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'''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.
'''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.
Spellcasting: Divine, Charisma based as a sorcerer.


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

Revision as of 01:58, 25 July 2022

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.


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
  • 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 Bardic Knowledge, Bard Song 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 12-24 3 2 0 - - - - 5 3 2 - - - -
5th +3 +1 +4 +4 Curse Song 15-30 3 3 1 - - - - 5 4 3 - - - -
6th +4 +2 +5 +5 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 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 Lingering Song 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 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 42-84 4 3 3 3 3 1 - 5 4 4 4 4 3 -
15th +11/+6/+1 +5 +9 +9 Extra Music 45-90 4 4 3 3 3 2 - 5 4 4 4 4 3 -
16th +12/+7/+2 +5 +10 +10 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 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 Chord of Power, Ballad of the Banshee 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 bard 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.


Chord of Power

At level 20, Bard Song gains an additional 30 rounds to its duration and grants spell resistance equal to 10 + evangelist level.


Ballad of the Banshee

At level 20, Curse Song gains an additional 30 rounds to its duration and deals sonic damage equal to double the perform skill.


Bard Song Bonuses

Evangelists are able to sing a song that can bolster their allies. Deafened creatures are not affected by the bard's singing. The song affects all allies within 30 feet and lasts for 10 rounds. The higher the bard's final perform skill and class level, the better the bard song. This ability is a free action.


Level Perform Attack Damage Will Fort Ref Temp HP AC Skills
1st 3 1 1 0 0 0 0 0 0
2nd 6 1 1 1 0 0 0 0 0
3rd 9 1 2 1 1 0 0 0 0
6th 12 1 2 1 1 1 0 0 1
8th 15 2 2 1 1 1 8 0 1
11th 18 2 2 1 1 1 8 2 2
14th 21 2 3 1 1 1 16 3 2
15th 24 2 3 2 2 2 16 4 3
16th 30 2 3 3 2 2 20 5 4
17th 35 2 3 3 2 2 22 5 5
18th 40 2 3 3 2 2 24 5 6
19th 45 2 3 3 2 2 26 5 7
20th 50 3 4 4 3 3 28 6 8


Curse Song Effects

Evangelists are able to sing a song that can curse their enemies. Deafened creatures are not affected by the bard's singing. The song affects all enemies within 30 feet and lasts for 10 rounds. The higher the bard's final perform skill and class level, the more powerful the curse song. This ability is a free action.


Level Perform Attack Damage Will Fort Ref Sonic Dmg AC Skills
1st 3 -1 -1 0 0 0 0 0 0
2nd 6 -1 -1 -1 0 0 0 0 0
3rd 9 -1 -2 -1 -1 0 0 0 0
6th 12 -1 -2 -1 -1 -1 0 0 -1
8th 15 -2 -2 -1 -1 -1 8 0 -1
11th 18 -2 -2 -1 -1 -1 8 -2 -2
14th 21 -2 -3 -1 -1 -1 16 -3 -2
15th 24 -2 -3 -2 -2 -2 16 -4 -3
16th 30 -2 -3 -3 -2 -2 20 -5 -4
17th 35 -2 -3 -3 -2 -2 22 -5 -5
18th 40 -2 -3 -3 -2 -2 24 -5 -6
19th 45 -2 -3 -3 -2 -2 26 -5 -7
20th 50 -3 -4 -4 -3 -3 Perform x 2 -6 -8