PDA

View Full Version : Pathfinder The Pastor: Your circumstances do NOT define you. Expect a GRAND finale. [WIP][PEACH]



The Vagabond
2015-11-25, 07:35 PM
The Pastor
A Hybrid class between Bard and Cleric

Pastor’s are the mouths through which the Gods speak. They wander the world, in search of new worlds and locals, to speak to those who have no faith, and to grant them faith in their gods. To crawl to the deepest dungeons to get close to them. Frequently, they travel with other adventurers on their travel, letting them protect them as they read their scripture and speak their prayers, and to guard them as they travel from place to place. A running gag among most Pastors is "Lady luck tends to fancy those of faith. Hence why she hates us." Pastors are frequently caught in the middle of whatever happens when they travel, frequently finding themselves entering into the adventuring lifestyle.

Alignment: A cleric's alignment must be within one step of her deity's, along either the law/chaos axis or the good/evil axis.
Hit Die: d6
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills
The pastor's class skills are Appraise (http://www.d20pfsrd.com/skills/appraise) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Craft (http://www.d20pfsrd.com/skills/craft) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Diplomacy (http://www.d20pfsrd.com/skills/diplomacy) (Cha (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-)), Heal (http://www.d20pfsrd.com/skills/heal) (Wis (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-)), Intimidate (Cha), Knowledge (http://www.d20pfsrd.com/skills/knowledge) (arcana) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Knowledge (http://www.d20pfsrd.com/skills/knowledge) (history) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Knowledge (http://www.d20pfsrd.com/skills/knowledge) (nobility) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Knowledge (http://www.d20pfsrd.com/skills/knowledge) (planes) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Knowledge (http://www.d20pfsrd.com/skills/knowledge) (religion) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Linguistics (http://www.d20pfsrd.com/skills/linguistics)(Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)), Perform (Cha), Profession (http://www.d20pfsrd.com/skills/profession) (Wis (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-)), Sense Motive (http://www.d20pfsrd.com/skills/sense-motive) (Wis (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-)), and Spellcraft (http://www.d20pfsrd.com/skills/spellcraft) (Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-)).

Skill Ranks Per Level: 2 + Int (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-) modifier.




Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day








1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+0
+0
+2
Aura, Sermon, domain, orisons, spontaneous casting, Inspire Courage +1, Pastor’s lesson, Close Ties, Channel Energy 1d2
2










2nd
+1
+0
+0
+3
Channel Energy 1d6
3










3rd
+1
+1
+1
+3
Pastor’s Sermon
4










4th
+2
+1
+1
+4
Channel Energy 2d6
4
2









5th
+2
+1
+1
+4
Pastor’s lesson, Inspire Courage +2
4
3









6th
+3
+2
+2
+5
Channel Energy 3d6
4
4
2








7th
+3
+2
+2
+5
Pastor’s Sermon
4
4
3








8th
+4
+2
+2
+6
Channel Energy 4d6
4
4
4
2







9th
+4
+3
+3
+6
Pastor’s Lesson
4
4
4
3







10th
+5
+3
+3
+7
Channel Energy 5d6
4
4
4
4
2






11th
+5
+3
+3
+7
Pastor’s Sermon, Inspire Courage +3
4
4
4
4
3






12th
+6/+1
+4
+4
+8
Channel Energy 6d6
4
4
4
4
4
2





13th
+6/+1
+4
+4
+8
Pastor’s Lesson
4
4
4
4
4
3





14th
+7/+2
+4
+4
+9
Channel Energy 7d6
4
4
4
4
4
4
2




15th
+7/+2
+5
+5
+9
Pastor’s Sermon
4
4
4
4
4
4
3




16th
+8/+3
+5
+5
+10
Channel Energy 8d6
4
4
4
4
4
4
4
2



17th
+8/+3
+5
+5
+10
Pastor’s Lesson, Inspire Courage +4
4
4
4
4
4
4
4
3



18th
+9/+4
+6
+6
+11
Channel Energy 9d6
4
4
4
4
4
4
4
4
2


19th
+9/+4
+6
+6
+11
Pastor’s Sermon
4
4
4
4
4
4
4
4
3


20th
+10/+5
+6
+6
+12
Channel Energy 10d6, Pastor’s Sermon, Pastor’s Lesson
4
4
4
4
4
4
4
4
4








Level
Spells Prepared



0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
4
2+1










2nd
5
2+1










3rd
5
3+1










4th
6
3+1
1+1









5th
6
4+1
2+1









6th
7
4+1
2+1
1+1








7th
7
5+1
3+1
2+1








8th
8
5+1
3+1
2+1
1+1







9th
8
5+1
4+1
3+1
2+1







10th
9
5+1
4+1
3+1
2+1
1+1






11th
9
5+1
5+1
4+1
3+1
2+1






12th
9
5+1
5+1
4+1
3+1
2+1
1+1





13th
9
5+1
5+1
4+1
4+1
3+1
2+1





14th
9
5+1
5+1
4+1
4+1
3+1
2+1
1+1




15th
9
5+1
5+1
4+1
4+1
4+1
3+1
2+1




16th
9
5+1
5+1
4+1
4+1
4+1
3+1
2+1
1+1



17th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
2+1



18th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
2+1
1+1


19th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
3+1
2+1


20th
9
5+1
5+1
4+1
4+1
4+1
3+1
3+1
3+1
3+1


Weapon and Armor Proficiency
Pastor’s are proficient with the club, heavy crossbow, light crossbow, wooden stake, and quarterstaff, but not with any type of armor or shield. They are proficient with their deity's favored weapon. They gain no Armor Proficiency.

Aura (Ex)
A pastor of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil (http://www.d20pfsrd.com/magic/all-spells/d/detect-evil) for details).

Spells

A pastor casts divine spells which are drawn from the Cleric spell list (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---cleric). Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A pastor must prepare her spells in advance, but unlike a Cleric, her spells are not expended when they're cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn't yet used up her spell slots per day for that level.
To prepare or cast a spell, a pastor must have a Wisdom (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-) score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a pastor's spell is 10 + the spell level + the pastor's Wisdom (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-) modifier.
Like other spellcasters, a pastor can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Pastor. In addition, she receives bonus spells per day if she has a high Wisdom (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-) score (see Table: Ability Modifiers and Bonus Spells (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Abilities-and-Spellcasters)).
An pastor may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day. At each new pastor level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Pastor Spells Prepared. Unlike the number of spells she can cast per day, the number of spells a pastor can prepare each day is not affected by her Wisdom score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a pastor can prepare.
Pastors meditate or pray for their spells. Each pastor must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a pastor can prepare spells. A pastor may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Like a sorcerer (http://www.d20pfsrd.com/classes/core-classes/sorcerer), a pastor can choose to apply any metamagic feats (http://www.d20pfsrd.com/feats/metamagic-feats) she knows to a prepared spell as she casts it, with the same increase in casting time (http://www.d20pfsrd.com/magic#TOC-Casting-Time) (see Spontaneous Casting and Metamagic Feats (http://www.d20pfsrd.com/feats/metamagic-feats)). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a wizard (http://www.d20pfsrd.com/classes/core-classes/wizard). She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting.
In addition, a Pastor is always treated as if she had prepared cure spells (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name) of each level she can cast.
Chaotic, Evil, Good, and Lawful Spells A pastor can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Orisons Pastors can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Pastor under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.

Domains
A pastor's deity influences her alignment, what magic she can perform, her values, and how others see her. A pastor chooses one domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains) from among those belonging to her deity. A pastor can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a pastor is not devoted to a particular deity, she still selects one domain to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the pastor, as well as a number of bonus spells. A pastor gains one domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains) spell slot for each level of pastor spell she can cast, from 1st on up. Each day, a pastor can prepare one of the spells from her domains in that slot. If a domain spell is not on the pastor spell list, a pastor can prepare it only in her domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains) spell slot.
In addition, a pastor gains the listed powers from up to two of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.


A complete listing of pastor domains can be found here: Cleric Domains (http://www.d20pfsrd.com/classes/core-classes/cleric/domains)


Bonus Languages
A pastor's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Close Bonds:
Every Morning, you may select a number of people equal to your charisma modifier. Whenever you cast a level one spell on someone you’ve bonded with, you may use a usage of your Channel Energy instead of a spell-per-day.

Close Ties
A Pastor adds half her level to Sense Motive checks.

