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Thread: The Nightmare Priest
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- Sep 2012
The Nightmare Priest
This is my entry for the 26th round of the Giant In The Playground Pathfinder Grab Bag Competition (PGBC), the Nightmare Priest. The theme was deities and divine power, and I got second place, which is likely higher than I deserved. But the mechanics, fluff, and flavor of the class are all solid as far as I can tell, and I thought it would be a worthy endeavor to make a thread for the class and all the derivative materials I've made for its benefit.
☠ _Nightmare Priest_ ☠
~ Image used with permission of its creator, me.
"Wretched whispers with claws to scratch.
Weeping, wailing, the nightmares hatch."
~ Nursery rhyme etched into the wall of the Croatoan Manor
The rhyme is believed to be the work of Sir Kendrick Croatoan, the last heir of the once-proud house and a renowned serial killer.
Sir Kendrick is widely regarded as a madman, and after his execution he personified something of a haunt or boogeyman in local culture.
Beyond the material plane there lie an incalculable number of other planes and realms teeming with life and energy that material mortals cannot comprehend. With the advent of magic, mortals began to form innumerable bonds with such extraplanar forms, in an effort to comprehend the cosmos and multiverse. Most took these extraordinary powers as a force to be worshiped and adored, and thus the gods were forged. Others sought to mold the energies they found into new shapes and purposes, and thus arose the art of arcane conjuration.
But a surprising number did not seek such communion with the unknown. Instead, they find themselves the object of study and manipulation by exterior forces. Sometimes this begins in adulthood, or after the acquisition of some planar-relevant trinket. Often, it begins in childhood, as haunting whispers and indescribable murmurs. Some are fortunate to attract the attention of benevolent forces, who require nothing of them that they cannot spare. But a great deal are tormented by spirits much darker, and are allowed no escape or reprieve. Plagued and possessed by these powerful energies, many mortals crack and fall apart into useless husks no longer reminiscent of humanity. But a rare few embrace the confusion and darkness that others fear, and form an unholy union with the nightmarish powers that commune with them.
They survive, even thrive, in the maddening fear of the unknown, and come to view this fear as a holy state, much like others view devout prayer or intense meditation. It is their sacred, profane duty to share the dark message with all they encounter, and spread the gospel of terror to the furthest reaches of the world.
Role: With extensive control over fear and terror, the Nightmare Priest is an expert in the fields of crowd control and debuffing, keeping his opponents weakened and unable to fight effectively.
Alignment: Nightmare Priests must be Evil. Though they are capable of performing good acts, the power that flows through them compels them to violence and oppression and causes them to react to magic as though they were Evil.
A Nightmare Priest that becomes Good loses all class abilities.
To qualify to become Nightmare Priest, a character must fulfill all of the following criteria.Skills: Intimidate 5 ranks; Knowledge (planes or religion) 5 ranks.
Spells: Able to cast 1st level divine spells, including cause fear and remove fear.
Special: Aura of Cowardice class feature.
Hit Die: d6
The Nightmare Priest's class skills (and the key ability for each skill) are Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: (6 + Int modifier)
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day 1st+0+0+0+1 Unholy vigor, vile inheritance – 2nd+1+1+1+1 Unnatural presence +1 level of existing divine spellcasting class 3rd+2+1+1+2 Improved aura of cowardice (–5/+5) – 4th+3+1+1+2 Horror reserve +1 level of existing divine spellcasting class 5th+3+2+2+3 Vile inheritance, aura of cowardice (–6/+6) – 6th+4+2+2+3 Torment the soul +1 level of existing divine spellcasting class 7th+5+2+2+4 Aura of cowardice (–7/+7) – 8th+6+3+3+4 Baleful suffering +1 level of existing divine spellcasting class 9th+6+3+3+5 Vile inheritance, aura of cowardice (–8/+8) – 10th+7+3+3+5 Profane paragon, mass hysteria +1 level of existing divine spellcasting class
All of the following are class features of the Nightmare Priest (commonly referred to as a "Priest" from here on).
Weapon and Armor Proficiencies: A Nightmare Priest gains no new weapon or armor proficiencies.
Unholy Vigor (Ex): A Nightmare Priest is empowered by his faith, fear, and the terror of others, and able to survive for great lengths of time when he would otherwise be defeated. He uses his Charisma, rather than his Constitution, to determine his additional health per hit die and his bonus to fortitude saves. Additionally, a Priest with a Constitution score of 0 is not dead, but is instead unconscious as though his Strength were 0.
At level 3, the Priest gains a morale bonus on Fortitude saves, melee attacks, and melee damage rolls equal to 1/2 his class level while he is suffering from a fear effect.
At level 5, the Priest gains intimidating prowess as a bonus feat. Additionally, he gains a morale bonus to Strength equal to the number of other creatures within his aura of cowardice that are suffering from a fear effect.
At level 7, the Priest gains the ferocity special quality while he or another creature within his aura of cowardice is suffering from a fear effect.
At level 9, the Priest gains fast healing equal to the number of creatures within his aura of cowardice (including himself, if applicable) who are suffering from a fear effect at the end of his turn.
Vile Inheritance (Su): A Nightmare Priest is constantly harassed and harried by disturbing thoughts, images, and messages from some source of dark power. When he finally learns to accept this dark message and embraces his destiny to spread the dark word as far as inhumanly possible, the power flowing through him manifests in new abilities similar to those possessed by a sorcerer. As his familiarity with nightmarish forces improves, he also becomes more and more resistant to the deep depths of fear to which he exposes his enemies.
The Priest chooses one of the following sorcerer bloodlines, and gains powers and abilities from it as though he were a sorcerer: Aberrant, Abyssal, Accursed, Daemon, Infernal, Oni, Shadow, or Undead. He may also choose wildblooded variants of these bloodlines, if desired. If he has a sorcerer bloodline from another class, he must choose a different bloodline than the one he already possesses.
At first level, the Priest gains the bloodline arcana from his chosen bloodline, using his levels in this class rather than sorcerer levels to determine the effectiveness of the arcana, if necessary. He also gains immunity to the cowering condition.
