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Note 1: For spells per day in table, first number is for Satan’s Spell List, second is for both Lucifier’s and Belial’s Spell Lists
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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.
{{3.5e Prestige Class Prereqs
|skills=8 ranks in [[SRD:Concentration Skill|concentration]], and 4 ranks in [[SRD:Knowledge Skill|knowledge]] (religion or planes) and 6 in either [[SRD:Bluff Skill|bluff]] or [[SRD:Diplomacy|diplomacy]]
|special=Must be disenchanted by a religion. Must have read a satanic book or listened to satanic music.}}
{{3.5e Class Simple
|ref=Good
|will=Good
|specialhead1=colspan="5"{{!}}[[#Satan’s Spell List|Satan’s]]/[[#Lucifer’s Spell ListAntitheist Spells|Lucifier’s]]/[[#Belial’s Spell List|Belial’s]] Antitheist Spells per Day]]
|specialhead2=1<sup>st</sup>{{!!}}2<sup>nd</sup>{{!!}}3<sup>rd</sup>{{!!}}4<sup>th</sup>{{!!}}5<sup>th</sup>
|special1='''[[#The Great Schism|Schism]]''' ([[#Satan’s SpeechSatanic Scream|SatanSatanic Scream]]/[[#Lucifer’s LightBringer|LuciferLight Bringer]]/[[#Belial’s Black-MagicEnergymaniac|BelialEnergymaniac]]){{!!}}3{{!!}}2{{!!}}—{{!!}}—{{!!}}—
|special2=[[#Know Thy Enemy|Know Thy Enemy]] +2 (1st), [[#Feature Advancement|+1 Existing Features]]{{!!}}3{{!!}}2{{!!}}0{{!!}}—{{!!}}—
|special3=[[#Dispel Enemy|Dispel Enemy]] 3/day (Enemy){{!!}}3{{!!}}3{{!!}}1{{!!}}—{{!!}}—
|special4=[[#Turn Enemy|Turn Enemy]], [[#Know Thy Enemy|Know Thy Enemy]] +3, [[#Feature Advancement|+1 Existing Features]]{{!!}}3{{!!}}3{{!!}}2{{!!}}—{{!!}}—
|special5=Schism([[#Black Mass|Black Mass]]/[[#Devil in the Details|Devil in the Details]]/[[#Eye for an Eye|Eye for an Eye]]){{!!}}3{{!!}}3{{!!}}2{{!!}}0{{!!}}—
|special6=[[#Know Thy Enemy|Know Thy Enemy]] +4 (2nd), [[#Dispel Enemy|Dispel Enemy]] 6/day (Any), [[#Feature Advancement|+1 Existing Features]]{{!!}}3{{!!}}3{{!!}}3{{!!}}1{{!!}}—
|special7=[[#Sell Your Soul|Sell Your Soul]]{{!!}}3{{!!}}3{{!!}}3{{!!}}2{{!!}}—
|skillpoints=6
|skills=Bluff, Concentration, Diplomacy, Disable Device, Disguise, Gather Information, Handle Animal, Hide, Intimidate, Knowledge (History), Knowledge (Local), Knowledge (Nobility and Royalty), Knowledge (Religion or Planes), Listen, Move Silently, Perform, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble}}
===Class Features===
'''Weapon and Armor Proficiency:''' Antitheists are proficient with all simple and martial [[SRD:Martial Weapon Proficiency|weapons]]. Antitheists are proficient with , light and medium [[SRD:Armor|armor]], and with [[SRD:Shield Proficiency|shields]] (except tower shields).
'''{{Anchor|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 1st level, an antitheist must choose '''one''' of the following major feature pathways: ''''''Satan’s Speech'''''', ''''''Lucifer’s Light'''''' or ''''''Belial’s Black-Magic''''''. Once chosen this choice may never be altered. An antitheist gain access to all subfeatures of this pathway. All antitheist gain Know Thy Enemy and all features below it.
