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Encyclopaedia Altanica

Rystil Arden

First Post
And Dweomereater!

Code:
The Dweomereater

BAB             Fort    Ref     Will    Special                           Spell Points          Spells Prepared	
+0              +0      +2      +2      Steal Dweomer, Dweomer Pool       2			3/1
+1              +0      +3      +3      Consume Dweomer, Energy Oversurge 3		        4/2
+2              +1      +3      +3      Steal Mental Formula              6                     4/3/0
+3              +1      +4      +4      Multiple Theft                    9                     4/3/2
+3              +1      +4      +4      Drain Item                        13                    4/3/3/0
+4              +2      +5      +5      Selective Theft                   19                    4/3/3/2
+5              +2      +5      +5                                        26                    4/4/3/3/0
+6/+1           +2      +6      +6      Diffuse Dweomer                   35                    4/4/3/3/2
+6/+1           +3      +6      +6      Siphoned Casting                  45                    4/4/4/3/3/0
+7/+2           +3      +7      +7      Diffusive Soul                    58                    4/4/4/3/3/2
+8/+3           +3      +7      +7      Steal Thought                     70                    4/4/4/4/3/3/0
+9/+4           +4      +8      +8      Co-opt Dweomer                    83                    4/4/4/4/3/3/2
+9/+4           +4      +8      +8      Discharge Dweomer                 96                    4/4/4/4/4/3/3/0
+10/+5          +4      +9      +9      Rewrite Thought                   109                   4/4/4/4/4/3/3/2
+11/+6/+1       +5      +9      +9      Dweomersustained                  122                   4/4/4/4/4/4/3/3/0
+12/+7/+2       +5      +10     +10     Dweomershield                     134                   4/4/4/4/4/4/3/3/2
+12/+7/+2       +5      +10     +10     Effusive Soul                     147                   4/4/4/4/4/4/4/3/3/0
+13/+8/+3       +6      +11     +11                                       160                   4/4/4/4/4/4/4/3/3/2
+14/+9/+4       +6      +11     +11     Dweomervortex                     173                   4/4/4/4/4/4/4/4/3/3
+15/+10/+5      +6      +12     +12     Dweomerheart                      186                   4/4/4/4/4/4/4/4/4/4

Hit Dice: d6

Skills: 6 + Int bonus, Skill List = all PH skills except Handle Animal, Heal, Ride, and Survival

Weapon and Armour Proficiencies: As Rogue.  However, despite proficiency, Light Armour still 
causes Arcane Spell Failure

Spellcasting: A dweomereater casts spells which are drawn from the list of arcane spells that she has learned, 
as do wizards except that she stores the knowledge of arcane spells by scribing them in tattoos upon her body.  
She can prepare a number of spells per day listed above, casting them in any combination using her Spell Points 
(refer to the XPH or the spell point system in UA for more on Spell Points).  Bearing the cost of 
power within herself can be physically taxing.  Using up half of her spellpoints causes her to become fatigued, 
and using up three-quarters causes her to become exhausted.  As usual for Spell Points, a Dweomereater can cast 
3 cantrips for free each day and then they begin to cost 1 spell point each.  Int is the casting stat for the
Dweomereater, like Wizards.

Steal Dweomer: Just as Dragonlords siphon energy from the land, a Dweomereater can drain spell energy from others.
She may do so in two ways--first, she can spend a standard action and make a touch attack to siphon energy.  Second, 
whenever she strikes an opponent who is unaware or denied their Dex bonus to AC for any reason, she can channel this
ability into her melee attacks, siphoning energy with every successful attack.  The amount of energy she can siphon 
is equal to her Dweomereater level.  If a Dweomereater chooses (for instance, she may choose this when the opponent 
has no spell energy), she can instead deal nonlethal damage equal to 1d6 per two points of energy that would have 
been siphoned.  When a Dweomereater siphons energy, the result depends on what sort of spellcaster she has 
victimised.  For a spellcaster who prepares spell slots (like a Wizard), she steals a single spell slot of any level 
less than or equal to the highest level spell that could be cast with the number of spell points she can usually 
siphon (so a level 5 Dweomereater can Steal Dweomer a 3rd-level spell or lower).  The caster loses a random prepared 
spell of that level, and the Dweomereater gains the ability to use that spell during the next 1d6 rounds (or do 
something else with it, see other abilities) or else it dissipates harmlessly.  For a spontaneous caster with slots, 
the same thing occurs except that the Dweomereater gains a random spell known from the victim's list of that level 
and the victim can still cast that spell in any other slot of the same level, obviously.  For a spell point caster 
victim, the same thing occurs except that the Dweomereater steals a number of spell points up to her usual number and 
gains the ability to cast a random spell of any chosen level that is pumped up to cost that number of spell points or 
the victim caster's maximum number of spell points to spend, whichever is lower.  In any case, if the Dweomereater 
casts the spell, it functions in all cases as if it had been cast by the victim from whom it was stolen (this means 
that a 1st-level Dweomereater who steals a Magic Missile of a 9th-level Wizard can use it within the next 1d6 rounds 
and shoot 5 missiles).

