Pathfinder priestess class archetype: Diviner

Diviner (Priestess archetype)



Deific connection (Ex): While their studies are important, their connection to their deity gives them a heightened insight into the powers they study. When considering the DC of their spells, power words, divine words, vocations, and vocation abilities, they use their charisma modifier instead of their intelligence modifier. However, ignoring their studies does have detriments. If the diviner's intelligence modifier is negative, they take it as a penalty to their ability and spell DCs. In addition, the diviner must have an alignment within one step of their deity.

This modifies the priestess' spell casting and abilities.

Divine word (Su): Some of the vocational powers the diviner takes on are words given by their deity, due to both the study and the connection to their deity. At first level, they choose one divine word representing one of their deity's domains. At 10th level, they gain a second domain. The divine words are listed below.

This replaces the power words gained at 1st and 10th level.

Empowered divinity (Ex): At various times during their study, the diviner gains certain powerful bonuses to their spell casting and abilities.

At 6th level, the priestess gains a 10 ft. range increase on their divine words, a +2 bonus on caster level checks to dispel and overcome spell resistance. 

At 12th level, the priestess gains a +2 bonus on will saves against effects against abilities from those whom do not worship their deity. 

At 18th level, the priestess always rolls twice and take the higher result when attempting to dispel an effect or overcome spell resistance. 

This modifies the priestess' empowered vocations.

True calling: 

When the diviner gains their true calling, their divine words gain specific improvements.

Law: If the creature is lawful, they can roll twice and take the higher result on one d20 roll per round.

Chaos: The effect spreads to one additional creature within 30 ft. 1 round after the divine word is cast.

Good: Evil creatures take a -2 to their saves against this divine word, and those that fail their will save are paralyzed for 1d4+1 rounds. Good creatures healed by this ability gain a +1 sacred bonus to all d20 rolls for 1d4+1 rounds.

Evil: Both effects occur at once, with the same saving throw.

Neutrality: Any creature attempting to use an alignment-based effect on someone who is protected by this divine word is stunned for 1 round (fort negates)

This modifies the priestess' true calling.

Vocation abilities: The following vocation abilities are added to the list of the diviner's vocation abilities.

Commune: Once per day, the diviner can cast commune as a spell-like ability. This requires 8th level.

Invoke deity: Once per day, the diviner can cast invoke deity as a spell-like ability. This requires 11th level.

Miracle: Once per week, the diviner can cast miracle as a spell-like ability. This requires 17th level.

This modifies the priestess' vocation abilities.



Divine words

Divine word: Air: The diviner chooses a target within 30 ft. as a standard action. The target is blasted with air and subject to a bull rush attempt in a direction of the diviner's choosing. The CMB of the bull rush is equal to the diviner's level + their charisma modifier. They can use this divine word a number of times per day equal to 3 + their charisma modifier.

Divine word: Animal: The diviner chooses an animal within 30 ft. of them, and can charm them as a standard action, acting as the charm animal spell. At 10th level, this acts as dominate animal. They can use this ability a number of times per day equal to 3 + their charisma modifier.

Divine word: Artifice: The diviner can choose to repair or destroy. When used, this repairs 1d6 + the diviner's level hit points to an object. If chosen to destroy, it deals the same, but damage to an object or construct with no save. The damage to objects and constructs increases by 1d6 for every 5 levels the diviner possesses.They can use this ability a number of times per day equal to 3 + their charisma modifier.

Divine word: Chaos: The priestess chooses a target within 30 ft. as a standard action, and gives it a random condition for 1 round per level of the priestess. At 1st level, the priestess rolls a d6 to determine a condition the creature gains. A will save negates this condition. They can use this diviner word a number of times per day equal to 3 + their charisma modifier. At 5th level, they roll a d8. At 10th, d12. At 15th, d20. Based on the roll, they gain:

1: Bleeding (roll same as chaos roll die)
2: Sickened
3: Bleeding 
4: Fatigued
5: Dazzled
6: Dazed
7: Deafened
8: Blinded
10: Nauseated
11: Frightened
12: Stunned
13: Entangled
14: Staggered
15: Fascinated
16: Exhausted
17: Panicked
18: -1 hit points and dying
19: Petrified
20: Dead

Divine word: Charm: The diviner can charm a target within 30 ft. as a standard action. This acts as charm person. Instead, they can use this word to roll twice and take the preferred result on any diplomacy or bluff check. At 10th level, this may act as dominate person. They can use this ability a number of times per day equal to 3 + their charisma modifier.

