Kellus
2008-03-16, 04:44 PM
The Heretic
http://www.wizards.com/dnd/images/completechampion_gallery/104710.jpg
A heretic considers her next move.
Heretics are scoundrels who live by their wits, take what they want, and grab what they can. These thieves steal divine power from the gods themselves, and usurp faith from worshippers to fuel them. Canny and clever, these knaves push the boundaries of the mortal and the divine beyond what most believe possible.
Adventures: Heretics can adventure for any number of reasons. Many are simply free-spirited, while others are actively pursuing the interests of a deity. Even without their divine influence, heretics are competent burglars and sneaks, and can often find work on that basis alone.
Alignment: Most heretics tend towards a chaotic alignment, as they base their abilities around usurping faith from others. However, lawful individuals exist who believe that they are pursuing a higher calling in exorcising false faith from the impious.
Religion: Although many heretics worship no specific deity (based simply on the nature of their abilities), some follow a god themselves. Gods of trickery and theft are the most likely to have a heretic among their worshippers. Such gods enjoy having followers who steal the divine power of other gods to further their own ends.
Background: A heretic can come from many backgrounds, but usually it has a touch of the divine. An orphan who grew up in a monastery, the child of a priestess, a sacrifice-gone-awry: these are all possible candidates of the path of the heretic.
Races: Halflings are the most common of the common races to enter this class, appreciating as they do the fine art of theft. Otherwise, humans and particularly impudent elves are also normal.
Other Classes: Most other classes, especially rogues, get along well with heretics. The exception, of course, is clerics and other fervent worshippers, who often see heretics as exactly what they are: thieving scoundrels that make a mockery of proper worship.
Role: Heretics can fill the niche normally reserved for a skillful character or a divine caster. They are not as strong in combat as a rogue with sneak attack, and they don’t get as powerful magic as a cleric. Yet by combining the two aspects of their nature, they are masters of improvisation and unpredictability who always seem to have the solution to the problem at hand.
Game Rule Information
Abilities: Heretics need a high Charisma to use their spellcasting and to increase the potency of their pseudo-divine abilities. Dexterity is often important for agile heretics who take the Weapon Finesse feat. Finally, a high Intelligence can make a heretic into a truly skillful character.
Alignment: Any.
Hit Die: d6.
Skill Points at 1st Level: (6 + Int) x 4.
Skill Points at Each Additional Level: 6 + Int.
Table: The Heretic
{table="head"]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th|6th|7th
1st|+0|+0|+2|+2|Drain divinity (1), divine vessel, trapfinding|3|—|—|—|—|—|—
2nd|+1|+0|+3|+3|Tricky faith|4|—|—|—|—|—|—
3rd|+2|+1|+3|+3|Drain divinity (2), evasion|5|3|—|—|—|—|—
4th|+3|+1|+4|+4|Faith healing|6|4|—|—|—|—|—
5th|+3|+1|+4|+4|Drain divinity (3), uncanny dodge|6|5|—|—|—|—|—
6th|+4|+2|+5|+5|Steal additional domain|6|5|3|—|—|—|—
7th|+5|+2|+5|+5|Drain divinity (4)|6|6|4|—|—|—|—
8th|+6/+1|+2|+6|+6|Divine channeling|6|6|5|—|—|—|—
9th|+6/+1|+3|+6|+6|Drain divinity (5)|6|6|5|3|—|—|—
10th|+7/+2|+3|+7|+7|Life’s mockery|6|6|6|4|—|—|—
11th|+8/+3|+3|+7|+7|Drain divinity (6)|6|6|6|5|—|—|—
12th|+9/+4|+4|+8|+8|Steal additional domain|6|6|6|5|3|—|—
13th|+9/+4|+4|+8|+8|Drain divinity (7)|6|6|6|6|4|—|—
14th|+10/+5|+4|+9|+9|Mettle of mind|6|6|6|6|5|—|—
15th|+11/+6/+1|+5|+9|+9|Drain divinity (8)|6|6|6|6|5|3|—
16th|+12/+7/+2|+5|+10|+10|Improvisation|6|6|6|6|6|4|—
17th|+12/+7/+2|+5|+10|+10|Drain divinity (9)|6|6|6|6|6|5|—
18th|+13/+8/+3|+6|+11|+11|Steal additional domain|6|6|6|6|6|6|3
19th|+14/+9/+4|+6|+11|+11|Drain divinity (10)|6|6|6|6|6|6|4
20th|+15/+10/+5|+6|+12|+12|Uncanny theology|6|6|6|6|6|6|6
[/table]
Class Skills: The heretic’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Class Features
All of the following are class features of the heretic class.