At 5th level, the Priest gains the first power granted by his chosen bloodline. He uses his levels in this class as his effective sorcerer level to determine the effectiveness of this power. He may use this power any number of times per day, though each use (or round of use) requires that he spend 1 point from his horror reserve; if he does not possess enough points, he cannot use that power until he gains more. His familiarity with fear also grants him immunity to the panicked condition.
At 9th level, the Priest gains the second power granted by his chosen bloodline. He uses his levels in this class as his effective sorcerer level to determine the effectiveness of this power. He also gains immunity to the frightened condition.
Spoiler: Bloodlines and powers copied for reference
AberrantBloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.Bloodline PowersAcidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.Warped Aberrant
Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.Spoiler: Wildblood variationsBloodline Arcana: Whenever you cast a spell of the polymorph subschool, one target of your choice may receive one random effect from Table: Warped Polymorph Benefits (see below). This bonus lasts as long as the polymorph effect on the target.
This ability replaces the Aberrant Bloodline Arcana.
Warp Touch (Sp): Starting at 1st level, you create brief, disorienting changes in a creature’s physical form. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
This bloodline power replaces acidic ray.
Table: Warped Polymorph Benefits
d12 Name Effect 1 Double-Jointed +2 on Escape Artist checks 2 Webbed Digits +2 on Swim checks 3 Iron Grip +2 on Climb checks and to CMD against disarm maneuvers 4 Bug Eyes +2 on Perception checks 5 Camouflage +2 on Stealth checks 6 Tough Hide +1 natural armor bonus 7 Hardy +1 on Fortitude saving throws 8 Lively +1 on Reflex saving throws 9 Astute +1 on Will saves 10 Quick +5 ft. movement rate 11 Vicious +1 on melee attack rolls 12 Eagle Eyes +1 on ranged attack rolls
AbyssalBloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.Bloodline PowersClaws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.Brutal Abyssal
Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.
Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.Spoiler: Wildblood variationsBloodline Arcana: Whenever you cast a spell that deals hit point damage, one target of your choice affected by the spell takes 2 additional hit points of damage. This ability has no effect on spells that do not deal hit point damage (such as ability score damage).
This ability replaces the Abyssal Bloodline Arcana.
Wings of the Abyss (Su): At 9th level, you can sprout leathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1-minute increments.
This bloodline power replaces strength of the abyss.
AccursedBloodline Arcana: You count as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of another sorcerer with this bloodline or a witch with the coven hex, you can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round.Bloodline PowersHorrific Visage (Su): At 1st level, you can draw upon your hag ancestor to cause one target to perceive you as having a horrifying appearance. As a standard action, you can force one target within 30 feet to make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be shaken for 1 round for every 2 sorcerer levels you possess (minimum 1 round). This is a mind-affecting, fear-based ability. This fear does not stack with other fear effects. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Wretched Endurance (Ex): At 3rd level, you gain a +2 bonus on all saving throws against charm, cold, fear, fire, and sleep effects. And 9th level, these bonuses increase to +4.
Dread Gaze (Su): At 9th level, you gain a form of the green hag’s evil eye power. As a standard action, you may fix your gaze on any one creature within 60 feet. The target must make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be staggered for 1 round for every 2 sorcerer levels you possess. You may use this ability once per day at 9th level. At 17th level, you can use this ability twice per day. At 20th level, you may use this ability three times per day.
DaemonBloodline Arcana: Whenever you cast a spell that kills one or more living creatures with an Intelligence score of 3 or higher, the caster level of any spell you cast in the next round increases by +1 for each creature your first spell killed. This ability does not stack with other effects that increase your effective caster level, and you cannot gain a bonus greater than 1/2 your Charisma modifier (minimum 1). The second spell you cast must be of an equal or lower level than the first one.Bloodline PowersWasting Ray (Sp): At 1st level, as a standard action, you can impose either starvation or thirst upon a living creature you can see within 30 feet. This requires the creature to make a Constitution check each round (DC 10 + 1 for each previous check) to avoid taking 1d6 points of nonlethal damage. The creature must continue to make these checks until, as a full-round action, it quenches its thirst or sates its hunger (see starvation and thirst). You can use this ability a number of times per day equal to 3 + your Charisma modifier, but can only apply it once every 24 hours to any given creature. Creatures that do not need to eat are immune to this effect.
Daemonic Resistances (Ex): At 3rd level, you gain resist acid 5 and a +2 bonus on saving throws made against poison and death effects. At 9th level, your resistance to acid increases to 10 and your bonus on saving throws against poison and death effects increases to +4.
Age Out (Su): At 9th level, you gain the ability to instantly recover from most harmful effects by temporarily aging yourself decades in a matter of moments. As a standard action, you can shift your effective age to the next highest aging step (for example, from adulthood to middle age). Each time you do this, any debilitating condition or effect currently affecting you that initially allowed a Will or Fortitude saving throw immediately ends. When you age yourself in this way, you take the normal penalties associated with growing older but gain none of the benefits. You cannot use this power to age beyond venerable, recover hit point damage, or remove effects that did not or do not allow a Will or Fortitude saving throw to negate. You return to your actual age 24 hours after the last time you used this ability, and all penalties to ability scores as a result of advanced age are then removed.
InfernalBloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.Bloodline PowersCorrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.Pit-Touched Infernal
Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.
Hellfire (Sp): At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.Spoiler: Wildblood variationsBloodline Arcana: Whenever you cast a spell, you gain a bonus on Intimidate checks equal to the spell’s level for 1 round.
This ability replaces the Infernal Bloodline Arcana.
Tough as Hell (Ex): At 9th level, you gain a +2 inherent bonus to your Constitution. This bonus increases to +4 at 13th level, and to +6 at 17th level.
This bloodline power replaces hellfire.
OniBloodline Arcana: Whenever you cast a spell of the charm or compulsion subschool, you gain a bonus on Bluff, Diplomacy, and Intimidate skill checks equal to the level of the spell for 1d4 rounds.Bloodline PowersTouch of Agony (Sp): At 1st level, you can make a melee touch attack as a standard action that wracks a living creature with agonizing pain. The target takes 1d4 points of nonlethal damage each round for a number of rounds equal to 1/2 your sorcerer level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Altered Form (Sp): At 3rd level, you gain the ability to change shape (as the spell alter self) for a number of minutes per day equal to your sorcerer level. These rounds need not be consecutive. At 17th level, the duration of this effect is no longer limited, and you may remain in your chosen form as long as you want.