Divine word: Community: When the diviner and other creatures within 30 ft. must make a saving throw against an effect, the diviner may choose to use this word as an immediate action to allow all allies to use their roll instead. They can also, as an immediate action, use this divine word to allow an all to use their bonus to a saving throw instead of their own. This must be chosen before the roll is made. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Darkness: The diviner can surround a creature within 30 ft. with swirling shadows as a standard action. These shadows give the target partial concealment for a number of rounds equal to the priestess' level. At 5th level, they can grant the target total concealment. At 10th level, they can choose to aid a number of creatures up to their charisma modifier. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Death: When a target within 30 ft. is below 0 hit points and dying, the priestess can use this divine word as a standard action to take 1d6 points of damage + the diviner's charisma modifier. This damage increases by 1d6 points for every 5 levels they possess. This acts as a coup de grace attempt. At 10th level, they can use this ability whenever a target is helpless. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Destruction: The diviner can rain destruction down on a 20 ft.-radius region surrounding them, excluding their space. This deals 1d6 points of damage as bludgeoning and fire. This damage increases by 1d6 for every 2 levels following first. A reflex save halves this damage. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier. 

Divine word: Earth: The priestess blasts a target within 30 ft. of them, dealing either bludgeoning or acid damage. This deals 1d8 points of damage + the priestess' charisma modifier. This damage increases by 1d8 for every 3 levels following 1st. A reflex save halves this damage. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Evil: The priestess can force a target within 30 ft. to endure pain. They choose to make the target suffer, causing them to bleed for 1d4 damage for a number of rounds equal to the priestess' charisma modifier, at which the wounds close. At 5th level, and every 5 levels thereafter, this bleed damage increases by 1d4. The heal check to end this bleed effect is equal to 15 + 1/2 the priestess' level. In order to end this bleeding effect with magic, the caster must make a caster level check with a DC equal to 10 + the priestess' caster level. A successful will save halves causes the creature to bleed for half the number of rounds (rounding down). They can use this divine word a number of times per day equal to 3 + their charisma modifier. 

Divine word: Fire: The diviner causes a target within 30 ft. to burst into flames, dealing 1d6 + their charisma modifier as fire damage. The target is set aflame, burning for a number of rounds equal to the diviner's level. A successful reflex save stops them from being set on fire. A full-round action must be taken to put out the flames. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Glory: The diviner speaks a word of glory as a standard action, granting themselves and all allies within 30 ft. a +1 morale bonus to attack rolls and fear saving throws for a number of rounds equal to their charisma modifier. This bonus increases by 1 for every 5 levels the priestess possesses. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Good: The priestess can blast a creature within 30 ft. with divine energy, which can harm or heal. This deals 1d8 damage + the priestess' charisma modifier to evil creatures, and half as much to neutral creatures. If the creature is good, this grants the target a +1 sacred bonus to saving throws for 2 rounds, and gains a new saving throw against persistent conditions they possess. The boon and damage of this ability increases by 1 and 1d8 for every 4 levels the priestess. A successful will save halves the damage done. The priestess can use this ability a number of times per day equal to 3 + their charisma modifier.

