Post by Aeter on Aug 11, 2013 7:10:47 GMT -6
[ AS OF 11/15 THIS LEVEL PROGRESSION IS OBSOLETE ]
Infiltrator
Often, righteousness and purity are not enough to root out the enemies of the faith. Serving the church as agents, infiltrators use guile and deception to research emerging threats, chase down their enemies, support their allies, and eliminate enemies of their faith in places where a paladin's blunt approach would not be effective.
Hit Die: d6
Skills: 6 + Int Modifier
List: Bluff, Climb, Craft, Diplomacy, Disguise, Heal, Intimidate, Knowledge (all), Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim
Proficiencies: Light armor, Simple Weapons, Favored Weapon of Diety, hand crossbow, longbow, repeating crossbow, shortbow
Infiltrator Spells
Channel Energy (Su): A good infiltrator channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil infiltrator channels negative energy and can choose to deal damage to living creatures or to heal undead cretures. If you channel positive energy, you must cast spontaneous cure spells. If you channel negative energy, you must cast spontaneous inflict spells.
Channeling energy can be used to either cause a burst that affects all creatures in a 30-foot radius centered on the cleric or heals a single character at touch range. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st. Creatures that take damage recieve a will save to halve the damage. The DC of this safe is [10 + 1/2 infiltrator level + cha modifier]. This can be used a number of times per day equal to 3 + his or her cha modifier. This can not be used as turn undead for the purpose of feats, spells, or class features.
The cleric must be able to present their holy symbol to use this ability.
Domain: An infiltrator can select one domain from among those belonging to their diety. They gain Knowledge as a bonus domain.
Lore: The pursuit of foes requires much studying, granting the infiltrator a wide array of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the infiltrator's class level in place of the bard level.
Spontaneous Casting: An infiltrator may replace one of their prepared spells with a cure wounds spell if channeling positive energy or an inflict wounds spell if channeling negative energy.
Divine Guile: An infiltrator adds their wisdom modifier on bluff and diplomacy checks in addition to the normal ability score modifiers.
Necessary Lies: An infiltrator adds their class level on saving throws against abilities that detect lies or reveal or force the truth.
Judgement (Su): An inquisator can pronounce judgement upon their foes as a swift action. Starting when the judgement is made, the inquisitor recieves a bonus based on the type of judgement made. Once activated, this ability lasts for 1 week, until the target is slain, or until the judgement is changed for another judgement. The inquisitor only gains the bonus against the enemy in which the judgement was cast upon. Using judgement a second time replaces the previous judgement affect.
Hunter: The inquisitor adds their level to survival checks made to track or follow the target.
Protection: The inquisitor gains AC equal to 1/2 their inquisitor level against the target. This bonus is doubled against attacks made to confirm critical hits against the inquisitor.
Justice: The inquisitor gains a sacred bonus to attack rolls equal to 1/2 their inquisitor level against the target. This bonus is doubled on all attack rolls made to confirm critical hits.
Resilience: The inquisitor is shielded by a flickering aura, gaining 1/2 their inquisitor level in energy resistance for 10 rounds, until the judgement is replaced, or until the judgement expires.
Piercing: The inquisitor is granted great focus, making their spells more potent. This benefit grants a sacred bonus to concentration checks and caster level checks made to overcome a target's spell resistance by 1/2 the inquisitor's level.
Smiting: This judgement bathes the inquisitor's weapons in a divine light. The inquisitor's weapons will always penetrate through 1/2 of the target's damage redution.
True Judgement (Su): At level 20, an inquisitor can call true judgement down upon a foe once per combat. Whenever the inquisitor uses their judgement ability, they can choose to invoke a true judgement instead. The target must make a will save equal to 10 + 1/2 the inquisitor's level + the inquisitor's wisdom modifier, or the bonus for the judgement is doubled. Regardless of whether or not the save is made, the target creature is immune to futher judgement abilities for 24 hours.
Changes:
1.0 - Designed
Infiltrator
Often, righteousness and purity are not enough to root out the enemies of the faith. Serving the church as agents, infiltrators use guile and deception to research emerging threats, chase down their enemies, support their allies, and eliminate enemies of their faith in places where a paladin's blunt approach would not be effective.