Weapon and Armour Proficiency: A heretic is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Heretics are proficient with light armor, but not with shields.
Spellcasting: A heretic casts divine spells, which are drawn from his spell list. Unlike a cleric, his alignment doesn’t restrict him from casting spells with a moral or ethical descriptor opposed to his own alignment.
A heretic casts his spells spontaneously, just like a sorcerer. At any time, he may cast a spell he knows so long as he has a spell slot of the appropriate level available to him. Unlike a sorcerer, however, a heretic must also expend divinity along with his spell slots. Whenever he casts a spell, a heretic must also expend a number of points of divinity equal to the spell level. If the heretic does not have enough points of divinity, he may not cast the spell.
Like other spellcasters, a heretic can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Heretic. In addition, he receives bonus spells per day if he has a high Charisma score.
A heretic can only cast a spell if his Charisma score is equal to at least 10 + the spell level. The saving throw against a spell cast by a heretic has a DC equal to 10 + the spell level + the heretic's Charisma modifier.
Heretics meditate or pray for their spells. Each heretic must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spell slots. Time spent resting has no effect on whether a heretic can prepare spells.
A heretic may change his spell list whenever he regains his spell slots for the day. He may select any three domains to steal from on that day, and the spells in those domains become his spell list. As a heretic never becomes able to cast 8th or 9th level spells, he does not add the 8th or 9th level spells from domains he steals onto his spell list. A heretic does not gain the granted power of a domain he steals.
For all intents and purposes of class features, a heretic only knows or is able to cast a spell while he has a domain which contains that spell stolen for any particular day. Thus, he may qualify for feats, prestige classes, or other such venues based on a particular spell known, but he temporarily loses access to the use of said feat or prestige class if he later fails to meet the requirements for it by failing to select a domain with the requisite spell. For more information on losing access to prestige classes, see page 16 of Complete Warrior.
If a heretic adds a spell to his heretic class spell list by dint of a feat or a class feature, that spell becomes always available to spontaneously cast, regardless of domain selection. A heretic must still pay divinity as normal to cast such a spell.
Divine Vessel (Su): A heretic has no innate divine power of his own, but he can steal faith from others to power his stolen abilities. A heretic can have a pool of divinity at any one time up to twice his class level. He does not lose this divinity once he acquires it, except through use of his class features or other such applications.
Drain Divinity (Su): Whenever a heretic succeeds on a melee attack against a target who is either flanked or denied their Dexterity bonus to AC against the attack, the target is drained of divinity. The heretic gains a number of points of divinity based on his level of achievement, as shown on Table: The Heretic.
A heretic may not deal nonlethal damage with this ability; he only gains points of divinity if he deals lethal damage with his strike. Likewise, if all of his damage is prevented with damage reduction, he doesn’t gain any divinity from it. If the target is capable of casting divine spells, a heretic gains 1 additional point of divinity with this ability.
In addition, if the target is able to cast divine spells, they lose a number of spell levels from their daily allotment of spells left to cast equal to the number of points of divinity the heretic drains from them. For example, a cleric drained of 4 points of divinity by a 7th level heretic loses 4 spell levels from his prepared spells remaining to cast that day. The target may choose which spell levels are lost. For instance, this cleric may choose to lose from memory a 1st and 3rd level spell, 4 1st level spells, 2 2nd level spells, or so on. If the target cannot evenly divide his spell levels remaining into the divinity stolen from him, he pays as closely as he can, and there is no further effect. The heretic still gains the normal number of points of divinity in such a case.