Divine word: Healing: The priestess calls to her deity for a word of healing, restoring themselves and allies within 30 ft. for 1d6 hit points. This healing increases by 1d6 for every 2 levels they possess after first. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Knowledge: The priestess can bless themselves with a boon of knowledge, granting them a +20 insight bonus to the roll. This allows them to use untrained knowledge skills. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Law: The priestess chooses a target within 30 ft. as a standard action, granting it a boon of order or curse of chaos. For a number of rounds equal to the diviner's charisma modifier, they gain a +1 bonus to attack rolls, saving throws, skill checks, ability checks, and caster level checks. If they choose to curse a creature, they give the creature a penalty to these rolls. The bonus or penalty given increases by 1 for every five levels the priestess possesses. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Liberation: The diviner can call a word of liberation upon an ally within 30 ft. as an immediate action. The ally, if entangled, is immediately released. If they are grappled or restrained, the target immediately gains an escape artist attempt with a bonus equal to the priestess' level + their charisma modifier. At 10th level, this ability may act as freedom of movement. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Luck: The diviner can call down a boon of luck or misfortune upon a target as a standard action. This target either must roll twice and take the lower result on a number of d20 rolls equal to the diviner's charisma modifier, or it may roll twice and take the higher result on a roll. At 10th level, the target rolls three times. At 20th level, the target rolls four times. The diviner can instead choose to have this ability work on a single roll of their choosing as an immediate action before the roll is made. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Madness: The diviner bestows madness upon a target within 30 ft. as a standard action. The target becomes confused for 1 round per level of the priestess. At 10th level, they can choose a number of targets up to their charisma modifier. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Magic: The diviner gives and takes magic from those around them. As a standard action, the diviner grants a +1 enhancement bonus on a target weapon for 1 round per level. this stacks with possessed magical enhancements. At 5th level, they can dispel a magical effect using this word, as the dispel magic spell. At 10th level, the diviner can grant a +2 bonus, and can bestow any ability of their choice with the appropriate bonuses. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Nobility: As a standard action, the diviner can speak a command to a target within 30 ft., acting as the spell command. At 10th level, this acts as command (greater). This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Plant: The priestess can grant a target within 30 ft. the ability to speak with plants for a number of minutes equal to their level as a standard action. At 10th level, they can use this word to control plants as the spell. At 15th level they can cast animate plants. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Protection: As an immediate action, the priestess can grant a target within 30 ft. a sacred bonus to their armor class if they are the target of an attack, or their saving throws if targeted by a spell that grants the save. This must be chosen before the roll is made. At 10th level, this lasts for an entire round. At 15th level, this is a free action they can use at any time. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Repose: The priestess can target an undead creature within 30 ft., dealing 1d6 damage per level, and staggering it for 1 round. A successful will save halves this damage and negates the stagger. When targeting a living creature, this ability gives the target the effects of the death ward spell for 1 round. At 5th level, and every 5 levels thereafter, this increases by 1 round. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Rune: The diviner can create a rune on a 5-foot square within 30 ft. as a standard action using a spell they have prepared. If a creature steps on the rune, the spell activates, with either them being the target, or the center of the area of effect. This rune lasts for 24 hours. Alternatively, they can place the rune on a creature, allowing them to touch the rune as a standard action to activate the spell. This only works with spells with a single target and a range of touch. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Strength: The diviner can choose a target within 30 ft. and grant them a +2 enhancement bonus to their strength score for 1 minute per level the diviner possesses. This bonus increases by 2 for every 5 levels they possess. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Sun: The diviner creates a burst of sunlight in a 5-foot square within 60 ft. If adjacent to or in this square, a creature is blinded during the effect. for 60 ft. beyond the origin, it is bright light, 60 ft. beyond that, normal light. This ability dispels and counters all supernatural darkness. The diviner makes a caster level check against a supernatural darkness effect (DC 11 + caster level). If successful, the divine word's light dispels the effect and remains in effect. This light remains for 1 minute per level of the priestess. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Travel: The diviner can grant a target within 30 ft. a +10 ft. enhancement bonus to a target's movement speed for 1 hour per level they possess as a standard action. At 10th level, the diviner can cast teleport using this ability. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Trickery: The diviner can create an image of themselves as a move action. This acts as the mirror images spell. This image lasts 1 minute per level the diviner possesses. For every four levels they possess, they gain one additional image when they use this divine word. They cannot gain more images than the number created by this ability. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Void: The diviner grants a target within 30 ft. a boon of the void as a standard action. This gives the target a +2 sacred bonus to saving throws against mind affecting effects, as well as all abilities of aberrations and creatures of the astral plane for a number of rounds equal to the diviner's level. This bonus increases by 1 for every 5 levels the diviner possesses. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: War: The diviner bestows a boon of battle upon a creature within 30 ft. as a standard action. They gain a +1 bonus to attack rolls, damage rolls, and a +5 ft. enhancement bonus to their movement speed for 1 round per level. These bonuses increase by 1 and 5 ft. for every 5 levels the priestess possesses. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier. 

Divine word: Water: The priestess grants a target within 30 ft. a swim speed equal to the creature's land speed and water breathing for 1 minute per level the priestess possesses. At 10th level, they can grant this to a number of creatures equal to the diviner's charisma modifier. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier.

Divine word: Weather: The priestess can choose one form of weather: rain, sleet, snow, and storm. The storm comes down on a 10-ft. radius region, and this area increases by 10 ft. for every 5 levels the diviner possesses. The storm remains for 1 round per level the diviner possesses. If they choose rain, creatures move at half speed, and all have partial concealment. If they choose sleet, all creatures move at half speed, and they take 1d6 cold damage per round they remain. If they choose snow, all creatures have partial concealment, and creatures take 1d6 cold damage each round they remain. If they choose storm, all creatures have partial concealment, and each creature is struck by a bolt of lightning dealing 1d6 electricity damage each round they remain. The cold and electricity damage increase by 1d6 per 3 levels following first, and a successful reflex save halves the damage each round. At 15th level, the storm gives creatures total concealment. This ability can be used a number of times per day equal to 3 + the diviner's charisma modifier. 

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