*''{{Anchor|Antitheist Spells}} {{Su}}:'' All antitheists spells are arcane and cast spontaneously as a standard action (Will save against (when applicable) is DC10+antitheist level+main ability modifier (Charisma for [[#Satan’s Spell List|Satan’s]] spells, Intelligence for [[#Lucifer’s Spell List|Lucifer's]], and Wisdom for [[#Belial’s Spell List|Belial’s]]; see below). His base daily spell allotment is given on Table: The Antitheist. In addition, he receives bonus spells per day if he has a high main ability score. When Table: The Antitheist indicates that the antitheist gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his main ability score for that spell level.
*Unlike a [[SRD:Bard|bard]] or [[SRD:Sorcerer|sorcerer]], an antitheis may know any number of spells.
[[File:Infernal Instrument.jpg|right|300px]]
'''{{Anchor|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 his satanic metal or imagery to harness the following abilities:
*''Satanic Symbolism:'' All of Satanic Symbolism is arcane and done as a standard action. To be affected an opponent must be able to see or hear the antitheist. Unless noted otherwise, Satanic Symbolism affects one creature per two antitheist levels, for one round per antitheist level, Will save to resist (DC10+antitheist level+Charisma modifier), has a range of 25’(+5’/character level), and can be done 3/day. Starting at 1st level, an antitheist gains access to Satanic Symbolism:
:*''{{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.
:*''Fiendish Fascination {{Ex}}:'' An antitheist can [[SRD:Fascinated|fascinate]] all creatures within 60’. Each creature to be fascinated must be able to pay attention. The distraction of nearby combat or other dangers prevents the ability from working.
:*''Courageous Call {{Ex}}:'' At 3rd level, an antitheist can inspire courage in allies. An affected ally receives a +2 morale bonus on saving throws against enchantment and fear effects and a +2 morale bonus on attack and weapon damage rolls, and skill checks. At 6th and 9th levels, this bonus increases by 1 (+3 at 6th and +4 at 9th).
:*''Paralyzing Panic {{Su}}:'' At 9th level, an antitheist can freeze all opponents in fear who are within 30’. An affected opponent becomes [[SRD:Paralyzed|paralyzed]] for 1d3+1 rounds, and receives 1d3 [[SRD:Ability Damaged|ability damaged]] to Charisma and Wisdom scores (rolled separately). A successful Will save (DC10+1/2antitheist level+Charisma modifier) negates the paralysis and reduces the damage by 1 (to each). This can be done 2/day.
*''{{Anchor|Satan’s Spell List}} {{Su}}:'' All of Satan’s spells are arcane and cast spontaneously as a standard action (Will save against (when applicable) is DC10+antitheist level+Charisma modifier). His base daily spell allotment is given on Table: The Antitheist. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Antitheist indicates that the antitheist gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level. Starting at 1st level, an antitheist gains access to Satan’s Spell List::*1st level Spells: ''[[SRD:Charm Person|charm person]], [[SRD:Command|command]], [[SRD:Detect Magic|detect magic]], [[SRD:Disguise Self|disguise self]], [[SRD:Hideous Laughter|hideous laughter]], [[SRD:Hypnotism|hypnotism]], [[SRD:Identify|identify]], [[SRD:Lesser Confusion|lesser confusion]], [[SRD:Lullaby|lullaby]], [[SRD:Message|message]], [[SRD:Prestidigitation|prestidigitation]], [[SRD:Remove Fear|remove fear]], [[SRD:Scare|scare]], [[SRD:Sleep|sleep]], [[SRD:Ventriloquism|ventriloquism]];''.
