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.
|Cantrips||1st level spells||2nd level spells||3rd level spells|
|4th level spells||5th level spells||6th level spells|
|Lvl||BAB||Saves||Feats||HP range||Base spells per day||Known spells|
|4th||+3||+1||+4||+4||Bard Song, First Verse||12-24||3||2||0||-||-||-||-||5||3||2||-||-||-||-|
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.
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.
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.
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.
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.