Reverend
Reverends are fiery apologists of their goddesses, serving them fervently and proclaiming their teachings loudly to any who will listen. Not unused to scrapes due to their firebrand nature, reverends make capable combatants, able to call down the wrath of their goddesses on enemies of the faith.
Role: Reverends can serve as capable healers or spellcasters, calling upon their divine powers from the center of the fight, where their armor and martial skills are put to the test.
Alignment: A reverend's alignment must be the same as his goddess's, and he must worship a Lawful goddess.
Starting HP: 8
HP Roll: d4+2
Starting Wealth: 5d6 × 10 sy(average 175 gp.) In addition, each character begins play with an outfit worth 20 sy or less.
Class Skills
The reverend's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate(Cha), Knowledge (local) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
Primary Attributes: Cha, Str
A true apologist never apologizes.
Class Features
Weapon and Armor Proficiencies
A reverend is proficient with all simple weapons, as well as the favored weapon of his deity, light and medium armor, and shields. Reverends of Frelia gain Improved Unarmed Strike as a bonus feat. All reverends gain Celestial as a bonus language.
Spells
A reverend casts divine spells drawn from the inquisitor spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs; see the Chaotic, Evil, Good, and Lawful Spells section. A reverend must choose and prepare his spells in advance.
To prepare or cast a spell, a reverend must have a Charisma score equal to at least 10 + the spell’s level. The saving throw DC against a reverend's spell is 10 + the spell’s level + the reverend's Charisma modifier.
Like other spellcasters, a reverend can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Reverend. In addition, he receives bonus spells per day if he had a high Charisma score.
Reverends meditate or pray for their spells. Each reverend must choose a time when he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A reverend can prepare and cast any spell on the inquisitor spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Orisons: Reverends can prepare a number of orisons, or 0-level spells, each day as noted on Table: Reverend. These spells are cast as any other spell, but aren’t expended when cast and can be used again.
Spontaneous Casting: A reverend of Frelia can channel stored spell energy into healing spells that he did not prepare ahead of time. The reverend can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.
A reverend of Tilia can’t convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with “inflict” in its name.
A reverend of Marya chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the reverend channels positive or negative energy (see Channel Energy, below).
Chaotic, Evil, Good, and Lawful Spells: A reverend cannot cast spells of an alignment opposed to his his deity’s. Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Aura (Ex)
A reverend has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see the detect evil spell).
Domain (Su)
A reverend's deity influences his alignment, what magic he can perform, his values, and how others see him. Each reverend can select one domain from among those granted by his goddess. A list of domains can be found here.
Each domain grants powers, as well as spells. A reverend uses his Charisma modifier in place of Wisdom for determining any effects granted by a domain. The DC, if any, for a domain power is 10+1/2 reverend level+Cha mod.
At 1st, 4th, 7th, 10th, 13th, and 16th level, the domain grants the reverend a spell of the highest level he can cast. A reverend may cast his domain spells spontaneously as though they were a Cure or Inflict spell, by sacrificing any prepared spell to cast any domain spell of the same spell level or lower.
Detect Alignment (Su)
At 1st level, a reverend can concentrate on a subject as a full-round action to determine its alignment. This ability can be used a number of times per day equal to 3+Wis mod.
Sacred Weapon (Su)
At 1st level, weapons wielded by a reverend are charged with the power of his faith. Whenever the reverend hits with one of his goddess's favored weapons, the weapon damage is based on his level and not the weapon type (see Table: Reverend). A reverend can select one additional weapon to benefit from this bonus. Once made, this choice cannot be changed.
A reverend can choose to forgo the benefits of this feat if the weapon's base damage would be higher than the Sacred Weapon damage.
Smite Foe (Su)
Once per day, a reverend can call out to his goddess to aid in the struggle against her foes. As a swift action, the reverend chooses one target within sight to smite. For Frelian reverends, this can target evil creatures; for Maryan reverends, this works against Chaotic creatures; and for Tilian reverends, this can smite good creatures. The reverend adds his Charisma bonus (if any) to his attack rolls and adds half his reverend level (rounded up) to all damage rolls made against the target of his smite. For the purposes of bypassing DR, the smite attacks are considered to have the same alignments as the reverend's goddess.
