Antitheist (3.5e Prestige Class)
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Spontaneous Arcane Spellcasting, Alternate Magic, Other Full
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 worshiper 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. All types of antitheist benefit from Charisma.
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.
|Skills:||8 ranks in concentration, and 4 ranks in knowledge (religion or planes) and either bluff or diplomacy.|
|Special:||Must be disenchanted by a religion. Must have read a satanic book or listened to satanic music.|
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.
- 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 spells, Intelligence for Lucifer's, and Wisdom for 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 bard or sorcerer, an antitheis may know any number of spells.
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:
- 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.
- Fiendish Fascination (Ex): An antitheist can 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).
- Devilish Demoralization (Ex): At 5th level, an antitheist can demoralize opponents. An affected opponent receives a -3 demoralizing penalty on saving throws against enchantment and fear effects and a -3 demoralizing penalty on attack and weapon damage rolls, and skill checks. At 8th level, this penalty increases to -4.
- Hellish Heroics (Su): At 7th level, an antitheist can inspire physical fortitude in battle. An affected ally receives a +4 morale bonus to AC and Saves, and 2d6 temporary HP. This stacks with Courageous Call. This can be done 2/day.
- Paralyzing Panic (Su): At 9th level, an antitheist can freeze all opponents in fear who are within 30’. An affected opponent becomes paralyzed for 1d3+1 rounds, and receives 1d3 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.
- Satan’s Spell List (Su): Starting at 1st level, an antitheist gains access to Satan’s Spell List:
- Satanic Scream (Ex): At 1st level, as a standard action an antitheist can scream in a 15’ cone, deafening creatures for 1 round and dealing 3d8+3 sonic damage (treat like a lesser 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 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, improves to: a 30’ cone, deafens for 1d4 rounds and deals 6d8+6 sonic damage.
- At 7th level, improves to: a 40’ radius, stuns for one round, deafens for 2d4 rounds and deals 9d8+9 sonic damage.
- At 10th level, improves to: a 60’ radius, stuns for 1d3+1 rounds, deafens for 3d4 rounds and deals 12d8+12 sonic damage.
- 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.
Lucifer’s Light: Lucifer enlightens antitheists to reality. An antitheist can use this enlightenment to power the following abilities:
- Lucifer’s Spell List (Su): Starting at 1st level, an antitheist gains access to Lucifer’s Spell List:
- Light Bringer (Su): At 1st level, as a standard action an antitheist can create an intense 15’ cone of light. This blinds creatures for 1 round, and deals 3d8+3 light damage (treat like a lesser 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. Undead and 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, improves to: a 30’ cone, blinds for 1d4 rounds and deals 6d8+6 light damage.
- At 7th level, improves to: a 40’ radius, stuns for one round, blinds for 2d4 rounds and deals 9d8+9 light damage.
- At 10th level, improves to: a 60’ radius, 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 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.
- Devil in the Details (Ex): At 5th level, an antitheist can distrust any opponents roll as being illegitimate; as an immediate action during an opponent’s turn (Will save DC10+antitheist character level+Intelligence modifier to resist). This skepticism allows an antitheist to force an opponent to reroll one die; this can be applied to any type of roll (i.e., attack, save, etc). This can be done to non-enemies, and even beneficially to help another player; however, an antitheist cannot distrust his own rolls. This can be done 2/day (but no more than once per round).
- At 7th level, an antitheist can now distrust his own roll (in effect rerolling). If an antitheist distrusts his own roll, there is no need to roll to see if he can reroll (it is an automatic success that the antitheist can reroll). At 7th level, devil in the details 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.
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): Starting at 1st level, an antitheist gains access to Belial’s Spell List:
- 2nd level Spells: align weapon, calm emotions, charm monster, darkness, detect thoughts, glossolalia, heroism, hypnotic pattern, locate object, minor image, misdirection, owl's wisdom, pyrotechnics, rage, remove paralysis, scare, silence, suggestion, tongues, touch of madness, Cain's curse of covetousness, fallacy, nonlethal field.
- 3rd level Spells: confusion, crushing despair, darvision, dispel magic, fear, glibness, major image, poison, ray of exhaustion, remove blindness/deafness, curse, disease, Ekbom's egotistical episode, misspell, profanity, taunt, Sedah’s counterspell of superfluous detail. Additionally at 3rd level, choose one of the following: magic circle against: chaos, evil, good or law.