Windborne (Sp): At 9th level, you can turn gaseous (as the spell gaseous form) for a number of rounds per day equal to your sorcerer level. These rounds need not be consecutive. At 11th level and every two levels thereafter, your speed while gaseous increases by +10 feet, to a maximum speed of 60 feet at 19th level.
ShadowBloodline Arcana: Whenever you cast a spell with the [darkness] descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell’s level for 1d4 rounds.Bloodline PowersShadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.Umbral Shadow
Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.
Shadow Well (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.Spoiler: Wildblood variationsBloodline Arcana: Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1.
This ability replaces the Shadow Bloodline Arcana.
Cloak of Shadows (Sp): At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (minimum +1 bonus for 1 round). You may use this ability a number of times per day equal to 3 + your Charisma modifier.
This bloodline power replaces shadowstrike.
UndeadBloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.Bloodline PowersGrave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.Sanguine Undead
Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.
Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.Spoiler: Wildblood variationsBloodline Arcana: Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1.
This ability replaces the Undead Bloodline Arcana.
The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you’d had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
This bloodline power replaces grave touch.
Unnatural Presence (Su): Beginning at 2nd level, the Nightmare Priest's aura becomes particularly upsetting to animals. His aura of cowardice also functions as an unnatural aura, as the monster ability. Animals will not willingly approach the Priest unless their master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check.
Improved Aura of Cowardice (Su): Beginning at 3rd level, the Nightmare Priest begins to increase the reach and potency of his debilitating aura. The range of his aura of cowardice increases to 5 feet per level, to a maximum of 50 feet at 10th level, and the penalty to saves against fear increases to –5. Additionally, he gains a +5 bonus on Intimidate checks against any creature within his aura.
At 5th level, and every two levels thereafter, the penalty to saves increases by –1, and the bonus to Intimidate checks increases by +1, to a maximum of –8 and +8 at 9th level.
Horror Reserve (Su): Beginning at 4th level, the Nightmare Priest gains a horror reserve, a collection of thought, fears, and nightmares collected from the minds of suffering victims. This collection functions as a pool of energy that he can spend to augment his spells or use his abilities. The horror reserve has a number of points equal to 3 + his Charisma modifier, and it refreshes once per day when he prepares his spells. Other abilities and effects may add points back into this pool throughout the day, though any points gained in excess of this amount are lost.
By spending 1 point from his horror reserve as a swift action, the Priest can increase his effective caster level for his next [fear] spell by 1 or increase the save DC of his next [fear] spell by 2. Regardless of the benefit he chooses, the effect lasts only until the end of his turn.
He may spend 1 point from his horror reserve to cast cause fear as a spell-like ability. He may use this ability against any creature with less hit dice than his own. Additionally, if he successfully uses the remove fear spell to suppress a fear effect or counter another creature's [fear] spell, the Priest adds one point to his horror reserve. This effect can occur no more than once per casting of this spell, regardless of the number of creatures affected.
Beginning at 7th level, the Priest salvages the final, terrified thoughts of his victims. He adds one point to his horror reserve when a creature suffering from a fear effect dies or is destroyed while within his aura of cowardice. He may also use the Intimidate skill to demoralize creatures already suffering from fear effects. To do so, he must spend 1 point from his horror reserve when he makes the check, and the difficulty to do so is 25 + the victim's hit dice + the victim's Wisdom modifier. If the check succeeds, that creature's fear is increased by 1 step as follows: from shaken to frightened, or from frightened or panicked to cowering. This increases only the severity of the fear effect, not the duration, and this increased fear effect lasts only for 1 round, plus 1 round for every 5 points by which he beats the DC. If he uses an ability to demoralize multiple creatures, he makes only one check and compares it to the difficulty of each creature independently.
Torment the Soul (Su): Beginning at 6th level, the Nightmare Priest's understanding of the essence of fear deep within the world allow him to inspire terror in nearly any creature, regardless of understanding and logic. His fear effects and spells with the [fear] descriptor are no longer considered emotion or mind-affecting effects when used against creatures within his aura of cowardice, and thus may be used on constructs, undead, and other mindless victims.
Baleful Suffering (Su): At 8th level, the Nightmare Priest's connection to omnipotent, terrifying forces manifests as physical and mental anguish when he imposes fear upon his enemies. When he causes a creature to begin suffering from a fear effect as a result of his spells or abilities (excluding Intimidate checks), the victim also begins to suffer the following effects until it recovers. First, the creature begins bleeding from the eyes, ears, and nose, becoming sickened and taking 1 point of bleed damage every round. The victim is also fatigued for the first 1d4 rounds of the fear effect.
If the creature ceases to be shaken, frightened, panicked, or cowering for any reason, these additional conditions immediately end.
Profane Paragon: At 10th level, the Nightmare Priest learns to indulge in the deep chasms of fear to channel unholy power into his attacks. By spending 1 point from his horror reserve as a move action, he causes himself to become shaken for a number of rounds equal to his Charisma modifier. During this time, he gains the benefits of the dastardly finish and dreadful carnage feats, even if he does not meet the prerequisites, and his weapons gain the cruel and ominous special abilities.
Mass Hysteria (Su): At 10th level, the Nightmare Priest spreads terror like a plague. Opponents that become panicked or begin cowering while within his aura of cowardice gain an aura of hysteria (as the fear spell) with a range of 30 feet for as long as they remain cowering, frightened, or panicked. The DC to resist this aura is 10 + 1/2 the Priest's hit dice + his Charisma modifier, and the panic condition lasts for a number of rounds equal to the Priest's caster level. They activate this aura as a free action whenever they move within range of a creature, or when a creature approaches them. Creatures possessing an aura of hysteria treat all creatures as enemies, and will flee or cower from their former allies appropriately.
Any creature that fails its save against an aura of hysteria gains a weaker version of the aura, with a range of 30 feet and a DC 5 lower than the aura that affected them. There is no limit to the number of creatures that can be affected by these auras.
