Clerics of Athelstan

Athelstan is the god of pain, suffering, and misfortune.

Class Requirements

Alignment: deity: CE; clerics: CE; flock: any evil
Duties: Missions, Omen Reading
Other Limits: Secrecy; Other restrictions vary with sect
Symbol: Broken or cracked wheel of fortune
Colors: Red and/or Dark Green; High ranking priests will add black, silver and gold accents
Profane Symbol: Can be made of wood, iron, bone or any precious metal. Sometimes an Athelstanean will have a primary profane symbol for when they can afford to not be secretive and several smaller profane symbols which are often somehow disguised.

Class Features

Granted Powers:

Pain Immunity (Su): Athelstaneans do not feel pain. Any spell or effect which works by causing pain fails to effect the cleric.

Cross-Class Skills (Ex): In addition to cleric class skills, Athelstaneans may take as class skills any non-exclusive Rogue class skill.

Iron Will (Ex): At 2nd level Athelstaneans gain the bonus feat, Iron Will.

Charm/Fascination (Sp): At 3rd level, Athelstaneans gain the ability to charm and fascinate. This functions as the spell, Suggestion. This is a full round action. This ability is usable 1/day. For each caster level gained, it is usable one additional time/day.

Cause Pain (Sp): At 5th level, Athelstaneans gain the ability to cause pain. This requires a successful Touch Attack. Target must make a Fortitude Save (DC = 12 + 1/2 caster level, rounded down + Wis modifier) or be effected. The cleric may choose to combine this with another Touch Attack (such as Cause Light Wounds). This may cause two magical effects to occur at once.

A failed save causes to the target to be wracked by intense pain, causing a temporary ability loss of -8 STR and -4 DEX and limits the target to only doing a Partial Action each round. The pain and ability loss lasts for one round per caster level of the cleric. This effect does not stack with itself or other pain effects, but a cleric may choose to target someone already under the effect of this power in order to reset the duration.

Bestow Curse: At 8th level an Athelstanean may choose to bestow a curse on his foes up to three (3) times per day. The cleric picks a target within 60' and that target plus any allies within 30' of the target must make Will saves (DC = 12 + 1/2 caster level, rounded down + Wis modifier) or be cursed. The target's Will save is made at -2. Those cursed receive a -2 enhancement penalty to attack rolls, damage rolls, saving throws, ability checks and skill checks. The curse lasts for 2 rounds per caster level.

Your Luck Has Run Out (Sp): At 12th level, Athelstaneans gain the ability to drain luck. This requires a successful Touch Attack. Target must make a Will Save (DC = 13 + 1/2 caster level, rounded down + Wis modifier) or lose all of their remaining Luck Points for the day. The cleric may choose to combine this with one other Touch Attack (such as Cause Light Wounds or the Cause Pain ability). This may cause two magical effects to occur at once.

Prophecy (Su): Beginning at 15th level, once per month the cleric experiences a prophecy. Usually the form it takes is that the cleric has a dream or vision that has been sent by one of Athelstan's profane agents. Most of the time, this is of an event of little consequence. However, at least one per year will be of major consequence in the cleric's life or the life of the church. In times of mission, the cleric's visions will have greater meaning on a more regular basis. The message of the prophecy is often very cryptic.

Prayer List :

All Athelstaneans know Bane, Inflict Light Wounds and Sanctuary in addition to the other spells on their Prayer List.

When they gain 2nd level spells, they know Augury and Inflict Moderate Wounds in addition to the other spells on their Prayer List.

When they gain 3rd level spells, they know Inflict Serious Wounds in addition to the other spells on their Prayer List.

When they gain 4th level spells, they know Inflict Critical Wounds in addition to the other spells on their Prayer List.

Weapons: Scourge (as Mighty Whip Dagger, S&F), Blowgun (MotW), Dagger, Flail, Gauntlet, Morning Star, Nagaika (MotW), Short Sword, Spiked Chain, Spiked Gauntlet, Whip
Armor: Any
Bonus Skills:

All Athelstaneans receive (4 + Int modifier) x 4 Skill Points at 1st level and 4 + Int modifier Skill Points at each successive level.