Sermon (Su)
A pastor is trained to use the Perform (http://www.d20pfsrd.com/skills/perform) (Oratory) skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-) modifier. At each level after 1st a pastor can use pastor's sermon for 2 additional rounds per day. Each round, the pastor can produce any one of the types of pastor's sermon that he has mastered, as selected as he levels up.
Starting a pastor's sermon is a standard action (http://www.d20pfsrd.com/gamemastering/combat#TOC-Standard-Actions), but it can be maintained each round as a free action (http://www.d20pfsrd.com/gamemastering/combat#TOC-Free-Actions). Changing a pastor's sermon from one effect to another requires the pastor to stop the previous performance and start a new one as a standard action. A pastor's sermon cannot be disrupted, but it ends immediately if the pastor is killed, paralyzed (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Paralyzed), stunned (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Stunned), knocked unconscious (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Unconscious), or otherwise prevented from taking a free action to maintain it each round. A sermon counts as the bard's (http://www.d20pfsrd.com/classes/core-classes/bard) bardic performance (http://www.d20pfsrd.com/classes/core-classes/bard#TOC-Bardic-Performance) special ability for any effect that affects bardic performances.
At 7th level, a pastor can start a pastor's sermon as a move action instead of a standard action. At 13th level, a pastor can start a pastor's sermon as a swift action (http://www.d20pfsrd.com/gamemastering/combat#TOC-Swift-Actions).
Each pastor's sermon has audible components (http://www.d20pfsrd.com/magic#TOC-Components), visual components, or both.
If a pastor's sermon has audible components, the targets must be able to hear the pastor for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Deafened) pastor has a 20% change to fail when attempting to use a pastor's sermon with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to pastor's sermons with audible components.
If a pastor's sermon has a visual component, the targets must have line of sight to the pastor for the performance to have any effect. A blind (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Blinded) pastor has a 50% chance to fail when attempting to use a pastor's sermon with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to pastor's sermons with visual components.

A pastor begins at level one with the Inspire Courage Pastor Sermon, and selects a new Pastor’s Sermon at level 3, 7, and every 4 levels thereafter, and an additional one at level 20


A list of Pastor’s Sermons can be found here: Pastor Sermons (https://docs.google.com/document/d/1yplnKz7XO8AGLI_NB9KijdZhmMbn3W4KmlsRIb4ZG4M/edit#)


Pastor’s Lesson (Su)
As a Pastor wanders around the world in search of people to sway to pray to their god, they find themselves learning things that they may have forgotten, or may never have learnt, both about their god and magic iteslf. At 1st level and every 4 levels thereafter, and an additional one at level 20, the pastor learns a new Pastor’s Lesson selected from the following list. A lesson cannot be selected more than once. Once a lesson has been selected, it cannot be changed. Most lessons require the pastor to expend uses of their Channel Energy to function. Unless otherwise noted, the saving throw DC for an Pastor's Lesson is equal to 10 + 1/2 the pastor's level + the pastor's Int modifier. A Pastor's Lesson must use a Pastor's channel energy, and only affect Pastor spells.


Pastor Lessons are listed here: Pastor Lessons (https://docs.google.com/document/d/11CwGtsuVJdfCjko_RfqSYUE_tbrFvaNTJmX8EvjJvQw/edit#)


Channel Energy (Su)
Regardless of alignment, at level one, any pastor can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good pastor (or a neutral pastor who worships a good deity) channels positive energy and can choose to deal damage to undead (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead) creatures or to heal living creatures. An evil pastor (or a neutral pastor who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral pastor of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the pastor can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the pastor. The amount of damage dealt or healed is equal to 1d2 at level one, upgrading to 1d6 points of damage at level two, plus 1d6 points of damage for every two pastor levels beyond 2nd (2d6 at 4th, 3d6 at 6th, and so on). Creatures that take damage from channeled energy receive a Will (http://www.d20pfsrd.com/gamemastering/combat#TOC-Will) save to halve the damage. The DC of this save is equal to 10 + 1/2 the pastor's level + the pastor's Charisma (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-) modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A pastor may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A pastor can choose whether or not to include herself in this effect.
A pastor must be able to present her holy symbol to use this ability.

Legacy
As the pastor lives, they leave memories and legends on the world that last for centuries. This is known as her legacy. A Pastor’s legacy is not forgotten in time, and is remembered long after the pastor is dead. This is the Pastor’s Legacy. A pastor, once he reaches level 20, automatically grants everyone on the planet a +8 bonus to identify you. A pastor may select any legacy they qualify for.Sermon Mastery:
Prerequisite: Cha 21
You may perform any sermon, even if you do not know of it, by expending one use of your Channel Energy. In addition, when you meet another Pastor or Bard, you may grant them the ability to use one sermon you posses permanently. This sermon uses your Oratory ranks, and uses your level. Those affected by your sermon mastery may then, once per day, pass it on to another for one minute.

New Faith:
Prerequisite: Cha 19
You have inspired faith in thousands, and in people across the world. This faith has created a number of followers of your specific form of your faith. Gain followers, as the Leadership feat. These followers all must have the Pastor class, and are two levels higher than listed. Theses followers listen to what you say, and may spread your faith around.

Pastor’s Practice:
Prerequisite: Cha 13
Select two Pastor’s sermons, even if you do not qualify for them. Gain those sermons. Your sermons are so well known, that the idea of hearing them stun everyone you meet. The DC of your Sermons increase to 10 + 3/4 level + Charisma, and any numerical limit to your sermons are removed. People gain a +8 bonus to identify you and your sermons.

Pastor Arcane Mastery
Prerequisite: Int 22
Your faith has left you with knowledge in magic many casters dream of. You may prepare and cast Wizard spells below level 6 as domain spells. When you meet any individual besides yourself, you may permanently grant them an increase in caster level equal to your intelligence modifier. Tomes are produced in your name, and your knowledge in the Arcane surpass that of many wizards. You are treated as constantly having a sphere of lesser spell invulnerability cast on you, which you may lower as a free action.

Pastor Metamagic Mastery:
Prerequisite: Int 17
Select one metamagic feat you know. All spells you cast are now affected by that metamagic feat. Pastor’s across the nation begin to know the use of that metamagic feat, and you may talk to any person you meet to reduce the price of that metamagic feat by one for that person. Any creature who casts a spell affected by that metamagic feat loses control of the spell, and you can change the target, area, or caster level of the spell. You may increase the effective level of any bardic performance or Pastor’s sermon by ten by talking to said bard or pastor for ten minutes. The effective level of the sermon cannot be raised higher than 20.

Pastor’s Bardic Mastery:
Prerequisite: Int 15
You may prepare and cast Bard spells below level four as if they were domain spells. Bards around the world know of your sermons: Bards around the world know of you, and many learnt their spells from your words. Whenever you meet a creature with any bard spell below level four, when they cast that spell, you can take control of it by expending one use of your channel energy, with a will save DC of 15+ 1/2 level + Int.

Direct Connection:
Prerequisite: None
You may speak directly to your god by spending a minute concentrating. What happens from there is up to your DM, but, once per week, you may create an effect as with the Miracle or Wish spell as a swift action, calling upon your god for aid. Your deity is the one who is granting you the ability, and they're the one who made the world alive.

Faith Changer:
Prerequisite: Wis 30
You may cast any spell from any domain your god possess, including subdomains, by expending one use of your channel energy, or two cleric spells of equal level. You may cast those spells as if you had prepared them. Select one domain that your deity does not posses, plus one per time you took the Extra Domain lesson. These domains are added to your deities domain list for pastor’s who have studied under you or any of your works. You may remove any domain from your deities domain list.

Being of Magic:
Prerequisite: Wis 20
You may exchange one use of your Channel Energy ability as a free action to change any spell you have prepared for another spell on the cleric list. When you meet beings who cast divine spells, they will have probably learnt about how to cast from your writings. Thus, you may, as a free action once per round, take one spell away from their spells prepared, or restrict their access to one of their spells known. They cannot cast that spell for the next 24 hours. They may make a DC 10 + 1/2 Level + Wis will save to be able to choose the spell lost.


Divine Magic
Prerequisite: Wis 15
Select a number of spells equal to your Charisma modifier. You may cast those spells as if they were always prepared. You may cast Imbue Spell Like Ability at will, with a limit of one casting per individual, until the duration of the previous casting has run out. This does not decrease the number of 4th level spells you can cast.


Feats:
Extra Lesson:
Prerequisite: Pastor's Lesson Class Feature
Benefit: You gain one additional lesson. You must meet all of the prerequisites for this Lesson.
Special: You can gain Extra Lesson multiple times.

Traits:
Chanter:
Your faith does not result in you speaking, but rather comes out in song.
Use Perform (sing) in place of Perform (Oratory), and gain a +1 bonus on any Pastor class skill.

Core:
Human: +1/3 bonus on untrained skill checks.
Dwarf: Channel Energy +1/2 times per day.
Elf: +1/6th a Pastor's Lesson.
Half Elf: Add +1 to the half-elf's (http://www.d20pfsrd.com/races/core-races/half-elf) total number of Pastor's Sermon rounds per day.
Half Orc: Choose one Pastor's Sermon; treat the Pastor as +½ level higher when determining the effects of that performance.
Halfling: +1/5th luck bonus on saving throws.
Gnome: Add 1/2 a spell from the bard, druid, or wizard spell list with the figment descriptor to the wizard’s spellbook. This spell must be at least one level below the highest spell level the Pastor can cast. This spell is treated as one level higher unless it also appears on the pastor spell list.