- Energymaniac (Su): At 1st level, an antithest chooses one of the following energy types: acid, cold, electricity or 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 flame 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. Fey, ooze and 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, improves to: a 30’ cone, dealing 6d8+8 [energy] damage and continuous damage lasts for 2d4 rounds.
- At 7th level, improves to: a 40’ radius, stuns for one round, deals 9d8+11 [energy] damage, continuous damage deals 1d8 [energy] damage/round and continuous damage lasts for 3d4 rounds.
- 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 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.
- Eye for an Eye (Su): At 5th level, any time after an antitheist receives lethal damage, he may attempt to retaliate against the creature who dealt the damage (the antagonist). The antitheist must beat a DC5+antagonist’s HD+Wisdom modifier check to do this; an antitheist can add his own Wisdom modifier and character level to the roll. On success, the antitheist can retaliate with the same amount of damage 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 bypasses all damage resistance, reduction and immunity. 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.
- 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.
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., 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.
- Starting at 3rd level an antitheist can cast a detection spell against any creature or object (treat like a single casting of detect chaos/evil/good/law/magic simultaneously). This can be done at will.
- At 6th level, an antitheist can select one more enemy alignment, this time on the law/chaos axis. These bonuses now apply against opponents of either alignment. This effect stacks if the enemy has both alignments (i.e., Lawful Good).
- At 8th level the risk of spell failure when casting a spell of an enemy alignment is reduced to 20%.
Feature Advancement: At 2nd level and every other level after, an antitheist gains +1 effective class level for one of the classes he possessed before taking this class. This grants all class feature benefits of having leveled in the previous class possibly including: increased caster level, spells per day and spells known; feats, and new features as though he gained a level in that class possibly granting new abilities he didn't have before like trackless step or hide in plain sight.
An antitheist can choose, in place of gaining features of a previous class, to instead gain a bonus feat.
Dispel Enemy (Ex): At 3rd level, an antitheist can dispel enemy spells and beneficial effects. This takes one of two effects: First he may attempt to use this ability as a standard action during his turn to dispel any beneficial magical effect on a target "enemy" (treat like dispel chaos/evil/good/law). Alternatively the antitheist can use this ability as an immediate action during an enemies turn to counterspell the casting of a spell done by an enemy (treat this like dispel magic's counterspell option). His dispel check is 1d20+antitheist class level+Charisma modifier. This can be done 3/day.
- 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).
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 turn undead but with the following changes). An antitheist uses the same turning table as a 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 rebuked. This can be done a number of times per day equal to 3+antitheist's Charisma modifier.
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 against all enchantments spells and spell-like abilities, and a +4 bonus to Will saves against all mind-affecting effects. An antitheist is also immune to soul displacement.
Bonus Feat: At 9th level, an antitheist receives a bonus feat that he meets the prerequisites for.
Antimessiah (Su): At 10th level, an antitheist becomes the antimessiah − a magical creature. His creature type changes to outsider (native) instead of whatever the antimessiah’s creature type was before, making him immune to spells that effect humanoids like charm person and hold person. Additionally, the antimessiah gains spell dampening 6 against all divine and illusion spells and spell-like abilities. He gains damage reduction 10 against all alignment specific attacks (i.e., spells or effects that deal good damage or attacks from axiomatic weapons). Unlike other outsiders, the antimessiah can still be brought back from the dead as if he were a member of his previous creature type.
- Additionally at 10th level, the spell dampening against all enchantments spells and spell-like abilities improves to 6.
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 two thirds their Antitheistic levels (round down) into a divine spell-casting class (like a Fallen Paladin).
|“||Nothing is Sacred!||”|
Playing an 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.
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.
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.
|5||Antitheists are apostates.|
|10||Antitheists are rebels and anarchists.|
|15||Most antitheists are lawful and dislike theocracy.|
|25||Specific info on an antitheist. Antitheist are very secretive.|
|Article Balance||High +|
|Author||Franken Kesey +|
|Base Attack Bonus Progression||Moderate +|
|Class Ability||Spontaneous Arcane Spellcasting +, Alternate Magic + and Other +|
|Class Ability Progression||Full +|
|Fortitude Save Progression||Poor +|
|Identifier||3.5e Prestige Class +|
|Minimum Level||5 +|
|Reflex Save Progression||Good +|
|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 +, Spot + and Tumble +|
|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. +
|Will Save Progression||Good +|