Sacrament Striker in Zheng-Kitar | World Anvil

Sacrament Striker

The cursed priest-monks who live their lives in service of The Spirit Kings protecting the lands of Zheng-Kitar and its denizens from threats both within and without

Becoming a Sacrament Striker is a dangerous process involving dangerous, cursed rituals designed to channel the power of The Spirit Kings and the unholy power of The Six Husks to grant mortals strength enough to face the greatest adversaries in the cosmos - as a result of this, one should not consider switching to this class lightly; Once the rituals are undertaken(Assuming one does not die), you cannot return to your old class barring a death and a true resurrection followed by wish or miracle.   However, this process and the cursed energies that fill your body does increase your lifespan, which is tripled. For species that live in excess of 500 years, your lifespan is instead doubled. However, the cursed energies that power your body mean that sensation and emotion will slowly leave you altogether as you progress in power.   Also, it should go without saying, but as the first class I have designed myself for Pathfinder 1e, there may well be typos or balance issues with it - bear with me, please. I'm excited to finally have made my first class and will continue to balance it as time goes on to make it the best it can be.
 

Description

  Though the servants of The Spirit Kings are many, few embody such zealous dedicate and ardent passion as the Sacrament Strikers - the land of Zheng-Kitar's foremost defense against monsters, beasts, The Six Husks, and even The Yema. Unique amongst all the servants of The Spirit Kings in that they serve no Elemental Lord nor Elemental Saint, Sacrament Strikers channel a similar energy as the fabled and much reviled "Curse-Eaters" whose techniques descended from the seal-mages that once maintained the barriers on The Six Huskslong ago...however, these incredibly dangerous and highly secretive rituals carried out by the various Sacrament Temples where Strikers are trained are lethal beyond compare; barely one in a hundred prospective Striker candidates, each taken in by the Temples and trained for years, survive the rituals and all accompanying processes to become full-fledged Sacrament Strikers.   Part of the reason for the absurdly high mortality rate among prospective Strikers is the very nature of their power - as a commixture of power sourced from The Six Husks and bound into coherence and barely-contained fury by the grace of The Spirit Kings, the bodies of full-fledged Sacrament Strikers are hollow, curse-gnawed things; often the first part of a Striker's body to vanish is their heart, taken away from their body and leaving them in a state of living limbo, sustained only by those very same powers that grant them strength. Because of this and the neccesary rituals that must be done to grant these energies to take root in a prospective Striker candidate, most are simply consumed - only the lucky, durable, or exceptionally talented survive the process and come out the other side changed but intact.   Once created, Sacrament Strikers serve in the "Schools" that gave rise to them - each Sacrament Temple often goes by a specific "School" name and has its very own cursed techniques, fighting styles, and such, making each Striker a wholly different warrior even if they have the same Elemental Focus. Their duties primarily see them ranging across the land hunting monsters and fighting back the influence of The Yema and The Six Husks, but more simply involve the defense of Zheng-Kitar and its citizens as a whole in any way they can, most commonly by using their powers to slay threats to the people or absorb especially nasty curses threatening to destroy an area or its people. As a point of order, Sacrament Strikers often wear some identifying mark to signify which "School" they hail from - even if only a necklace, tattoo, or the like.   Sacrament Strikers often end up in the service of the Knight Orders that exist across the land that stand in service of The Spirit Kings themselves - though just as many end up as wandering intinerants, servants of their Sacrament Temples, or any other number of things even ranging to freelance monster hunters.  

Class Details

  Alignment: Any, but Sacrament Strikers tend to embody the The Element of their "Elemental Focus" class ability in some capacity. However, this is not a hard and fast rule.   Hit Die: d10 per Sacrament Striker Level   Starting Wealth: 4d6 x 10gp (Average 140gp) In addition, each character begins play with an outfit worth 10gp or less.  

Class Skills

  The Sacrament Striker's Class Skills are: Acrobatics, Appraise, Diplomacy, Escape Artist, Heal, Knowledge(Arcana), Knowledge(Planes), (Knowledge(Religion), Profession, Perception, Sense Motive, and Spellcraft.   Skill Ranks Per Level: 4 + Int Modifier  