If the target prepares their spells spontaneously, they instead lose spell slots remaining to them. However, they may choose to ‘subtract’ spell levels from spell slots remaining to them instead of losing spell slots outright. For instance, a favored soul drained of 4 points of divinity may choose to convert a 6th level spell slot into a 2nd level spell slot.
If a heretic cannot gain the full number of points of divinity he drains, he only drains the number he needs to fill his divine vessel (see above). Thus, a divine spellcaster loses less spell levels from such an attack.
This ability has no effect on creatures that do not worship a god or ideal.
Trapfinding (Ex): A heretic can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Heretics can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A heretic who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Tricky Faith (Su): Beginning at 2nd level, a heretic can spend 1 point of divinity as a swift action to gain his Charisma modifier as an insight bonus to his AC and saving throws for 1 round. This ability only functions if the heretic is wearing light or no armour.
Evasion (Ex): At 3rd level and higher, a heretic can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the heretic is wearing light armour or no armour. A helpless heretic does not gain the benefit of evasion.
Faith Healing (Su): Beginning at 4th level, a heretic can spend divinity as a standard action to channel positive or negative energy into himself or someone he is touching.
If the heretic channels positive energy, the target heals hp equal to five times the amount of divinity expended. If undead, the target instead takes damage equal to this amount.
If the heretic channels negative energy, the target takes damage equal to five times the amount of divinity expended. If undead, the target instead heals hp equal to this amount.
If the ability will harm the target, the heretic must succeed on a touch attack to deliver the effect, and the target may attempt a Will saving throw (DC 10 + 1/2 the heretic’s class level + the heretic’s Charisma modifier). If successful, they only take half damage from this effect.
A heretic may only channel a certain amount of positive or negative energy each day, equal to twice his class level times his Charisma modifier. Both negative and positive energy expenditure counts towards this limit equally.
Uncanny Dodge (Ex): Starting at 5th level, a heretic can react to danger before his senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a heretic already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
Steal Additional Domain (Su): Beginning at 6th level, a heretic may select a fourth domain to spontaneously cast his spells from whenever he regains his spell slots. At 12th level, and again at 18th level, the heretic gains another additional domain.
Divine Channeling (Su): Beginning at 8th level, whenever a heretic successfully drains divinity from a target, he may forgo gaining points of divinity to immediately cast a touch spell. The spell must have a casting time of 1 standard action or shorter, and requires a spell slot and additional points of divinity as normal. Casting a spell in this way is part of the attack, and thus does not require an action.
Life’s Mockery (Su): Beginning at 10th level, a heretic can spend 2 points of divinity as a standard action to turn or rebuke undead. The heretic uses his heretic level as his effective cleric level to use this ability. A heretic can only use this ability once per day per point of Charisma modifier.
Note: Life’s Mockery allows a heretic to qualify for prestige classes and feats as if he had the turn or rebuke undead class feature of the cleric. If any feat or effect requires the expenditure of turn or rebuke attempts, a heretic may expend uses of life's mockery instead. Likewise, an item or similar effect which grants additional uses of turn or rebuke undead instead gives a heretic additional daily uses of life's mockery.
Mettle of Mind (Su): At 14th level and higher, a heretic can survive even mental assaults with great force of will. If he makes a successful Will saving throw against an attack that normally deals half damage or has a partial effect on a successful save, he instead takes no damage or effect. A helpless heretic does not gain the benefit of mettle of mind.
Improvisation: Beginning at 16th level, a heretic can grab the perfect spell for the situation. By expending a spell slot one level higher than the actual spell, he may cast any spell on the cleric spell list. Casting a spell in this way costs 3 more points of divinity than it would normally cost to cast the spell (based on the adjusted spell level). A heretic can use this ability once per day per point of Charisma modifier.