Outside Core:
Aasimar: Add +½ to damage when using positive energy against undead (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Undead) or using Alignment Channel (http://www.d20pfsrd.com/feats/general-feats/alignment-channel---final) to damage evil outsiders (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Outsider).
Catfolk: +1/2 bonus on caster level of Divination spells
Dhampir: Cast Necromancy spells at +1/4th caster level.
Drow: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the Pastor's Wisdom (http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-) modifier. The pastor adds +½ to the number of uses per day of that domain power.
Duergar: Add +1/2 your level to the Competence bonus granted by the Inspire Competence sermon.
Fetchling: +1/2 Channel Energy per day.
Goblin: Decrease the Cha requirement for Pastor's Sermons by 1/4, but take a penalty to save DCs of Performances equal to the amount reduced.
Hobgoblin: +1 damage on any Sermon that deals damage.
Orc: reduce the Int requirement for Pastor's Lessons by 1/4

The Vagabond
2015-11-25, 07:36 PM
To be Done: Rename most of the Bardic Music, add a few domain prerequisites, and Reformat it to look pretty. Purge previous names.

Countersong (Su):
A pastor learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong she makes a Perform (Oratory) skill check. Any creature within 30 feet of the pastor (including the pastor himself) that is affected by a sonic or language-dependent magical attack may use the pastor's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the pastor's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

Distraction (Su):
A pastor can use her sermon to counter magic effects that depend on sight. Each round of the Distraction, she makes a Perform (Oratory) skill check. Any creature within 30 feet of the pastor (including the pastor himself) that are affected by an illusion (pattern) or illusion (figment) magical attack may use the pastor’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the pastor’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

Rallying Cry (Su):
A pastor can use this sermon to rally dispirited allies. Each round shemakes an Intimidate check. Any ally (including the pastor) within 30 feet may use this check in place of her own saving throw against fear and despair effects. Those already under a fear or despair effect can attempt a new save each round using the Pastor’s Intimidate check. Rallying cry does not work on effects that don’t allow saves. This is a mind-affecting ability that uses audible components.

Fascinate (Su):
A pastor can use her sermon to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the pastor, and capable of paying attention to him. The pastor must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a pastor has attained beyond 1st, shecan target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the pastor’s level + the pastor’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the pastor cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the sermon for as long as the pastor continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su):
A pastor can use her sermon to inspire courage in her allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the pastor’s sermon. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six pastor levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The pastor must choose which component to use when starting her sermon.

Inspire Competence (Su):
Prerequisite: Level 3
A can use her sermon to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the pastor. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the pastor’s sermon. This bonus increases by +1 for every four levels the pastor has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th).
Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A pastor can't inspire competence in himself. inspire competence relies on audible components.

Calming Sermon (Su)
Prerequisite: Level 3
At 3rd level, a pastor can use their Sermon to influence animals. This works like the druid ability wild empathy, except they expend 1 round of pastor’s sermon and makes a Perform check. If the pastor already has wild empathy from another class, she adds the class levels that provide wild empathy to the result of her Perform check to influence an animal.

Suggestion (Sp):
Prerequisite: Level 6, Fascinate
A can use her sermon to make a suggestion (as per the spell) to a creature that shehas already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A pastor can use this ability more than once against an individual creature during an individual sermon.
A Will saving throw (DC 10 + 1/2 pastor’s level + pastor’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment(compulsion), mind-affecting, language-dependent ability and relies on audible components.

Call Rats (Su)
Prerequisite: Level 6, Cha 13
The Pastor can use pastor's sermon to summon 1d3 rat swarms; they remain as long as she continues performing. At 11th level, she summons 2d3 swarms instead of 1d3 and the swarms have the advanced creature simple template. At 17th level, the number of swarms she summons increases to 3d3.

Dirge of Doom (Su):
Prerequisite: Level 8
A pastor can use her sermon to foster a sense of growing dread in her enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the pastor's sermon. The effect persists for as long as the enemy is within 30 feet and the pastor continues the sermon. The sermon cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Inspire Greatness (Su):
Prerequisite: Level 9
A pastor can use her sermon to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a pastor attains beyond 9th, shecan target one additional ally while using this sermon (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the pastor. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Soothing Sermon (Su):
Prerequisite: Level 12
A pastor of 12th level or higher can use her sermon to create an effect equivalent to the mass cure serious wounds, using the pastor's level as the caster level. In addition, this sermon removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous rounds of sermon, and the targets must be able to see and hear the pastor throughout the sermon. Soothing sermon relies on audible and visual components.

Frightening Tune (Sp):
Prerequisite: Level 14
A pastor of 14th level or higher can use her sermon to cause fear in her enemies. To be affected, an enemy must be able to hear the pastor perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the pastor’s level + the pastor’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the pastor's sermon. Frightening tune relies on audible components.

Inspire Heroics (Su):
Prerequisite: Level 15
A pastor of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three pastor levels the character attains beyond 15th, shecan inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the pastor. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the sermon. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

Mass Suggestion (Sp):
Prerequisite: Level 18
This ability functions just like suggestion, but allows a pastor of 18th level or higher to make a suggestion simultaneously to any number of creatures that she has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.

Deadly Sermon (Su):
Prerequisite: Level 20
A pastor of 20th level or higher can use her sermon to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the pastor perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the pastor’s level + the pastor’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the pastor cannot use deadly sermon on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly sermon is a mind-effecting death effect that relies on audible and visual components.

Bladethirst (Su):
Prerequisite: Rallying Cry, Level 6
A Pastor may use sermon to grant one weapon, one natural weapon, one end of a double weapon, or 50 items of ammunition of the same type within 30 feet a +1 enhancement bonus. This enhancement bonus increases by +1 for every three levels after 6th (maximum +5 at 18th level). These bonuses stack with existing bonuses and may be used to increase the item’s enhancement bonus up to +5 or to add any of the following weapon properties: defending,distance, ghost touch, keen, mighty cleaving, returning, shock, shocking burst, seeking, speed, or wounding. If the weapon is not magical, at least a +1 enhancement bonus must be added before adding special abilities.

Mass Bladethirst (Su):
Prerequisite: Bladethirst, Level 18
A Pastor of 18th level or higher can use her bladethirst sermon to enhance the weapons of as many allies as desired within 30 feet.

Song of Surrender (Su)
Prerequisite: Level 6
A pastor can use her sermon to encourage an enemy to surrender. To be affected, an enemy must be within 30 feet and be able to see and hear the buccaneer’s sermon. An affected enemy feels the irresistible urge to drop any held weapons and fall prone. This effect lasts for 1 round—essentially, the affected enemy takes no actions on its next turn other than to lie prone, although it is not considered flat-footed or helpless. A Will saving throw (DC 10 + 1/2 the buccaneer’s level + the buccaneer’s Charisma modifier) negates the effect. This ability affects only a single creature. Song of surrender is an enchantment(compulsion), mind-affecting, language-dependent ability and relies on audible components.

Mass Song of Surrender (Su)
Prerequisite: Level 16, Song of Surrender.
This ability functions just like song of surrender but allows a buccaneer of 16th level or higher to affect all enemies within 30 feet. Enemies within range of this effect still receive a saving throw. Mass song of surrender is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.

Naturalist (Ex):
Prerequisite: Knowledge Domain
A Pastor who has identified a creature with a Knowledge check appropriate to its type can use sermon to share strategies for defeating it with allies in combat. The pastor and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against extraordinary, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.

Lamentable Belaborment (Ex):
Prerequisite: Fascinated, Cha 13
A Pastor can bewilder a creature already fascinated by her sermon. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the Pastor’s level + the Pastor’s Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist’s choice) for as long as the sermon continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components.

Pedantic Lecture (Su):
Prerequisite: Naturalist, Level 18
At 18th level, a Pastor can affect as many creatures with lamentable belaborment as she currently has fascinated. In addition, she may choose to cause targets to fall asleep rather than be dazed or confused.

Patter (Su)
Prerequisite: Charisma 15
A busker can engage in brisk conversation that seems innocuous, but actually encourages creatures to reveal secrets to the busker. Each round while maintaining this stunt, the busker can force one creature within 30 feet that is able to see and hear the busker and has an attitude of indifferent or better towards him to attempt a Will save (DC = 10 + 1/2 the busker's Pastor level + the busker's Charisma modifier). On a failed save, the target must answer one yes/no question the busker asks to the best of its ability. Anyone observing this (including the creature asked, even if it succeeds at its save) must succeed at a Sense Motive check (opposed by the busker's Bluff check) to realize the question was asked or answered.
A target that feels threatened or is in combat is immune to this ability. This is a language-dependent, mind-affecting enchantment effect.

Gather Crowd (Ex):
Prerequisite: Charisma 13, Level 5
The Pastor is skilled at drawing an audience to her sermons. If she is in a settlement or populated area, she can shout, sing, or otherwise make himself noticed in order to attract an audience to her impromptu stage. The size of the crowd depends on the local population, but typically is a number of people equal to 1/2 the Pastor’s class level × the result of the Pastor’s Perform check. The crowd gathers over the next 1d10 rounds. If the Pastor fails to engage the crowd (such as by performing, kissing babies, trying to use fascinate, and so on), it disperses over the next 1d10 rounds.