Hit Die: d6
Skills: 6 + Int Modifier
List: Bluff, Climb, Craft, Diplomacy, Disguise, Heal, Intimidate, Knowledge (all), Perception, Profession, Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim
Proficiencies: Light armor, Simple Weapons, Favored Weapon of Diety, hand crossbow, longbow, repeating crossbow, shortbow
LEVEL | BAB | FORT | REF | WILL | SPECIAL |
1st | +0 | +0 | +0 | +2 | Channel Energy 1d6, Lore, Spontaneous Casting, Domains |
2nd | +1 | +0 | +0 | +3 | Divine Guile |
3rd | +2 | +1 | +1 | +3 | Channel Energy 2d6, Judgement (Hunter) |
4th | +3 | +1 | +1 | +4 | Necessary Lies |
5th | +3 | +1 | +1 | +4 | Channel Energy 3d6 |
6th | +4 | +2 | +2 | +5 | Judgement (Protection) |
7th | +5 | +2 | +2 | +5 | Channel Energy 4d6 |
8th | +6/+1 | +2 | +2 | +6 | |
9th | +6/+1 | +3 | +3 | +6 | Channel Energy 5d6 |
10th | +7/+2 | +3 | +3 | +7 | Judgement (Justice) |
11th | +8/+3 | +3 | +3 | +7 | Channel Energy 6d6 |
12th | +9/+4 | +4 | +4 | +8 | Judgement (Resilience) |
13th | +9/+4 | +4 | +4 | +8 | Channel Energy 7d6 |
14th | +10/+5 | +4 | +4 | +9 | Judgement (Piercing) |
15th | +11/+6/+1 | +5 | +5 | +9 | Channel Energy 8d6 |
16th | +12/+7/+2 | +5 | +5 | +10 | |
17th | +12/+7/+2 | +5 | +5 | +10 | Channel Energy 9d6 |
18th | +13/+8/+3 | +6 | +6 | +11 | Judgement (Smiting) |
19th | +14/+9/+4 | +6 | +6 | +11 | Channel Energy 10d6 |
20th | +15/+10/+5 | +6 | +6 | +12 | True Judgement |
Infiltrator Spells
LEVEL | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1st | 3 | 1+1 | - | - | - | - | - | - | - | - |
2nd | 4 | 2+1 | - | - | - | - | - | - | - | - |
3rd | 4 | 2+1 | 1+1 | - | - | - | - | - | - | - |
4th | 5 | 3+1 | 2+1 | - | - | - | - | - | - | - |
5th | 5 | 3+1 | 2+1 | 1+1 | - | - | - | - | - | - |
6th | 5 | 3+1 | 3+1 | 2+1 | - | - | - | - | - | - |
7th | 6 | 4+1 | 3+1 | 2+1 | 1+1 | - | - | - | - | - |
8th | 6 | 4+1 | 3+1 | 3+1 | 2+1 | - | - | - | - | - |
9th | 6 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | - | - | - | - |
10th | 6 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | - | - | - | - |
11th | 6 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | - | - | - |
12th | 6 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | - | - | - |
13th | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | - | - |
14th | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | - | - |
15th | 6 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | - |
16th | 6 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | - |
17th | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 |
18th | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 |
19th | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 |
20th | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 4+1 |
Channel Energy (Su): A good infiltrator channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil infiltrator channels negative energy and can choose to deal damage to living creatures or to heal undead cretures. If you channel positive energy, you must cast spontaneous cure spells. If you channel negative energy, you must cast spontaneous inflict spells.
Channeling energy can be used to either cause a burst that affects all creatures in a 30-foot radius centered on the cleric or heals a single character at touch range. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st. Creatures that take damage recieve a will save to halve the damage. The DC of this safe is [10 + 1/2 infiltrator level + cha modifier]. This can be used a number of times per day equal to 3 + his or her cha modifier. This can not be used as turn undead for the purpose of feats, spells, or class features.
The cleric must be able to present their holy symbol to use this ability.
Domain: An infiltrator can select one domain from among those belonging to their diety. They gain Knowledge as a bonus domain.
Lore: The pursuit of foes requires much studying, granting the infiltrator a wide array of stray knowledge. This ability is identical to the bard's bardic knowledge class feature, using the infiltrator's class level in place of the bard level.
Spontaneous Casting: An infiltrator may replace one of their prepared spells with a cure wounds spell if channeling positive energy or an inflict wounds spell if channeling negative energy.
Divine Guile: An infiltrator adds their wisdom modifier on bluff and diplomacy checks in addition to the normal ability score modifiers.
Necessary Lies: An infiltrator adds their class level on saving throws against abilities that detect lies or reveal or force the truth.
Judgement (Su): An inquisator can pronounce judgement upon their foes as a swift action. Starting when the judgement is made, the inquisitor recieves a bonus based on the type of judgement made. Once activated, this ability lasts for 1 week, until the target is slain, or until the judgement is changed for another judgement. The inquisitor only gains the bonus against the enemy in which the judgement was cast upon. Using judgement a second time replaces the previous judgement affect.
Hunter: The inquisitor adds their level to survival checks made to track or follow the target.
Protection: The inquisitor gains AC equal to 1/2 their inquisitor level against the target. This bonus is doubled against attacks made to confirm critical hits against the inquisitor.
Justice: The inquisitor gains a sacred bonus to attack rolls equal to 1/2 their inquisitor level against the target. This bonus is doubled on all attack rolls made to confirm critical hits.
Resilience: The inquisitor is shielded by a flickering aura, gaining 1/2 their inquisitor level in energy resistance for 10 rounds, until the judgement is replaced, or until the judgement expires.
Piercing: The inquisitor is granted great focus, making their spells more potent. This benefit grants a sacred bonus to concentration checks and caster level checks made to overcome a target's spell resistance by 1/2 the inquisitor's level.
Smiting: This judgement bathes the inquisitor's weapons in a divine light. The inquisitor's weapons will always penetrate through 1/2 of the target's damage redution.
True Judgement (Su): At level 20, an inquisitor can call true judgement down upon a foe once per combat. Whenever the inquisitor uses their judgement ability, they can choose to invoke a true judgement instead. The target must make a will save equal to 10 + 1/2 the inquisitor's level + the inquisitor's wisdom modifier, or the bonus for the judgement is doubled. Regardless of whether or not the save is made, the target creature is immune to futher judgement abilities for 24 hours.
Changes:
1.0 - Designed