Post by Miles on Mar 17, 2008 17:01:18 GMT -5
www.giantitp.com/forums/showthread.php?t=75181
Table: The Heretic
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th
1st +0 +0 +2 +2 Drain divinity (1), divine vessel, trapfinding 3 — — — — — —
2nd +1 +0 +3 +3 Tricky faith 4 — — — — — —
3rd +2 +1 +3 +3 Drain divinity (2), evasion 5 3 — — — — —
4th +3 +1 +4 +4 Faith healing 6 4 — — — — —
5th +3 +1 +4 +4 Drain divinity (3), uncanny dodge 6 5 — — — — —
6th +4 +2 +5 +5 Steal additional domain 6 5 3 — — — —
7th +5 +2 +5 +5 Drain divinity (4) 6 6 4 — — — —
8th +6/+1 +2 +6 +6 Divine channeling 6 6 5 — — — —
9th +6/+1 +3 +6 +6 Drain divinity (5) 6 6 5 3 — — —
10th +7/+2 +3 +7 +7 Life’s mockery 6 6 6 4 — — —
11th +8/+3 +3 +7 +7 Drain divinity (6) 6 6 6 5 — — —
12th +9/+4 +4 +8 +8 Steal additional domain 6 6 6 5 3 — —
13th +9/+4 +4 +8 +8 Drain divinity (7) 6 6 6 6 4 — —
14th +10/+5 +4 +9 +9 Mettle of mind 6 6 6 6 5 — —
15th +11/+6/+1 +5 +9 +9 Drain divinity (8) 6 6 6 6 5 3 —
16th +12/+7/+2 +5 +10 +10 Improvisation 6 6 6 6 6 4 —
17th +12/+7/+2 +5 +10 +10 Drain divinity (9) 6 6 6 6 6 5 —
18th +13/+8/+3 +6 +11 +11 Steal additional domain 6 6 6 6 6 6 3
19th +14/+9/+4 +6 +11 +11 Drain divinity (10) 6 6 6 6 6 6 4
20th +15/+10/+5 +6 +12 +12 Uncanny theology 6 6 6 6 6 6 6
Class Skills: The heretic’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Class Features
All of the following are class features of the heretic class.
Weapon and Armour Proficiency: A heretic is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Heretics are proficient with light armor, but not with shields.
Spellcasting: A heretic casts divine spells, which are drawn from his spell list. Unlike a cleric, his alignment doesn’t restrict him from casting spells with a moral or ethical descriptor opposed to his own alignment.
A heretic casts his spells spontaneously, just like a sorcerer. At any time, he may cast a spell he knows so long as he has a spell slot of the appropriate level available to him. Unlike a sorcerer, however, a heretic must also expend divinity along with his spell slots. Whenever he casts a spell, a heretic must also expend a number of points of divinity equal to the spell level. If the heretic does not have enough points of divinity, he may not cast the spell.
Like other spellcasters, a heretic can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Heretic. In addition, he receives bonus spells per day if he has a high Charisma score.
A heretic can only cast a spell if his Charisma score is equal to at least 10 + the spell level. The saving throw against a spell cast by a heretic has a DC equal to 10 + the spell level + the heretic's Charisma modifier.
Heretics meditate or pray for their spells. Each heretic must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spell slots. Time spent resting has no effect on whether a heretic can prepare spells.
A heretic may change his spell list whenever he regains his spell slots for the day. He may select any two domains to steal from on that day, and the spells in those domains become his spell list. As a heretic never becomes able to cast 8th or 9th level spells, he does not add the 8th or 9th level spells from domains he steals onto his spell list. A heretic does not gain the granted power of a domain he steals.
Divine Vessel (Su): A heretic has no innate divine power of his own, but he can steal faith from others to power his stolen abilities. A heretic can have a pool of divinity at any one time up to twice his class level. He does not lose this divinity once he acquires it, except through use of his class features.
Drain Divinity (Su): Whenever a heretic succeeds on a melee attack against a target who is denied their Dexterity bonus to AC against the attack, the target must make a Will saving throw (DC 10 + 1/2 the heretic’s class level + the heretic’s Charisma modifier) or be drained of divinity. The heretic gains a number of points of divinity based on his level of achievement, as shown on Table: The Heretic.
A heretic may not deal nonlethal damage with this ability; he only gains points of divinity if he deals lethal damage with his strike. Likewise, if all of his damage is prevented with damage reduction, he doesn’t gain any divinity from it. If the target is capable of casting divine spells, a heretic gains 1 additional point of divinity with this ability.
