Evangelist

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Typically hailing from a mundane pastime and shaped by some dramatic or traumatic event, the Evangelist is so fanatically devoted to their God that they are directly granted power by them, or at least they claim. Recognized as a necessity by some priests, an inevitablity by others, and a liability by the rest, the evangelist typically picks just a few aspects of their chosen deity's portfolio and follows them zealously and to the letter. The foremost goal and greatest accomplishment for an evangelist would be someone's conversion from beliefs they view as false to acceptance of their own. To such an end the evangelist is capable of casting powerful boons on their allies, and bringing terrible punishment on their enemies.


Hit Die: d6

Proficiencies: Armor (Light, Medium), Shields, Weapons (Simple)

Skill Points: 6 + INT

Class Skills: Appraise, Bluff, Concentration, Craft (all), Decipher Script, Discipline, Disguise, Escape Artist, Forgery, Heal, Hide, Knowledge (all), Listen, Lore, Move Silently, Parry, Perform, Persuade, Profession (all), Sense Motive, Speak Language, Spellcraft, Taunt

Spellcasting: Divine, charisma-based (a base charisma score of 10 + the spell's level is required to cast a spell, bonus spells are based on modified charisma, and the charisma modifier affects spell difficulty class), and spontaneous cast (no spell preparation required). Evangelist begin the game knowing four cantrips.

Alignment: The Evangelist must be the same alignment as their chosen deity.

Evangelist is soft-locked behind a conversation with a DM. Speak with a DM before making one.


Spells

Cantrips 1st level spells 2nd level spells 3rd level spells
  • Cure Minor Wounds
  • Inflict Minor Wounds
  • Light
  • Resistance
  • Virtue
  • Bane
  • Bless
  • Cure Light Wounds
  • Divine Favor
  • Doom
  • Endure Elements
  • Entropic Shield
  • Inflict Light Wounds
  • Magic Weapon
  • Protection from Alignment
  • Remove Fear
  • Sanctuary
  • Scare
  • Shield of Faith
  • Summon Creature I
  • Aid
  • Bull's Strength
  • Cure Moderate Wounds
  • Darkness
  • Eagle's Splendor
  • Endurance
  • Find Traps
  • Fox's Cunning
  • Hold Person
  • Inflict Moderate Wounds
  • Lesser Dispel
  • Lesser Restoration
  • Negative Energy Ray
  • Owl's Wisdom
  • Remove Paralysis
  • Resist Elements
  • Silence
  • Sound Burst
  • Stone Bones
  • Summon Creature II
  • Ultravision
  • Animate Dead
  • Bestow Curse
  • Blindness/Deafness
  • Clarity
  • Contagion
  • Continual Flame
  • Cure Serious Wounds
  • Darkfire
  • Dispel Magic
  • Glyph of Warding
  • Inflict Serious Wounds
  • Invisibility Purge
  • Magic Circle Against Alignment
  • Magic Vestment
  • Negative Energy Protection
  • Prayer
  • Protection from Elements
  • Remove Blindness/Deafness
  • Remove Curse
  • Remove Disease
  • Searing Light
  • Summon Creature III


4th level spells 5th level spells 6th level spells
  • Cure Critical Wounds
  • Death Ward
  • Dismissal
  • Divine Power
  • Freedom of Movement
  • Hammer of the Gods
  • Inflict Critical Wounds
  • Greater Magic Weapon
  • Neutralize Poison
  • Poison
  • Restoration
  • Summon Creature IV
  • Battletide
  • Circle of Doom
  • Flame Strike
  • Healing Circle
  • Monstrous Regeneration
  • Raise Dead
  • Slay Living
  • Spell Resistance
  • Summon Creature V
  • True Seeing
  • Banishment
  • Blade Barrier
  • Control Undead
  • Create Undead
  • Greater Dispelling
  • Greater Sanctuary
  • Harm
  • Heal
  • Planar Ally
  • Prot from Magical Energy
  • Summon Creature VI
  • Undeath to Death

