Metastachydium
2022-03-21, 07:01 AM
No, it's a real word. Seriously. Look it up or something if you don't believe me! Simply put, it means 'a monk who's also a priest', which is fitting, since my aim here was to create something like the monk, but divorced from the wuxia tradition and casting divine spells as someone in the church should.
And lo behold:
♣
Hieromonk
Alignment: Any lawful.
Hit Die: d8.
Class Skills
The hieromonk’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (history, religion, the planes) (Int), Sense Motive (Wis), Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Hieromonk
Level
BAB
Fort
Ref
Will
Special
Vested Touch
0
1st
2nd
3rd
4th
5th
6th
1st
+0
+0
+2
+2
Divine shroud, spells, vested touch
1d6
1
0
–
–
–
–
–
2nd
+1
+0
+3
+3
Mettle
1d6
2
1
–
–
–
–
–
3rd
+2
+1
+3
+3
–
1d6
3
2
–
–
–
–
–
4th
+3
+1
+4
+4
–
1d6
3
3
0
–
–
–
–
5th
+3
+1
+4
+4
Guided strike, lay on hands
1d8
3
3
1
–
–
–
–
6th
+4
+2
+5
+5
Stunning touch
1d8
3
3
2
–
–
–
–
7th
+5
+2
+5
+5
–
1d8
3
3
3
0
–
–
–
8th
+6/+1
+2
+6
+6
–
1d8
3
3
3
1
–
–
–
9th
+6/+1
+3
+6
+6
Divine grace, providential armour
1d10
3
3
3
2
–
–
–
10th
+7/+2
+3
+7
+7
Greater mettle
1d10
3
3
3
3
0
–
–
11th
+8/+3
+3
+7
+7
–
1d10
3
3
3
3
1
–
–
12th
+9/+4
+4
+8
+8
–
1d10
3
3
3
3
2
–
–
13th
+9/+4
+4
+8
+8
–
1d12
3
3
3
3
3
0
–
14th
+10/+5
+4
+9
+9
Divine screen
1d12
3
3
3
3
3
1
–
15th
+11/+6/+1
+5
+9
+9
Rally the faithful
1d12
3
3
3
3
3
2
–
16th
+12/+7/+2
+5
+10
+10
–
1d12
3
3
3
3
3
3
0
17th
+12/+7/+2
+5
+10
+10
–
2d8
3
3
3
3
3
3
1
18th
+13/+8/+3
+6
+11
+11
–
2d8
3
3
3
3
3
3
2
19th
+14/+9/+4
+6
+11
+11
Vested soul
2d8
3
3
3
3
3
3
3
20th
+15/+10/+5
+6
+12
+12
Exaltation
2d8
3
3
3
3
3
3
3
Class Features
All of the following are class features of the hieromonk.
Weapon and Armor Proficiency: Hieromonks are proficient with unarmed strikes, the dagger, light mace, light crossbow, quarterstaff, flail, short sword, longsword and ranseur. Hieromonks are not proficient with any armour or shields.
Divine Shroud (Su)
When unarmored and unencumbered, the hieromonk adds his Wisdom bonus (if any) to his AC. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he wears any armor, when she carries a shield, or when he carries a medium or heavy load.
Spells
A hieromonk casts divine spells which are drawn from the cleric spell list. Like a cleric, a hieromonk must choose and prepare his spells in advance. Unlike a cleric, a hieromonk cannot spontaneously cast cure or inflict spells.
To prepare or cast a spell, a hieromonk must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hieromonk's spell is 10 + the spell level + the hieromonk’s Wisdom modifier.
Hieromonks, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration. Each hieromonk must choose a time each day at which he must spend an hour in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a hieromonk can prepare spells.
Like other spellcasters, a hieromonk can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Hieromonk. In addition, he receives bonus spells per day if he has a high Wisdom score.
When Table: The Hieromonk indicates that the hieromonk gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
Vested Touch (Su)
At level 1, the hieromonk gains a melee touch attack, dealing the amount of damage indicated in Table: The Hieromonk. A hieromonk applies can apply one point half of his Wisdom modifier (rather than his Strength modifier) to this damage.
Evasion (Ex)
At 2nd level or higher if a hieromonk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a hieromonk is wearing light armor or no armor. A helpless hieromonk does not gain the benefit of evasion.
Mettle (Ex)
The hieromonk's special blessing allows him to shrug off magical effects that would otherwise damage or harm him. If a hieromonk of at least 2nd level makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, he suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.
