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.