:*2nd level Spells: ''[[SRD:Align Weapon|align weapon]], [[SRD:Animal Trance|animal trance]], [[SRD:Calm Emotions|calm emotions]], [[SRD:Eagle's Splendor|eagle's splendor]], [[SRD:Enthrall|enthrall]], [[SRD:Glossolalia|glossolalia]], [[SRD:Pyrotechnics|pyrotechnics]], [[SRD:Rage|rage]], [[SRD:Remove Blindness/Deafness|remove blindness/deafness]], [[SRD:Remove Paralysis|remove paralysis]], [[SRD:Silence|silence]], [[SRD:Status|status]], [[SRD:Suggestion|suggestion]], [[SRD:Tongues|tongues]], [[SRD:Touch of Madness|touch of madness]], [[Cain's Curse of Covetousness (3.5e Spell)|Cain's curse of covetousness]], [[Fallacy (3.5e Spell)|fallacy]], [[Nonlethal Field (3.5e Spell)|nonlethal field]], [[Taunt (3.5e Spell)|taunt]];''.
:*3rd level Spells: ''[[SRD:Charm Monster|charm monster]], [[SRD:Confusion|confusion]], [[SRD:Deep Slumber|deep slumber]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Fear (Spell)|fear]], [[SRD:Lesser Geas|lesser geas]], [[SRD:Remove Curse|remove curse]], [[SRD:Sculpt Sound|sculpt sound]], [[Fool’s Speech (3.5e Spell)|fool’s speech]], [[Profanity (3.5e Spell)|profanity]], [[Taunt (3.5e Spell)|taunt]];''.
:*4th level Spells: ''[[SRD:Atonement|atonement]], [[SRD:Break Enchantment|break enchantment]], [[SRD:Hold Monster|hold monster]], [[SRD:Legend Lore|legend lore]], [[SRD:Modify Memory|modify memory]], [[SRD:Zone of Silence|zone of silence]];''.
:*5th level Spells: ''[[SRD:Antimagic Field|antimagic field]], [[SRD:Dream|dream]], [[SRD:Geas/Quest|geas]], [[SRD:Irresistible Dance|irresistible dance]], [[SRD:Mass Charm Monster|mass charm monster]], [[SRD:Mass Eagle's Splendor|mass eagle's splendor]], [[SRD:Mass Suggestion|mass suggestion]], [[SRD:Nightmare (Spell)|nightmare]], [[SRD:Song of Discord|song of discord]], [[Defuse Hostilities (3.5e Spell)|defuse hostilities]].''.
*''{{Anchor|Satanic Scream }} {{Ex}}:'' At 1st level, as a standard action an antitheist can scream in a 15’ cone, [[SRD:Deafened|deafening]] creatures for 1 round and dealing 3d8+3 [[SRD:Sonic Effect|sonic]] damage (treat like a lesser ''[[SRD:Shout|shout]]''). The antitheist and his allies are immune to this effect. A successful Reflex save (DC10+antitheist level+Charisma modifier) negates the deafness and reduces the damage by half. Structures and [[SRD:Plant Type|plants]] receive an additional 2d8 damage from this ability. This can be done at will, but has a 1d3+1 round cooldown.
:*At 4th level, this ability improves to: a 30’ cone, deafening creatures deafens for 1d4 rounds and dealing deals 6d8+6 sonic damage.
:*At 7th level, this ability improves to: a 40’ radius, [[SRD:Stunned|stunningstuns]] for one round, deafens for 2d4 rounds, and deals 9d8+9 sonic damage.
:*At 10th level, this ability improves to: a 60’ radius, stunning stuns for 1d3+1 rounds, deafens for 3d4 rounds, and deals 12d8+12 sonic damage.
*''{{Anchor|Black Mass}} {{Su}}:'' At 5th level, an antitheist can deeply meditate and focus himself on succeeding at a few things the following day. Antitheist rituals can be summarized as focusing oneself towards a single goal or mentality. This permits the antitheist to fortify his minds and manifest future actions. In doing so an antitheist gets a +6 bonus on three premeditated checks the following day; these checks can be skill checks or Will saves. This requires 10 minutes uninterrupted ceremony. The bonus can be used once each (after a night of sleep), and only if the scenario is very similar to what the antitheist premeditated (GM’s discretion).
:*At 7th level, an antitheist can do a group Black Mass, giving all willing participants a +10 bonus to one premeditated skill check the following day. This still requires 10 minutes of uninterrupted ceremony and the antitheist applies this +10 bonus to all three of his own checks.