Satire (Su):
Prerequisite: Charisma 17
A court Pastor can use sermon to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the Pastor continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components.

Mockery (Su):
Prerequisite: Satire, Level 3
A court Pastor of 3rd level or higher can subtly ridicule and defame a specific individual. The Pastor selects one target who can hear her sermon. That individual takes a –2 penalty on Charisma checks and Charisma-related skill checks as long as the Pastor continues performing. This penalty increases by –1 every four levels after 3rd. Mockery is a language-dependent, mind-affecting ability that relies on audible components.

Glorious Epic (Su):
Prerequisite: Charisma 13, Level 8
A court Pastor of 8th level or higher can weave captivating tales that engross those who hear them. Enemies within 30 feet become flat-footed unless they succeed at a Will save (DC 10 + 1/2 the Pastor’s level + the Pastor’s Cha modifier). A save renders them immune to this ability for 24 hours. Glorious epic is a language-dependent, mind-affecting ability that uses audible components.

Scandal (Su):
Prerequisite: Mockery, Level 14
A court Pastor of 14th level or higher can combine salacious gossip and biting calumny to incite a riot. Each enemy within 30 feet is affected as if by a song of discord for as long as it can hear the sermon. A successful Will save (DC 10 + 1/2 the Pastor’s level + the Pastor’s Cha modifier) negates the effect, and that creature is immune to this ability for 24 hours. Scandal is a language-dependent, mind-affecting ability that uses audible components.

Incite Violence (Ex):
Prerequisite: Gather Crowd, Fascinate, Level 6
At 6th level, the demagogue can use her sermon to fan the fury of a crowd of people she has fascinated. Using this ability does not disrupt the fascinate effect, but does require a standard action to activate (in addition to the free action to continue the fascinate effect). The Pastor selects a number of targets equal to her level, who must make Will saves (DC 10 + 1/2 the Pastor’s level + the Pastor’s Charisma modifier) or be affected by rage for a number of rounds equal to the Pastor’s level. The Pastor indicates who is the intended target of violence (either after using this ability or as part of the sermon leading to it) and the enraged members of the crowd immediately attack the target if possible. The target does not need to be present (“kill the king” is a suitable choice) and can be an object instead of a person (“destroy the prison!” is likewise appropriate). Other members of the crowd may follow suit, though they do not gain the benefits of rage. This is a sound-based effect and is affected by countersong. If two or more Pastors are attempting to direct the crowd against different targets, they must make opposed Charisma checks, with the crowd following the directions of the winner.

Righteous Cause (Ex):
Prerequisite: Gather Crowd, Fascinate, Incite Violence, Pastor Level 15
The Pastor can lift a crowd’s emotions and turn them toward a common purpose. First, she must fascinate the crowd, and then use incite violence without designating a target, at which point she can use righteous cause. Instead of driving the crowd with anger, she fills them with purpose. Fascinated creatures must make Will saves (DC 10 + 1/2 the Pastor’s level + the Pastor’s Charisma modifier) to resist. Those who fail are affected by mass suggestion of a plausible idea that lingers with them for one day. Typical uses of this ability are to spark rebellion, overthrow a king, build a beneficial structure such as an orphanage, or donate money to a cause.

Careful Teamwork (Su):
Prerequisite: Charisma 15
A detective uses sermon to keep allies coordinated, alert, and ready for action. All allies within 30 feet gain a +1 bonus on Initiative checks, Perception, and Disable Device checks for 1 hour. They also gain a +1 insight bonus on Reflex saves and to AC against traps and when they are flat-footed. These bonuses increase by +1 at 5th level and every six levels thereafter. Using this ability requires 3 rounds of continuous sermon, and the targets must be able to see and hear the Pastor throughout the sermon. This ability is language-dependent and requires visual and audible components.

True Confession (Su):
Prerequisite: Charisma 13
At 9th level, a detective can use sermon to trick a creature into revealing its secrets. Using this ability requires a successful Sense Motive check to see through a Bluff or notice mental compulsion. After 3 continuous rounds of sermon, the target must make a Will save (DC 10 + 1/2 the Pastor’s level + the Pastor’s Cha modifier). Success renders the target immune to this power for 24 hours. On a failed save, a liar inadvertently reveals the lie and the truth behind it. A creature under a charm or compulsion reveals the nature of its enchantment and who placed it (if the creature knows) and gains a new saving throw to break free from the enchantment. This ability is language-dependent and requires audible components. Using this power requires only 2 rounds of sermon at 15th level, and 1 round of sermon at 20th level.

Show Yourselves (Ex):
Prerequisite: Charisma 11, Character Level 5
a Pastor can use sermon to compel creatures to reveal themselves when hiding. All enemies within 30 feet must make a Will save (DC 10 + 1/2 the Pastor’s level + the Pastor’s Cha modifier). If they fail, they must cease using Stealth, unlock and open doors between themselves and the detective, and dismiss, suppress, or dispel if necessary magical effects that grant invisibility or any other form of concealment from the detective. As long as they can hear the sermon, affected creatures may not attack or flee until they have eliminated every such effect, though they are freed from this compulsion immediately if attacked. Creatures in the area must make this save each round the Pastor continues her sermon. This ability is language-dependent and requires audible components.

Dance of the Dead (Su):
Prerequisite: Charisma 13, Death Domain, Level 10 or Charisma 17
A Pastor can use her pastor's sermon to cause dead bones or bodies to rise up and move or fight at her command. This ability functions like animate dead, but the created skeletons or zombies remain fully animate only as long as the dirge Pastor continues the sermon. Once it stops, any created undead collapse into carrion. Bodies or bones cannot be animated more than once using this ability. Unlike animate dead, dance of the dead requires no components and does not have the evil descriptor.

Scathing Tirade (Su):
Prerequisite: Charisma 13
A Diva of 8th level or higher can use her sermon to verbally lash out at another creature, causing it to become frightened. To be affected, the target enemy must be within 30 feet and be able to see and hear the diva’s sermon. The effect persists for as long as the enemy is within 30 feet and the diva continues her sermon, plus 1d4 rounds. Although the diva can only direct the effect at one creature at a time, its effects persist for as long as she continues the sermon, even if directed at a different creature. For example, she could direct her tirade at an innkeeper, who becomes frightened, then focus her wrath on the captain of the guard, and the innkeeper remains frightened for 1d4 more rounds even though her attention is no longer directed at him.
This sermon cannot cause a creature to become panicked, even if the target is already frightened from another effect. Scathing tirade is a mind-affecting fear effect, and it relies on audible and visual components.

Yapping Song (Su)
Prerequisite: Charisma 15, Glory Domain
A Pastor can use sermon to annoy those that hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear effects and charm effects as long as the dragon yapper continues performing.
This penalty increases by 1 at 5th level and every 6 levels thereafter. Yapping song is a mind-affecting ability that uses audible components, but is not language-dependent.

Frightful Song (Su)
Charisma 15, Glory domain
A dragon yapper of 8th level or higher can amplify her voice to sound like an actual dragon. Enemies within 30 feet become shaken unless they succeed at a Will save (DC 10 +1/2 the dragon yapper's level + the dragon yapper's Charisma modifier). A successful save renders targets immune to this ability for 24 hours. Frightful song is a mind-affecting ability, and a fear effect that uses audible components. This sermon replaces dirge of doom.

Fire Dancer (Su):
A Pastor’s inner fire burns brighter than any flame. A pastor learns to protect himself and others from the pain of fire, and discovers how to shame the flame while enduring its heat. Each round of the fire dance, she rolls a Perform (Oratory) check. Any ally within 30 feet of the Pastor that has caught on fire or is affected by a fire effect or extreme heat can use the Pastor's Perform check result in place of its saving throw against that fire. Any ally within 30 feet of the Pastor who is suffering from heatstroke can ignore the fatigue from heat exposure so long as the Pastor maintains this sermon. Fire dance relies on audible or visual components.

Song of the Fiery Gaze (Su):
Prerequisite: Fire Dancer, Level 3
At 3rd level, a fire dancer can allow allies to see through flames without any distortion. Any ally within 30 feet of the Pastor who can hear the sermon can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow him to see normally, as with the base effect of the gaze of flames oracle revelation. Song of the fiery gaze relies on audible components.

Fire Break (Su):
Prerequisite: Fire Dancer, Level 6
A pastor’s Sermon can bend flames away from others. Any ally within 30 feet of the Pastor who can hear or see the pastor's sermon gains resist fire 20 as long as the sermon is maintained. At 11th level, this resistance increases to 30. Fire break relies on audible or visual components.

Dweomercraft (Su):
Prerequisite: Charisma 13, Magic Domain or Cha 15
A magician can use sermon to manipulate magical energies. Allies of the magician gain a +1 bonus on caster level checks, concentration checks, and attack rolls with spells and spell-like abilities. This bonus increases by +1 at 5th level and every six levels thereafter. This ability relies on visual and audible components.

