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View Full Version : Pathfinder Razmiran Priest (Sorcerer Alternate Class)



RoTWS
2020-04-11, 11:03 PM
In this thread, I attempt to combine the Razmiran Priest sorcerer archetype and the Razmiran Priest prestige class into a single unit, modifying when some abilities are gained (for instance, Razmiran Channel is way too powerful for a 9th-level sorcerer, so it was merged with half the prestige class's capstone to form the alternate class's 20th-level ability, with the other half of the prestige class's capstone being gained at level 15).

Class Skills
The Razmiran priest's class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (arcana)(Int), Knowledge (history), Knowledge (local), Knowledge (religion)(Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha)



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st level spells/day
2nd level spells/day
3rd level spells/day
4th level spells/day
5th level spells/day
6th level spells/day
7th level spells/day
8th level spells/day
9th level spells/day


1st
+0
+0
+0
+2
False piety, false ritual
3
-
-
-
-
-
-
-
-


2nd
+1
+0
+0
+3
False Channel
4
-
-
-
-
-
-
-
-


3rd
+1
+1
+1
+3
Bonus spells (bless), Domain of Razmir (first domain)
5
-
-
-
-
-
-
-
-


4th
+2
+1
+1
+4
--
6
3
-
-
-
-
-
-
-


5th
+2
+1
+1
+4
Bonus spells (aid)
6
4
-
-
-
-
-
-
-


6th
+3
+2
+2
+5
--
6
5
3
-
-
-
-
-
-


7th
+3
+2
+2
+5
Bonus spells (spiritual weapon, remove disease)
6
6
4
-
-
-
-
-
-


8th
+4
+2
+2
+6
--
6
6
5
3
-
-
-
-
-


9th
+4
+3
+3
+6
Bonus spells (prayer), Master of Lies
6
6
6
4
-
-
-
-
-


10th
+5
+3
+3
+7
--
6
6
6
5
3
-
-
-
-


11th
+5
+3
+3
+7
Bonus spells (restoration)
6
6
6
6
4
-
-
-
-


12th
+6/+1
+4
+4
+8
--
6
6
6
6
5
3
-
-
-


13th
+6/+1
+4
+4
+8
Bonus spells (breath of life), Domain of Razmir (second domain)
6
6
6
6
6
4
-
-
-


14th
+7/+2
+4
+4
+9
--
6
6
6
6
6
5
3
-
-


15th
+7/+2
+5
+5
+9
Bonus spells (heal), True Healing
6
6
6
6
6
6
4
-
-


16th
+8/+3
+5
+5
+10
--
6
6
6
6
6
6
5
3
-


17th
+8/+3
+5
+5
+10
Bonus spells (greater restoration)
6
6
6
6
6
6
6
4
-


18th
+9/+4
+6
+6
+11
--
6
6
6
6
6
6
6
5
3


19th
+9/+4
+6
+6
+11
Bonus spells (mass heal, miracle)
6
6
6
6
6
6
6
6
4


20th
+10/+5
+6
+6
+12
True Pretender
6
6
6
6
6
6
6
6
6


Spells Known


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


1st
4
2
-
-
-
-
-
-
-
-


2nd
5
2
-
-
-
-
-
-
-
-


3rd
5
3
-
-
-
-
-
-
-
-


4th
6
3
1
-
-
-
-
-
-
-


5th
6
4
2
-
-
-
-
-
-
-


6th
7
4
2
1
-
-
-
-
-
-


7th
7
5
3
2
-
-
-
-
-
-


8th
8
5
3
2
1
-
-
-
-
-


9th
8
5
4
3
2
-
-
-
-
-


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


11th
9
5
5
4
3
2
-
-
-
-


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


13th
9
5
5
4
4
3
2
-
-
-


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


15th
9
5
5
4
4
4
3
2
-
-


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


17th
9
5
5
4
4
4
3
3
2
-


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


19th
9
5
5
4
4
4
3
3
3
2


20th
9
5
5
4
4
4
3
3
3
3




Weapon and Armor Proficiency: Razmiran priests are proficient with all simple weapons. They are not proficient with any type of armor or shields. Armor interferes with a Razmiran priest's gestures, which can cause his spells with somatic components to fail (see Arcane Spells and Armor).

Spells: A Razmiran priest casts spells drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Razmiran priest must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Razmiran priest's spell is 10 + the spell level + the sorcerer's Charisma modifier.

Like other spellcasters, a Razmiran priest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A Razmiran priest's selection of spells is extremely limited. A Razmiran priest begins play knowing four 0-level spells and two 1st-level spells of his choice. At each new Razmiran Priest level, he gains one or more new spells, as indicated on Table: Spells Known. (Unlike spells per day, the number of spells a Razmiran knows is not affected by his Charisma score; the numbers on Table: Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.

Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a Razmiran priest can choose to learn a new spell in place of one he already knows. In effect, the Razmiran loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A Razmiran may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a Razmiran priest need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Cantrips: Razmiran priests learn a number of cantrips, or 0-level spells, as noted on Table: Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

False Piety: At 1st level, a Razmiran priest adds half his Razmiran priest level to Use Magic Device checks to activate spell trigger and spell completion items that use divine spells. He gains False Focus (https://aonprd.com/FeatDisplay.aspx?ItemName=False%20Focus) as a bonus feat.

False Ritual: At 1st level, a Razmiran priest adds all cure spells to his spell list and to his spells known. These spells are added as soon as the Razmiran priest is capable of casting them. Whenever he casts a cure spell using his Razmiran priest spell slots, the hit points healed are instead treated as temporary hit points that last 10 minutes per Razmiran priest level, although the subject of the spell does not notice this difference until the duration expires. Temporary hit points from this (and any subsequent cure spells) do not stack. A Razmiran priest may not use cure spells to harm undead.

In addition, a Razmiran priest gains False Casting (https://aonprd.com/FeatDisplay.aspx?ItemName=False%20Casting) as a bonus feat without having to meet the prerequisites, and whenever he uses False Casting to cast a spell on the cleric list, he receives a +10 circumstance bonus on any opposed Bluff check made when casting the spell.

False Channel: Starting at 2nd level, a Razmiran priest can channel positive energy to heal living creatures like a cleric, healing 1d6 points of damage, plus 1d6 points of damage for every two Razmiran priest levels after 2nd. He can use this ability a number of times per day equal to 3 + his Charisma modifier. The hit points healed by this ability are treated as temporary hit points, and last for 10 minutes per Razmiran priest level. These hit points do not stack with themselves (although they do stack with those from cure spells cast using the false ritual class feature). This ability does not count for the purposes of meeting any prerequisites that call for the ability to channel energy. This ability cannot be used to harm undead creatures.

Bonus Spells: At 3rd level, a Razmiran priest adds Bless to his spell list and spells known as a 1st-level spell.

At 5th level, a Razmiran priest adds Aid to his spell list and spells known as a 2nd-level spell.

At 7th level, a Razmiran priest adds Spiritual Weapon and Remove Disease to his spell list and spells known as 3rd-level spells.

At 9th level, a Razmiran priest adds Prayer to his spell list and spells known as a 4th-level spell.

At 11th level, a Razmiran priest adds Restoration to his spell list and spells known as a 5th-level spell.

At 13th level, a Razmiran priest adds Breath of Life to his spell list and spells known as a 6th-level spell.

At 15th level, a Razmiran priest adds Heal to his spell list and spells known as a 7th-level spell.

At 17th level, a Razmiran priest adds Greater Restoration to his spell list and spells known as an 8th-level spell.

At 19th level, a Razmiran priest adds Mass Heal and Miracle to his spell list and spells known as 9th-level spells.

Domain of Razmir: At 3rd level, a Razmiran priest may select one of the following domains: Charm, Evil, Law, or Trickery. A Razmiran priest may choose the Devil, Sovereignty, Deception, or Greed subdomains in place of its respective parent domain. A Razmiran priest gains the granted powers of that domain, using his class level as his cleric level and his Charisma modifier in place of his Wisdom modifier. He does not gain any domain spells from this domain.

At 13th level, a Razmiran priest may select a second domain from those listed above and may use the granted powers of that domain as well.

Master of Lies: At 9th level, a Razmiran priest adds half his class level to any Bluff check made as part of a lie or deception. In addition, whenever he is subject to a spell or special ability that can discern whether or not he is telling the truth, he is automatically aware of such magic. He is not immune to such spells or abilities, but he can choose to remain silent or avoid answering questions.

True Healing: At 15th level, whenever a Razmiran priest uses false channel or casts a cure spell, he can spend two spell slots or two uses of that ability to either convert the temporary hit points into actual healing or harm undead.

True Pretender: At 20th level, a Razmiran priest surpasses his master and gains true power. When determining what spell trigger and spell completion magic items he can use, he acts as though all cleric spells were on his spell list. This makes it so that he does not need to make a Use Magic Device skill check when using such items, but he must still make Bluff skill checks when using False Casting with such spells. In addition, he can use his own magic to power spell completion and spell trigger items that use divine spells. He expends a Razmiran priest spell slot that is at least 1 level higher than the level of the spell he’s trying to activate instead of expending a use or charge of the item. If the spell is on the Razmiran Priest spell list or the cleric spell list, the Razmiran priest automatically succeeds; otherwise, he must make a Use Magic Device check to activate the item, with failure wasting the spell slot.