Dweomer Pool: As a full-round action, a Dweomereater can add a currently-stolen dweomer into her Dweomer Pool before
it dissipates.  It remains there indefinitely until she removes it or casts it.  However, to cast it, she must make
a caster level check as if using a scroll.  Failure means the spell is lost from the Dweomer Pool without effect.
A Dweomereater may have one spell in her Dweomer Pool per class level.

Consume Dweomer: As a standard action, a Dweomereater can consume a currently-stolen dweomer before it dissipates.
She regains a number of Spell Points equal to half the spell's cost (or equivalent cost for spell slots) rounded
down.

Energy Oversurge: A Dweomereater who uses Consume Dweomer may gain spell points in excess of her normal allotment,
to a maximum of 1.5x her usual spell point maximum (rounded down).  When this occurs, she loses 1 spell point every
ten minutes until she is at her normal maximum or lower.  Also, if she is targeted with a Dispel Magic while in an
Energy Oversurge, she loses 1d6 spell points per level of the Dispelling effect (or half that if she makes a Will 
save).

Steal Mental Formula: Perhaps even deadlier to the spontaneous caster, the Dweomereater can steal the magical
formulae for a spontaneous caster's known or prepared spell.  She uses her normal Steal Dweomer ability, but instead
of gaining any slots or spell points, she gains the stolen spell as a new spell prepared for 24 hours and the victim 
loses the spell known or prepared until the next time they rest for eight hours.  Additionally, she may spend a 
full round to convert a currently-stolen dweomer into a spell prepared as if she had stolen the mental formula.  If 
she is interrupted during this time and fails a concentration check, the spell is instead lost.

Multiple Theft: Instead of stealing only one spell, the Dweomereater may instead choose to steal multiple spells that
add up to her spell point total.

Drain Item: The Dweomereater can drain power from a staff, wand, potion, or scroll.  By consuming two charges and
spending a full-round action, she can gain the item's spell (or a random spell from the item in the case of a staff) 
as if she had used Steal Dweomer.  She can also expend four charges to gain back a number of spell points equal to
the amount it would take to cast the highest-level spell stored in the item.

Selective Theft: If the Dweomereater is particularly sure that a victim has a certain spell, she can attempt a 
Spellcraft check, DC 15 + spell level.  A success indicates that she steals that specific spell (or nothing
happens if the victim doesn't actually have the spell).  A failure means the spell stolen is random, as usual.

Diffuse Dweomer: The Dweomereater can diffuse extant dweomers by touch.  As a standard action, if she touches the
source of a single extant dweomer, she can make an attempt to dispel it, as Dispel Magic.

Siphoned Casting: A desperate Dweomereater can attempt to cast a spell by draining energy from local magical
sources.  She must spend a full-round action (or the spell's casting time, if greater) and choose a spell.  Any 
target within line of effect and in Close range who can cast spells is targeted, except the Dweomereater if she 
chooses not to be affected.  Every target (Except the Dweomereater if she includes herself) must make a Will Save, 
DC 15 + Dweomereater's Charisma bonus.  Failure means that they donate a single spell point or 1st-level spell slot to 
the casting of the spell--if they have neither of those things left, they suffer 1d6 nonlethal damage that cannot be
recovered until they next recovers spells.  If she manages to siphon enough energy, the spell succeeds.  Otherwise,
the energy is discharged within the Dweomereater violently and she suffers 1d6 nonlethal damage per point that she
drained.  If she gets more energy than she needs, she can just spend them on the spell (though of course more than her 
usual limit is wasted to no effect).    

Diffusive Soul: The Dweomereater automatically diffuses magic sent towards her.  She gains SR 10 + class level against
all spells except her own (though she can lower for other people's harmless spells as normal).