In addition, if the target is able to cast divine spells, they lose a number of spell levels from their daily allotment of spells left to cast equal to the number of points of divinity the heretic drains from them. For example, a cleric drained of 4 points of divinity by a 7th level heretic loses 4 spell levels from his prepared spells remaining to cast that day. The target may choose which spell levels are lost. For instance, this cleric may choose to lose from memory a 1st and 3rd level spell, 4 1st level spells, 2 2nd level spells, or so on. If the target cannot evenly divide his spell levels remaining into the divinity stolen from him, he pays as closely as he can, and there is no further effect. The heretic still gains the normal number of points of divinity in such a case.
If the target prepares their spells spontaneously, they instead lose spell slots remaining to them. However, they may choose to ‘subtract’ spell levels from spell slots remaining to them instead of losing spell slots outright. For instance, a favored soul drained of 4 points of divinity may choose to convert a 6th level spell slot into a 2nd level spell slot.
If a heretic cannot gain the full number of points of divinity he drains, he only drains the number he needs to fill his divine vessel (see above). Thus, a divine spellcaster loses less spell levels from such an attack.
This ability has no effect on creatures that do not worship a god or ideal.
Trapfinding (Ex): A heretic can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Heretics can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A heretic who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Tricky Faith (Su): Beginning at 2nd level, a heretic can spend 1 point of divinity as a swift action to gain his Charisma modifier as an insight bonus to his AC and saving throws for 1 round. This ability only functions if the heretic is wearing light or no armour.
Evasion (Ex): At 3rd level and higher, a heretic can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the heretic is wearing light armour or no armour. A helpless heretic does not gain the benefit of evasion.
Faith Healing (Su): Beginning at 4th level, a heretic can spend divinity as a standard action to channel positive or negative energy into himself or someone he is touching.
If the heretic channels positive energy, the target heals hp equal to three times the amount of divinity expended. If undead, the target instead takes damage equal to this amount.
If the heretic channels negative energy, the target takes damage equal to three times the amount of divinity expended. If undead, the target instead heals hp equal to this amount.
If the ability will harm the target, the heretic must succeed on a touch attack to deliver the effect, and the target may attempt a Will saving throw (DC 10 + 1/2 the heretic’s class level + the heretic’s Charisma modifier). If successful, they only take half damage from this effect.
Uncanny Dodge (Ex): Starting at 5th level, a heretic can react to danger before his senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a heretic already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
Steal Additional Domain (Su): Beginning at 6th level, a heretic may select a third domain to spontaneously cast his spells from whenever he regains his spell slots. At 12th level, and again at 18th level, the heretic gains another additional domain.
Divine Channeling (Su): Beginning at 8th level, whenever a heretic successfully drains divinity from a target, he may immediately cast a spell using the drained faith. The spell must have a casting time of 1 standard action or shorter, and uses a spell slot and points of divinity as normal. Casting a spell in this way is a swift action.
Life’s Mockery (Su): Beginning at 10th level, a heretic can spend 2 points of divinity as a standard action to turn or rebuke undead. The heretic uses his heretic level as his effective cleric level to use this ability. A heretic can only use this ability once per day per point of Charisma modifier.
Note: Life’s Mockery allows a heretic to qualify for prestige classes and feats as if he had the Turn or Rebuke Undead class feature of the cleric.
Mettle of Mind (Su): At 14th level and higher, a heretic can survive even mental assaults with great force of will. If he makes a successful Will saving throw against an attack that normally deals half damage or has a partial effect on a successful save, he instead takes no damage or effect. A helpless heretic does not gain the benefit of mettle of mind.
Improvisation: Beginning at 16th level, a heretic can grab the perfect spell for the situation. By expending a spell slot two levels higher than the actual spell, he may cast any spell on the cleric spell list. Casting a spell in this way costs twice as much divinity as it would normally cost to cast the spell (based on the adjusted level of the spell). A heretic can use this ability once per day per point of Charisma modifier.
Uncanny Theology (Su): Beginning at 20th level, a heretic can spend 5 points of divinity as a swift action to gain access to the granted power of one of his stolen domains for 1 minute per class level. He may only use this ability on each of his stolen domains once per day.
If a domain granted power creates a new class skill for the heretic, he may make skill checks using that skill as if he had maximum ranks in the skill for the duration of the effect based on his level. He may not use this ability to qualify for prestige classes or feats that require skill ranks.
