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