Guided Strike (Su)
Starting at 5th level, a hieromonk can add half his Wisdom modifier (rounded down) to attack rolls.
Lay on Hands (Su)
Beginning at 5th level, a hieromonk with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his hieromonk level × his Charisma bonus. A hieromonk may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action.
Stunning Touch (Su)
At level 6, a hieromonk gains to ability to apply the benefit of the Stunning Fist feat to his Vested Touch attacks. He must declare that he is using this ability before he makes his attack roll (thus, a failed attack roll ruins the attempt). A hieromonk may attempt a stunning attack a number of times per day equal to his hieromonk level, plus one more time per day for every four levels he has in classes other than hieromonk.
Divine Grace (Su)
At 9th level, a hieromonk gains a bonus equal to his Wisdom modifier on all saving throws.
Deflect Arrows
A 9th level hieromonk gains Deflect Arrows as a bonus feat, even if he does not meet the prerequisites.
Providential Armour (Su)
Once per round, a hieromonk of at least 9th level can call on his god to shield him from harm as an immediate action, gaining DR 10/– against a single ranged weapon attack that would have otherwise hit him.
Greater Mettle (Ex)
At 10th level, a hieromonk’s mettle ability improves. Henceforth, even when he fails a Fortitude or Will save, he only suffers the reduced effect of a harmful spell.
Improved Evasion (Ex)
At 10th level, a hieromonk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless hieromonk does not gain the benefit of improved evasion.
Divine Screen (Su)
At level 14 or higher, a hieromonk automatically confers an AC bonus equal to half his Charisma Wisdom modifier to all allies within 20 feet of him.
Rally the Faithful (Su)
Starting at 15th level, a hieromonk can utter a brief religious slogan as a free action; all allies that can hear him gain a bonus to all saves equal to the hieromonk's Charisma modifier. This effect persists for 1 round per 5 hieromonk levels. Each day, a hieromonk can use this ability a number of times equal to his Wisdom modifer.
Vested Soul (Su)
At 19th level, a hieromonk gains spell resistance equal to his current hieromonk level + 15. In order to affect the hieromonk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the hieromonk’s spell resistance.
Exaltation
A 20th level hieromonk is forevermore treated as an outsider with the lawful subtype for the purpose of spells and magical effects whenever it is beneficial to him. In addition, he gains DR 10/chaotic, and he can survive indefinitely without food, water, sleep and air without suffering any ill effect.
And lo behold:
♣
Hieromonk
Alignment: Any lawful.
Hit Die: d8.
Class Skills
The hieromonk’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Intimidate (Cha), Knowledge (history, religion, the planes) (Int), Sense Motive (Wis), Spellcraft (Int).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table: The Hieromonk
Level
BAB
Fort
Ref
Will
Special
Vested Touch
0
1st
2nd
3rd
4th
5th
6th
1st
+0
+0
+2
+2
Divine shroud, spells, vested touch
1d6
1
0
–
–
–
–
–
2nd
+1
+0
+3
+3
Mettle
1d6
2
1
–
–
–
–
–
3rd
+2
+1
+3
+3
–
1d6
3
2
–
–
–
–
–
4th
+3
+1
+4
+4
–
1d6
3
3
0
–
–
–
–
5th
+3
+1
+4
+4
Guided strike, lay on hands
1d8
3
3
1
–
–
–
–
6th
+4
+2
+5
+5
Stunning touch
1d8
3
3
2
–
–
–
–
7th
+5
+2
+5
+5
–
1d8
3
3
3
0
–
–
–
8th
+6/+1
+2
+6
+6
–
1d8
3
3
3
1
–
–
–
9th
+6/+1
+3
+6
+6
Divine grace, providential armour
1d10
3
3
3
2
–
–
–
10th
+7/+2
+3
+7
+7
Greater mettle
1d10
3
3
3
3
0
–
–
11th
+8/+3
+3
+7
+7
–
1d10
3
3
3
3
1
–
–
12th
+9/+4
+4
+8
+8
–
1d10
3
3
3
3
2
–
–
13th
+9/+4
+4
+8
+8
–
1d12
3
3
3
3
3
0
–
14th
+10/+5
+4
+9
+9
Divine screen
1d12
3
3
3
3
3
1
–
15th
+11/+6/+1
+5
+9
+9
Rally the faithful
1d12
3
3
3
3
3
2
–
16th
+12/+7/+2
+5
+10
+10
–
1d12
3
3
3
3
3
3
0
17th
+12/+7/+2
+5
+10
+10
–
2d8
3
3
3
3
3
3
1
18th
+13/+8/+3
+6
+11
+11
–
2d8
3
3
3
3
3
3
2
19th
+14/+9/+4
+6
+11
+11
Vested soul
2d8
3
3
3
3
3
3
3
20th
+15/+10/+5
+6
+12
+12
Exaltation
2d8
3
3
3
3
3
3
3
Class Features
All of the following are class features of the hieromonk.