Level progression

Lvl BAB Saves Feats HP range   Base spells per day   Known spells
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 0 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Vicious Mockery 3-6 2 - - - - - - 4 - - - - - -
2nd +1 +0 +3 +3 Weapon Finesse 6-12 3 0 - - - - - 5 2 - - - - -
3rd +2 +1 +3 +3 9-18 3 1 - - - - - 5 3 - - - - -
4th +3 +1 +4 +4 Bard Song, First Verse 12-24 3 2 0 - - - - 5 3 2 - - - -
5th +3 +1 +4 +4 15-30 3 3 1 - - - - 5 4 3 - - - -
6th +4 +2 +5 +5 Second Verse 18-36 3 3 2 - - - - 5 4 3 - - - -
7th +5 +2 +5 +5 21-42 3 3 2 0 - - - 5 4 4 2 - - -
8th +6/+1 +2 +6 +6 Third Verse 24-48 3 3 3 1 - - - 5 4 4 3 - - -
9th +6/+1 +3 +6 +6 27-54 3 3 3 2 - - - 5 4 4 3 - - -
10th +7/+2 +3 +7 +7 Fourth Verse 30-60 3 3 3 2 0 - - 5 4 4 4 2 - -
11th +8/+3 +3 +7 +7 33-66 3 3 3 3 1 - - 5 4 4 4 3 - -
12th +9/+4 +4 +8 +8 First Chorus 36-72 3 3 3 3 2 - - 5 4 4 4 3 - -
13th +9/+4 +4 +8 +8 39-78 3 3 3 3 2 0 - 5 4 4 4 4 2 -
14th +10/+5 +4 +9 +9 Second Chorus 42-84 4 3 3 3 3 1 - 5 4 4 4 4 3 -
15th +11/+6/+1 +5 +9 +9 45-90 4 4 3 3 3 2 - 5 4 4 4 4 3 -
16th +12/+7/+2 +5 +10 +10 Third Chorus 48-96 4 4 4 3 3 2 0 5 5 4 4 4 4 2
17th +12/+7/+2 +5 +10 +10 51-102 4 4 4 4 3 3 1 5 5 5 4 4 4 3
18th +13/+8/+3 +6 +11 +11 First Crescendo 54-108 4 4 4 4 4 3 2 5 5 5 5 4 4 3
19th +14/+9/+4 +6 +11 +11 57-114 4 4 4 4 4 4 3 5 5 5 5 5 4 4
20th  +15/+10/+5  +6 +12 +12 Second Crescendo 60-120 4 4 4 4 4 4 4 5 5 5 5 5 5 4

Being able to cast 0 spells of a certain level per day means the Evangelist cannot cast spells of that level unless bonus spell slots of the appropriate level are granted by a high charisma.

As a rule of thumb, Evangelists can cast spell levels up to a third their class level, rounded up.


Vicious Mockery 30 second cooldown, 1 minute duration:

Taunt a target, reducing their attack bonus, damage, AC, saves, and skills based on your level. At higher levels deal damage based on your performance skill.

Bard Song Bonuses

Evangelists are able to sing a song that can bolster their allies. Deafened creatures are not affected by the Evangelist's singing. Once toggled, the song continuously affects all allies within 30 feet, repeating every 5 minutes with chorus and crescendos automatically playing at their point in the song.

As Evangelists level up they'll be able to add verses, choruses, and finally crescendos to their music. Each of these three pieces of song work behaves differently from the others.

Verses play for the entire duration of the song. In this way, a verse behaves similarly to the way a normal bard might play their music. Choruses play at the start of every song, for 3 rounds at the top of every minute for the duration of the song, and the final 3 rounds of the song. Crescendo play at the start of every song, for 1 round every 90 seconds for the duration of the song, and for the final round of the song.

Verses

Verse: Heroes for the Day

Those affected by your bard song gain attack damage equal to Cha Modifier / 5 + 1.


Verse: Men of Iron

Those affected by your bard song gain dodge AC equal to your charisma / 7 + 1.


Verse: Strength to Carry On

Those affected by your bard song gain bonuses to fortitude, will, and reflex equal to your charisma / 7 + 1


Verse: The Wise Man Once Told Me

Those affected by your bard song gain bonuses to all their skills equal to your Charisma modifier.


Verse: Anarchy in the Spellbooks

Those affected by your bard song gain spell resistance equal to your evangelist level + 10.


Verse: Sharpest Tool in the Shed

Those affected by your bard song gain attack bonus equal to your charisma / 7 + 1.


Verse: Like the Dark Side of the Moon

Those affected by your bard song gain 40% concealment.


Verse: Sensual Healing

Those affected by your bard song gain regeneration equal to your charisma / 8.


Verse: Feel So Weightless

Those affected by your bard song gain 30% move speed.


Verse: Nor Wind Nor Sleet No Snow Could Stop Them

Those affected by your bard song gain 5/- resistance to cold, acid, electrical, and fire damage until 10 * Cha Modifier has been absorbed.


Verse: Too Hard Living but Afraid to Die

Those affected by your bard song gain temporary health equal to your performance skill.

Choruses

Chorus: Heartbeats on a Knife

During a chorus, those hearing your song gain regeneration equal to your charisma modifier.