Creatures that succeed their save against an aura of hysteria remain susceptible to further auras, though they are immune to all auras of hysteria with a DC equal to or less than the one they resisted for 1 day. When a creature suffering from an aura of hysteria recovers (either with outside help or by outlasting the duration of the panic effect) they become immune to all auras of hysteria for 1 day.
Allies of the Nightmare Priest are immune to all auras of hysteria, though as an immediate action the Nightmare Priest may remove this immunity or grant it to any creature within his line of sight.
Last edited by gr8artist; 2014-09-24 at 02:10 PM.
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- Sep 2012
Re: The Nightmare PriestAdditional Resources
The following class customizations directly relate to the Nightmare Priest, by giving the related class access to the features necessary to enter.
- Terror is an Oracle mystery that encompasses nightmares, madness, and cruelty. An Oracle with this mystery can qualify for the Nightmare Priest without multiclassing.
- Dread Champion is an Antipaladin archetype which crusades not for evil's own sake, but for his own needs and sanity. An Antipaladin with this archetype can qualify for the Nightmare Priest without multiclassing.
- Cultist Conjurer is a Summoner archetype that specializes in summoning fiends and channeling vile energy. A Summoner with this archetype gains the aura of cowardice requirement of the Nightmare Priest.
Spoiler: Terror mysteryTerror
Class Skills: An oracle with the terror mystery adds Intimidate to his list of class skills.
Bonus Spells: cause fear (2nd), haunting mists (4th), vision of hell (6th), fear (8th), nightmare (10), symbol of fear (12th), eyebite (14th), prediction of failure (16th), weird (18th)
An oracle with the terror mystery may choose from the following revelations.
Aura of Cowardice (Su): You radiate an aura of cowardice, as an antipaladin, with a range of 10 feet. Enemies within this aura take a –4 penalty on saving throws against fear effects, and enemies that are normally immune to fear lose that immunity while within 10 feet of you. This ability functions only while you remain conscious, not while you are unconscious or dead.
You must be at least 3rd level to select this revelation.
Baleful Gaze (Su): You gain a gaze attack with a range of 30 feet. Creatures that meet your gaze must succeed a Will save or become shaken for 1 round. As a free action on your turn, you may choose to suppress your baleful gaze for 1 round. The duration of the effect increases by 1 round at 3rd level and every 8 levels thereafter, to a maximum of 4 rounds at 19th level. This is a mind-affecting, fear effect.
Desperation (Su): At the start of your turn, if you are confused, dazed, fascinated, staggered, or stunned as a result of a mind-affecting effect, you may choose to immediately end that condition and instead become shaken for a number of rounds equal to twice the remaining duration of the effect that ended. You may not use this ability if you are immune to fear effects or already suffering from a fear effect.
Eternal Suffering (Su): As a full-round action, you can open your mind to the echoes of suffering long forgotten, and glean an empathic understanding of a location's history. Using this ability requires a DC 15 Knowledge (planes) check or a DC 20 Sense Motive check to succeed. If successful, you gain a +5 insight bonus on Intimidate and Knowledge (history) checks pertaining to that location for 1 day. If the area in which you use this ability has traditionally been a place of peace, healing, or learning, this bonus is reduced to +2. If the area is a site of torture, death, or sacrifice, then this bonus may be increased to as much as +10, and the DCs for your fear effects are increased by +2 while within that location. The DM is the final arbiter of a location's viability and history.
Regardless of your success or failure, you may use this ability only once per day. At 11th level, you may use this ability twice per day, and three times per day at 19th level.
Imaginary Execution (Sp): As a standard action, you can wrack the mind of a subject within 60 feet with pain and nightmarish visions so strong that it is rendered nearly helpless by the agony. For a number of rounds equal to your Charisma modifier, the defending creature takes 1d6 points of nonlethal damage and is staggered. Each round, at the beginning of its turn, the defending creature may attempt a Fortitude or Will save to halve this damage and suppress the staggered condition for 1 round. The defending creature may choose which type of save it wishes to make each round. This is a mind-affecting ability.
You may use this ability once per day at 7th level, and one additional time each day at every 4 levels thereafter, to a maximum of 4 times per day at 19th level. You must be at least 7th level before selecting this revelation.
Imposing Warrior: You gain a bonus feat you qualify for from the following list. Cornugon smash, dazzling display, enforcer, fearsome finish, gory finish, intimidating prowess, skill focus (Intimidate), shatter defenses, power attack, or weapon focus. At 3rd level, and every 8 levels thereafter, you gain another feat from this list for which you meet the prerequisites, to a maximum of four bonus feats at 19th level.
Phantasmal Slayer (Sp): You may assume the form of a phantasmal killer, designating one creature within medium range (100 ft + 10 ft/lvl) as the target of your deadly attack. Your appearance immediately transforms into the most terrifying creature the target can imagine, though it gets a Will save to disbelieve this effect. If it fails, you become invisible (as per the spell) to all creatures other than the target for 1 round per level, or until you touch the defending creature. While invisible, you gain a melee touch attack that kills the designated creature if he fails a Fortitude save, and still deals 3d6 damage if he succeeds. This is an emotion, mind-affecting, fear effect.
You can use this ability once per day at 15th level, and twice per day at 19th level. You must be at least 15th level to select this revelation.
Sanity Devourer (Su): Driving others into the realm of madness and fear revitalizes you and bolsters your confidence. Once per round, when an opposing creature fails a save against a fear, emotion, or mind-affecting effect you caused, you may immediately heal 1d4 points of damage and may make a new Fortitude or Will save against any ongoing condition (such as confused, staggered, or frightened) you are suffering. This save is at the same DC as the original effect, and has no effect against abilities or causes that did not allow a Fortitude or Will save, or against afflictions like poison and disease. If your save succeeds, that condition ends.
At 11th level, you get a +2 morale bonus on attack rolls for 1 round when you use this ability, and the healing increases to 1d6. At 19th level, the attack bonus increases to +4 and the healing increases to 2d4.