Table: Sacrament Striker

Level Base Attack Bonus Fort Save Ref Save Will Save Special Unarmed Damage AC Bonus Fast Movement
1st +1 +2 +0 +2 Elemental Focus, Powerful Strikes(x1), Holy Warrior 1d6 +0 +0 ft.
2nd +2 +3 +0 +3 Sacrament Stare, Hollow Talent 1d6 +0 +0 ft.
3rd +3 +3 +1 +3 Hollow-Hearted(+2), Elemental Focus Ability, Fast Movement, Holy Warrior(Magic) 1d6 +0 +10 ft.
4th +4 +4 +1 +4 Cursed Synapses, Elemental Focus Bonus Feat, Hollow Talent 1d8 +1 +10 ft.
5th +5 +4 +1 +4 Holy Style Strike 1d8 +1 +10 ft.
6th +6/+1 +5 +2 +5 Hollow Talent, Hollow-Hearted(+4), Powerful Strikes(x2) 1d8 +1 +20 ft.
7th +7/+2 +5 +2 +5 Elemental Focus Ability, Holy Warrior(Cold Iron/Silver) 1d8 +1 +20 ft.
8th +8/+3 +6 +2 +6 Hollow Talent, Elemental Focus Bonus Feat, Cursed Snapses(New Trigger/Effect), Extra Immediate Action 1d10 +2 +20 ft.
9th +9/+4 +6 +3 +6 Holy Style Strike, Hollow-Hearted(+6) 1d10 +2 +30 ft.
10th +10/+5 +7 +3 +7 Hollow Hearted Masteries, Hollow Talent, Holy Warrior(Lawful) 1d10 +2 +30 ft.
11th +11/+6/+1 +7 +3 +7 Hollow Bodied, Powerful Strikes(x3) 1d10 +2 +30 ft.
12th +12/+7/+2 +8 +4 +8 Elemental Focus Bonus Feat, Holy Style Strike, Cursed Snapses(New Trigger/Effect), Hollow Talent 2d6 +3 +40 ft.
13th +13/+8/+3 +8 +4 +8 Elemental Focus Ability 2d6 +3 +40 ft.
14th +14/+9/+4 +9 +4 +9 Hollow Master Talent 2d6 +3 +40 ft.
15th +15/+10/+5 +9 +5 +9 Cursed Snapses(New Trigger/Effect), Holy Style Strike(2/Round), Extra Immediate Action 2d6 +3 +50 ft.
16th +16/+11/+6/+1 +10 +5 +10 Legion Form, Elemental Focus Bonus Feat, Holy Warrior(Adamantine), Powerful Strikes(x4), Hollow Talent 2d8 +4 +50 ft.
17th +17/+12/+7/+2 +10 +5 +10 Holy Style Strike 2d8 +4 +50 ft.
18th +18/+13/+8/+3 +11 +6 +11 Hollow Master Talent 2d8 +4 +60 ft.
19th +19/+14/+9/+7 +11 +6 +11 Cursed Snapses(New Trigger/Effect) 2d8 +4 +60 ft.
20th +20/+15/+10/+5 +12 +6 +12 Subsumed, Elemental Focus Bonus Feat 2d10 +5 +60 ft.
 

Class Features

 

Weapon and Armor Proficiency

Sacrament Strikers are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, short sword, shortspear, shuriken, siangham, sling, spear, and any weapon with the monk special weapon quality. Sacrament Strikers are also proficient with the Sacrament Key exotic weapon - the ancient, traditional weapon long associated with their organization.   Sacrament Strikers are not proficient with any armor or shields.   When wearing armor, using a shield, or carrying a medium or heavy load, a Sacrament Striker loses his AC bonus and fast movement abilities.  

AC Bonus

When unarmored and unencumbered, the Sacrament Striker adds his Wisdom bonus (if any) to his AC and CMD. In addition, a Sacrament Striker gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.   These bonuses to AC apply even against touch attacks or when the Sacrament Striker is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.  

Elemental Focus

At 1st level, a Sacrament Striker must pledge himself to a specific element, and the edicts and beliefs that element represents. This Elemental "School" grants the Striker a number of bonuses, bonus feats, spell-like abilities, and special abilities. In addition, these elements grant the striker a number of edicts that he must strive to follow - failure to do so will not cause the loss of any class features, as the deeds a Striker dedicates themselves to is more important than the edicts that guide their creed, though especially heinous actions that contradict these edicts may invoke the ire of higher powers whose power he draws on for these abilities. The violation of an edict is subject to GM interpretation. Once chosen, a Sacrament Strike cannot change his allegience to an element barring an incredibly lengthy process to dedicate himself to a new cause, which involves numerous rituals to cleanse oneself of elemental power to allow one to be filled anew from a fresh, new source. When this choice is made, he immediately loses all the benefits from the old Element and gains those of his new Element. Sacrament Strikers gain the elemental language corresponding to their Elemental Focus.   The spell like ability given by the Element is an at-will Spell-Like ability with a CL equal to the Sacrament Striker's HD. The Sacrament Striker gains bonus feats at 4th, 8th, 12th, 16th, and 20th which must be chosen from the Bonus Feat list of his element.   Additionally, they gain new abilities from this Elemental "School" at 1st, 3rd, 7th, and 13th levels.  

Elemental Focuses

Powerful Strikes

At 1st level, when making a single attack in a round(or otherwise taking a single standard action to attack) with an unarmed strike, thrown weapon, or monk weapon, a Sacrament Striker can designate it as a Powerful Strike. When making a powerful strike, a Sacrament Striker adds his ability score modifier that typically applies to his damage rolls(Strength for most melee weapons and unarmed strikes) an additional time to the attack. This ability does not work with Vital Strike or Spirited Charge(Or any similar ability that gives flat damage multipliers), though its interaction with abilities such as Startoss Style that interact oddly with Vital Strike are best left to GM interpretation. At 6th, 11th, and 16th level, he can add this modifier an additional time to a Powerful Strike.  

