Difference between revisions of "Antitheist (3.5e Prestige Class)"
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:*''{{Anchor|Terrible Taunt}} ([[Ex]]):'' The classic ability of an antitheist is to draw attention to her/himself. This can be simply in a style of dress or stating “Hail Satan!” in a public place. The use of any antitheist imagery immediately alerts all in the antitheist’s area to her/his presents. As an swift action, an antitheist can enraging good aligned characters (especially divine), treat like [[Taunt (3.5e Maneuver)|taunt]]. And giving a temporary +2 affinity with all evil aligned characters. This can be done at will. | :*''{{Anchor|Terrible Taunt}} ([[Ex]]):'' The classic ability of an antitheist is to draw attention to her/himself. This can be simply in a style of dress or stating “Hail Satan!” in a public place. The use of any antitheist imagery immediately alerts all in the antitheist’s area to her/his presents. As an swift action, an antitheist can enraging good aligned characters (especially divine), treat like [[Taunt (3.5e Maneuver)|taunt]]. And giving a temporary +2 affinity with all evil aligned characters. This can be done at will. | ||
− | :*''{{Anchor|Infernal Instrument}} ([[Ex]]):'' An antitheist can summon a metal instrument (treat like ''[[SRD:Summon Instrument|summon instrument]]''). The instrument lasts for 2 minutes per antitheist level, and can be summoned at will. | + | :*''{{Anchor|Infernal Instrument}} ([[Ex]]):'' An antitheist can summon a metal instrument (treat like ''[[SRD:Summon Instrument|summon instrument]]''). The instrument lasts for 2 minutes per antitheist level, and can be summoned at will. |
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+ | :*''{{Anchor|Satanic Scream}} ([[Ex]]):'' At 1st level, an antitheist can scream in a 15’ cone, [[SRD:Deafened|deafening]] creatures for 1d4 rounds and dealing 3d8+3 sonic damage (treat like a lesser ''[[SRD:Shout|shout]]''). The antitheist is immune to this effect. | ||
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+ | ::*At 4th level, this ability improves to: a 30’ cone, [[SRD:Deafened|deafening]] creatures for 2d6 rounds and dealing 6d8+6 sonic damage (treat like ''[[SRD:Shout|shout]]''). | ||
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+ | ::*At 9th level, this ability improves to: a 40’ radius, [[SRD:Stunned|stunning]] for one round, [[SRD:Deafened|deafens]] for 3d6 rounds, and deals 9d8+9 sonic damage (treat like ''[[SRD:Greater Shout|greater shout]]''). | ||
:*''{{Anchor|Fiendish Fascination}} ([[Ex]]):'' An antitheist can [[SRD:Fascinated|fascinate]] 6HD of creatures per antitheist level. Each creature to be fascinated must be within 60’, able to see and hear the antitheist, and able to pay attention. The antitheist must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. | :*''{{Anchor|Fiendish Fascination}} ([[Ex]]):'' An antitheist can [[SRD:Fascinated|fascinate]] 6HD of creatures per antitheist level. Each creature to be fascinated must be within 60’, able to see and hear the antitheist, and able to pay attention. The antitheist must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. | ||
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:*''{{Anchor|Confuse Crowd}} ([[Ex]]):'' At 4th level, an antitheist can confuse 6HD of creatures per antitheist level (treat like ''[[SRD:Confusion|confusion]]''). | :*''{{Anchor|Confuse Crowd}} ([[Ex]]):'' At 4th level, an antitheist can confuse 6HD of creatures per antitheist level (treat like ''[[SRD:Confusion|confusion]]''). | ||
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:*''{{Anchor|Mass Manipulation}} ([[Ex]]):'' At 6th level, an antitheist can manipulate 6HD of creatures per antitheist level (treat like ''[[SRD:Mass Suggestion|mass suggestion]]''). This can be done 2/day. | :*''{{Anchor|Mass Manipulation}} ([[Ex]]):'' At 6th level, an antitheist can manipulate 6HD of creatures per antitheist level (treat like ''[[SRD:Mass Suggestion|mass suggestion]]''). This can be done 2/day. | ||
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:*''{{Anchor|Demonic Dance}} ([[Su]])'': At 8th level, an antitheist can play some demonic tunes, causing 6HD of creatures per antitheist level to dance (treat like ''[[SRD:Irresistible Dance|irresistible dance]]''). This lasts for 1 round per antitheist level. This can be done 2/day. | :*''{{Anchor|Demonic Dance}} ([[Su]])'': At 8th level, an antitheist can play some demonic tunes, causing 6HD of creatures per antitheist level to dance (treat like ''[[SRD:Irresistible Dance|irresistible dance]]''). This lasts for 1 round per antitheist level. This can be done 2/day. | ||