Steal Thought: When draining spells from a spellcasting victim who is out of spells, the Dweomereater can choose to
instead drain memories.  She can't convert the memories into energy, so instead they are dissipated harmlessly.  A
victim who has lost all memories and drained again is reduced to animal Intelligence, which may mean she cannot cast
spells any more, though she may be trained to reprepare them.  Dweomereaters who enjoy this ability will sometimes 
keep the resulting victims as loyal pets and spell batteries.  The victim receives a saving throw (DC 16 + the 
Dweomereater's Charisma bonus) to ignore this effect.  The memories can be restored by Psychic Chirurgery.

Co-opt Dweomer: When using Diffuse Dweomer, the Dweomereater may instead choose to immediately shift the spell onto
herself, if she is a valid target.  All other aspects of the spell (including remaining duration) remain the same.

Discharge Dweomer: When using Steal Dweomer, the Dweomereater can choose to spend an Immediate action at that instant 
to discharge the spell on herself, her victim, or the point of contact between them.

Rewrite Thought: A Steal Thought, but the Dweomereater can replace the memories with memories of her own invention.
The victim may experience cognitive dissonance if the new memory seems shoddy or doesn't fit well with the real ones.
The DC to resist also increases to 10 + 1/2 class level + Charisma bonus.   

Dweomersustained: As long as she retains a state of Energy Oversurge, a Dweomereater can convert the dissipating 
energy to sustain herself.  Time spent in Energy Oversurge no longer counts towards becoming tired, hungry, or
thirsty.  If she can stay in perpetual Energy Oversurge, she need never rest (except to prepare different spells), 
eat, or drink.  

Dweomershield: The Dweomereater can choose to convert any amount of hit point damage from any attack into spell
point damage instead.

Effusive Soul: The Dweomereater can use Co-opt or Discharge when she successfully resists a spell with Diffusive
Soul.  If she chooses to discharge the dweomer, she can select any new valid target for the spell.

Dweomervortex: A DWeomereater in a state of Energy Oversurge can spend her remaining excess energy to unleash a
whirling maelstrom of unstable magic.  All dweomers except those on the Dweomereater's person that she chooses 
are affected.  The Dweomereater makes a dispel check against each dweomer and magic item.  The dweomer's target
or the magic item's holder takes 1d6 damage per level of the dweomer (or per level of highest spell required to 
make the item) and the spell is dispelled (or the item suppressed for 1d4 rounds).  The maximum damage is 50d6.
A successful Will save DC 20 + Dweomereater's Charisma bonus reduces the damage to half.  If she is not in a state 
of Energy Oversurge, she can still unleash a Dweomervortex, but the cost is 1/4 of the Dweomereater's total maximum 
spell points, the damage is capped at 30d6, the dispel check is capped at +20, and a successful Will save negates 
the damage.

Dweomerheart: A Dweomereater in a state of Energy Oversurge can enter an enhanced state called 'Dweomerheart'.
Whenever she casts a spell, she pays the minimum spell point cost for that spell.  However, the spell
has the effect as if she had paid the absolute maximum possible for her level.  She can use up to 2 points of
metamagic for no cost, and any greater effect costs 2 less than usual.  Her Spell Resistance increases by 5, and
she gains Damage Reduction 20/Magic.  Also, any magic weapon that strikes her must withstand a dispel check as
if from Greater Dispel Magic cast by the Dweomereater or else be rendered non-magical for 1d4 rounds.  When
Dweomerheart ends, the Dweomereater's spell points are set to 0.
 

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Rystil Arden

First Post
And Samurai!

Code:
The Samurai

BAB               Fort    Ref    Will    Special  
+1                +2      +0     +0      Bonus Feat, Honour's Blow,
                                         Aura of Honour 
+2                +3      +0     +0      Bonus Feat
+3                +3      +1     +1      Invincible Resolve
+4                +4      +1     +1      Bonus Feat
+5                +4      +1     +1      Insurmountable Yu
+6/+1             +5      +2     +2      Bonus Feat
+7/+2             +5      +2     +2      Stand Still
+8/+3             +6      +2     +2      Bonus Feat
+9/+4             +6      +3     +3      Ancestral Armour
+10/+5            +7      +3     +3      Bonus Feat
+11/+6/+1         +7      +3     +3      High Samurai 
+12/+7/+2         +8      +4     +4      Bonus Feat
+13/+8/+3         +8      +4     +4      Unbreakable Vow
+14/+9/+4         +9      +4     +4      Bonus Feat
+15/+10/+5        +9      +5     +5      
+16/+11/+6/+1     +10     +5     +5      Bonus Feat
+17/+12/+7/+2     +10     +5     +5      Strike of Perfect Clarity
+18/+13/+8/+3     +11     +6     +6      Bonus Feat
+19/+14/+9/+4     +11     +6     +6      
+20/+15/+10/+5    +12     +6     +6      Bonus Feat

