Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
Playing the Game
Talking the Talk
Yo Ho Ho! Recruiting Spelljamming Pirates and Roguish Sorts to fill Openings!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Rystil Arden" data-source="post: 3413889" data-attributes="member: 29014"><p>Heretic!</p><p></p><p>[SBLOCK=Heretic][CODE]The Heretic</p><p></p><p>BAB Fort Ref Will Special Spells/Day </p><p>+0 +2 +2 +2 Emulate the Divine,Trapfinding 3/1+1 </p><p> Sneak Attack +1d6, Turn/Rebuke Mimicry </p><p>+1 +3 +3 +3 Evasion 4/2+1 </p><p>+2 +3 +3 +3 Sneak Attack +2d6, Emulate Aura 4/2+1/1+1</p><p>+3 +4 +4 +4 Uncanny Dodge 5/3+1/2+1</p><p>+3 +4 +4 +4 Sneak Attack +3d6, Slippery Mind 5/3+1/2+1/1+1</p><p>+4 +5 +5 +5 Insidious Mind 5/3+1/3+1/2+1</p><p>+5 +5 +5 +5 Sneak Attack +4d6 6/4+1/3+1/2+1/1+1</p><p>+6/+1 +6 +6 +6 Imp Uncny Ddg, Divine Misdirection 6/4+1/3+1/3+1/2+1</p><p>+6/+1 +6 +6 +6 Sneak Attack +5d6 6/4+1/4+1/3+1/2+1/1+1</p><p>+7/+2 +7 +7 +7 Improved Evasion 6/4+1/4+1/3+1/3+1/2+1</p><p>+8/+3 +7 +7 +7 Sneak Attack +6d6 6/5+1/4+1/4+1/3+1/2+1/1+1</p><p>+9/+4 +8 +8 +8 Skill Mastery 6/5+1/4+1/4+1/3+1/3+1/2+1</p><p>+9/+4 +8 +8 +8 Sneak Attack +7d6 6/5+1/5+1/4+1/4+1/3+1/2+1/1+1</p><p>+10/+5 +9 +9 +9 Deny the Divine 6/5+1/5+1/4+1/4+1/3+1/3+1/2+1</p><p>+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</p><p>+12/+7/+2 +10 +10 +10 6/5+1/5+1/5+1/4+1/4+1/3+1/3+1/2+1</p><p>+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</p><p>+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</p><p>+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</p><p>+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</p><p></p><p>Hit Dice: d8</p><p></p><p>Weapons and Armour: Proficient with Rogue weapons, Light Armour, and Shields</p><p></p><p>Skills: 8 + Int bonus. Heretics have all PH skills as class skills except Handle Animal, </p><p>Ride, Survival, and Knowledge (though Heretics do have Knowledge [Local], [Arcana], [History],</p><p>[Nature], [Religion], and [The Planes]</p><p></p><p>Spellcasting: A Heretic casts divine spells, usually selecting from the Cleric spell list. She</p><p>also usually has access to two domains, much like a Cleric. Heretics can change their spellcasting</p><p>slightly to help blend in and hide. The Heretic uses Charisma to cast spells. </p><p></p><p>Emulate the Divine: In an eight-hour ritual, a Heretic can change her domains to a set of two </p><p>coherent domains (so not Good and Evil at the same time, for instance) for their attempted </p><p>impersonation. If attempting to impersonate a class that casts like a Druid, the Heretic </p><p>loses access to the Cleric spell list and domains but gains access to the Druid spell list. In this</p><p>case, the extra domain spells per day are lost. The Heretic must choose an alignment (which can be</p><p>any alignment of her choice, without regard to her actual alignment), and she can't cast any spells</p><p>opposed to the alignment she chooses.</p><p></p><p>Turn/Rebuke Mimicry: The Heretic gains 3 + Charisma Bonus Turn or Rebuke attempts, but the checks</p><p>automatically fail. When she gains Emulate Aura, if she chooses a Good aura, the Turn attempts</p><p>can succeed, and if she chooses an Evil aura, the Rebuke attempts can succeed, both by virtue</p><p>of incredible mimicry granting the ability to channel divine energies. However, she still cannot </p><p>destroy or command undead in this way. </p><p></p><p>Emulate Aura: For the purposes of Divination spells, your Aura is the same as the alignment you</p><p>select when using Emulate the Divine, much as if you were a Cleric of a Deity with the alignment </p><p>you selected. </p><p></p><p>Insidious Mind: When the Heretic makes a save against an effect that requires a Will Save, she</p><p>may choose to mask any indication that she made the save, leaving impotent vestiges of the magic</p><p>in existence to convince the caster that she is actually affected. </p><p></p><p>Divine Misdirection: Whenever targeted by a Divine Divination effect, if the effect's caster </p><p>does not succeed at a Caster Level check DC 10 + Heretic's Level, the Heretic can choose to</p><p>misdirect the results as Misdirection</p><p></p><p>Deny the Divine: The Heretic has gained supernatural power to deny Divine magic through her</p><p>unceasing determination. She gains Spell Resistance 11 + Heretic level, but only against</p><p>Divine magic.</p><p></p><p>Divine Dissolution: The Heretic has mastered the unravelling of Divine magics. She gains a</p><p>+4 bonus to Dispel checks against Divine spells (but not magic items)</p><p></p><p>Anathema Sever: The Heretic has gained the ability to sever the link that connects a Divine</p><p>caster and her deity or Divine source, at least temporarily. On a successful Sneak Attack,</p><p>she may choose to sacrifice the extra d6 damage to instead cut the Divine caster off from</p><p>her Divine power for 1 round (no save), preventing the victim from casting spells, turning</p><p>undead, etc. If she uses Anathema Sever on a Coup de Grace instead, she can sacrifice all</p><p>damage from the attack, after which the victim must make a Will Save (DC 10 + Damage that</p><p>would have been dealt from the Coup de Grace). If the victim fails, she loses all Divine</p><p>powers forever. They cannot be restored by any means short of a Miracle.[/CODE][/SBLOCK]</p></blockquote><p></p>
[QUOTE="Rystil Arden, post: 3413889, member: 29014"] Heretic! [SBLOCK=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.[/CODE][/SBLOCK] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Talking the Talk
Yo Ho Ho! Recruiting Spelljamming Pirates and Roguish Sorts to fill Openings!
Top