Spell Suppression (Su):
Prerequisite: Dweomercraft
A 8th level, a magician can use sermon to counter the spells of her foes. Once the Pastor begins using this sermon, she tracks the number of rounds it has been in use. While performing, as an immediate action, she can attempt to counter any spell that she can identify using Spellcraft, so long as that spell’s level is equal or less than the total number of rounds she has been performing spell suppression. The attempt to counter the spell is made as if using dispel magic, using the Pastor’s level as the caster level. If successful, the pastor's sermon immediately ends. This ability requires audible components.

Metamagic Mastery (Ex):
Prerequisite: Cha 17, Dweomercraft
At 14th level, a magician can use sermon to apply a metamagic feat to a spell she is about to cast without increasing the casting time. The Pastor must still expend a higher-level slot to cast this spell. This causes the sermon to immediately end. This ability requires audible components.

Counterargument (Su):
This sermon acts as countersong, except a negotiator can use only Perform (oratory) to perform a counterargument.

Fast Talk (Su)
Prerequisite: Cha 13
At 1st level, a negotiator can use sermon to affect the perceptions of any number of targets that can hear him. While the negotiator performs, these targets take a –1 penalty on saving throws against enchantment (charm) and illusion (figment, glamer, or shadow) effects, as well as a penalty on Appraise checks equal to half the negotiator's level (minimum –1). A target that fails its Appraise check believes that the object in question is worth 10% more or less (negotiator's choice) than its actual value. At 5th, 11th, and 17th levels, the saving throw penalty increases by 1 and the shift in an object's perceived value increases by 10%. Fast talk is a language-dependent, mind-affecting ability that uses audible components.

Binding Contract (Sp):
Prerequisite: Fast Talk, Counterargument, Cha 15
At 9th level, the negotiator can bind another creature's promise to the negotiator with a geas. This acts as lesser geas, except the creature must have Hit Dice equal to or less than the negotiator's level. The target can negate this effect with a successful Will save (DC = 10 + 1/2 the negotiator's level + the negotiator's Charisma modifier). The geas is discharged if the negotiator breaks her end of the bargain. Using this ability requires 3 rounds of continuous sermon, and the target must be able to see and hear the Pastor throughout the sermon. At 18th level, this effect acts as geas/quest (no HD limit, and the target cannot attempt a saving throw). Binding contract is an enchantment (compulsion),mind-affecting, language-dependent ability that relies on audible components.

Skull Sonata (Su):
Prerequisite: Cha 13
At 1st level, a phrenologist learns to use the resonance of other creatures' skulls to increase sonic damage. All enemies within 30 feet of the phrenologist that have skulls take an amount of additional sonic damage equal to half the phrenologist's Pastor level (minimum 1) each time they take sonic damage. Skull sonata relies on audible components.

In Your Head (Sp)
Prerequisite: Cha 13
At 3rd level, a phrenologist can use her sermon to send her own senses into another's skull, as the spell witness (DC = 10 + 1/2 the phrenologist's class level + her Charisma modifier). At 11th level, this sermon's duration increases to 10 minutes per Pastor level, and at 19th level, the duration increases to 1 hour per Pastor level. In your head relies on audible components. This requires 4 rounds of Pastor's sermon.

Fingers of Fascination (Su)
Prerequisite: Fascinate, Able to use phrenology skill unlock
When a phrenologist uses the fascinate pastor's sermon, shecan send forth psychic fingers along with her sermon, allowing him to study one of the fascinated creatures with her phrenology skill unlock without touching its head physically and without it being helpless, willing, or paralyzed. This does not spend her daily use of the phrenology skill unlock.

Steal Spell (Su):
Prerequisite: Cha 15, Trickery Domain or Cha 17
A sandman can use sermon to steal spells from her foes and add them to her list of spells prepared. Once the sermon is started, the Pastor can steal a prepared spell or a spell known from another creature with a touch attack as a standard action. The target receives a Will save (DC 10 + 1/2 the Pastor’s level + the Pastor’s Cha bonus) to negate the effect. The sandman may choose a spell to steal, but if the target does not possess the spell, the pastor's sermon immediately ends. Otherwise the spell stolen is random, but it is always of the highest level that the Pastor can cast, if possible. The target loses the prepared spell or spell known and the sandman adds it to her list of spells known for as long as the sermon continues, after which it reverts to the original recipient. While stolen, the Pastor can cast the spell using her available spell slots. This use does not consume the stolen spell. If the Pastor steals another spell while a spell is stolen, the previous spell immediately reverts to its original owner. This ability requires visual components.

Slumber Song (Sp):
Prerequisite: Fascinate, Level 6, Cha 11
At 6th level, a sandman can use her sermon to cause a creature she has already fascinated to fall asleep (as deep slumber, but with no HD limit). Otherwise, this ability functions like suggestion.

Dramatic Subtext (Su):
Prerequisite: Level 9, Cha 13
At 9th level, a sandman can use pastor's sermon to cast spells without obvious visual or audible components while retaining the spell’s normal effects. Observers must succeed at a Perception check opposed by a sandman’s Sleight of Hand check to notice that the sandman is the source of the spellcasting (though spellcasting still provokes attacks of opportunity). The Pastor must use this sermon for at least 2 rounds before casting a spell; otherwise she is automatically detected and the sermon ends.

Greater Steal Spell (Su):
Prerequisite: Steal spell, Level 15
A sandman’s steal spell power improves at 15th level. When a target fails a save against her steal spell sermon, the sandman discovers its spell resistance (if any) and all spells it has prepared or knows. shecan then choose which spell to steal. The sandman may forgo stealing a spell and instead reduce the target’s SR by an amount equal to half her Pastor level and gain that amount of spell resistance for as long as she continues performing. If shesteals additional spell resistance, it stacks with previously stolen SR. If she steals a spell or ceases performing, the spell resistance immediately reverts back to its owner.

Mass Slumber Song (Sp):
Prerequisite: Slumber Song, Cha 13, Character level 18
At 18th level, a sandman can use slumber song to affect any number of fascinated creatures within 30 feet. Otherwise, this ability functions like mass suggestion.

Spell Catching (Su):
Prerequisite: Character Level 20
At 20th level, a sandman who saves against a spell or spell-like ability that targets only him (not including area spells) may use pastor's sermon as an immediate action. she must attempt a caster level check (DC 10 + the spell’s original caster level). If it succeeds, the sandman can absorb the spell effect without harm and immediately recast that spell (using the original caster’s level and save DC) or any spell she knows of that level or lower. Using this ability consumes a number of rounds of pastor's sermon equal to the spell’s level, even if the check fails.

Song of the Fallen (Sp):
Prerequisite: Cha 15, Level 10
At 10th level, a savage skald can duplicate the effect of a Horn of Valhalla. This effect requires 10 continuous rounds of sermon and summons barbarians as a silver horn at 10th level, as a brass horn at 13th level, as a bronze horn at 16th level, and as an iron horn at 19th level. The warriors remain only as long as the Pastor continues her sermon. This ability requires audible components.

Berserkergang (Ex):
Prerequisite: Incite Rage
At 12th level, a savage skald can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature, plus one additional creature per three levels after 12th. Affected creatures also gain DR 5/— (DR 10/— against nonlethal damage); this benefit stacks with the damage reduction class ability of barbarians. This mind-affecting ability requires audible components.

Battle Song (Su):
Prerequisite: Incite Rage
At 18th level, a savage skald can affect all allies within 30 feet when using sermon to incite rage.

Sea Shanty (Su):
A sea singer learns to counter sea sickness and exhaustion during long sea voyages. Each round of a sea shanty, she makes a Perform skill check. Allies within 30 feet (including the sea singer) may use her Perform check in place of a saving throw against becoming exhausted, fatigued, nauseated, or sickened; if already under such an effect, a new save is allowed each round of the sea shanty, using the Pastor’s Perform check for the save. A sea shanty has no effect on instantaneous effects or effects that do not allow saves. This ability requires audible components.

Still Water (Su):
At 3rd level, a sea singer can use sermon to calm rough waters within 30 feet, reducing the DC for Profession (sailor) and Swim checks, as well as for Acrobatics and Climb checks aboard ship, by an amount equal to the Pastor’s level (to a minimum of DC 10) for as long she continues to perform. she can extend this duration to 1 hour by playing for 10 consecutive rounds. This ability requires audible components.

Whistle the Wind (Su):
Prerequisite: Cha 13, Character Level 6
A sea singer of 6th level or higher can use sermon to create a gust of wind. This wind lasts for as long as shecontinues her sermon. shecan extend this duration to 1 minute by playing for 5 consecutive rounds.

Call the Storm (Su):
Prerequisite: Cha 15, level 18, weather domain or Cha 17
At 18th level, a sea singer can use sermon to duplicate control water, control weather, control winds, or storm of vengeance, using her Pastor level as the caster level. Using this ability requires 1 round of continuous sermon per level of the spell (as if she were a druid). These effects continue for as long as the Pastor continues performing (the effects of control weather happen immediately), but not longer than the spell’s normal duration.