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*''{{Anchor|Enchantment Spells}}:'' Additionally at 2nd level, an antitheist can add one 1st-level [[SRD: Enchantment School|enchantment]] spell from the [[SRD:Bard Spell List|bard spell list]] to her/his Satan’s Sacraments. At 4th, 6th and 8th levels, an antitheist can add two more spell, and the maximum spell level increases with each level to: at 4th level max is 2nd-level spell, 6th max is 3rd and 8th max is 4th. An antitheist can, instead, select four spells from a level lower than their max. An antitheist can use enchantment spells from this subfeature only 6/day (total for all, not each). | *''{{Anchor|Enchantment Spells}}:'' Additionally at 2nd level, an antitheist can add one 1st-level [[SRD: Enchantment School|enchantment]] spell from the [[SRD:Bard Spell List|bard spell list]] to her/his Satan’s Sacraments. At 4th, 6th and 8th levels, an antitheist can add two more spell, and the maximum spell level increases with each level to: at 4th level max is 2nd-level spell, 6th max is 3rd and 8th max is 4th. An antitheist can, instead, select four spells from a level lower than their max. An antitheist can use enchantment spells from this subfeature only 6/day (total for all, not each). |
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Class Ability=Spontaneous Spellcasting |Class Ability=Alternate Magic |Class Ability=Other
Contents
[hide]Antitheist
Antitheists come from many different pantheons and groups. More often the results of dogmatic cultures. They are disillusioned by group-think and the spirits of the times. In the past, anthitheists have been called sorcerers, witches, pagans and satanists. This sensationalism is far from true, it would be more accurate to say that they are iconoclasts. Antitheists of all forms have a lot of abilities that counter clerics, paladins, holy warriors and other illusionists. Surprisingly, antitheist, are not devil-worshippers. Antitheists despise religion and group-think. However, Antitheists see a value in going on the offensive against divine spell-casters – using the symbols of Satanism to dispel and thwart holy powers.
The class features names are only archetypes (of controversial deities), if your system uses a unique set of deities, simply change the names to fit your setting. For example, if your campaign in in a H. P. Lovecraft world, change Satan’s Speech to Cthulhu’s Call. But all effects remain the same. Further, none of the abilities are derived or gifted from actual deities. Instead, they are inspired by similarities in characteristics (i.e., the Lucifer abilities relate to enlightenment).
If you were looking to be a devil worshipper Tome of Fiends is a good resource. For an antitheist is not a devil worshiper.
Becoming a Antitheist
There are three pathways of antitheist, each have a different primary mental ability score (Satan’s Speech uses Charisma, Lucifer’s Light uses Intelligence, and Belial’s Black-Magic uses Wisdom); Strength Dexterity and Constitution are useful for the typical reasons, but do not modify class abilities.
Previous history as a divine character does not disqualify players from taking this class. If anything it is more common for characters to have a prior devout history than not. Any alignment can become an antitheist; yes, there is such a thing as a Lawful Good antitheist. Also, players with a strong independent, rebellious, or anarchist wish tend to become antitheists.
Knowledge: | 8 ranks in knowledge (religion/planes) and 6 in either bluff or diplomacy. |
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Special: | Must be disenchanted by a religion. Must have read a satanic book or listened to satanic music. |
Class Features
Weapon and Armor Proficiency: Antitheists are proficient with all martial weapons. Antitheists are proficient with light and medium armor, and with shields (except tower shields).
Leviathan’s Liturgy: The following features all antitheist possess:
- Know Enemy (Ex): All antitheists have a +2 bonus to knowledge religion/planes, history and local checks. Additionally, an antitheist selects an alignment type different from her/his own (no combined alignments i.e., chaotic good, only pure as in good, etc.). The antitheists gets a +1 bonus to attack, AC and Turn or Rebuke against creatures of this alignment and a +1 bonus on saves against spells of this type (i.e., holy smite). However, should an antitheist wish to cast a spell of this alignment, there is a 30% chance it will not work and she/he receives 1d6 damage instead. This alignment is called an “enemy” for purposes of the following effects on this page. All Know Enemy abilities are at will.
