her patron shared her 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 the shining cleric changes alignment or patron. Both negative and positive energy channeling rays can damage any kind of target, even an nonliving creature (like a construct) or an object.
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 3 + Charisma modifier + half her class level.
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 her cleric level + her Charisma modifier. Making the save negates the added ability of the feat, but does not reduce damage.
This replaces the channel energy ability.
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.
Sacred aura provides an armor bonus of +5. The armor gives a clue to the alignment of the shining cleric. Good auras literally shine, evil ones are a cloak of darkness. A lawful aura is 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 she cannot carry a shield or two weapons when using this ability, not can she use a weapon in two hands. She 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.
Table: Shining Cleric
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day | |||||||||
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +0 | +2 | +0 | +2 | Aura, channeling ray 1d6, domains, orisons, sacred aura, shining block +2, spontaneous casting | 3 | 1+1 | — | — | — | — | — | — | — | — |
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:
- Armor Proficiency
- Channel Energy
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