Chorus: Let it Be

During a chorus, those hearing your song gain an extra attack.


Chorus: The Bugle Sounds The Charge Begins

During a chorus, those hearing your song gain attack bonus equal to half your charisma modifier.


Chorus: Thunder In the Skies

During a chorus, those hearing your song gain sonic damage equal to Charisma Modifier / 5 + 3;


Chorus: Talk in Song from Tongues of Lilting Grace

During a chorus, those hearing your song gain slashing damage equal to Charisma Modifier / 5 + 3.


Chorus: In The Court of the Ruby King

During a chorus, those affected by your bard song gain 10/- resistance to cold, acid, electrical, and fire damage until 20 * Cha Modifier has been absorbed.


Chorus: Never Will Surrender You

When a chorus begins, you and your party heal for health equal to your perform modifier.


Chorus: Like Smoke on the Water

During a chorus, those who can heal your song gain 60% concealment.

Crescendos

Crescendo: Through Hellfire and Flames

Gain five bonus attacks during each crescendo.


Crescendo: Ysgardian Rhapsody

Gain regeneration equal to your charisma modifier every second during a crescendo.


Crescendo: Don't Fear the Reaper

During a crescendo you gain undead immunities.


Crescendo: Roundabout

During a crescendo you move extremely quickly and have uncapped movement speed.


Crescendo: Violet Haze

During a crescendo you gain 90% concealment.


Crescendo: Grant Me Shelter

During crescendo gain 100% immunity to fire, cold, electricity, and acid.

Vicious Mockery Effects

Evangelists are able to taunt their enemies. Deafened creatures are not affected by the Evangelist's taunts. This effect applies to a single enemy, however the cooldown is 30 seconds and the duration is 60. The higher the Evangelist's final perform skill and class level, the more powerful the mocking becomes. This ability is a free action.

  • Players can roll will against a DC of 14 + 1/2 Evangelist Levels + Charisma Modifier to resist the effects and take half the damage of Vicious Mockery.


Level Attack Damage Will Fort Ref Sonic Dmg AC Skills
2nd -1 -2 -1 -1 -1 0 0 -1
4th -2 -2 -1 -1 -1 0 -1 -1
6th -2 -2 -1 -1 -1 0 -2 -2
8th -2 -3 -1 -1 -1 Perform/3 -3 -2
10th -2 -3 -2 -2 -2 Perform/3 -4 -3
12th -2 -3 -3 -2 -2 Perform/3 -5 -4
14th -2 -3 -3 -2 -2 Perform/2 -5 -5
16th -2 -3 -3 -2 -2 Perform/2 -5 -6
18th -2 -3 -3 -2 -2 Perform -5 -7
20th -3 -4 -4 -3 -3 Perform -6 -8

Epic Evangelist

The epic evangelist's music is beyond inspiring, beyond heartrending, beyond perfection. With just a song, the evangelist can weaken the cruelest creature or inspire allies to the heights of power and bravery.

Hit die: d6

Skill points: 4 + int modifier

Bonus feats: The epic evangelist gains a bonus feat every three levels after 20th. In other words, at levels 23, 26, 29, 32, 35, and 38.

Epic bonus feats: arcane defense, curse song, epic skill focus (all but animal empathy), epic spell focus, epic will, extra music, great charisma, great dexterity, greater spell focus, greater spell penetration, improved combat casting, lasting inspiration, lingering song

Unavailable epic feats: bane of enemies, construct shape, dragon shape, epic spell: dragon knight, epic spell: epic mage armor, epic spell: epic warding, epic spell: greater ruin, epic spell: hellball, epic spell: mummy dust, epic weapon specialization, great smiting, improved ki strike 4, improved ki strike 5, improved sneak attack, improved spell resistance, improved stunning fist, mighty rage, outsider shape, planar turning, terrifying rage, thundering rage, undead shape
These general epic feats cannot be selected when taking a level of Evangelist.


Epic Vicious Mockery

Level Attack Damage Will Fort Ref Temp HP AC Skills
22nd -4 -5 -5 -4 -4 Perform x 2 -7 -9
24th -4 -5 -5 -4 -4 Perform x 2 -7 -11
26th -5 -6 -6 -5 -5 Perform x 2 -8 -13
28th -5 -6 -6 -5 -5 Perform x 2 -8 -14
30th -6 -7 -7 -6 -6 Perform x 2 -9 -19


Epic Evangelist level progression

  Lvl   Feats HP range
21st 63-126
22nd 66-132
23rd bonus feat 69-138
24th 72-144
25th 75-150
26th bonus feat 78-156
27th 81-162
28th 84-168
29th bonus feat 87-174
30th 90-180