- At 3rd level, an antitheist can select one more enemy alignment and all bonus increases to +2. This effect stacks if the enemy has both alignments (i.e., Lawful Good enemy +4 bonus to attack, AC and Turn or Rebuke, and a +4 resistance bonus on saves).
- At 6th level, all characters not the antitheist’s exact alignment (good-evil/chaos-law), are considered enemies. Additionally, all bonus from this feature increases to +3. This effect stacks if both alignment axis are different (+6). Additionally, at 6th level, the risk of spell failure when casting a spell of an enemy alignment is reduced to 20%.
- Detect Alignment (Ex): An antitheist can cast a detection spell against any creature or object (treat like detect chaos/evil/good/law). This can be done 5/day.
- Dispel Enemy (Ex): At 3rd level, as an immediate action during enemies turn (or as a standard action during antitheist’s turn), an antitheist can dispel enemy spells (treat like dispel chaos/evil/good/law). An antitheist must beat a DC 10+character level+character’s Wisdom modifier check. An antitheist can add her/his antitheist level and Wisdom modifier to the roll. This can be done 4/day.
- At 6th level, an antitheist can attempt to dispel all spells from divine spell-casters (not just enemies). This can be done an additional 2/day (6/day total).
- Sell your Soul (Ex): At 3rd level, an antitheist sells her/his soul. This is most feared ability of an antitheist: to live for earthly pursuits and deny what cannot be proven or is flat out false. Contrary to popular belief, antitheists do not sell their souls to supernatural beings. Instead they sell them to themselves. Denying all other masters. This grants a few very powerful abilities. An antitheist gets a +4 bonus against compulsions and mind-affecting effects (excluding charms). This also grants a +2 bonus on Will saves and concentration checks.
- Turn or Rebuke Enemy (Su): At 4th level, an antitheist can choose between turning or rebuking enemies (this choice is irreversible). An antitheist can turn or rebuke enemy creatures as a standard action (treat like turn or undead). An antitheist must beat a DC 10+character level+enemy’s Charisma modifier check to turn or rebuke an enemy. An antitheist can add her/his antitheist level and Charisma modifier to the roll. This can be done 3/day.
Feature Advancement: At the levels marked above, choose three class features you already possess from other classes. You gain +1 effective level for those class features; possibly including: Caster level, spells per day and spells known; Sneak Attack; and so forth. You decide which abilities are advanced at each level separately. This does give new features that you didn't have before like trackless step or hide in plain sight.
The Great Schism: There are many different varieties of antitheists. Some use music and symbolism, others focus on finding the truth, still others dabble in magic. They all fall under the umbrella of antitheists. At 2nd level, an antitheist may choose only one of the following major feature pathways: Satan’s Speech, Lucifer’s Light or Belial’s Black-Magic. Regardless of pathway, there are some abilities that all antitheist gain, which are a part of the Leviathan’s Liturgy feature (see above).
Satan’s Speech: The devil really had the best tunes. Champion to the taboo in music, clothing and art. Pushing far beyond social boundaries and the norm. An antitheist uses her/his satanic metal or imagery to harness the following abilities:
- Satan’s Sacrament: All of Satan’s Sacraments are arcane and cast spontaneously as a standard action (Will save against (when applicable) is DC10+antitheist level+Charisma modifier). Unless noted otherwise, satan’s speech effects lasts for 1 minutes per antitheist level and can be done 3/day. Starting at 2nd level, an antitheist gains access to Satan’s Sacraments:
- Terrible Taunt (Ex): The classic ability of an antitheist is to draw attention to her/himself. This can be simply in a style of dress or stating “Hail Satan!” in a public place. The use of any antitheist imagery immediately alerts all in the antitheist’s area to her/his presents. As an swift action, an antitheist can enraging good aligned characters (especially divine), treat like taunt. And giving a temporary +2 affinity with all evil aligned characters. This can be done at will.
- Infernal Instrument (Ex): An antitheist can summon a metal instrument (treat like summon instrument). The instrument lasts for 2 minutes per antitheist level, and can be summoned at will.