[[File:Lucifer.jpg|right|250px]]
'''{{Anchor|Lucifer’s Light}}:''' Lucifer enlightens antitheists to reality. An antitheist can use this enlightenment to power the following abilities:
*''{{Anchor|Lucifer’s Spell List}} {{Su}}:'' 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). His base daily spell allotment is given on Table: The Antitheist (second number). In addition, he receives bonus spells per day if he has a high Intelligence score. When Table: The Antitheist indicates that the antitheist gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level. Starting at 1st level, an antitheist gains access to Lucifer’s Spell List::*1st level Spells: ''detect: [[SRD:Detect Animals or Plants|animals or plants]], [[SRD:Detect Magic|magic]], [[SRD:Detect Secret Doors|secret doors]], [[SRD:Detect Snares and Pits|snares and pits]], [[SRD:Detect Poison|poison]], [[SRD:Detect Undead|undead]], [[Detect Disease (3.5e Spell)|disease]]; [[SRD:Disguise Self|disguise self]], [[SRD:Identify|identify]], [[SRD:Light|light]], [[SRD:Remove Fear|remove fear]], [[SRD:Speak with Animals|speak with animals]];''.
:*2nd level Spells: ''[[SRD:Blindness/Deafness|blindness/deafness]], [[SRD:Charm Monster|charm monster]], [[SRD:Darkness|darkness]], [[SRD:Darkvision (Spell)|darkvision]], [[SRD:Detect Thoughts|detect thoughts]], [[SRD:Fox's Cunning|fox's cunning]], [[SRD:Locate Object|locate object]], [[SRD:Remove Blindness/Deafness|remove blindness/deafness]], [[SRD:Remove Paralysis|remove paralysis]], [[SRD:Silence|silence]], [[SRD:Tongues|tongues]], [[SRD:Touch of Madness|touch of madness]], [[SRD:Zone of Truth|zone of truth]], [[Fallacy (3.5e Spell)|fallacy]], [[Nonlethal Field (3.5e Spell)|nonlethal field]];''.
:*3rd level Spells: ''[[SRD:Arcane Eye|arcane eye]], [[SRD:Blacklight|blacklight]], [[SRD:Confusion|confusion]], [[SRD:Daylight|daylight]], [[SRD:Dispel Magic|dispel magic]], magic circle against: [[SRD:Magic Circle against Chaos|chaos]], [[SRD:Magic Circle against Evil|evil]], [[SRD:Magic Circle against Good|good]], [[SRD:Magic Circle against Law|law]] (all types); [[SRD:Remove Curse|remove curse]], [[SRD:Remove Disease|remove disease]], [[SRD:Scrying|scrying]], [[SRD:See Invisibility|see invisibility]], [[Misspell (3.5e Spell)|misspell]], [[Profanity (3.5e Spell)|profanity]], [[Sedah’s Counterspell of Superfluous Detail (3.5e Spell)|Sedah’s counterspell of superfluous detail]], [[SRD:See Invisibility|see invisibility]], [[Taunt (3.5e Spell)|taunt]];''.
:*4th level Spells: ''[[SRD:Arcane Eye|arcane eye]], [[SRD:Atonement|atonement]], [[SRD:Break Enchantment|break enchantment]], [[SRD:Detect Scrying|detect scrying]], [[SRD:Discern Lies|discern lies]], [[SRD:Dismissal|dismissal]], [[SRD:Freedom of Movement|freedom of movement]], [[SRD:Legend Lore|legend lore]], [[SRD:Locate Creature|locate creature]];''.
:*5th level Spells: ''[[SRD:Antimagic Field|antimagic field]], [[SRD:Find the Path|find the path]], [[SRD:Greater Dispel Magic|greater dispel magic]], [[SRD:Mass Charm Monster|mass charm monster]], [[SRD:Mass Fox's Cunning|mass fox's cunning]], [[SRD:Neutralize Poison|neutralize poison]], [[SRD:Probe Thoughts|probe thoughts]], [[SRD:Spell Resistance (Spell)|spell resistance]], [[SRD:True Seeing|true seeing]], [[Shenanigans (3.5e Spell)|shenanigans]].''.
