PDA

View Full Version : Pathfinder Hieromancer (PEACH)



continuumg
2019-05-14, 04:10 PM
Description:
Hieromancers, or Law Mages, as they are widely known, have learned how to harness the innate magical potential of Justice, Oaths, and the Law.

Alignment: Any Lawful
Hit Die: d8
Starting Wealth: 2d6 × 10 gp (average 70 gp.)

Class Skills:
The hieromancer’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.



Level
Base Attack Bonus
Fort
Ref
Will
Features


1
+0
0
0
2
Spells, Orisons, Detect Law, Crime Sense


2
+1
0
0
3
Prosecute


3
+2
1
1
3
Prohibition


4
+3
1
1
4



5
+3
1
1
4
Shackles of Justice


6
+4
2
2
5
Spellcasting Contract (Lesser)


7
+5
2
2
5



8
+6/+1
2
2
6



9
+6/+1
3
3
6
Freedom in Law


10
+7/+2
3
3
7



11
+8/+3
3
3
7
Binding Oath


12
+9/+4
4
4
8
Spellcasting Contract


13
+9/+4
4
4
8



14
+10/+5
4
4
9



15
+11/+6/+1
5
5
9



16
+12/+7/+2
5
5
10



17
+12/+7/+2
5
5
10
Greater Shackles of Justice


18
+13/+8/+3
6
6
11
Spellcasting Contract (Greater)


19
+14/+9/+4
6
6
11
Resist Chaos


20
+15/+10/+5
6
6
12
Law Made Flesh




Weapon and Armor Proficiency:
A Hieromancer is proficient with all simple and martial weapons. A Hieromancer is also proficient with light armor and bucklers.

Spell Casting
A hieromancer casts divine spells drawn from the Inquisitor spell list. A hieromancer must prepare her spells ahead of time, but unlike a wizard, 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 learn, prepare, or cast a spell, the hieromancer must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a hieromancer’s spell is 10 + the spell’s level + the hieromancer’s Intelligence modifier.
A hieromancer can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Spells per Day. In addition, she receives bonus spells per day if she has a high Intelligence score.
A hieromancer 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 hieromancer level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table: Spells Prepared. Unlike the number of spells she can cast per day, the number of spells a hieromancer can prepare each day is not affected by her Intelligence score. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a hieromancer can prepare.
A hieromancer must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour studying her codex. While studying, the hieromancer decides what spells to prepare and refreshes her available spell slots for the day.
Like a sorcerer, a hieromancer can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time. However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time like a 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.

Spells PreparedSpells per Day
Lvl0123456Lvl123456
142-----11-----
253-----22-----
364-----33-----
4642----431----
5643----542----
6644----643----
76542---7431---
86543---8442---
96544---9543---
1065542--105431--
1166543--115442--
1266544--125543--
13665542-1355431-
14666543-1455442-
15666544-1555543-
16666554216555431
17666654317555442
18666654418555543
19666655419555544
20666665520555555

Orisons
Hieromancers can prepare a number of orisons, or 0-level spells, as noted on Table: Spells Prepared. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Detect Laws (Su)
At 1st level, a hieromancer develops a sense for the laws of the people around her. She is always aware of all laws enforced in her immediate vicinity. She never unknowingly breaks a law. This ability does not inform her of so-called “unwritten rules” or cultural taboos, but does extend to official rules of organizations or establishments.

Crime Sense (Ex)
A hieromancer gains a bonus on sense motive checks, on linguistics checks to detect forgeries, and on perception checks to notice a creature breaking the law, equal to half her level (min 1).

Prosecute (Ex)
Starting at 2nd level, when the hieromancer witnesses a creature breaking a law, she can add that creature to her list of perpetrators. She can prosecute a single perpetrator at 2nd level, and must cease prosecuting that creature in order to gain a new perpetrator. At 5th level, and every three following levels, the hieromancer can prosecute an additional perpetrator at once. She can prosecute a given perpetrator for a number of days up to her Intelligence modifier upon witnessing a crime.
Whenever the hieromancer casts a spell targeting a perpetrator, she may choose one of the following benefits:
• The spell is cast at her caster level + 1
• The spell’s save DCs are increased by 1
• She gains a +1 bonus to attack rolls made targeting the perpetrator as part of the spell.
At 8th, 14th, and 20th levels, these bonuses increase by 1.

Prohibition (Su)
Starting at 3rd level, a hieromancer can, as a standard action, command a creature within 30 feet to refrain from committing a particular action (as the spell Forbid Action). If the creature performs the named action before the beginning of the hieromancer’s next turn, it takes 1d6 points of damage, she may persecute the creature as if it had committed a crime, and the effect ends. This is a language-dependent effect. The hieromancer can use this ability a number of times per day equal to 3 + her Intelligence modifier.

Shackles of Justice (Su)
Starting at 5th level, a hieromancer can summon glowing chains of law magic to halt wrongdoers in their tracks. As a standard action, she can make a ranged touch attack from up to 30ft away against a creature she is prosecuting. If it hits, the target becomes entangled with chains anchored to the hieromancer. The hieromancer may attempt drag or reposition combat maneuvers as long as the target remains entangled. The chains are treated as adamantine (Hardness 20, Hit Points 6), but dissipate after 1 minute. The DC of Strength checks to burst the chain or escape artist checks to escape the chain are equal to 10 + ½ the hieromancer’s level + the hieromancer’s Intelligence modifier. Once a creature has been entangled by these chains, they become immune to this ability for 24 hours.

Spellcasting Contract (Su)
At 6th level, the hieromancer learns to negotiate away his powers using magical contracts. This functions similarly to the spell Lesser Spellcasting Contract, granting the recipient both the ability to cast a spell the hieromancer has prepared, and a spell slot of that level. The hieromancer can have a maximum number of contracts equal to half his level active at one time.
At 12th level this ability functions as per Spellcasting Contract, and at 18th level it functions like Greater Spellcasting Contract.
This ability does not grant bonuses to checks, saves, or attacks in the manner of Spellcasting Contract.

Freedom in Law (Su)
At 9th level, once per day, when the hieromancer is incarcerated for a crime he didn’t commit, or otherwise unfairly imprisoned (at the gm’s discretion), he can, as a free action, benefit from the effects of Freedom of Movement for 1 minute. He can use this ability one additional time each day at 12th, 15th, and 18th levels.

Binding Oath (Su)
At 11th level, whenever a hieromancer witnesses a written agreement or spoken oath, he can choose to make the oath supernaturally binding. If the creature who made the oath did so willingly, and ever attempts to renege on his word, he must make a will save (DC 10 + ½ the hieromancer’s level + the hieromancer’s Intelligence modifier) or be unable to break his word. A creature that succeeds this save and breaks their word becomes sickened for 1 day.

Greater Shackles of Justice (Su)
At 17th level, a hieromancer can target creatures up to 60 feet away with his shackles of justice. Additionally, a creature bound by shackles of justice can no longer use the benefits of magical effects such as freedom of movement to escape the shackles, and is prevented from teleporting as per the spell Dimensional Anchor.

Resist Chaos (Ex)
At 19th level, a hieromancer’s body becomes resilient in the face of harm not backed by the law. He gains DR 5/Lawful. This DR is doubled against chaotic sources of damage.

Law Made Flesh (Su)
At 20th level, a hieromancer’s very word is law. They become an outsider with the law subtype. Whenever a creature within 60 feet breaks the law, the hieromancer becomes immediately aware of it.
Additionally, once per day, the hieromancer can cast Limited Wish as a spell-like ability.