- At 9th level, this ability improves to: a 40’ radius, stunning for one round, deafens for 3d6 rounds, and deals 9d8+9 sonic damage (treat like greater shout).
- Fiendish Fascination (Ex): An antitheist can fascinate 6HD of creatures per antitheist level. Each creature to be fascinated must be within 60’, able to see and hear the antitheist, and able to pay attention. The antitheist must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working.
- Charm Creature (Ex): At 3rd level, an antitheist can charm a creature (treat like charm monster).
- Courageous Call (Ex): At 3th level, an antitheist can inspire courage in allies. An antitheist can affect one ally per two antitheist levels. To be affected, an ally must be able to hear the satanic sacrament. The effect lasts for as long as the ally hears the antitheist and for 5 rounds thereafter. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls, and skill checks. At 7th and 10th levels, this bonus increases by 1 (+3 at 7th and +4 at 10th).
- Mass Manipulation (Ex): At 6th level, an antitheist can manipulate 6HD of creatures per antitheist level (treat like mass suggestion). This can be done 2/day.
- Devilish Demoralization (Ex): At 7th level, an antitheist can demoralized opponents. An antitheist can affect one opponents per two antitheist levels. To be affected, an opponent must be able to hear the satanic sacrament. The effect lasts for as long as the opponent hears the antitheist and for 5 rounds thereafter. An affected opponent receives a -3 demoralizing penalty on saving throws against charm and fear effects and a -3 demoralizing penalty on attack and weapon damage rolls, and skill checks. At 10th levels, this penalty decreases to -4.
- Demonic Dance (Su): At 8th level, an antitheist can play some demonic tunes, causing 6HD of creatures per antitheist level to dance (treat like irresistible dance). This lasts for 1 round per antitheist level. This can be done 2/day.
- Enchantment Spells: Additionally at 2nd level, an antitheist can add one 1st-level enchantment spell from the bard spell list to her/his Satan’s Sacraments. At 4th, 6th and 8th levels, an antitheist can add two more spell, and the maximum spell level increases with each level to: at 4th level max is 2nd-level spell, 6th max is 3rd and 8th max is 4th. An antitheist can, instead, select four spells from a level lower than their max. An antitheist can use enchantment spells from this subfeature only 6/day (total for all, not each).
- Black Mass (Su): At 5th level, an antitheist (as a part of Satan’s Speech) can deeply meditate and focus her/himself on succeeding at one thing the following day. Antitheist ritual can be summarized as focusing oneself towards a single goal or mentality. This permits a satanist to fortify her/his minds and manifest future actions. In doing so an antitheist gets a +8 bonus on a premeditated attack, save or skill check the following day. This requires 10 minutes uninterrupted meditation. The bonus can be used once (after a night of sleep), and only if the scenario is very similar to what the antitheists premeditated (GM’s discretion).
Lucifer’s Light (Ex): Lucifer enlightens antitheists to reality. An antitheist can use this enlightenment to power the following abilities:
- Lucifer’s Spell List: All of Lucifer’s spells are arcane and cast spontaneously as a standard action (Will save against (when applicable) is DC10+antitheist level+Intelligence modifier). Starting at 2nd level, an antitheist gains access to Lucifer’s Spell List:
- Beginner Spells: darkness, detect: animals or plants, magic, secret doors, snares and pits, poison, thoughts and undead; and light, locate object, remove fear, see invisibility and speak with animals. At 2nd level, can cast 2/day; at 4th level, can cast four, and six at 6th.
- Intermediate Spells: arcane eye, blacklight, blindness/deafness, darkvision, daylight, detect scrying, discern lies, dismissal, dispel magic, fox's cunning, freedom of movement, lightning bolt, neutralize poison, remove: blindness/deafness, curse, disease, paralysis, and tongues; additionally, an antitheist (at 4th level) can choose only one of the following: magic circle against chaos/evil/good/law. At 4th level, can cast 2/day; at 6th level, can cast four, and six at 8th.
- Advanced Spells: break enchantment, call lightning storm, chain lightning, find the path, greater dispel magic, legend lore, locate creature, scrying, spell resistance, true seeing, misspell and Sedah’s counterspell of superfluous detail. At 6th level, can cast 2/day; at 8th level, can cast three, and four at 10th.