Uncanny Theology (Su): Beginning at 20th level, a heretic can spend 5 points of divinity as a swift action to gain access to the granted power of one of his stolen domains for 1 minute per class level. He may only use this ability on each of his stolen domains once per day.
Note: If a domain granted power creates a new class skill for the heretic, he may make skill checks using that skill as if he had maximum ranks in the skill for the duration of the effect based on his level. He may not use this ability to qualify for prestige classes or feats that require skill ranks.
On the Heretic and Prestige Classes: If a heretic enters a prestige class that advances divine spellcasting, he also stacks these additional caster levels with his divine vessel class feature to determine how much divinity he can hold.
General Feats
Daring Godthief
You’re a swashbuckling, faith-robbing, good-for-nothing scoundrel.
Prerequisites: Drain divinity (2), grace +1
Benefit: Your heretic and swashbuckler levels stack to determine the amount of divinity you can hold, as well as the divinity you steal with a successful strike. In addition, these levels also stack to determine the bonus you receive from your Grace class feature and the AC bonus you receive from the dodge class feature.
Devoted Godthief
You steal the faith of the unrighteous to smite the wicked.
Prerequisites: Drain divinity (2), smite evil
Benefit: If you have levels in paladin and heretic, those levels stack for determining the amount of divinity you can hold, the strength of your smite attacks, and the divinity you steal with a successful strike. In addition, you may spend 5 points of divinity to gain an additional use of smite evil.
Luck of the Gods [Luck]
Your stolen faith empowers your uncanny fortune.
Prerequisites: Any two luck feats, drain divinity
Benefit: You may spend 5 point of divinity as a swift action to gain a luck reroll. You may use this ability once per day per point of Charisma modifier.
You gain one luck reroll.
Epic Feats
Improved Drain Divinity [Epic]
Your attacks steal even more fath from their targets.
Prerequisites: Drain divinity (10)
Benefit: The amount of divinity drained by your attacks increases by 1.
Special: You may select this feat additional times. It’s effects stack.
Steal Additional Domain [Epic]
You can trick even more power out of the gods.
Prerequisites: Drain divinity (10)
Benefit: Every day, you may select one additional domain to access for your heretic spells.
Special: You may select this feat additional times. Each time, you may select another additional domain each day.
The Epic Heretic
Hit Die: d6.
Skill Points at Each Additional Level: 6 + Int modifier.
Divine Vessel: The amount of divinity you can hold is equal to twice your class level, as normal.
Drain Divinity (Su): The epic heretic’s drain divinity ability increases by 1 point every 4 levels above 20th.
Spellcasting: The epic heretic’s number of spells per day does not increase after 20th level, nor can he steal additional domains (unless he takes the Steal Additional Domain epic feat).
Bonus Feats: The epic heretic gains a bonus feat (selected from the list of epic heretic bonus feats every three levels after 20th.
Epic Heretic Bonus Feat List: Additional Magic Item Space, Blinding Speed, Dexterous Fortitude, Dexterous Will, Energy Resistance, Epic Dodge, Epic Endurance, Epic Leadership, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Spell Penetration, Epic Trapfinding, Exceptional Deflection, Extended Life Span, Great Charisma, Great Dexterity, Improved Combat Casting, Improved Combat Reflexes, Improved Drain Divinity, Improved Metamagic, Improved Spell Capacity, Infinite Deflection, Steal Additional Domain, Negative Energy Burst, Penetrate Damage Reduction, Planar Turning, Polyglot, Positive Energy Aura, Reflect Arrows, Self-Concealment, Spectral Strike, Superior Initiative, Undead Mastery.
Table: The Epic Heretic
{table=head]Heretic Level|Special
21st|–
22nd|–
23rd|Bonus feat
24th|Drain divinity (11)
25th|–
26th|Bonus feat
27th|–
28th|Drain divinity (12)
29th|Bonus feat
30th|–[/table]
http://www.wizards.com/dnd/images/completechampion_gallery/104710.jpg
A heretic considers her next move.