Break Curse (Su):
Prerequisite: Level 6, cha 13
At 6th level, a silver balladeer can suppress a single curse affecting an ally within 30 feet that is able to see and hear her. Each round the silver balladeer uses break curse, she attempts a Perform check against the original DC of the curse. If successful, she suppresses the curse for 1 round. After she has suppressed the curse for 4 consecutive rounds, she can attempt a caster level check to remove the curse as if she had cast remove curse.

Holy Vibration (Su):
Prerequisite: Cha 15, Level 9
At 9th level, a silver balladeer can spend a round of pastor's sermon to make a single door or a window within 30 feet resonate with a holy vibration. Undead and creatures with the evil subtype are unable to open a door or window affected in this way (as arcane lock) for 10 minutes per Pastor level. If such a creature has the incorporeal subtype, it is unable to move through the affected door or window, or through any walls, floors, or ceilings within 20 feet of it. Incorporeal creatures can attempt Charisma checks to break through areas warded by holy vibration, using the same break DC as for the object the creature is trying to move through.

Mass Break Curse (Su):
Prerequisite: Cha 15
At 18th level, a silver balladeer can suppress all curses among any number of allies within 30 feet when using break curse. Every 4 consecutive rounds of using this sermon, the silver balladeer can attempt a caster level check to remove a single curse on a single ally affected by this sermon, as if she had cast remove curse.

Healing sermon (Su):
Prerequisite: Cha 15, Level 14, Healing Domain or Cha 17
A Pastor of 14th level or higher can use her sermon to create an effect equivalent to heal on a living target (or harm on an undead target), using the Pastor’s level as the caster level. Using this ability requires 5 rounds of continuous sermon, and the target must be able to see and hear the Pastor throughout the sermon. The healing sermon relies on audible and visual components.

Funereal Ballad (Su)
Prerequisite: Cha 17, Level 20
A Pastor of 20th level or higher can use her sermon to create an effect equivalent to resurrection on a dead creature, using the Pastor’s level as the caster level. Using this ability requires 20 rounds of continuous sermon, and the target must be within 10 feet of the Pastor for the entire sermon. Funereal ballad relies on audible and visual components.

Wordstrike (Su):
Prerequisite: Level 3
At 3rd level, the sound striker Pastor can spend 1 round of pastor's sermon as astandard action to direct a burst of sonically charged words at a creature or object. This sermondeals 1d4 points of damage plus the Pastor’s level to an object, or half this damage to a living creature.

Wordstorm:
Prerequisite: Wordstrike
At 6th level, a sound striker can start a sermon as a standard action, lashing out with 1 potent sound per Pastor level (maximum 10), each sound affecting one target within 30 feet. These are ranged touch attacks. Each weird word deals 1d8 points of damage plus the Pastor’s Charisma bonus (Fortitude half ), and the Pastor chooses whether it deals bludgeoning, piercing, or slashing damage for each word.

Disappearing Act (Su):
Prerequisite: Cha 15, level 5 or Cha 17
A street performer can use sermon to divert attention from an ally. All creatures within 30 feet that fail a Will save (DC 10 + 1/2 the Pastor’s level + the Pastor’s Cha modifier) treat one creature chosen by the Pastor as if it were invisible. This sermon affects one additional creature at 5th level and every 6 levels thereafter. If the targets take any action that would cause them to become visible, they become visible to everyone. The Pastor cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components.

Harmless Performer (Su):
Prerequisite: Level 6, Cha 11
At 3rd level, a street performer can use sermon to appear meek and unworthy of being attacked. While using this sermon, whenever an enemy targets the street performer, the enemy must succeed at a Will save (DC 10 + 1/2 the Pastor’s level + the Pastor’s Cha bonus) or be unable to attack the Pastor this round, as per sanctuary. The enemy loses the attack that targeted the Pastor, but may spend additional attacks targeting other creatures. If the opponent was targeting the street performer with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components.

Madcap Prank (Su):
Prerequisite: Level 9, Cha 13
At 9th level, a street performer can use sermon to discomfit a target within 30 feet, causing its clothing to become tangled, its headgear to fall down over its eyes, or even causing it to slip and fall or otherwise be made to appear a fool. The target must make a Reflex save (DC 10 + 1/2 the Pastor’s level + the Pastor’s Cha modifier) each round that it hears or sees the sermon, or it takes one of the following random effects each round:


1
2
3
4
5
6


blinded
dazzled
deafened
entangled
fall prone
nauseated



Each effect lasts 1 round.

Thunder Call (Su):
Prerequisite: Level 3
At 3rd level, the thundercaller can use her sermon to unleash a deafening peal of thunder. This allows the thundercaller to spend a round of sermon to create an effect similar to the spell sound burst (having the same range and area and allowing the same saving throw). At 7th level, the sonic damage that is dealt by this blast of sound increases to 3d8. This damage further increases to 5d8 at 11th level, 7d8 at 15th level, and 9d8 at 19th level.
Incite Rage (Su):
Prerequisite: Cha 11, Level 6
At 6th level, the thundercaller can induce a furious rage in one creature within 30 feet. This effect functions as the rage spell and lasts as long as the target can hear the thundercaller’s sermon. Unwilling creatures can be affected if they fail a Will save (DC 10 + 1/2 the thundercaller’s level + the thundercaller’s Cha modifier).
Success renders the target immune to this power for 24 hours. The thundercaller cannot target herself with this ability. If the target has the rage class feature, it can instead immediately rage and stay in this rage without consuming rounds of rage per day as long as the thundercaller continues performing. This mind-affecting effect requires audible components.

Call Lightning (Su):
Prerequisite: Thunder Call, Cha 11, Level 8
At 8th level, the thundercaller can use her sermon to summon bolts of lightning, as per the spell call lightning. The lightning storm lasts for as long as she continues her sermon, calling down one bolt of lightning per round. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes.

Call Lightning Storm (Su):
Prerequisite: Call Lightning, Cha 13, Level 14
At 14th level, the thundercaller can use her sermon to summon bolts of lightning, as per the spell call lightning storm. The lightning storm lasts for as long as she continues her sermon, calling down one bolt of lightning per round. The damage of these lightning bolts can be increased in stormy areas or can be limited as call lightning describes.

Song of the Wild (Su):
Prerequisite: Cha 15, Animal Domain or Cha 17
A Pastor can use pastor's sermon to grant an animal aspect to an ally, as if using the hunter's animal focus class feature. The ally must be able to hear or see the sermon. The pastor uses her pastor level as her hunter level for determining the effect of the animal aspect. The Pastor can affect a second ally with this sermon at 10th level and a third at 17th level. Song of the wild relies on audible or visual components.

Words of Awakening:
Prerequisite: Death Domain
A Pastor can animate the recently slain corpse of a creature within 30 feet. This requires the pastor to make a Perform (Oratory) check (DC 10 + target creature's HD). The slain creature can have no more Hit Dice than your pastor level. If the attempt fails, the pastor can try again in a later round. The corpse to be awakened must have been dead for no more than 1 hour.
The awakened creature's type becomes undead, and it retains any subtypes it had. The creature retains all class features, as well as any supernatural or spell-like (but not extraordinary) abilities it possessed in life (though any spells cast or daily uses expended before the creature's death count against its normal limits). The awakened creature is completely loyal to the pastor and obeys any commands given it (if no commands are given, it simply attacks the pastor's foes). The creature remains animate as long as the pastor continues to perform.
A pastor can animate no more than one awakened corpse at a time. If he awakens a second one while the first is still active, the first one falls dead as if the pastor had ceased to perform.

words of Horror:
Prerequisite: Cha 15, Level 9
At 4th level and higher, a pastor can strike a horrifying chord in the hearts of his enemies. Any enemy within 60 feet who can hear the pastor must succeed on a Will save (DC 10 + 1/2 Level + Cha) or take 1d6 points of Strength damage and 1d6 points of Dexterity damage. A creature that is affected by a pastor's words of horror or a creature that successfully saves against this effect cannot be affected by the same pastor's words of horror for 24 hours.

Words of Grief:
Prerequisite: Cha 15, Cha 15
A Pastor can speak the truth, without the sweet fabric of kindess to soften the blow. The creature must be within 60 feet of the pastor and able to hear him. Unless the target succeeds on a Will save (DC 10 + 1/2 Level + Cha), she becomes confused for as long as the pastor performs. words of grief is an enchantment (compulsion), mind-affecting ability.

Words of Sorrow:
Prerequisite: Cha 16, Level 6 or Void Domain
A pastor can evoke sorrow and lament in his enemies. To be affected, an enemy must be able to hear the pastor speak. The effect lasts for as long as the enemy hears the pastor perform. An affected enemy takes a —2 penalty on Will saving throws and a —2 penalty on attack rolls and weapon damage rolls. A successful Will save (DC 10 + 1/2 Level + Cha) negates the effect and makes the character immune to that pastor’s words of sorrow ability for 24 hours. words of sorrow is a mind-affecting ability.