- Greater Spells: antimagic field, freedom, mage's private sanctum, protection from spells and crashing lightning; additionally, an antitheist (at 8th level) can choose one of the following: cloak of chaos, holy aura, shield of law and/or unholy aura. At 8th level, can cast 2/day; at 10th level, can cast three.
- Divination Spells: Additionally at 4th level, an antitheist can add one 5th-level (or two 4th-level) divination spell from the sorcerer/wizard spell list to her/his Lucifer’s Light abilities. At 6th, 8th and 10th levels, an antitheist can add one more spell, and the maximum spell level increases with each level to: at 6th level max is 6th-level spell, 8th max is 7th and 10th max is 8th. An antitheist can, instead, select two spells from a level lower than their max (or four from two levels lower, etc.). An antitheist can use divination spells from this subfeature only 4/day (total for all, not each).
- Devil in the Details (Ex): At 5th level, an antitheist (as a part of Lucifer’s Light) can distrust any monsters roll as being illegitimate; as an immediate action (which must happen during monster’s turn). This skepticism allows an antitheist to force a monster to reroll one die (DC10+monster’s HD+Wisdom Modifier). An antitheist can add her/his antitheist level and Wisdom modifier to the roll. This can be done 3/day (no more than once per round). This can be done to non-enemies, and even beneficially to help another player; however, an antitheist cannot distrust her/his own roll. This can be applied to any type of roll (i.e., attack, damage, etc.).
- At 7th level, an antitheist can distrust her/his own roll (in effect rerolling). If an antitheist distrusts her/his own roll, there is no need to roll to see if she/he can reroll (it is an automatic success that the antitheist can reroll).
- At 9th level, an antitheist can use this ability twice in a round (second time is a free action).
Belial’s Black-Magic: Some perceive antitheist magic as the greatest evil, while others view it only as carnival trickery. An antitheist uses mental will, psychology and sleight of hand to produce the following effects:
- Belial’s Spell List (Sp): All of Belial’s spells are arcane and cast spontaneously as a standard action (Will save against (when applicable) is DC10+antitheist level+Wisdom modifier). Starting at 2nd level, an antitheist gains access to Belial’s Spell List:
- Beginner Spells: align weapon, command, darkness, detect magic, disguise self, hideous laughter, light, locate object, mage hand, minor image, obscuring mist, prestidigitation, produce flame, pyrotechnics, remove fear, scare, silence, undetectable alignment and ventriloquism. At 2nd level, can cast 2/day; at 4th level, can cast four, and six at 6th.
- Intermediate Spells: charm monster, confusion, crushing despair, darvision, dimensional anchor, dismissal, dispel magic, eagle's splendor, fear, fireball, glibness, heroism, major image, misdirection, owl's wisdom, rage, rainbow pattern, ray of exhaustion, remove curse, suggestion, vampiric touch, Cain's curse of covetousness, Ekbom's egotistical episode and nonlethal field; additionally, an antitheist (at 4th level) can choose only one of the following: chaos hammer, unholy blight, holy smite or order’s wrath. At 4th level, can cast 2/day; at 6th level, can cast four, and six at 8th.
- Advanced Spells: arcane eye, antimagic field, atonement, break enchantment, flame strike, hallow, hallucinatory terrain, persistent image, phantasmal killer, song of discord, spell resistance, tongues, unhallow, defuse hostilities, misspell and Sedah’s counterspell of superfluous detail. At 6th level, can cast 2/day; at 8th level, can cast three, and four at 10th.
- Greater Spells: forbiddance, globe of invulnerability, insanity, protection from spells and repulsion; additionally, an antitheist (at 8th level) can choose two of the following: blasphemy, cloak of chaos, dictum, holy aura, holy word, shield of law, unholy aura and/or word of chaos. At 8th level, can cast 2/day; at 10th level, can cast three.
- Eye for an Eye (Su): At 5th level, an antitheist (as part of Belial’s Black-Magic) as a standard action after an antitheist receives lethal damage, she/he may attempt to retaliate against the creature who dealt the damage (the antagonist). The antitheist must beat a DC10+antagonist’s HD+Wisdom modifier check to do this; an antitheist can add her/his own Wisdom modifier and antitheist level to the roll. On success, the antitheist can retaliate with the same amount of damage she/he received back towards their antagonist (i.e., an antitheist received 20 point of damage and succeeded the check, the antagonist now receives 20 points of lethal damage (no added save)). This ability does not heal the antitheist. An antitheist must use this ability within one minute of the original injury, and can only do this 3/day.