Bonus:  Profession: Astrologer, Profession: Torturer

Recommended:  Alchemy, Bluff, Disguise, Forgery, Intimidate, Knowledge: Religion, Knowledge: Politics, Knowledge: Streetwise, Perform: Ventriloquism, Profession Gambler, Profession: Herbalist, Ride, Wilderness Lore

 

1st level spells
Source
Attraction
OA
Bane
PH
Cause Fear
PH
Comprehend Languages
PH
Cure Light Wounds
PH
Detect Evil
PH
Detect Good
PH
Detect Undead
PH
Detect Magic
PH
Detect Poison
PH
Divine Favor
PH
Doom
PH
Endure Elements
PH
Entropic Shield
PH
Faerie Fire
PH
Inflict Light Wounds
PH
Light
PH
Magic Weapon
PH
Minor Symbol of Divinity
R&R
Obscuring Mist
PH
Protection from Evil
PH
Protection from Good
PH
Purify Food & Drink
PH
Random Action
PH
Sanctuary
PH
Scarecrow
MotW
Shield of Faith
PH
Summon Monster I
PH
2nd level spells
Source
Aid
PH
Augury
PH
Body Blades
MoF
Cure Moderate Wounds
PH
Delay Poison
PH
Desecrate
PH
Dissension's Feast
3eToM
Endurance
PH
Find Traps
PH
Gentle Repose
PH
Hold Person
PH
Inflict Moderate Wounds
PH
Make Whole
PH
Produce Flame
PH
Remove Paralysis
PH
Rend the Sovereign Soul
R&R
Resist Elements
PH
Shards (as Brambles)
DotF
Shatter
PH
Sound Burst
PH
Spiritual Weapon
PH
Summon Monster II
PH
Undetectable Alignment
PH
3rd level spells
Source
Animate Dead
PH
Bestow Curse
PH
Blessed Aim
DotF
Blindness/Deafness
PH
Continual Flame
PH
Create Food & Water
PH
Cure Serious Wounds
PH
Dispel Magic
PH
Glyph of Warding
PH
Greater Shards (as Spikes)
DotF
Inflict Serious Wounds
PH
Invisibility Purge
PH
Lesser Aspect of the Deity
DotF
Magic Circle against Evil
PH
Magic Circle against Good
PH
Magic Vestment
PH
Mystic Lash
MoF
Obscure Object
PH
Prayer
PH
Protection from Elements
PH
Rage
DotF
Random Causality
3eToM
Spike Growth
PH
Summon Monster III
PH
Torments (as Chardun's Torments)
R&R
4th level spells
Source
Castigate
DotF
Chains of Vengeance
BoEM
Condemned
R&R
Cure Critical Wounds
PH
Divine Power
PH
Fatigue
OA
Freedom of Movement
PH
Giant Vermin
PH
Greater Magic Weapon
PH
Inflict Critical Wounds
PH
Lesser Planar Ally
PH
Pain
OA
Quench
PH
Rapport
3eToM
Repel Vermin
PH
Spell Immunity
PH
Spike Stones
PH
Summon Monster IV
PH
Tongues
PH
Unholy Blight
PH
Weapon of the Deity (define weapon)
DotF
5th level spells
Source
Bear's Heart
DotF
Bolt of Bedevilment
DotF
Break Enchantment
PH
Chaotic Commands
3eToM
Commune
PH
Curse of Wounding
BoHM
Dispel Evil
PH
Dispel Good
PH
Greater Command
PH
Insect Plague
PH
Kiss of Death
MotW
Monstrous Regeneration
MoF
Raise Dead
PH
Righteous Might
PH
Shrieking Walls
3eToM
Spell Resistance
PH
Summon Monster V
PH
Unhallow
PH
6th level spells
Source
Antilife Shell
PH
Aspect of the Deity
DotF
Blade Barrier
PH
Crushing Walls
3eToM
Find the Path
PH
Forbiddance
PH
Geas/Quest
PH
Greater Dispelling
PH
Greater Glyph of Warding
PH
Harm
PH
Planar Ally
PH
Summon Monster VI
PH
Word of Recall
PH
7th level spells
Source
Acid Fog
PH
Blasphemy
PH
Creeping Doom
PH
Destruction
PH
Refuge
PH
Regenerate
PH
Repulsion
PH
Righteous Wrath of the Faithful
DotF
Slime Wave
MotW
Summon Monster VII
PH
Tentacle Walls
3eToM
8th level spells
Source
Chain of Chaos
DotF
Greater Planar Ally
PH
Maddening Scream
PH
Summon Monster VIII
PH
Symbol
PH
Age Dragon
3eToM
Unholy Aura
PH
Warrior's Strength (as Strength of Kadum)
R&R
9th level spells
Source
Convert
R&R
Earthquake
PH
Gate
PH
Greater Aspect of the Deity
DotF
Implosion
PH
Incapacitate
R&R
Preservation
3eToM
Shambler
PH
Summon Monster IX
PH
 


Clerics
Good Deities' Clerics: Estereal | Soltana
Neutral Deities' Clerics:
Azkal | Jvelto |Torodin | Wajen
Evil Deities' Clerics: Athelstan |Izmira | Othniel