Thanks to Kellus
Table: The Heretic
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th
1st +0 +0 +2 +2 Drain divinity (1), divine vessel, trapfinding 3 — — — — — —
2nd +1 +0 +3 +3 Tricky faith 4 — — — — — —
3rd +2 +1 +3 +3 Drain divinity (2), evasion 5 3 — — — — —
4th +3 +1 +4 +4 Faith healing 6 4 — — — — —
5th +3 +1 +4 +4 Drain divinity (3), uncanny dodge 6 5 — — — — —
6th +4 +2 +5 +5 Steal additional domain 6 5 3 — — — —
7th +5 +2 +5 +5 Drain divinity (4) 6 6 4 — — — —
8th +6/+1 +2 +6 +6 Divine channeling 6 6 5 — — — —
9th +6/+1 +3 +6 +6 Drain divinity (5) 6 6 5 3 — — —
10th +7/+2 +3 +7 +7 Life’s mockery 6 6 6 4 — — —
11th +8/+3 +3 +7 +7 Drain divinity (6) 6 6 6 5 — — —
12th +9/+4 +4 +8 +8 Steal additional domain 6 6 6 5 3 — —
13th +9/+4 +4 +8 +8 Drain divinity (7) 6 6 6 6 4 — —
14th +10/+5 +4 +9 +9 Mettle of mind 6 6 6 6 5 — —
15th +11/+6/+1 +5 +9 +9 Drain divinity (8) 6 6 6 6 5 3 —
16th +12/+7/+2 +5 +10 +10 Improvisation 6 6 6 6 6 4 —
17th +12/+7/+2 +5 +10 +10 Drain divinity (9) 6 6 6 6 6 5 —
18th +13/+8/+3 +6 +11 +11 Steal additional domain 6 6 6 6 6 6 3
19th +14/+9/+4 +6 +11 +11 Drain divinity (10) 6 6 6 6 6 6 4
20th +15/+10/+5 +6 +12 +12 Uncanny theology 6 6 6 6 6 6 6
Class Skills: The heretic’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Class Features
All of the following are class features of the heretic class.
Weapon and Armour Proficiency: A heretic is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Heretics are proficient with light armor, but not with shields.
Spellcasting: A heretic casts divine spells, which are drawn from his spell list. Unlike a cleric, his alignment doesn’t restrict him from casting spells with a moral or ethical descriptor opposed to his own alignment.
A heretic casts his spells spontaneously, just like a sorcerer. At any time, he may cast a spell he knows so long as he has a spell slot of the appropriate level available to him. Unlike a sorcerer, however, a heretic must also expend divinity along with his spell slots. Whenever he casts a spell, a heretic must also expend a number of points of divinity equal to the spell level. If the heretic does not have enough points of divinity, he may not cast the spell.
Like other spellcasters, a heretic can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Heretic. In addition, he receives bonus spells per day if he has a high Charisma score.
A heretic can only cast a spell if his Charisma score is equal to at least 10 + the spell level. The saving throw against a spell cast by a heretic has a DC equal to 10 + the spell level + the heretic's Charisma modifier.
Heretics meditate or pray for their spells. Each heretic must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spell slots. Time spent resting has no effect on whether a heretic can prepare spells.
A heretic may change his spell list whenever he regains his spell slots for the day. He may select any two domains to steal from on that day, and the spells in those domains become his spell list. As a heretic never becomes able to cast 8th or 9th level spells, he does not add the 8th or 9th level spells from domains he steals onto his spell list. A heretic does not gain the granted power of a domain he steals.
Divine Vessel (Su): A heretic has no innate divine power of his own, but he can steal faith from others to power his stolen abilities. A heretic can have a pool of divinity at any one time up to twice his class level. He does not lose this divinity once he acquires it, except through use of his class features.
Drain Divinity (Su): Whenever a heretic succeeds on a melee attack against a target who is denied their Dexterity bonus to AC against the attack, the target must make a Will saving throw (DC 10 + 1/2 the heretic’s class level + the heretic’s Charisma modifier) or be drained of divinity. The heretic gains a number of points of divinity based on his level of achievement, as shown on Table: The Heretic.
A heretic may not deal nonlethal damage with this ability; he only gains points of divinity if he deals lethal damage with his strike. Likewise, if all of his damage is prevented with damage reduction, he doesn’t gain any divinity from it. If the target is capable of casting divine spells, a heretic gains 1 additional point of divinity with this ability.