The Vagabond
2015-11-25, 07:38 PM
Bonus Domain:
Prerequisite: Int 11
Gain an extra domain. You gain a new domain, including Domain spells and Domain Powers. You may select this multiple times; Each time, select a new domain.

Close Ties:
Prerequisite: None
You may select a number of people equal to your Intelligence modifier. You can grant them uses of any domain powers you possess. You lose the ability to use that domain power if you do.

Pastor’s Reach:
Prerequisite: Int 17 or Int 15 and the Magic domain.
By expending one use of Channel Energy, you can cast spells as if they were affected by the Reach Spell (http://www.d20pfsrd.com/feats/metamagic-feats/reach-spell-metamagic)Metamagic feat. If your Int is 18 or higher, you do not have to expend a use of Channel Energy.

Variant Channel:
Prerequisite: None
Pick one Variant Channel Energy (http://www.d20pfsrd.com/classes/core-classes/cleric/variant-channeling)- By using two uses of your Channel Energy, you may manifest that Variant Channeling in place of your regular channeling.

Choir:
Prerequisite: Int 13
When beginning a Pastor’s Sermon, allies adjacent to you can aid another on your pastor’s Sermon. This either increases the range of a Pastor’s Sermon by the result of the Aid Another check, rounded to the nearest interval of 5. If you have 15 intelligence, they can instead increase the DC by 1 per 2 individuals aiding another, and increase all numeric bonuses by one per three allies aiding another.

Unwavering Sermon:
Prerequisite: Int 11
The Pastor is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (minimum 0). In addition, the range of their pastor Sermons is doubled.

Arcane Lesson:
Prerequisite: Int 19 or Int 17 and the Magic domain
Select a number of spell from the Wizard/Sorcerer list (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---sorcerer-and-wizard) equal to your Charisma modifier. Once chosen, they cannot be changed. You may prepare and cast those spells from a spellbook as if they were Domain spells by expending a number of uses of your Channel Energy equal to half the spell level (Min 1). If you have an Int of 30 (26 with the Magic domain), you do not have to use a use of Channel Energy.

Extra Sermon:
Prerequisite: 11 Int
You gain an extra Pastor’s Sermon. You may select this multiple times.

Bardic Lesson:
Prerequisite: Int 17, or Int 15 with the Magic Domain.
Select a number of spells from the bard list (http://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists---bard) not on the cleric list equal to your Charisma modifier. You may prepare and cast those spells as if they were Domain spells by expending one use of Channel Energy per spell. If you have an Int of 19 (17 with the Magic domain), you do not have to expend uses of your Channel Energy.

Tea Session
Prerequisite: Inspire Courage.
By spending 10 minutes preparing an elaborate tea ceremony, a pastor may affect her allies with inspire courage, inspire competence, inspire greatness, or inspire heroics. The ceremony’s effects last 10 minutes per four pastor levels. The pastor must spend 4 rounds of Sermon for each creature to be affected.

Pastor’s Lore:
Prerequisite: None
A pastor adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Pastor’s Healing:
Prerequisite: Int 13 or Healing Domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/healing-domain)
Select a number of Conjuration (Healing) (http://www.d20pfsrd.com/magic#TOC-Conjuration-Healing) spells equal to your Wisdom and Charisma modifier. You can cast those spells as if they were one spell level lower- However, your Pastor level must equal to twice the spell level of the Spell minus one to cast the spell.

Dual Performance:
Prerequisite: Int 17
You may expend one use of your Channel Energy to begin two Sermons in the same round.

Extra Pastor Spell: Prerequisite: None
Select one spell level. This spell must be at least one level below the highest spell level the bard can cast. He may prepare one additional spell of that level by expending one use of his Channel Energy when preparing their spells.

Reknown
Prerequisite: [None]
At 1st level, a Pastor may choose a region where she is reknowned, and within that region, the locals are more likely to react favorably toward her. The pastor gains a bonus on Bluff (http://www.d20pfsrd.com/skills/bluff) and Intimidate (http://www.d20pfsrd.com/skills/intimidate) checks in that area and to influence people from that area.
At 1st level, this region is a settlement (http://www.d20pfsrd.com/gamemastering/other-rules/settlements)or settlements with a total population of 1,000 or fewer people, and the modifier on Bluff and Intimidate checks is +1. As the pastor grows more famous, additional areas learn of her (typically places where she has lived or traveled, or settlements adjacent to those where she is known) and her bonuses apply to even more people. At 5th level, the region is a settlement or settlements with a total population of 5,000 or fewer people, and the modifier on Bluff and Intimidate checks is +2. At 9th level, the region is a settlement or settlements with a total population of up to 25,000 people, and the modifier on Bluff and Intimidate checks is +3. At 13th level, the region is a settlement or settlements with a total population of up to 100,000 people, and the modifier to Bluff and Intimidate is +4. At 17th level and above, the pastor’s renown has spread far, and most civilized folk know of her (GM’s discretion); the pastor’s modifier on Diplomacy (http://www.d20pfsrd.com/skills/diplomacy) and Intimidate checks is +5.

Necromantic Affinity
Prerequisite: Int 13 or Death domain (http://www.d20pfsrd.com/classes/core-classes/cleric/domains/paizo---domains/death-domain)
Select a number of Necromancy (http://www.d20pfsrd.com/magic#TOC-Necromancy)spells on your spell list equal to either your Wisdom or Intelligence modifier (Whichever is higher). You can prepare these spells as if they were one spell level lower, however, your Pastor level must equal to twice the spell level minus one to cast the spell. In addition, Undead are affected by your Bardic performances.

Metamagic Trust:
Prerequisite: None
Gain a Metamagic Feat as a bonus feat. You may select this multiple times

Master of Rhetoric:
Prerequisite: Counter Argument, Level 5
The Pastor can take 10 on any Bluff, Diplomacy, Intimidate, Knowledge (local), or Sense Motive check if he has ranks in that skill.
A pastor can choose not to take 10 and can instead roll normally. In addition, the pastor can take 20 on one of those skill checks (without spending any additional time). The negotiator can do this once per day at 5th level, twice per day at 11th level, and three times per day at 17th level.

Metamagic Faith:
Prerequisite: Metamagic Trust, Int 17
When casting a spell, you may add a metamagic feat without increasing the casting time or spell level by expending two uses of your channel energy per level the Metamagic feat increases it by.

Faith Bond:
Prerequisite: None
You gain an Arcane Bond (http://www.d20pfsrd.com/classes/core-classes/wizard#TOC-Arcane-Bond-Ex-or-Sp-), as the Wizard class feature.

Improved Faith Bond:
Prerequisite: Int 13, Level 4, Familiar, Faith Bond
A pastor's familiar learns how to create supernatural effects with its performances, just like its master. The familiar can use any of its master's pastor sermons, but only the familiar or the pastor can have a performance active at any given time, not both. If one is performing and the other starts a performance, the previous performance immediately ends. Each round that the familiar performs consumes 2 rounds of the pastor's Sermon.

Greater Faith Bond:
Prerequisite: Int 15, Level 14
The pastor and his familiar (http://www.d20pfsrd.com/bestiary/monster-listings/animals/familiar) have learned how to create a symphony of complementary performances that meld together to produce two different effects. They can each perform a different Sermon simultaneously, and each has its full effect. Because both the pastor and the familiar are performing, each round performed consumes 3 rounds of Sermon.

Personal Touch:
Prerequisite: Int 15
You may cast spells with a range (http://www.d20pfsrd.com/magic#TOC-Range)of Personal with a range of Touch by expending a use of Channel Energy.

Heraldic Expertise (Ex):
Prerequisite: None
A pastor gains a bonus equal to half his pastor level on Diplomacy, Knowledge (history), Knowledge(local), and Knowledge (nobility) checks (minimum +1). Once per day, the pastor can also reroll a check against one of these skills, though he must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter.

Wide Audience:
Prerequisite: Int 11, Pastor Level 5
A pastor can choose to affect a 60-foot cone instead of a 30-foot radius with pastor sermons that affect an area. In addition, for every five levels beyond 5th, the area of such powers is increased by 10 feet (radius) or 20 feet (cone). If the power instead affects multiple creatures, it affects one additional creature than normal for every five levels beyond 5th. This does not affect powers that affect only a single creature.

Pastor’s Memory:
Prerequisite: None
A pastor can extend the duration of pastor’s sermon after he stops concentrating by sacrificing a spell slot as a swift action. The sermon effect lingers for 1 extra round per level of the spell. Only one spell may be sacrificed per sermon, and sermon types that take effect after a specific number of rounds cannot be extended.

Metamagic Prayer:
Prerequisite: Metamagic Faith, Int 15
The pastor can expend 1 use of their channel energy to add a metamagic feat that they know to a spell as they casts it without affecting the casting time (though using a higher-level spell slot as normal). She can use this ability to add a metamagic feat to a spell that she prepared using a metamagic feat, although she cannot add the same metamagic feat to a given spell more than once.