*''{{Anchor|Light Bringer }} {{Su}}:'' At 1st level, as a standard action an antitheist can create an intense 15’ cone of light. This [[SRD:Blinded|blinds]] creatures for 1 round, and deals 3d8+3 [[SRD:Light Effect|light]] damage (treat like a lesser ''[[SRD:Sunbeam|sunbeam]]''). The antitheist and his allies are immune to this effect. A successful Reflex save (DC10+antitheist level+Intelligence modifier) negates the blindness and reduces the damage by half. [[SRD:Undead Type|Undead]] and [[SRD:Ooze Type|oozes]] receive an additional 2d8 damage from this ability. This can be done at will, but has a 1d3+1 round cooldown.
:*At 4th level, this ability improves to: a 30’ cone, blinding creatures blinds for 1d4 rounds and dealing deals 6d8+6 light damage.
:*At 7th level, this ability improves to: a 40’ radius, [[SRD:Stunned|stunningstuns]] for one round, blinds for 2d4 rounds, and deals 9d8+9 light damage.
:*At 10th level, this ability improves to: a 60’ radius, stunning stuns for 1d3+1 rounds, blinds for 3d4 rounds, and deals 12d8+12 light damage.
*''Knowledge Overload {{Su}}:'' At 3rd level, as a standard action an antitheist can overwhelm a creature with knowledge (Will save DC10+antitheist level+Intelligence modifier to resist). The overwhelming force of this knowledge [[SRD:Dazed|dazes]] the creature for 1d3+1 rounds. Additionally, the affected creature’s head is filled with so much new knowledge that they temporarily lose the ability to use old knowledge. Making them fail all Intelligence-based skill checks for one minute. However, after the second part of the effect is complete (the “one minute”), the affected creature gets a +6 bonus to a knowledge check for 10 minutes. This can be done 3/day.
:*At 9th level, an antitheist can use this ability up to twice in a round (second time is a free action), but still no more than 3/day.
[[File:COS.jpg|right|300px]]
'''{{Anchor|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:
*''{{Anchor|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). His base daily spell allotment is given on Table: The Antitheist (second number). In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Antitheist indicates that the antitheist gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. Starting at 1st level, an antitheist gains access to Belial’s Spell List::*1st level Spells: ''[[SRD:Detect Magic|detect magic]], [[SRD:Disguise Self|disguise self]], [[SRD:Identify|identify]], [[SRD:Light|light]], [[SRD:Obscuring Mist|obscuring mist]], [[SRD:Pass without Trace|pass without trace]], [[SRD:Prestidigitation|prestidigitation]], [[SRD:Ray of Enfeeblement|ray of enfeeblement]], [[SRD:Remove Fear|remove fear]], [[SRD:Undetectable Alignment|undetectable alignment]], [[SRD:Ventriloquism|ventriloquism]];''.
:*2nd level Spells: ''[[SRD:Align Weapon|align weapon]], [[SRD:Calm Emotions|calm emotions]], [[SRD:Charm Monster|charm monster]], [[SRD:Darkness|darkness]], [[SRD:Detect Thoughts|detect thoughts]], [[SRD:Glossolalia|glossolalia]], [[SRD: Heroism|heroism]], [[SRD:Hypnotic Pattern|hypnotic pattern]], [[SRD:Locate Object|locate object]], [[SRD:Minor Image|minor image]], [[SRD:Misdirection|misdirection]], [[SRD:Owl's Wisdom|owl's wisdom]], [[SRD:Pyrotechnics|pyrotechnics]], [[SRD:Rage|rage]], [[SRD:Remove Paralysis|remove paralysis]], [[SRD:Scare|scare]], [[SRD:Silence|silence]], [[SRD:Suggestion|suggestion]], [[SRD:Tongues|tongues]], [[SRD:Touch of Madness|touch of madness]], [[Cain's Curse of Covetousness (3.5e Spell)|Cain's curse of covetousness]], [[Fallacy (3.5e Spell)|fallacy]], [[Nonlethal Field (3.5e Spell)|nonlethal field]].''.