Weapon and Armor Proficiency: Hieromonks are proficient with unarmed strikes, the dagger, light mace, light crossbow, quarterstaff, flail, short sword, longsword and ranseur. Hieromonks are not proficient with any armour or shields.
Divine Shroud (Su)
When unarmored and unencumbered, the hieromonk adds his Wisdom bonus (if any) to his AC. These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he wears any armor, when she carries a shield, or when he carries a medium or heavy load.
Spells
A hieromonk casts divine spells which are drawn from the cleric spell list. Like a cleric, a hieromonk must choose and prepare his spells in advance. Unlike a cleric, a hieromonk cannot spontaneously cast cure or inflict spells.
To prepare or cast a spell, a hieromonk must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a hieromonk's spell is 10 + the spell level + the hieromonk’s Wisdom modifier.
Hieromonks, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration. Each hieromonk must choose a time each day at which he must spend an hour in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a hieromonk can prepare spells.
Like other spellcasters, a hieromonk can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Hieromonk. In addition, he receives bonus spells per day if he has a high Wisdom score.
When Table: The Hieromonk indicates that the hieromonk gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
Vested Touch (Su)
At level 1, the hieromonk gains a melee touch attack, dealing the amount of damage indicated in Table: The Hieromonk. A hieromonk applies can apply one point half of his Wisdom modifier (rather than his Strength modifier) to this damage.
Evasion (Ex)
At 2nd level or higher if a hieromonk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a hieromonk is wearing light armor or no armor. A helpless hieromonk does not gain the benefit of evasion.
Mettle (Ex)
The hieromonk's special blessing allows him to shrug off magical effects that would otherwise damage or harm him. If a hieromonk of at least 2nd level makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, he suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.
Guided Strike (Su)
Starting at 5th level, a hieromonk can add half his Wisdom modifier (rounded down) to attack rolls.
Lay on Hands (Su)
Beginning at 5th level, a hieromonk with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his hieromonk level × his Charisma bonus. A hieromonk may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action.
Stunning Touch (Su)
At level 6, a hieromonk gains to ability to apply the benefit of the Stunning Fist feat to his Vested Touch attacks. He must declare that he is using this ability before he makes his attack roll (thus, a failed attack roll ruins the attempt). A hieromonk may attempt a stunning attack a number of times per day equal to his hieromonk level, plus one more time per day for every four levels he has in classes other than hieromonk.
Divine Grace (Su)
At 9th level, a hieromonk gains a bonus equal to his Wisdom modifier on all saving throws.
Deflect Arrows
A 9th level hieromonk gains Deflect Arrows as a bonus feat, even if he does not meet the prerequisites.
Providential Armour (Su)
Once per round, a hieromonk of at least 9th level can call on his god to shield him from harm as an immediate action, gaining DR 10/– against a single ranged weapon attack that would have otherwise hit him.
Greater Mettle (Ex)
At 10th level, a hieromonk’s mettle ability improves. Henceforth, even when he fails a Fortitude or Will save, he only suffers the reduced effect of a harmful spell.
Improved Evasion (Ex)
At 10th level, a hieromonk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless hieromonk does not gain the benefit of improved evasion.
Divine Screen (Su)
At level 14 or higher, a hieromonk automatically confers an AC bonus equal to half his Charisma Wisdom modifier to all allies within 20 feet of him.
Rally the Faithful (Su)
Starting at 15th level, a hieromonk can utter a brief religious slogan as a free action; all allies that can hear him gain a bonus to all saves equal to the hieromonk's Charisma modifier. This effect persists for 1 round per 5 hieromonk levels. Each day, a hieromonk can use this ability a number of times equal to his Wisdom modifer.
Vested Soul (Su)
At 19th level, a hieromonk gains spell resistance equal to his current hieromonk level + 15. In order to affect the hieromonk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the hieromonk’s spell resistance.
Exaltation
A 20th level hieromonk is forevermore treated as an outsider with the lawful subtype for the purpose of spells and magical effects whenever it is beneficial to him. In addition, he gains DR 10/chaotic, and he can survive indefinitely without food, water, sleep and air without suffering any ill effect.