Heretics are scoundrels who live by their wits, take what they want, and grab what they can. These thieves steal divine power from the gods themselves, and usurp faith from worshippers to fuel them. Canny and clever, these knaves push the boundaries of the mortal and the divine beyond what most believe possible.
Adventures: Heretics can adventure for any number of reasons. Many are simply free-spirited, while others are actively pursuing the interests of a deity. Even without their divine influence, heretics are competent burglars and sneaks, and can often find work on that basis alone.
Alignment: Most heretics tend towards a chaotic alignment, as they base their abilities around usurping faith from others. However, lawful individuals exist who believe that they are pursuing a higher calling in exorcising false faith from the impious.
Religion: Although many heretics worship no specific deity (based simply on the nature of their abilities), some follow a god themselves. Gods of trickery and theft are the most likely to have a heretic among their worshippers. Such gods enjoy having followers who steal the divine power of other gods to further their own ends.
Background: A heretic can come from many backgrounds, but usually it has a touch of the divine. An orphan who grew up in a monastery, the child of a priestess, a sacrifice-gone-awry: these are all possible candidates of the path of the heretic.
Races: Halflings are the most common of the common races to enter this class, appreciating as they do the fine art of theft. Otherwise, humans and particularly impudent elves are also normal.
Other Classes: Most other classes, especially rogues, get along well with heretics. The exception, of course, is clerics and other fervent worshippers, who often see heretics as exactly what they are: thieving scoundrels that make a mockery of proper worship.
Role: Heretics can fill the niche normally reserved for a skillful character or a divine caster. They are not as strong in combat as a rogue with sneak attack, and they don’t get as powerful magic as a cleric. Yet by combining the two aspects of their nature, they are masters of improvisation and unpredictability who always seem to have the solution to the problem at hand.
Game Rule Information
Abilities: Heretics need a high Charisma to use their spellcasting and to increase the potency of their pseudo-divine abilities. Dexterity is often important for agile heretics who take the Weapon Finesse feat. Finally, a high Intelligence can make a heretic into a truly skillful character.
Alignment: Any.
Hit Die: d6.
Skill Points at 1st Level: (6 + Int) x 4.
Skill Points at Each Additional Level: 6 + Int.
Table: The Heretic
{table="head"]Level|BAB|Fort|Ref|Will|Special |1st|2nd|3rd|4th|5th|6th|7th
1st|+0|+0|+2|+2|Drain divinity (1), divine vessel, trapfinding|3|—|—|—|—|—|—
2nd|+1|+0|+3|+3|Tricky faith|4|—|—|—|—|—|—
3rd|+2|+1|+3|+3|Drain divinity (2), evasion|5|3|—|—|—|—|—
4th|+3|+1|+4|+4|Faith healing|6|4|—|—|—|—|—
5th|+3|+1|+4|+4|Drain divinity (3), uncanny dodge|6|5|—|—|—|—|—
6th|+4|+2|+5|+5|Steal additional domain|6|5|3|—|—|—|—
7th|+5|+2|+5|+5|Drain divinity (4)|6|6|4|—|—|—|—
8th|+6/+1|+2|+6|+6|Divine channeling|6|6|5|—|—|—|—
9th|+6/+1|+3|+6|+6|Drain divinity (5)|6|6|5|3|—|—|—
10th|+7/+2|+3|+7|+7|Life’s mockery|6|6|6|4|—|—|—
11th|+8/+3|+3|+7|+7|Drain divinity (6)|6|6|6|5|—|—|—
12th|+9/+4|+4|+8|+8|Steal additional domain|6|6|6|5|3|—|—
13th|+9/+4|+4|+8|+8|Drain divinity (7)|6|6|6|6|4|—|—
14th|+10/+5|+4|+9|+9|Mettle of mind|6|6|6|6|5|—|—
15th|+11/+6/+1|+5|+9|+9|Drain divinity (8)|6|6|6|6|5|3|—
16th|+12/+7/+2|+5|+10|+10|Improvisation|6|6|6|6|6|4|—
17th|+12/+7/+2|+5|+10|+10|Drain divinity (9)|6|6|6|6|6|5|—
18th|+13/+8/+3|+6|+11|+11|Steal additional domain|6|6|6|6|6|6|3
19th|+14/+9/+4|+6|+11|+11|Drain divinity (10)|6|6|6|6|6|6|4
20th|+15/+10/+5|+6|+12|+12|Uncanny theology|6|6|6|6|6|6|6
[/table]
Class Skills: The heretic’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Class Features
All of the following are class features of the heretic class.