Hit Dice: d10

Skills: 2+Int modifier, use the Paladin skills plus Climb, Intimidate, Jump, and Swim

Bonus Feats: The Samurai may take any fighter bonus feats

Samurai's Code: A Samurai's honour comes from following her code.  Every Samurai
gains honour from acts of honour and losing it for dishonourable acts.  A Samurai 
follows at least the seven virtues of Gi, Yu, Jin, Rei, Shin, Meiyo, and Chugi (and 
may also add Ko, Chi, and/or Tei based on the strictness of her local code).  She can 
collect Honour Points in each of the seven categories up to her 
Samurai level + 3.  Particularly remarkable acts may result in gaining a special 
Bushido Point (similar to an action point).  A Samurai who grossly violates her code 
loses all class abilities except for the Bonus Feats.  Generally, the only way to 
redeem herself is through seppuku, which results in her choice of a +10 bonus to all 
categories of honour or negating any one transgression, no matter how large.  A 
Samurai's lot in the afterlife depends upon her average honour score after she dies.  
Abandoning the code completely obviously results in the loss of all honour and the 
inability to replace it.  However, an Ex-Samurai / Ronin can replace all her honour 
scores with a number of phantom honour points equal to her Charisma bonus (still 
capped as usual) through force of will alone.  Of course, when she dies, this effect 
ends and she is treated in the afterlife as she would be, probably with maximally 
negative values in all her honour categories.  A Samurai must be Lawful. 

Honour's Blow: The Samurai can strike with the power of her convictions, a number of
times per day equal to her Chugi Points / 5 (rounded up).  The attack adds the 
Samurai's Gi Points to hit (to a maximum of her Wisdom bonus) and her Meiyo Points
to damage.  If she misses, she loses one Meiyo Point.  If she uses this ability on
an obviously inferior opponent, she loses two Yu Points.  If she uses this ability
for a dishonourable purpose, she loses all her Gi points.

Aura of Honour: A Samurai has an aura about her that lends weight to her words and
can even affect animals and beasts.  She receives a bonus to Bluff equal to 
her Shin points / 2, Diplomacy equal to her Jin points / 2, Gather Information
equal to her Jin points / 4, Handle Animal equal to her Jin points / 4, and 
Intimidate equal to her Meiyo points / 2.  If she uses these abilities to deceive,
she loses 2 points of Shin.  If she uses them for a dishonourable purpose, she loses
all her Gi points.  Other losses may apply as appropriate.

Invincible Resolve: The Samurai's mind and body are as one, and her will is 
strengthened by her belief.  She may add half her Chugi points to her Will saves (to 
a maximum of her Charisma bonus) and half her Gi points to her Fort saves (to a maximum 
of her Wisdom bonus).  If she has at least 11 Chugi points and Gi points, she can
complete ignore the effect of a Fortitude or Will save on a successful save (as Mettle).

Insurmountable Yu: The Samurai's bravery in the face of even certain death is 
legendary.  She may add half her Yu points as a bonus to saves against Fear.  If her
Jin points are at least 8, she can also grant a bonus equal to half her Jin points to 
all allies within 30 feet, to a maximum of her Charisma bonus.  If her Yu points are at 
least 16, she is utterly immune to all Fear.

Stand Still: If she is not flat-footed or otherwise unable to react, a Samurai may
consciously choose to stand staunch in the face of an effect that requires a Reflex
save.  If so, she may make a Yu check (like a skill check, but use Yu points instead
of ranks and use Wisdom as the key skill, with a +2 synergy from Concentration if 
applicable) in place of a Reflex save.  If the effect was not instantaneous (and 
sometimes even if it was if it has lasting effects), the Samurai may automatically
fail by doing so.  Examples include Wall spells that allow a Reflex save to move away,
falling rocks that stay down after they fell, etc.  If the Samurai also has 12 points
of both Jin and Rei, a successful check negates the effect as if she had Evasion.  If
she has at least 22 points of both Jin and Rei, even a failed check (unless it is an
auto-failure as above) results in half damage (if applicable).     

