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. Additionally, an antitheist can yell in a 15’ cone, [[SRD:Deafened|deafening]] creatures for 1d4 rounds and dealing 3d6+3 sonic damage (treat like a lesser ''[[SRD:Shout|shout]]''). The antitheist is immune to this effect.
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:*''{{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]]'').
 
:*''{{Anchor|Death-Metal Deafen}} ([[Ex]]):'' At 4th level, an antitheist can scream in a 30’ cone, [[SRD:Deafened|deafening]] creatures for 2d6 rounds and dealing 6d8+6 sonic damage (treat like ''[[SRD:Shout|shout]]''). The antitheist is immune to this effect.
 
  
 
:*''{{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.
 
:*''{{Anchor|Satanic Shriek}} ([[Su]]):'' At 9th level, an antitheist can let out a satanic shriek, producing the following effects: [[SRD:Stunned|stuns]] for one round, [[SRD:Deafened|deafens]] for 3d6 rounds, and deals 9d8+9 sonic damage to all creatures within a 40’ radius (akin to ''[[SRD:Greater Shout|greater shout]]''). The antitheist is immune to this effect. This can be done 2/day.
 
  
 
*''{{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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Author: Franken Kesey (talk)
Date Created: 03/01/19
Status: Fin
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10 6 Moderate Poor

"High" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Reflex Save Progression" property.
"High" is not in the list (Good, Poor, Bad, Varies, Other) of allowed values for the "Will Save Progression" property.

Class Ability=Spontaneous Spellcasting |Class Ability=Alternate Magic |Class Ability=Other

"Good" is not in the list (Full, Partial, Minor, Separate, Other) of allowed values for the "Class Ability Progression" property.
Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil
Baphomet, what is above is the same below.

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.

Entry Requirements
Knowledge: 8 ranks in knowledge (religion/planes) and 6 in either bluff or diplomacy.
Special: Must be disenchanted by a religion. Must have read a satanic book or listened to satanic music.

Table: The Antitheist

Hit Die: d6

Level BAB Saving Throws Special Feature Advancement
Fort Ref Will
1st +0 +0 +2 +2 Leviathan’s Liturgy, Know Enemy, Detect Alignment +1 existing features
2nd +1 +0 +3 +3 Schism:Satan’s Speech/Lucifer’s Light/Belial’s Black-Magic
3rd +2 +1 +3 +3 Dispel Enemy, Sell your Soul +1 existing features
4th +3 +1 +4 +4 Turn or Rebuke Enemy
5th +3 +1 +4 +4 Black Mass/Devil in the Details/Eye for an Eye +1 existing features
6th +4 +2 +5 +5
7th +5 +2 +5 +5 +1 existing features
8th +6/+1 +2 +6 +6
9th +7/+2 +3 +6 +6 +1 existing features
10th +8/+3 +3 +7 +7 Antimessiah
Greater features in bold, subfeatures in italics.

Class Skills (6 + Int modifier per level).
Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis) Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (None), Spot (Wis).

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:
Infernal Instrument.jpg
  • 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.
  • Satanic Scream (Ex): At 1st level, an antitheist can scream in a 15’ cone, deafening creatures for 1d4 rounds and dealing 3d8+3 sonic damage (treat like a lesser shout). The antitheist is immune to this effect.
  • At 4th level, this ability improves to: a 30’ cone, deafening creatures for 2d6 rounds and dealing 6d8+6 sonic damage (treat like shout).
  • 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).
  • Confuse Crowd (Ex): At 4th level, an antitheist can confuse 6HD of creatures per antitheist level (treat like confusion).
  • 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.
  • 666 (Su): At 6th level, an antitheist can spout profanity, affecting 6HD of creatures per antitheist level (treat like profanity). This lasts for 2 rounds per antitheist level. 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:
Lucifer.jpg
  • 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:
COS.jpg
  • 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.

Knowledge (Religion)
DC Result
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 Page3.5e HomebrewClassesPrestige Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorFranken Kesey +
Base Attack Bonus ProgressionModerate +
Class AbilityArcane Spellcasting +
Fortitude Save ProgressionPoor +
Help Wanted ReasonMechanics and balance +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level6 +
RatingUnrated +
SkillBluff +, 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 Points6 +
SummaryAntitheists 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. +
TitleAntitheist +