Savage Mauler (Su): Select one type of natural weapon you possess, such as claws or a tail slap. A number of times per day equal to 1/2 your level (minimum once per day), when you hit a creature with that weapon, you may choose to deal additional damage equal to your Charisma modifier. This extra damage is negative energy, and the defending creature may attempt a Will save to reduce this bonus damage by half. This damage is multiplied on a critical hit, and is doubled against opponents who are blind, cowering, dazed, disabled, dying, fascinated, helpless, nauseated, or stunned.
If you have no other natural attacks, these benefits apply to your unarmed strikes and grapple damage.
Soul Crusher (Ex): Your spells and abilities are so overwhelmingly oppressive that they rob your opponents of hope, courage, and determination. When you cause an opponent to become confused, cowering, dazed, fascinated, frightened, nauseated, panicked, shaken, sickened, staggered, or stunned as a result of a mind-affecting effect, that creature loses all current and future morale and insight bonuses they possess for the duration of that condition. When the condition expires, the defending creature must make a Will save or continue to be deprived of all morale and insight bonuses for an additional 1d4+1 rounds.
Bonuses lost in this way are merely suppressed; if the penalty duration expires before the bonus expires, then that bonus resumes as this ability wears off. Morale bonuses gained from rage-themed effects (such as a Barbarian's rage or the rage spell) are not affected by this ability.
Upon reaching 20th level, you become an avatar of hysteria and panic to all who provoke your wrath. Whenever you cause an opponent to become shaken or frightened, you may choose to make them panicked instead. You become immune to fear and confusion and cannot be intimidated. When you cause an opponent to suffer from a fear effect, they become nauseated for 1d4 rounds and sickened for the duration of the fear effect.
Once per day, you may double the duration of a spell with the fear descriptor as if using the extend spell metamagic feat. This does not increase the spell's level or casting time, nor does it stack with the benefits of that feat.
Spoiler: Dread Champion archetypeDread Champion
Modified Class: Antipaladin
Dread Champions represent antiheroes and innocent souls forced into a life of wickedness by evil's power. Usually tormented from a very young age with visions, occult knowledge, curses and strange powers, the Dread Champion's only solace comes when he imparts his suffering on others. The evil power within him keeps him always on the outer fringe of society, despite any desires he may possess to help others.
Class Skills: The Dread Champion adds Knowledge (Planes) to his list of class skills, though he loses Sense Motive.
The following are class features of the Dread Champion.
Unholy Challenge (Ex): Once per day, a Dread Champion can challenge a foe to combat. As a swift action, the Dread Champion chooses one target within sight to challenge. The Dread Champion adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his unholy challenge. Challenging a foe requires much of the Dread Champion's concentration. The Dread Champion takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
Beginning at 3rd level, the Dread Champion can apply one cruelty he knows to the target of his unholy challenge, as though he'd just affected them with his touch of corruption ability. The target creature may still attempt a Fortitude save to negate the effects of the cruelty.
The Dread Champion can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. The challenge remains in effect until the target is dead or unconscious or until the combat ends.
This replaces the smite good and detect good abilities.
Suffering (Su): The Dread Champion is constantly tormented by planar spirits, demons, or aberrant thoughts. Beginning at 3rd level, as long as he has at least one remaining use of touch of corruption, the Dread Champion is either fatigued, shaken, or sickened. This effect is identical to the cruelty he chooses at 3rd level, and is suppressed for a number of rounds equal to his antipaladin level whenever he successfully affects another creature with that cruelty. This occurs whether he used the cruelty with touch of corruption or unholy challenge.
At 5th level, the Dread Champion adds invigorate, remove fear, and remove sickness to his class spell list as 1st level spells.
At 9th level, he adds surmount affliction to his class spell list as a 2nd level spell.
This replaces the plague bringer ability.
Channel Negative Energy (Su): The Dread Champion's effective cleric level is equal to half his antipaladin level, rounded down.
At 11th level, creatures that take damage when he channels energy must succeed a fortitude save or become afflicted by 1 of his cruelties. Using this ability costs an additional use of touch of corruption, and all affected creatures are subject to the same cruelty.
This otherwise functions as an antipaladin's channel negative energy.
This modifies channel negative energy and replaces aura of vengeance.
Bonus Spells: Beginning at 4th level, the Dread Champion adds a small list of spells to his class spell list. The specific spells he gains are based on the source of the evil power that flows through him. He chooses a sorcerer bloodline, and adds that bloodline's bonus spells to his class spell list as soon as he is able to cast spells of that level. He may choose from the following bloodlines: Aberrant, Abyssal, Accursed, Daemon, Infernal, Oni, Shadow, or Undead.
This is an addition to the antipaladin's normal spellcasting.
Spoiler: Bonus spells by bloodlineSpells in gray text are already on the Antipaladin spell list.
Aberrant: enlarge person (4th), see invisibility (7th), tongues (10th), black tentacles (13th)
Abyssal: cause fear (4th), bull's strength (7th), rage (10th), stoneskin (13th)
Accursed: ray of enfeeblement (4th), touch of idiocy (7th), ray of exhaustion (10th), bestow curse (13th)
Daemon: ray of enfeeblement (4th), touch of idiocy (7th), vampiric touch (10th), contagion (13th)
Infernal: protection from good (4th), scorching ray (7th), suggestion (10th), charm monster (13th)
Oni: ray of enfeeblement (4th), invisibility (7th), fly (10th), charm monster (13th)
Shadow: ray of enfeeblement (4th), darkvision (7th), deeper darkness (10th), shadow conjuration (13th)
Undead: chill touch (4th), false life (7th), vampiric touch (10th), animate dead (13th)
Fiendish Boon (Sp): This functions as the antipaladin's fiendish boon ability, except as noted here.
If he takes the first type of bond, he gains a few additional properties which he can add to his weapon.
- He adds bane, called, conductive, corrosive, ghost-touch, grayflame, menacing, and thundering to the list of +1 weapon properties he is able to impart to his weapon.
- He adds corrosive burst, furyborn, and igniting to the list of +2 weapon properties.
- He may add the dancing property to his weapon in exchange for a +4 bonus.
If he takes the second type of bond, he gains a weaker companion than normal.