Antimessiah (Su): At 10th level, all antitheist becomes antimessiah. An antitheist earns a permanent +20 spell resistance against all divine and illusion spells and spell-like abilities, and +6 Damage Reduction against all alignment specific attacks (i.e., Holy, Unholy).
- Additionally, an antitheist can select one more pathway (i.e., Satan’s Speech, Lucifer’s Light or Belial’s Black-Magic) to rank in.
Ex-Antitheists
If an antitheist becomes devoted to a deity they no longer are antitheists, they lose all abilities of this class. But they need not atone or do an intricate ritual to return to antitheism. It is a personal choice.
However, if they follow through on their devotion and become sheep, they may convert half their antitheistic levels (round down) into a divine spell-casting class (like a Fallen Paladin).
Campaign Information
“ | Hail Satan! | ” |
Playing a Antitheist
Religion: Antitheists oppose religions, believing the gods to be little more than opportunistic parasites feeding on humanities beliefs while suppressing their true potential.
Other Classes: Your sympathy for what amounts to the devil in various pantheons also causes a stir, regardless how much faith you actually give to such entities. Needless to say clerics and paladins are not fond of you, even from evil deities.
Combat: You're a sort of cleric, but instead turning undead and handling divine matters you generally handle social encounters and countering other divine casters.
Advancement: Ironically any class suitable for a cleric can work with an antitheist. Some antitheist focus on their carnal nature becoming Wolverines.
Antitheists in the World
Daily Life: Nothing stops an antitheist from living a normal life. However, they often do not mix well surrounded by the religious and divine and their antagonistic natures drive them away.
Organizations: Being iconoclasts in what are often religious dominated lands, most antitheists must walk the path alone. Even if they find a group of like-minded beings, their motives and beliefs, if you can call them that, can vary and unity is not guaranteed.
NPC Reactions: For the common ignorant man, if they do not confuse you for a cleric they may find your presence heretical and terrible. It’s said your power merely draws from demonic beings and betrayers, and your words are hollow. How true that it depends on the campaign.
Antitheist Lore
Characters with ranks in Knowledge (Religion) can research antitheists to learn more about them. When a character makes a skill check, read or paraphrase the following, excluding information from lower DCs. The more you learn, the more you realize initial impression are rarely accurate.
DC | Result |
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5 | Antitheists are apostates. |
10 | Antitheists are rebels and anarchists. |
15 | Most antitheists are just satanists. Most are lawful and dislike theocracy. |
25 | Specific info on an antitheist. Antitheist are very secretive. |
Back to Main Page → 3.5e Homebrew → Classes → Prestige Classes
Allowed Alignments | Lawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil + |
Article Balance | High + |
Author | Franken Kesey + |
Base Attack Bonus Progression | Moderate + |
Class Ability | Arcane Spellcasting + |
Fortitude Save Progression | Poor + |
Help Wanted Reason | Mechanics and balance + |
Identifier | 3.5e Prestige Class + |
Length | 10 + |
Minimum Level | 6 + |
Rating | Unrated + |
Skill | Bluff +, Concentration +, Diplomacy +, Disable Device +, Disguise +, Gather Information +, Handle Animal +, Hide +, Intimidate +, Knowledge +, Listen +, Move Silently +, Perform +, Search +, Sense Motive +, Sleight of Hand +, Speak Language + and Spot + |
Skill Points | 6 + |
Summary | Antitheists come from many different panth … Antitheists come from many different pantheons and groups. More often the results of dogmatic cultures. They are disillusioned by group-think and the spirits of the times. In the past, anthitheists have been called sorcerers, witches, pagans and satanists. This sensationalism is far from true, it would be more accurate to say that they are iconoclasts. Antitheists of all forms have a lot of abilities that counter clerics, paladins, holy warriors and other illusionists. Surprisingly, antitheist, are not devil-worshippers. Antitheists despise religion and group-think. However, Antitheists see a value in going on the offensive against divine spell-casters – using the symbols of Satanism to dispel and thwart holy powers. Satanism to dispel and thwart holy powers. + |
Title | Antitheist + |