Weapon and Armour Proficiency: A heretic is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Heretics are proficient with light armor, but not with shields.
Spellcasting: A heretic casts divine spells, which are drawn from his spell list. Unlike a cleric, his alignment doesn’t restrict him from casting spells with a moral or ethical descriptor opposed to his own alignment.
A heretic casts his spells spontaneously, just like a sorcerer. At any time, he may cast a spell he knows so long as he has a spell slot of the appropriate level available to him. Unlike a sorcerer, however, a heretic must also expend divinity along with his spell slots. Whenever he casts a spell, a heretic must also expend a number of points of divinity equal to the spell level. If the heretic does not have enough points of divinity, he may not cast the spell.
Like other spellcasters, a heretic can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Heretic. In addition, he receives bonus spells per day if he has a high Charisma score.
A heretic can only cast a spell if his Charisma score is equal to at least 10 + the spell level. The saving throw against a spell cast by a heretic has a DC equal to 10 + the spell level + the heretic's Charisma modifier.
Heretics meditate or pray for their spells. Each heretic must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spell slots. Time spent resting has no effect on whether a heretic can prepare spells.
A heretic may change his spell list whenever he regains his spell slots for the day. He may select any three domains to steal from on that day, and the spells in those domains become his spell list. As a heretic never becomes able to cast 8th or 9th level spells, he does not add the 8th or 9th level spells from domains he steals onto his spell list. A heretic does not gain the granted power of a domain he steals.
For all intents and purposes of class features, a heretic only knows or is able to cast a spell while he has a domain which contains that spell stolen for any particular day. Thus, he may qualify for feats, prestige classes, or other such venues based on a particular spell known, but he temporarily loses access to the use of said feat or prestige class if he later fails to meet the requirements for it by failing to select a domain with the requisite spell. For more information on losing access to prestige classes, see page 16 of Complete Warrior.
If a heretic adds a spell to his heretic class spell list by dint of a feat or a class feature, that spell becomes always available to spontaneously cast, regardless of domain selection. A heretic must still pay divinity as normal to cast such a spell.
Divine Vessel (Su): A heretic has no innate divine power of his own, but he can steal faith from others to power his stolen abilities. A heretic can have a pool of divinity at any one time up to twice his class level. He does not lose this divinity once he acquires it, except through use of his class features or other such applications.
Drain Divinity (Su): Whenever a heretic succeeds on a melee attack against a target who is either flanked or denied their Dexterity bonus to AC against the attack, the target is drained of divinity. The heretic gains a number of points of divinity based on his level of achievement, as shown on Table: The Heretic.
A heretic may not deal nonlethal damage with this ability; he only gains points of divinity if he deals lethal damage with his strike. Likewise, if all of his damage is prevented with damage reduction, he doesn’t gain any divinity from it. If the target is capable of casting divine spells, a heretic gains 1 additional point of divinity with this ability.
In addition, if the target is able to cast divine spells, they lose a number of spell levels from their daily allotment of spells left to cast equal to the number of points of divinity the heretic drains from them. For example, a cleric drained of 4 points of divinity by a 7th level heretic loses 4 spell levels from his prepared spells remaining to cast that day. The target may choose which spell levels are lost. For instance, this cleric may choose to lose from memory a 1st and 3rd level spell, 4 1st level spells, 2 2nd level spells, or so on. If the target cannot evenly divide his spell levels remaining into the divinity stolen from him, he pays as closely as he can, and there is no further effect. The heretic still gains the normal number of points of divinity in such a case.