- His ability initially functions as summon monster II, rather than III, though the duration and other perks are unchanged.
- The level of the summon monster spell increases by 1 at 7th level and every 2 levels thereafter, to a maximum of summon monster IX at 19th level.
Aura of Torment (Su): Beginning at 17th level, the Dread Champion exudes an aura of suffering, pain, fear, and madness that makes all harm and danger more potent. The Dread Champion gains DR 5/good, and any enemies within 10 feet of the Dread Champion must roll twice on all saving throws, using the lower result to determine success or failure. This ability functions only while the Dread Champion is conscious, not if he is unconscious or dead.
This replaces aura of depravity.
Omen of Dread (Su): At 20th level, the Dread Champion's DR increases to 10/good, and the victims of his unholy challenge have weakened defenses and difficulty healing. Creatures the Dread Champion targets with his unholy challenge cannot heal naturally or benefit from regeneration or fast healing for the duration of the challenge. If the target creature has damage reduction or spell resistance, those values are reduced by 5 for the duration of the unholy challenge. Additionally, whenever he damages a creature with touch of corruption or channel energy, the damage is increased by 50% as though empowered.
This replaces unholy champion.
Code of Conduct
A Dread Champion is allowed a little more freedom in his alignment and actions. He must commune with the source of his dark powers for 1 hour every day, and he must devote 1 day a week to one of the following vices: violence, addiction, greed and gluttony, cruelty and pain, or madness and terror. On this day he may perform no good deed, he may not cast spells or use items with the [good] descriptor, and he must spend at least 8 hours doing nothing other than indulging himself and the evil within him.
Communing with the source of his powers is an evil act, but aside from it and the day of dark revelry, he may perform whatever actions he desires. Dread Champions often spend most of their week attempting to atone for their actions on the day of revelry, or they seclude themselves in a way that they can do no harm. Others simply view their communion and revelry as a price for their powers, and they take no precautions for the benefit of others.
Regardless of his philosophy or actions, the source that grants him his powers causes him to maintain an evil alignment, though he need not be specifically chaotic evil. A Dread Champion who forgoes communion for 1 day becomes shaken, fatigued, and sickened after 8 hours. He cannot cure or remove these conditions until he performs communion, though he is unaffected by any of these conditions to which he is immune. A Dread Champion who forgoes his weekly day of dark revelry loses all class features (other than weapon and armor proficiency) at the start of the next day and he becomes permanently shaken, nauseated, and exhausted during this time. He does not regain those class features or remove those conditions until he engages in a day of dark revelry to the best of his extent.
This replaces the antipaladin's normal code of conduct and restrictions on associates.
Table: Class features changed or replaced by this archetype
Smite good Cruelty Class skills Weapon and armor Aura of evil Code of conduct Detect good 1 4 7 10 13 16 19 Unholy resilience Touch of corruption Aura of cowardice Plague bringer 3 6 9 12 15 18 Channel negative energy Spells Fiendish boon Aura of despair Aura of vengeance Aura of sin Aura of depravity Unholy Champion C X X X X X X X X X X C C C X X X
Spoiler: Cultist Conjurer archetypeCultist Conjurer
Modified Class: The cultist conjurer is an archetype of the summoner class available to chaotic, evil, and neutral creatures.
A cultist conjurer rarely fits in or meshes well with most of society. His connection with fiendish and chaotic outsiders makes him a pariah in all but the most tolerant cultures. For this reason, the conjurers often gather together into cults or sects, from which they get their title. They magnify their power through teamwork and rituals and form bonds with demons and abominations rather than the standard magical eidolons.
Class skills: The cultist conjurer adds Knowledge (Religion) to his list of class skills.
The following are class features of the cultist conjurer.
Aura (Ex): A cultist conjurer has a particularly powerful aura corresponding to his horror's alignment. This otherwise functions as the cleric ability of the same name. The horror possesses an identical aura, as well.
Horror: A cultist conjurer begins play with the ability to summon a horror, or powerful but dangerous outsider. This functions in many ways as an eidolon, though with the following differences. At first level, the cultist conjurer selects one of the following subtypes of outsider to summon as his horror: daemon, demodand, demon, devil, div, kyton, or qlippoth. His horror has all traits of the chosen subtype, other than the ability to summon additional creatures, in addition to any evolutions it gains through increased levels.
His horror functions as an eidolon in every way, including hit dice, statistics, base forms, and evolutions, except as noted here. The horror gains an aura identical to the one possessed by the cultist conjurer, and the mental link they share allows communication between planes. The horror often uses this communication to plant evil or reckless thoughts in the mind of his master. The horror does not gain evasion or improved evasion as he gains hit dice.
This modifies the eidolon ability.
Channel Energy (Su): A cultist conjurer can channel energy, as a cleric of the same level, beginning at first level. This functions as the cleric ability of the same name, though he must channel negative energy as though he worshiped an evil deity.
This replaces summon monster I–IX and Gate.
Alignment Channel: The cultist conjurer gets alignment channel as a bonus feat at first level, though he must choose an alignment which allows him to heal his horror.
This replaces life link.
Ritual Magic (Ex): The cultist conjurer is adept at gaining power through elaborate rituals and the assistance of other cultists. Beginning at 2nd level, when the cultist casts a spell from the summoner spell list, he may choose to do so as a 1-minute ritual, rather than the normal casting time of that spell. Spells with a longer casting time than 1-minute are performed as a ritual with the same casting time as the normal spell.
Any spellcasting ally with the minimum charisma score necessary to cast the ritual spell (10 + the spell's level) may assist the cultist in his ritual. Assisting in this way requires the same level of attention and focus that casting a spell does; if the assisting allies are subjected to any effect that could interrupt the casting of a spell, they must succeed at a concentration check to continue assisting the cultist.
At the end of the casting time, each ally who spent at least 10 rounds of uninterrupted assistance may attempt a single caster level check, with a DC equal to 10 + double the spell's level. Each ally that succeeds on the caster level check increases the cultist's effective caster level for that spell by 1.
A spell of the summoning or calling subschools cast via ritual magic has a duration of "1 minute per caster level", unless its original duration would be longer. This duration can be subject to modification by metamagic, such as the extend spell metamagic feat.