Ancestral Armour: Because of the respect and honour brought to them by her actions,
the Samurai's ancestors take particular interest in protecting her from harm.  A 
number of times per day equal to her Rei score, she can ignore an amount of damage
from a damaging attack equal to her Meiyo score (to a max of her Wisdom bonus).  An
attack that is reduced to 0 damage simply misses, which may also negate its secondary
effect, much like DR.

High Samurai: If the Samurai has at least 10 points in each honour and 13 points in 
Meiyo, she becomes a High Samurai.  In addition to the increased status, she trains to 
mastery at mounted combat.  She can take 10 on Ride checks even when threatend and she 
either gains the Mounted Combat feat or gains an additional use per round if she already 
has it.  Samurai gain additional status increases at other points in honour, but this
is the only increase that also comes with a special ability. 

Unbreakable Vow: The Samurai never breaks her word, and she gains power from her vow.
She draws her blade and holds it straight, swearing the vow as a full-round action.
While pursuing the vow, she gains a morale bonus to Attacks, Damage, Skill Checks, and
Ability Checks equal to her Shin points / 4.  If she fails to fulfill her vow, she
loses 4 points of Shin.

Strike of Perfect Clarity: The Samurai lives in the moment.  Every instant could be the
moment to strike.  As an Immediate Action, she can make a melee attack at her highest 
attack bonus for every 80 points of honour.  She can do this a number of times per day
equal to her Meiyo bonus / 5.
 
Last edited:



unleashed

First Post
Rystil Arden said:
Unleashed--edit! Samurai needs to say Wisdom Bonus in Ancestral Armour, not Wisdom Score.
Will do. Also should the Samurai have fighter, paladin, or some other weapon and armour proficiencies? I gave it fighter by default as you didn't list anything.
 

Rystil Arden

First Post
unleashed said:
Will do. Also should the Samurai have fighter, paladin, or some other weapon and armour proficiencies? I gave it fighter by default as you didn't list anything.
Oh, damn--they have some other armour proficiency. They aren't proficient with normal heavy armour or tower shields, but they get the rest, plus those Oriental Adventures armours (all types). A Samurai running around in full plate seems...weird.
 

unleashed

First Post
Rystil Arden said:
Oh, damn--they have some other armour proficiency. They aren't proficient with normal heavy armour or tower shields, but they get the rest, plus those Oriental Adventures armours (all types). A Samurai running around in full plate seems...weird.
Okay samurai fixed and reposted as follows.

Weapons and Armour Proficiencies: All simple and martial weapons, light, medium, and all Oriental Adventures armour, and shields (except tower shields).

Ancestral Armour: Because of the respect and honour brought to them by her actions, the Samurai's ancestors take particular interest in protecting her from harm. A number of times per day equal to her Rei score, she can ignore an amount of damage from a damaging attack equal to her Meiyo score (to a max of her Wisdom bonus). An attack that is reduced to 0 damage simply misses, which may also negate its secondary effect, much like DR.
 

Rystil Arden

First Post
Heretic!

Code:
The Heretic

BAB             Fort    Ref     Will    Special                              Spells/Day	
+0              +2      +2      +2      Emulate the Divine,Trapfinding       3/1+1        
                                        Sneak Attack +1d6, Turn/Rebuke Mimicry                                      
+1              +3      +3      +3      Evasion                              4/2+1                                      
+2              +3      +3      +3      Sneak Attack +2d6, Emulate Aura      4/2+1/1+1
+3              +4      +4      +4      Uncanny Dodge                        5/3+1/2+1
+3              +4      +4      +4      Sneak Attack +3d6, Slippery Mind     5/3+1/2+1/1+1
+4              +5      +5      +5      Insidious Mind                       5/3+1/3+1/2+1
+5              +5      +5      +5      Sneak Attack +4d6                    6/4+1/3+1/2+1/1+1
+6/+1           +6      +6      +6      Imp Uncny Ddg, Divine Misdirection   6/4+1/3+1/3+1/2+1
+6/+1           +6      +6      +6      Sneak Attack +5d6                    6/4+1/4+1/3+1/2+1/1+1
+7/+2           +7      +7      +7      Improved Evasion                     6/4+1/4+1/3+1/3+1/2+1
+8/+3           +7      +7      +7      Sneak Attack +6d6                    6/5+1/4+1/4+1/3+1/2+1/1+1
+9/+4           +8      +8      +8      Skill Mastery                        6/5+1/4+1/4+1/3+1/3+1/2+1
+9/+4           +8      +8      +8      Sneak Attack +7d6                    6/5+1/5+1/4+1/4+1/3+1/2+1/1+1
+10/+5          +9      +9      +9      Deny the Divine                      6/5+1/5+1/4+1/4+1/3+1/3+1/2+1
+11/+6/+1       +9      +9      +9      Sneak Attack +8d6                    6/5+1/5+1/5+1/4+1/4+1/3+1/2+1/1+1
+12/+7/+2       +10     +10     +10                                          6/5+1/5+1/5+1/4+1/4+1/3+1/3+1/2+1
+12/+7/+2       +10     +10     +10     Sneak Attack +9d6                    6/5+1/5+1/5+1/5+1/4+1/4+1/3+1/2+1/1+1
+13/+8/+3       +11     +11     +11     Divine Dissolution                   6/5+1/5+1/5+1/5+1/4+1/4+1/3+1/3+1/2+1
+14/+9/+4       +11     +11     +11     Sneak Attack +10d6                   6/5+1/5+1/5+1/5+1/5+1/4+1/4+1/3+1/3+1
+15/+10/+5      +12     +12     +12     Anathema Sever                       6/5+1/5+1/5+1/5+1/5+1/4+1/4+1/4+1/4+1