If the target prepares their spells spontaneously, they instead lose spell slots remaining to them. However, they may choose to ‘subtract’ spell levels from spell slots remaining to them instead of losing spell slots outright. For instance, a favored soul drained of 4 points of divinity may choose to convert a 6th level spell slot into a 2nd level spell slot.
If a heretic cannot gain the full number of points of divinity he drains, he only drains the number he needs to fill his divine vessel (see above). Thus, a divine spellcaster loses less spell levels from such an attack.
This ability has no effect on creatures that do not worship a god or ideal.
Trapfinding (Ex): A heretic can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Heretics can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A heretic who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Tricky Faith (Su): Beginning at 2nd level, a heretic can spend 1 point of divinity as a swift action to gain his Charisma modifier as an insight bonus to his AC and saving throws for 1 round. This ability only functions if the heretic is wearing light or no armour.
Evasion (Ex): At 3rd level and higher, a heretic can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the heretic is wearing light armour or no armour. A helpless heretic does not gain the benefit of evasion.
Faith Healing (Su): Beginning at 4th level, a heretic can spend divinity as a standard action to channel positive or negative energy into himself or someone he is touching.
If the heretic channels positive energy, the target heals hp equal to five times the amount of divinity expended. If undead, the target instead takes damage equal to this amount.
If the heretic channels negative energy, the target takes damage equal to five times the amount of divinity expended. If undead, the target instead heals hp equal to this amount.
If the ability will harm the target, the heretic must succeed on a touch attack to deliver the effect, and the target may attempt a Will saving throw (DC 10 + 1/2 the heretic’s class level + the heretic’s Charisma modifier). If successful, they only take half damage from this effect.
A heretic may only channel a certain amount of positive or negative energy each day, equal to twice his class level times his Charisma modifier. Both negative and positive energy expenditure counts towards this limit equally.
Uncanny Dodge (Ex): Starting at 5th level, a heretic can react to danger before his senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a heretic already has uncanny dodge from a different class he automatically gains improved uncanny dodge instead.
Steal Additional Domain (Su): Beginning at 6th level, a heretic may select a fourth domain to spontaneously cast his spells from whenever he regains his spell slots. At 12th level, and again at 18th level, the heretic gains another additional domain.
Divine Channeling (Su): Beginning at 8th level, whenever a heretic successfully drains divinity from a target, he may forgo gaining points of divinity to immediately cast a touch spell. The spell must have a casting time of 1 standard action or shorter, and requires a spell slot and additional points of divinity as normal. Casting a spell in this way is part of the attack, and thus does not require an action.
Life’s Mockery (Su): Beginning at 10th level, a heretic can spend 2 points of divinity as a standard action to turn or rebuke undead. The heretic uses his heretic level as his effective cleric level to use this ability. A heretic can only use this ability once per day per point of Charisma modifier.
Note: Life’s Mockery allows a heretic to qualify for prestige classes and feats as if he had the turn or rebuke undead class feature of the cleric. If any feat or effect requires the expenditure of turn or rebuke attempts, a heretic may expend uses of life's mockery instead. Likewise, an item or similar effect which grants additional uses of turn or rebuke undead instead gives a heretic additional daily uses of life's mockery.
Mettle of Mind (Su): At 14th level and higher, a heretic can survive even mental assaults with great force of will. If he makes a successful Will saving throw against an attack that normally deals half damage or has a partial effect on a successful save, he instead takes no damage or effect. A helpless heretic does not gain the benefit of mettle of mind.
Improvisation: Beginning at 16th level, a heretic can grab the perfect spell for the situation. By expending a spell slot one level higher than the actual spell, he may cast any spell on the cleric spell list. Casting a spell in this way costs 3 more points of divinity than it would normally cost to cast the spell (based on the adjusted spell level). A heretic can use this ability once per day per point of Charisma modifier.