This ability replaces bond senses.
Aura of Cowardice (Su): At 4th level, the cultist conjurer's evil nature unnerves and weakens the will of his foes. He begins to emanate an aura of cowardice as the antipaladin ability of the same name, with a radius of 10 feet. Enemies within this aura take a –4 penalty on saving throws against fear effects, and enemies that are normally immune to fear lose that immunity while within 10 feet of the cultist. This ability functions only while the cultist is conscious, not while he is unconscious or dead.
While the cultist is within his horror's reach, the range of his aura of cowardice increases by an additional 10 feet.
This replaces shield ally.
Infernal Blast (Su): Beginning at 8th level, whenever the cultist conjurer summons his horror (whether from another plane or with his maker's call ability) he may spend 1 use of channel energy to create a 20 foot burst of otherworldly power centered on the horror's location. This burst does the same amount of damage he deals when channeling energy, though half of it is negative energy and half is elemental. This elemental damage must be of a type associated with the horror's home plane, or one to which the horror is immune. A successful reflex save reduces this damage by half, though the cultist and the horror are immune to it.
This replaces transposition.
Aura of Dread (Su): At 12th level, the evil power that weaves its way through the mind of the cultist conjurer manifests as a 30 foot aura that causes enemies to become overcome with fear and impending doom. Enemies that enter the aura, as well as those within range when it is activated must succeed a Will save (DC 10 + 1/2 the cultist's level + the cultist's Charisma modifier) or suffer its effects. Failure causes the creature to become shaken for as long as it remains in the aura, and for 1d4 rounds thereafter. A creature that succeeds its save against this aura becomes immune to it for 24 hours.
While the cultist is within his horror's reach, creatures that fail their saves against this aura become frightened, rather than shaken.
The cultist may suppress or resume his aura as a swift action, and he may use this aura for a number of rounds each day equal to his level + his Charisma modifier.
This replaces greater shield ally.
Channel Smite (Su): At 14th level, the cultist conjurer gains channel smite as a bonus feat. Additionally, he may spend a full-round action and one use of his channel energy ability to impart one use of channel smite to his horror. The horror must expend this use before the end of its next turn or this ability is wasted. The horror's channel smite deals the same amount of damage as the cultist's channel energy, but the save to reduce its damage is based on the horror's hit dice and Constitution modifier.
This replaces life bond.
Table: Class features changed or replaced by this archetype
Summon Monster Class skills Weapon & armor Spells Cantrips Eidolon Life link I II III IV V VI VII VIII IX Gate Bond senses Shield ally Maker's call Transposition Aspect Greater shield ally Life bond Merge forms Greater aspect Twin eidolon C C X X X X X X X X X X X X X X X X
Recaiden made me this lovely Nightmare Priest avatar, but I have no use for it now, so I'll leave it here.
Last edited by gr8artist; 2014-11-11 at 10:51 PM.
- Join Date
- Sep 2012
Re: The Nightmare PriestSupplementary Material
The following curse, archetype, and feats are not directly involved with the Nightmare Priest, but they work well with its mechanics and make interesting choices for a dark, priestly character.
- Ominous is an Oracle curse, which fills the caster with dread but gives him insight into his enemies' fates.
- The Weary Soul is an Antipaladin archetype for Samsarans and other reincarnated heroes that have given up on humanity and seek to eradicate evil by whatever means necessary.
- Crusader's Blade allows paladins and antipaladins to channel their touch attacks through a weapon. It requires Ability Focus for the ability in question, which may necessitate a houserule but isn't too much of a stretch.
- Word of Harming allows antipaladins to inflict damage from their touch of corruption at a distance, with only a word and gesture.
- Reward of Suffering allows the antipaladin to heal when he harms another creature with his touch of corruption.
- Hellfire Grasp is a feat for Tieflings that allows them to deal fire damage with their touch of corruption.
Spoiler: Ominous curseOminous
You have been tormented your whole life with visions of pain and suffering yet to come, and ghostly whispers of evil intent. While you have learned to cope with these nightmarish revelations, others find them quite dreadful and unsettling.
Once per day, usually while you are sleeping, you suffer a terrible vision, as if you were the victim of a nightmare spell, though all damage the vision deals is nonlethal. The DC to resist the vision's effect is 10 + your hit dice + 5 per age category you have attained beyond adulthood (+5 at middle age, +10 at old age, and +15 at venerable age). Whenever a creature succeeds a Will save against a fear effect, you may speak an ill omen to that creature as an immediate action to force him to reroll that Will save and use the new result instead.
At 5th level, when you speak an ill omen to a creature, that creature suffers a penalty on the reroll equal to your Wisdom modifier.
At 10th level, when a creature fails its save as a result of your ill omen, the severity of the fear effect is increased by 1 step (from shaken to frightened, frightened to panicked, and panicked to cowering) if possible.
At 15th level, you may speak an ill omen as a free action a number of times per round equal to your Charisma modifier. You may not target a single creature with your ill omen more than once per round.
Spoiler: Weary Soul archetypeWeary Soul
Modified Class: The weary soul is an archetype of the antipaladin class, available to samsarans and other creatures that have lived a whole life of goodness and altruism.
Weary souls were once do-gooders and champions of the common folk, driven to the brink of madness by the constant horrors they faced. They once fought the world's evils head on, face to face and toe to toe. But the world can be impossibly cruel, and heroes are often villainized in later years. After years of service and years of persecution and misunderstanding, a peoples' champion begins to feel a weariness that no other can comprehend.
And for a reincarnated hero, death offers little in the way of respite. They are often reborn again with images and memories forever etched into their soul, eating away at their resolve. When they see the wickedness of the world rise up, they break and throw aside the last vestiges of their humanity, descending upon the world in a cleansing, violent purge. They spare no one, and punish the wicked and the devout alike, for their past has shown them that all men eventually succumb to evil's lure. They care nothing for how they are remembered, they do not fear death, and they are devoid of compassion and compromise.
Class Skills: The weary soul adds Knowledge (history) to his list of class skills.
Detect Evil (Su): This functions as the paladin ability of the same name, though the weary soul's criteria are often more strict and reveal any hint of evil in a creature's history.