In addition, while smite foe is in effect, the reverend gains a deflection bonus equal to his Charisma modifier (if any) to his AC against attacks made by the target of the smite. If the reverend targets a creature that is not valid for his goddess, the smite is wasted.
The smite foe effect remains until the target of the smite is dead or the next time the reverend rests and regains his uses of this ability. At 4th level, and at every four levels thereafter, the reverend may smite his foes one additional time per day, as indicated on Table: Reverend, to a maximum of six times per day at 20th level.
Fervor (Su)
At 2nd level, a reverend can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his reverend level + his Wisdom modifier. By expending one use of this ability, a reverend of Frelia can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 reverend levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the reverend targets himself, in which case it’s a swift action). Alternatively, the reverend can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.
A reverend of Tilia can use this ability to instead deal damage to living creatures with a melee touch attack and heal undead creatures with a touch. This counts as negative energy.
A reverend of Marya uses this ability as a Frelian if he chose to spontaneously cast cure spells or as a Tilian if he chose to spontaneously cast inflict spells.
As a swift action, a reverend can expend one use of this ability to cast any one spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the reverend, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The reverend does not need to have a free hand to cast a spell in this way.
A reverend can select the Extra Channel feat to gain additional uses of Fervor. The feat can only be taken once for this purpose.
Solo Feats
At 3rd level and every 3 levels thereafter, a reverend gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The reverend must meet the prerequisites for these feats, but he treats his reverend level as his base attack bonus for the purpose of qualifying for these feats.
All of the reverend's allies are treated as if they possessed the same teamwork feats as the reverend for the purpose of determining whether the reverend receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the reverend to receive the listed bonus.
Channel Energy (Su)
Starting at 4th level, a reverend can release a wave of energy by channeling the power of his faith through his holy (or unholy) symbol. This energy can be used to deal or heal damage, depending on the type of energy channeled and the creatures targeted. Using this ability is a standard action that expends two uses of his fervor ability and doesn’t provoke an attack of opportunity. The reverend must present a holy (or unholy) symbol to use this ability.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the reverend. The amount of damage dealt or healed is equal to the amount listed in the fervor ability. Creatures that take damage from channeled energy must succeed at a Will saving throw to halve the damage. The save DC is 10 + 1/2 the reverend's level + the reverend's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A reverend can choose whether or not to include himself in this effect.
Sacred Armor (Su)
At 7th level, the reverend gains the ability to enhance his armor with divine power as a swift action. This power grants the armor a +1 enhancement bonus. For every 3 levels beyond 7th, this bonus increases by 1 (to a maximum of +5 at 19th level). The reverend can use this ability a number of minutes per day equal to his reverend level. This duration must be used in 1-minute increments, but they don’t need to be consecutive.
These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The reverend can enhance his armor with any of the following armor special abilities: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance(13, 15, 17, and 19). Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. For this purpose, glamered counts as a +1 bonus, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other special abilities can be added.
The enhancement bonus and armor special abilities are determined the first time the ability is used each day and cannot be changed until the next day. These bonuses apply only while the reverend is wearing the armor, and end immediately if the armor is removed or leaves the reverend's possession. This ability can be ended as a free action at the start of the reverend's turn. This ability cannot be applied to a shield.
When the reverend uses this ability, he can also use his Smite Foe ability as a free action by expending one use of his Fervor.
Shepherd of the Flock (Su)
At 20th level, the reverend can channel an aspect his goddess, turning people to her light and bolstering her servants. Once per day as a swift action, a reverend can activate this power, which lasts for one minute. During this time, his allies gain the benefits of his Smite Foes ability if he uses it. If they worship the same goddess, they also gain 5d8 temporary hit points. Additionally, while this ability is active, he can make a contested Intimidate vs Sense Motive (or BAB+Wis mod, if it is higher) check against a sentient creature in 15 feet as a full-round action in an attempt to make it see the light. On a success, the subject changes alignment to match the reverend's and becomes a dedicated follower of his Goddess. This is a mind-affecting emotion effect.
Archetypes
A reverend may choose to take an archetype from the list below. These archetypes replace or modify various reverend abilities, allowing you to focus the character into a unique discipline.