Uncanny Theology (Su): Beginning at 20th level, a heretic can spend 5 points of divinity as a swift action to gain access to the granted power of one of his stolen domains for 1 minute per class level. He may only use this ability on each of his stolen domains once per day.
Note: If a domain granted power creates a new class skill for the heretic, he may make skill checks using that skill as if he had maximum ranks in the skill for the duration of the effect based on his level. He may not use this ability to qualify for prestige classes or feats that require skill ranks.
On the Heretic and Prestige Classes: If a heretic enters a prestige class that advances divine spellcasting, he also stacks these additional caster levels with his divine vessel class feature to determine how much divinity he can hold.
General Feats
Daring Godthief
You’re a swashbuckling, faith-robbing, good-for-nothing scoundrel.
Prerequisites: Drain divinity (2), grace +1
Benefit: Your heretic and swashbuckler levels stack to determine the amount of divinity you can hold, as well as the divinity you steal with a successful strike. In addition, these levels also stack to determine the bonus you receive from your Grace class feature and the AC bonus you receive from the dodge class feature.
Devoted Godthief
You steal the faith of the unrighteous to smite the wicked.
Prerequisites: Drain divinity (2), smite evil
Benefit: If you have levels in paladin and heretic, those levels stack for determining the amount of divinity you can hold, the strength of your smite attacks, and the divinity you steal with a successful strike. In addition, you may spend 5 points of divinity to gain an additional use of smite evil.
Luck of the Gods [Luck]
Your stolen faith empowers your uncanny fortune.
Prerequisites: Any two luck feats, drain divinity
Benefit: You may spend 5 point of divinity as a swift action to gain a luck reroll. You may use this ability once per day per point of Charisma modifier.
You gain one luck reroll.
Epic Feats
Improved Drain Divinity [Epic]
Your attacks steal even more fath from their targets.
Prerequisites: Drain divinity (10)
Benefit: The amount of divinity drained by your attacks increases by 1.
Special: You may select this feat additional times. It’s effects stack.
Steal Additional Domain [Epic]
You can trick even more power out of the gods.
Prerequisites: Drain divinity (10)
Benefit: Every day, you may select one additional domain to access for your heretic spells.
Special: You may select this feat additional times. Each time, you may select another additional domain each day.
The Epic Heretic
Hit Die: d6.
Skill Points at Each Additional Level: 6 + Int modifier.
Divine Vessel: The amount of divinity you can hold is equal to twice your class level, as normal.
Drain Divinity (Su): The epic heretic’s drain divinity ability increases by 1 point every 4 levels above 20th.
Spellcasting: The epic heretic’s number of spells per day does not increase after 20th level, nor can he steal additional domains (unless he takes the Steal Additional Domain epic feat).
Bonus Feats: The epic heretic gains a bonus feat (selected from the list of epic heretic bonus feats every three levels after 20th.
Epic Heretic Bonus Feat List: Additional Magic Item Space, Blinding Speed, Dexterous Fortitude, Dexterous Will, Energy Resistance, Epic Dodge, Epic Endurance, Epic Leadership, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Skill Focus, Epic Speed, Epic Spell Penetration, Epic Trapfinding, Exceptional Deflection, Extended Life Span, Great Charisma, Great Dexterity, Improved Combat Casting, Improved Combat Reflexes, Improved Drain Divinity, Improved Metamagic, Improved Spell Capacity, Infinite Deflection, Steal Additional Domain, Negative Energy Burst, Penetrate Damage Reduction, Planar Turning, Polyglot, Positive Energy Aura, Reflect Arrows, Self-Concealment, Spectral Strike, Superior Initiative, Undead Mastery.
Table: The Epic Heretic
{table=head]Heretic Level|Special
21st|–
22nd|–
23rd|Bonus feat
24th|Drain divinity (11)
25th|–
26th|Bonus feat
27th|–
28th|Drain divinity (12)
29th|Bonus feat
30th|–[/table]