Hit Dice: d8

Weapons and Armour: Proficient with Rogue weapons, Light Armour, and Shields

Skills: 8 + Int bonus.  Heretics have all PH skills as class skills except Handle Animal, 
Ride, Survival, and Knowledge (though Heretics do have Knowledge [Local], [Arcana], [History],
[Nature], [Religion], and [The Planes]

Spellcasting: A Heretic casts divine spells, usually selecting from the Cleric spell list.  She
also usually has access to two domains, much like a Cleric.  Heretics can change their spellcasting
slightly to help blend in and hide.  The Heretic uses Charisma to cast spells.   

Emulate the Divine: In an eight-hour ritual, a Heretic can change her domains to a set of two 
coherent domains (so not Good and Evil at the same time, for instance) for their attempted 
impersonation.  If attempting to impersonate a class that casts like a Druid, the Heretic 
loses access to the Cleric spell list and domains but gains access to the Druid spell list.  In this
case, the extra domain spells per day are lost.  The Heretic must choose an alignment (which can be
any alignment of her choice, without regard to her actual alignment), and she can't cast any spells
opposed to the alignment she chooses.

Turn/Rebuke Mimicry: The Heretic gains 3 + Charisma Bonus Turn or Rebuke attempts, but the checks
automatically fail.  When she gains Emulate Aura, if she chooses a Good aura, the Turn attempts
can succeed, and if she chooses an Evil aura, the Rebuke attempts can succeed, both by virtue
of incredible mimicry granting the ability to channel divine energies.  However, she still cannot 
destroy or command undead in this way. 

Emulate Aura: For the purposes of Divination spells, your Aura is the same as the alignment you
select when using Emulate the Divine, much as if you were a Cleric of a Deity with the alignment 
you selected. 

Insidious Mind: When the Heretic makes a save against an effect that requires a Will Save, she
may choose to mask any indication that she made the save, leaving impotent vestiges of the magic
in existence to convince the caster that she is actually affected. 

Divine Misdirection: Whenever targeted by a Divine Divination effect, if the effect's caster 
does not succeed at a Caster Level check DC 10 + Heretic's Level, the Heretic can choose to
misdirect the results as Misdirection

Deny the Divine: The Heretic has gained supernatural power to deny Divine magic through her
unceasing determination.  She gains Spell Resistance 11 + Heretic level, but only against
Divine magic.

Divine Dissolution: The Heretic has mastered the unravelling of Divine magics.  She gains a
+4 bonus to Dispel checks against Divine spells (but not magic items)

Anathema Sever: The Heretic has gained the ability to sever the link that connects a Divine
caster and her deity or Divine source, at least temporarily.  On a successful Sneak Attack,
she may choose to sacrifice the extra d6 damage to instead cut the Divine caster off from
her Divine power for 1 round (no save), preventing the victim from casting spells, turning
undead, etc.  If she uses Anathema Sever on a Coup de Grace instead, she can sacrifice all
damage from the attack, after which the victim must make a Will Save (DC 10 + Damage that
would have been dealt from the Coup de Grace).  If the victim fails, she loses all Divine
powers forever.  They cannot be restored by any means short of a Miracle.
 


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