Ray Cleric (Apath)

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The ray cleric uses the channeled power of his patron as a ray, striking infidels directly with divine will.

Class Abilities

The following class abilities are affected by this archetype:

Weapon and Armor Proficiency

Ray clerics are proficient with all simple melee weapons, light armor, medium armor, and shields (except tower shields). Ray clerics are also proficient with the favored weapon of their deities.

Channeling Ray (Su)

You can release energy by channeling the power of your 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 deal damage or to heal certain creatures, depending on the type of energy channeled and the creatures targeted. Note that both negative and positive energy channeling rays can damage any kind of target, regardless of type.

A ray cleric of a good deity channels positive energy and can choose to heal living creatures or deal damage. An ray cleric of an evil good channels negative energy and can choose to heal undead creatures or deal damage. A ray 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 ray cleric of a neutral patron must choose whether she channels positive or negative energy. A ray cleric can always heal herself with this power. Once this choice is made, it cannot be reversed unless the ray cleric changes alignment or patron.

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 ray 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 ray cleric may channel energy a number of times per day equal to 3 + Charisma modifier + half her class level.

A ray 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.

Table: Ray 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, 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 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 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 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 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 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 Proficiency
  • Channel Energy

Notes

This is often combined with the Shining Cleric archetype.

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