:*3rd level Spells: ''[[SRD:Confusion|confusion]], [[SRD:Crushing Despair|crushing despair]], [[SRD:Darkvision (Spell)|darvision]], [[SRD:Dispel Magic|dispel magic]], [[SRD:Fear (Spell)|fear]], [[SRD:Glibness|glibness]], [[SRD:Major Image|major image]], [[SRD:Neutralize Poison|poison]], [[SRD:Ray of Exhaustion|ray of exhaustion]], [[SRD:Remove Blindness/Deafness|remove blindness/deafness]], [[SRD:Remove Curse|curse]], [[SRD:Remove Disease|disease]], [[Ekbom's Egotistical Episode (3.5e Spell)|Ekbom's egotistical episode]], [[Fallacy (3.5e Spell)|fallacy]], [[Misspell (3.5e Spell)|misspell]], [[Profanity (3.5e Spell)|profanity]], [[Taunt (3.5e Spell)|taunt]], [[Sedah’s Counterspell of Superfluous Detail (3.5e Spell)|Sedah’s counterspell of superfluous detail]]''. Additionally at 3rd level, choose one of the following: ''magic circle against: [[SRD:Magic Circle against Chaos|chaos]], [[SRD:Magic Circle against Evil|evil]], [[SRD:Magic Circle against Good|good]]'' or ''[[SRD:Magic Circle against Law|law]].''.
:*4th level Spells: ''[[SRD:Arcane Eye|arcane eye]], [[SRD:Atonement|atonement]], [[SRD:Bestow Curse|bestow curse]], [[SRD:Break Enchantment|break enchantment]], [[SRD:Dimensional Anchor|dimensional anchor]], [[SRD:Dismissal|dismissal]], [[SRD:Freedom of Movement|freedom of movement]], [[SRD:Hallucinatory Terrain|hallucinatory terrain]], [[SRD:Phantasmal Killer|phantasmal killer]], [[SRD:Rainbow Pattern|rainbow pattern]]''. Additionally at 6th level, choose one of the following: ''[[SRD:Chaos Hammer|chaos hammer]], [[SRD:Unholy Blight|unholy blight]], [[SRD:Holy Smite|holy smite]]'' and/or ''[[SRD:Order's Wrath|order’s wrath]].''.
:*5th level Spells: [[SRD:Antimagic Field|antimagic field]], [[SRD:Bolts of Bedevilment|bolts of bedevilment]], [[SRD:Find the Path|find the path]], [[SRD:Forbiddance|forbiddance]], [[SRD:Globe of Invulnerability|globe of invulnerability]], [[SRD:Hallow|hallow]], [[SRD:Mass Charm Monster|mass charm monster]], [[SRD:Mass Owl's Wisdom|mass owl's wisdom]], [[SRD:Persistent Image|persistent image]], [[SRD:Spell Resistance (Spell)|spell resistance]], [[SRD:Song of Discord|song of discord]], [[SRD:Unhallow|unhallow]], [[Defuse Hostilities (3.5e Spell)|defuse hostilities]], [[Eternal Charm Monster (3.5e Spell)|eternal charm monster]].''
*''{{Anchor|Energymaniac}} {{Su}}:'' At 1st level, an antithest chooses one of the following energy types: [[SRD:Acid Effect|acid]], [[SRD:Cold Effect|cold]], [[SRD:Electricity Effect|electricity]] or [[SRD:Fire Effect|fire]], replace uses of “[energy]” below with this effect (an antitheist can change the selected energy type at the start of the next day). An antitheist as a standard action, can create an intense 15’ cone of [energy]. This deals 3d8+5 [energy] damage (treat like a lesser ''[[SRD:Flame Strike|Flame Strikeflame strike]]''). All struck creatures and objects also receive 1d6 [energy] damage for 1d4 rounds thereafter. The antitheist is immune to this effect (except [energy]-ball). A successful Reflex save (DC10+antitheist level+Wisdom modifier) reduces the initial damage by half and negates the continuous damage. [[SRD:Fey Type|Fey]], [[SRD:Ooze Type|ooze]] and [[SRD:Plant Type|plant]] creatures receive an additional 3d8 damage from this ability. This can be done at will, but has a 1d3+1 round cooldown.