In addition, if the target is able to cast divine spells, they lose a number of spell levels from their daily allotment of spells left to cast equal to the number of points of divinity the heretic drains from them. For example, a cleric drained of 4 points of divinity by a 7th level heretic loses 4 spell levels from his prepared spells remaining to cast that day. The target may choose which spell levels are lost. For instance, this cleric may choose to lose from memory a 1st and 3rd level spell, 4 1st level spells, 2 2nd level spells, or so on. If the target cannot evenly divide his spell levels remaining into the divinity stolen from him, he pays as closely as he can, and there is no further effect. The heretic still gains the normal number of points of divinity in such a case.
If the target prepares their spells spontaneously, they instead lose spell slots remaining to them. However, they may choose to ‘subtract’ spell levels from spell slots remaining to them instead of losing spell slots outright. For instance, a favored soul drained of 4 points of divinity may choose to convert a 6th level spell slot into a 2nd level spell slot.
If a heretic cannot gain the full number of points of divinity he drains, he only drains the number he needs to fill his divine vessel (see above). Thus, a divine spellcaster loses less spell levels from such an attack.
This ability has no effect on creatures that do not worship a god or ideal.
Trapfinding (Ex): A heretic can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Heretics can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A heretic who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Tricky Faith (Su): Beginning at 2nd level, a heretic can spend 1 point of divinity as a swift action to gain his Charisma modifier as an insight bonus to his AC and saving throws for 1 round. This ability only functions if the heretic is wearing light or no armour.
Evasion (Ex): At 3rd level and higher, a heretic can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the heretic is wearing light armour or no armour. A helpless heretic does not gain the benefit of evasion.
Faith Healing (Su): Beginning at 4th level, a heretic can spend divinity as a standard action to channel positive or negative energy into himself or someone he is touching.
If the heretic channels positive energy, the target heals hp equal to three times the amount of divinity expended. If undead, the target instead takes damage equal to this amount.
If the heretic channels negative energy, the target takes damage equal to three times the amount of divinity expended. If undead, the target instead heals hp equal to this amount.
If the ability will harm the target, the heretic must succeed on a touch attack to deliver the effect, and the target may attempt a Will saving throw (DC 10 + 1/2 the heretic’s class level + the heretic’s Charisma modifier). If successful, they only take half damage from this effect.
Uncanny Dodge (Ex): Starting at 5th level, a heretic can react to danger before his senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a heretic already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
Steal Additional Domain (Su): Beginning at 6th level, a heretic may select a third domain to spontaneously cast his spells from whenever he regains his spell slots. At 12th level, and again at 18th level, the heretic gains another additional domain.
Divine Channeling (Su): Beginning at 8th level, whenever a heretic successfully drains divinity from a target, he may immediately cast a spell using the drained faith. The spell must have a casting time of 1 standard action or shorter, and uses a spell slot and points of divinity as normal. Casting a spell in this way is a swift action.
Life’s Mockery (Su): Beginning at 10th level, a heretic can spend 2 points of divinity as a standard action to turn or rebuke undead. The heretic uses his heretic level as his effective cleric level to use this ability. A heretic can only use this ability once per day per point of Charisma modifier.
Note: Life’s Mockery allows a heretic to qualify for prestige classes and feats as if he had the Turn or Rebuke Undead class feature of the cleric.
Mettle of Mind (Su): At 14th level and higher, a heretic can survive even mental assaults with great force of will. If he makes a successful Will saving throw against an attack that normally deals half damage or has a partial effect on a successful save, he instead takes no damage or effect. A helpless heretic does not gain the benefit of mettle of mind.
Improvisation: Beginning at 16th level, a heretic can grab the perfect spell for the situation. By expending a spell slot two levels higher than the actual spell, he may cast any spell on the cleric spell list. Casting a spell in this way costs twice as much divinity as it would normally cost to cast the spell (based on the adjusted level of the spell). A heretic can use this ability once per day per point of Charisma modifier.
Uncanny Theology (Su): Beginning at 20th level, a heretic can spend 5 points of divinity as a swift action to gain access to the granted power of one of his stolen domains for 1 minute per class level. He may only use this ability on each of his stolen domains once per day.
If a domain granted power creates a new class skill for the heretic, he may make skill checks using that skill as if he had maximum ranks in the skill for the duration of the effect based on his level. He may not use this ability to qualify for prestige classes or feats that require skill ranks.
Thanks to Kellus