This replaces detect good.
Judgement (Su): The weary soul can use a judgement once per day, as an inquisitor of the same level. However, he may not choose the healing, protection, or purity judgements. At 4th level, and every 3 levels thereafter, he gains one additional judgement per day, to a maximum of 7 uses per day at 19th level.
This replaces smite good.
Aura of Despair (Su): This ability functions as the antipaladin ability of the same name, except that the weary soul receives this aura at 3rd level, rather than 8th, and the penalty improves with his level. The penalty increases to –3 at 8th level, and increases by an additional –1 at every 5 levels thereafter, to a maximum of –5 at 18th level.
This replaces plague bringer.
Spells: The weary soul adds the following spells to his class spell list for the listed spell levels.1st - wrathThese are in addition to all other spells the weary soul can cast.
2nd - castigate, rage
3rd - overwhelming grief
4th - shared wrath
Fiendish Boon (Sp): This functions as the antipaladin ability of the same name, except that the second type of boon forms pacts with undead creatures and vengeful spirits. This functions as animate dead, rather than summon monster. At 10th level, this instead functions as create undead, and improves to create greater undead at 15th level. He is still restricted to one companion, and the duration remains permanent.
This replaces the second option for a weary soul's fiendish boon.
Aura of Hopelessness (Su): At 8th level, the weary soul can force his pessimism and sense of hopelessness onto those around him. The use of this ability is a free action that functions as the crushing despair spell on all creatures within 10 feet of the weary soul. The save DC for this effect is 10 + 1/2 the weary soul's level + his charisma modifier. Creatures that fail their saves take the penalties for as long as they remain within his aura, and for a number of rounds afterward equal to his caster level. Creatures that succeed on their save are immune to this aura for 24 hours.
This replaces aura of despair.
Aura of Condemnation (Su): At 11th level, the weary soul can expend two uses of his judgement ability to grant the ability to make a judgement to all allies within 10 feet, using his bonuses and with the same restrictions he follows. Allies must use this judgement ability by the start of the weary soul's next turn and the bonuses last for 1 minute. Using this ability is a free action.
This replaces aura of vengeance.
Scourge of the Complacent (Su): At 20th level, the weary soul has become a perfect tool with which to cleanse the world of corruption and pain. His DR increases to 10/good. Whenever he strikes a creature while his judgement is active, he may spend a swift action to deal additional bonus damage to that creature equal to the damage inflicted by his touch of corruption. This does not expend a use of touch of corruption, nor does it apply any of his cruelties. He may not deal this bonus damage to a single creature more than twice in one day. In addition, whenever he uses touch of corruption or channel negative energy to damage a creature, the damage he deals is increased by 50% as though empowered.
This replaces unholy champion.
Code of Conduct
A weary soul is a curious warrior, seeking to abolish all evil with little concern for his own piety or righteousness, or the innocence of others. Faithless and fueled by anguish and rage, the weary soul suppresses his contempt for those around him only so that he may purge more or greater evil from the world in the near future.
As such, a weary soul has a very liberal code of conduct to which he must adhere. He may perform good acts and behave altruistically, though he does not gain any sense of purpose or reward by doing so. He must attempt to rid the world of great evils, and any time he enters a new region or culture he must set into motion a plan or course of action by which he will slay the most evil character in that region. If he abandons such a quest or goes more than a week without slaying a creature of great evil, his resolve begins to fade and he loses all class features until he resumes such a quest.
This replaces the antipaladin's normal code of conduct and restrictions on alignment.
Table: Class features changed or replaced by this archetype
Smite good Cruelty Class skills Weapon and armor Aura of evil Code of conduct Detect good 1 4 7 10 13 16 19 Unholy resilience Touch of corruption Aura of cowardice Plague bringer 3 6 9 12 15 18 Channel negative energy Spells Fiendish boon Aura of despair Aura of vengeance Aura of sin Aura of depravity Unholy Champion C C X X X X X X X X X C C X* X X
Spoiler: Crusader's BladeCrusader's Blade (Combat)
You can pour divine energy into your weapon for extra damage.
Prerequisites: Lay on hands class feature or touch of corruption class feature; Weapon Focus; Ability Focus (lay on hands or touch of corruption); base attack bonus +6.
Benefit: When you attack with the weapon for which you have weapon focus and hit a creature that you can harm with your lay on hands or touch of corruption feature, you can use a swift action to expend a daily use of that feature to deal its normal damage as if you had hit with the feature’s normal touch attack. This extra damage is not multiplied if you scored a critical hit, and is in addition to the damage dealt by your weapon.
Spoiler: Word of HarmingWord of Harming
By uttering a single, ominous word, your profane energy passes through the air to wrack pain upon a subject at a distance.
Prerequisites: Touch of corruption class feature
Benefit: You may use your touch of corruption to harm another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You must be able to speak and have a free hand to use this ability. The target takes half the damage they would have taken if you had touched them, but suffers the effects of your cruelties as normal.
Spoiler: Reward of SufferingReward of Suffering
The suffering of others fills you with vitality and vigor, and this is most prominent with your unholy touch.
Prerequisites: Touch of corruption class feature
Benefit: Each time you use your touch of corruption ability to harm a creature, you heal a number of hit points equal to your Charisma bonus. This ability has no effect if you use touch of corruption to heal undead.
Spoiler: Hellfire GraspHellfire Grasp
Your supernatural touch burns and engulfs your opponent in hellfire.
Prerequisites: Tiefling or other outsider with connections to Hell or the Abyss; touch of corruption class feature
Benefit: When you use your touch of corruption ability to harm a creature, you may choose to make half the damage fire, rather than negative energy. If you do, and the defending creature fails its save against the damage, it is set on fire for a number of rounds equal to your Charisma modifier. A creature set on fire takes 1d6 fire damage immediately, as well as an additional 1d6 damage each round at the end of its turn until the fire is extinguished. The creature may attempt to put our these flames as a full round action, though he must succeed a reflex save to do so, at the same DC as the initial save of your touch of corruption.
Last edited by gr8artist; 2014-09-24 at 02:14 PM.