:*At 4th level, this ability improves to: a 30’ cone, dealing 6d8+8 [energy] damage and continuous damage lasts for 2d4 rounds thereafter.
:*At 7th level, this ability improves to: a 40’ radius, [[SRD:Stunned|stunningstuns]] for one round, dealing deals 9d8+11 [energy] damage, continuous damage deals 1d8 [energy] damage/round and continuous damage lasts for 3d4 rounds thereafter.
:*At 10th level, an antitheist can create a(n) [energy]-ball (instead of the normal area effect). The [energy]-ball has a radius of 5’, deals 7d8+5 [energy] damage, lasts for 2d4+1 rounds (treat like a greater ''[[SRD:Flaming Sphere|flaming sphere]]''). Creatures and objects hit by the [energy]-ball receive 1d8 [energy] damage for 2d4+1 rounds thereafter. This [energy]-ball can be moved as a move action. The antitheist is not immune to damage from this [energy]-ball. This counts as a use of normal energymaniac for round cooldown.
:*At 7th level, after a successful use of Eye for an Eye, the antitheist gains a +5 moral bonus to attack and save rolls for the next 1d6+1 rounds.
'''{{Anchor|Know Thy Enemy}} {{Ex}}:''' Starting at 2nd level an antitheist must choose an alignment type different from his own on the good/evil axis. This alignment is called an “Enemy” for purposes of the following effects on this page (the term “opponents” is used on this page as a more inclusive term to include non-enemies). The antitheists gets a +2 bonus to attacks, AC and saves against creatures of his Enemy alignment (including their attacks, spells and abilities (; i.e., ''[[SRD:Holy Smite|holy smite]]'')), and spells and abilities with this descriptor. Additionally, all antitheists gain this bonus on all Bluff, Diplomacy, Intimidate, and Knowledge (religion or planes), (history) and (local) checks. This bonus increases by +1 at every even numbered level (+3 at 4th, etc., and capping out at +6 at 10th level).
However, should an antitheist wish to cast a spell of this alignment, there is a 30% chance it will not work and he receives 1d6+2 damage instead.
*At 6th level, an antitheist can attempt to dispel all spells from divine spell-casters (not just enemies). This ability can now be used an additional 3/day (6/day total).
'''{{Anchor|Turn Enemy}} {{Su}}:''' At 4th level, an antitheist can try to turn and rebuke creatures of his enemy alignment as a standard action (treat like a [[SRD:Turn or Rebuke Undead#Turning Checks|turn undead]] check as normal but with the following changes). An antitheist uses the same turning table as a [[SRD:Cleric|cleric]] with his effective cleric level being equal to his character level. Any turned enemies flee from the antitheist by the best and fastest means available to them. If the antitheist has three or more character levels than the enemy has HD, the enemy is [[SRD:Turn or Rebuke Undead#Rebuked|rebuked]]. This can be done a number of times per day equal to 3 + antitheist's Charisma modifier.
'''{{Anchor|Sell Your Soul}} {{Ex}}:''' At 7th level, an antitheist sells his soul. Contrary to popular belief, antitheists do not sell their souls to supernatural beings, instead, they sell them to themselves. Denying all other masters. An antitheist gains [[Spell Dampening (3.5e Creature Ability)|spell dampening]] 3 against all [[SRD:Enchantment School|enchantments]] spells and spell-like abilities, and a +4 bonus to Will saves against all [[SRD:Mind-Affecting Effect|mind-affecting effects]]. An antitheist is also immune to soul displacement.
|15||class="left"|Most antitheists are lawful and dislike theocracy.
|-
|25||class="left"|Specific info on an antitheist. Antitheist are very secretive.|}
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