Pastor’s Practice:
Prerequisite: Level 10, Int 15
At 10th level, when a pastor uses a wand containing a spell on his spell list, he uses his Charisma bonus to set the wand’s save DC. At 16th level, when using such a wand, he uses his caster level in place of the wand’s caster level.

Pastor’s Preparation:
Prerequisite: Int 13
When you cast a spell with the [Harmless] descriptor from a scroll, add your Intelligence to the DC, and use your own caster level in place of the scroll

A Keen Eye (Sp):
Prerequisite: Int 13
At 5th level, a pastor gains the ability to cast comprehend languages and identify as spell-like abilities. Her caster level is equal to her character level. She can cast these spells once per day each at 5th level, twice per day each at 7th level, and three times per day each at 9th level. At 11th level, one of these spell-like abilities (pastor’s choice) becomes a constant spell-like ability, and at 13th level, the second one becomes a constant spell-like ability.

Pastor’s Channel:
Prerequisite: None
You may, as a free action, sacrifice a spell to add a number of d6s to the damage healed or dealt equal to the level of spell sacrificed.

Pastor’s Touch
Prerequisite: Int 15 or Healing domain.
A pastor gains a either the Lay on Hands (If they channel positive energy) or Touch of Corruption (If they channel negative energy) class feature, as with the paladin and antipaladin class features of the same name. They must use both hands to use this ability, unlike a standard paladin. They cannot turn Lay on Hands uses to channel energy.

Undead Servant
Prerequisite: Channel Negative Energy, Int 17 or Death domain.
A pastor can begin play with an undead minion (a human warrior skeleton). Obtaining this minion takes 24 hours and uses up magical materials that cost 100 gp.
This creature is a loyal servant that follows the necromancer's commands and accompanies her on adventures if desired. If the skeletal minion is destroyed, the necromancer suffers no ill effects and may replace it by performing a ceremony identical to the one that allowed her to obtain her first servant.
At 1st level, the skeleton is completely typical, but it gains power as the pastors gains levels. The skeleton has a number of Hit Dice equal to the pastor’s class level. Add one-half the pastor’s class level to the skeleton's natural armor bonus. Add one-third of the pastor’s class level to the skeleton's Strength and Dexterity scores.

Improved Undead Servant:
Prerequisite: Undead Servant, Int 13
Your undead minion has the Bloody or Burning template applied to it.
Note: You can take this lesson twice. If you do, the skeleton has both templates applied to it.

Greater Undead Servant
Prerequisite: Improved Undead Servant, Int 15
You may loot the corpses of others to improve your very special friend.
When you have a skeleton whose hit dice are at least twice that of your undead ally, you may loot the creature to grant your skeleton a number of Evolution points equal to half it’s hit dice (Max half your level).

Undead Practiced:
Prerequisite: Int 13 or Death Domain
Gain Command or Rebuke Undead (Whichever you qualify for) as a bonus feat.

This is, Indeed, a Divine flavored Arcanist, only with a small hint of Bard added for flavor. It's also a d6 divine caster, focused on spellcasting rather than on combat itself.

Continuing, for the most part, passive, scholarly type individuals are very difficult to pull off effectively in the Pathfinder setting, because it's not easy to get them to go into a dungeon.

Continuing with that, just having them be prepared casters would be rather boring, and would be filling a pre-exsisting niche with something the exact same. So why not try something more mechanically intresting: in this case, it's a Divine Arcanist.

With the Design of the Pastor, one of the major things about the Arcanist is that one of their major flaws are pretty much nonextant: Their MAD. I'm trying to avoid that, by tapping a Ability Score Minimum to damn near every Pastor Sermon and Lesson. Most sermons will require about 13 cha, maybe 15. Most lessons will require 15 int. You'll want 15 int or 17 int for the Faith Reach, and an equal amount of Charisma to fuel your faith reach. You'll also probably want around 17 int, and at least a charisma of 14 to nab a few choice spells from the Wizard list, and to fuel being able to cast them. 15 Int is a slightly more practical area, with the Personal Touch power being very, VERY useful, if somewhat limited.

Sermons are the most surprising thing many people will find here, being, essentially, a more flexible Bardic Music. The major thing about Pastor's Sermon is that you'll have to be within 30 feet of your allies for most of them, besides Inspire Courage, to work, or us your Pastor's Lessons feats to be able to use them at a distance. Most of them are behind Charisma walls, too, besides the ones like Fascinate, which aren't that great. With all of that, you're in the line of fire. Many enemies could literally just walk up to you to kill you. For some creatures you might be within reach to deal damage.

Providing the options of choosing your own sermons, vs just having a set list like a bard, was the biggest, most dangerous design choice I made. It's purpose is to make it so that no pastor is the same: That Pastor's aren't locked into the same style of performance as all other bards, and to be able to key one's character to fit what they are preaching.

Feedback I would like:

Information if it's too powerful
If any of the Sermons are overpowered
If any lessons are overpowered
The use of Channel Energy in place of stuff like the Arcanists Arcane Reservoir.
The MADness, and if I took it to far.


You should be able to respond now, though I haven't finished renaming Sermons yet. It's whole enough to evaluate effectively.

nikkoli
2015-11-25, 08:03 PM
I haven't looked at all the lessons or sermons yet, but I like the way the class features look, and love your use of links. Like I want to high five you for having a link for every possible thing I would have to lookup. I'll tell you more once I look over the sermons and lessons, but this seems far enough off of the cleric to be a cool idea.
Edt: One error I think is in the spells prepared per day you've got intelligence at the bottom paragraph saying you can't prep extra spells for high modifier
Is this like a divine version of the arcanist? I saw spells/day and spells readied and that came to me.

pi4t
2015-11-28, 05:45 PM
Typos:
The last sentence of the domains section could use some clarification - I was wondering how you were supposed to have multiple domains, until I saw the relevant lesson. Perhaps a note that the pastor can get more domains via the bonus domain lesson would make things clearer?
Pastor's Lesson refers to arcanist exploits a couple of times in its final sentence.
The extra lesson feat refers to rage powers.
Various favoured class bonuses refer to bardic performances and refer to the pastor as a bard, cleric or even wizard.
"Reknown" is spelt Renown :)

Also, is it intentional that Wisdom is used for spellcasting, but everything else has prerequisites of charisma and intelligence?

The Vagabond
2015-11-29, 10:32 PM
Note: Made a change to Pastor's Bond, to increase early-game viability. Tell me if it's a bit on the powerful end of the scale.
Other than that, added some Necromancy focused Lessons and Sermons.


Typos:
The last sentence of the domains section could use some clarification - I was wondering how you were supposed to have multiple domains, until I saw the relevant lesson. Perhaps a note that the pastor can get more domains via the bonus domain lesson would make things clearer?
Pastor's Lesson refers to arcanist exploits a couple of times in its final sentence.
The extra lesson feat refers to rage powers.
Various favoured class bonuses refer to bardic performances and refer to the pastor as a bard, cleric or even wizard.
"Reknown" is spelt Renown :)

Also, is it intentional that Wisdom is used for spellcasting, but everything else has prerequisites of charisma and intelligence?
Fixed your problems, thankfully. Took a bit of time.
And yes, it is intentional for there to be Int and Cha prerequisite. The goal was to make the Pastor Multiple Ability Dependent. You want a large quantity of Int to get the best Lessons, a large quantity of Cha to get the best Sermons, and the highest Wisdom to get more spells per day. The Arcanist, in many people's opinions, make The Wizard and the Sorcerer null and void, while being as SAD as a Wizard. So I added ability score prerequisites, to ensure that the abilities work properly.


I haven't looked at all the lessons or sermons yet, but I like the way the class features look, and love your use of links. Like I want to high five you for having a link for every possible thing I would have to lookup. I'll tell you more once I look over the sermons and lessons, but this seems far enough off of the cleric to be a cool idea.
Edt: One error I think is in the spells prepared per day you've got intelligence at the bottom paragraph saying you can't prep extra spells for high modifier
Is this like a divine version of the arcanist? I saw spells/day and spells readied and that came to me.
Alright, fixed most of the things you set up.
And yeah, thank you! I was stumbling on figuring out what a non-combat, study-focused character would be doing out in the field, then I just figured "Bad Luck, and/or being a wandering preacher."
From there, the Bard/Cleric hybrid class fell into place, then I sprinkled in a bit of Arcanist for flavor, and BAM. Interesting base class. To be honest, most of the Pastor is borrowed wholesale from other classes, but dang if it isn't interesting from a mechanical standpoint.
So, yeah- Divine Version of the Arcanist.

kopout
2015-12-01, 12:05 AM
I like it. One thing that I noticed is that Close Ties is the name of both a lesson and a class ability which could get confusing.

Edit: also, under alignment you say that
A cleric's alignment must be within one step of her deity's
instead of a pastor