Holy Warrior

At 1st level, a Sacrament Striker gains Improved Unarmed Strike as a bonus feat. A Sacrament Striker’s attacks can be with fists, elbows, knees, and feet. This means that a Sacrament Striker can make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Sacrament Striker striking unarmed. A Sacrament Striker can apply his full Strength bonus on damage rolls for all his unarmed strikes. A Sacrament Striker’s unarmed strikes deal lethal damage, although he can choose to deal nonlethal damage with no penalty on his attack roll. He can make this choice while grappling as well.   A Sacrament Striker’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.   The damage dealt by a Sacrament Striker’s unarmed strike is determined by the unarmed damage column on Table: Sacrament Striker. The damage listed is for Medium-sized Sacrament Strikers.  
At 3rd level, this allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.   At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.   At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.   At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
 

Sacrament Stare

At 2nd level, a Sacrament Striker learns to utilize their burgeoning talent in the fields of arcane energies to allow them to "see" the flow of Atlen through the world, and the signature of their sworn enemies - granting them Arcane Sight as a constant extraordinary ability, and the effects of Detect the Faithful specifically pertaining to any who pay homage to a Yema god or faith, as a supernatural ability.  

Hollow Talents

At 2nd level, as a Sacrament Striker gains experience, he learns a number of talents that allow him to channel his cursed energies in different ways to help himself and his allies. Starting at 2nd level, a Sacrament Striker gains one Hollow Talent. He gains an additional Hollow Talent for every 2 levels of Sacrament Striker attained after 2nd level, excluding 10th level. A Sacrament Striker cannot select an individual talent more than once.
  • Itinerant Striker: You are no longer affected by nonmagical difficult terrain, and you become able to pass through enemy squares(treating them as magical difficult terrain) without provoking AoO's for doing so - though moving through their threatened areas outside of their squares still provokes as normal. You gain the use of Sylvan Hideaway 1/day(With enough space for you and one additional creature per 2 HD you possess).
  • Cursed to Anonymity: Add "Divination spells and effects" to the bonuses and eventual immunities granted by the "Hollow-Hearted" Class Ability.
  • Bunker Down: When you would be the subject of a CMB check that would move you in any way if it was successful(Including being moved adjacent on a grapple, repositioned, bull rushed, etc), you can grant yourself a bonus equal to your primary melee damage ability score modifier(STR or DEX, typically) on your CMD for that check, but you conversely take an amount of damage equal to the bonus you grant yourself. You may double this bonus and damage at the same levels as you can add your modifier an additional time to powerful strike.
  • Evasion: If you succeed at a Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Evasion can be used only if you are wearing light armor or no armor. You do not gain the benefit of evasion if you are helpless.
  • Death Ward Hymn: By chanting as a standard action adjacent to a creature who died in the past round that revivify would work on, you can prolong the period in which this spell would effect them, effectively preserving the corpse as if they had died in the previous round for as long as you spend standard actions to continue the chant.
  • Hospitaler: By focusing your gaze on another creature as a standard action, you become automatically aware of all negative afflictions, harmful effects, and the like affecting the target even if they themselves are not aware of them, including natural biological functions such as tumors, irregular heartbeats, and the like, as well as any foreign objects or contaminants present in their body.
  • Novice Purifier: By spending a full-round action, you can create a Magic Circle against evil effect by throwing down a handful of Sacrament Keys to mark the circle and give it power. You may have only one circle in effect at a time, and must add any dimensional anchor or special diagrams yourself.
  • Adept Charger: Whenever you charge a hostile creature, you may make a free thrown weapon attack at any point during the charge against any valid target you can see - this throw does not provoke even if it normally would.
  • Overcharge: By spending a standard action and sacrificing a thrown weapon you have on your person, you can channel Atlen through it and use it to create a solid wall on one facing of your square - this otherwise functions as the Kinetic Cover Utility Wild Talent, though it is opaque and cannot be seen through.
  • Divine Font of Knowledge: Gain the Bardic Knowledge Class Feature. Requires Level 6 or above.
  • Holy Smith: You can create up to 100gp/2HD you possess of Holy Water and Holy Symbols each day. You can inlay the Holy Weapon Special Quality as well as the Elemental Weapon Special Quality matching your Elemental Focus(Light and Void get to choose one of the other four) so long as you have the proper monetary cost of the enchantment to spend. Doing so takes as much time as it would to do normally, but requires you to make no checks as you are considered to automatically pass them(though you are not considered to be speeding up the crafting process).
  • Purity of Body: You gain immunity to all diseases, including supernatural and magical diseases.
  • Far Reach: You increase the range of all thrown weapons by 10ft, and can charge an additional 10ft.
  • Veins of Johannan: As a swift action, you may choose to deal half damage on all attacks for 1 round to to convert the damage from those attacks into elemental damage appropriate to your Elemental Focus(Light and Void deal whichever of Pos. or Neg. Energy the target is harmed by). You may convert a number of dice worth of elemental damage of your element into its true elemental counterpartequal to your 1/2 HD(Light and Void may choose to either convert Positive or Negative Energy or to convert one of the other elements, but cannot change this decision once made) each time you would deal that elemental type of damage.
  • Shroud of Nicodemas: Gain the ability to sense large concentrations of your element and its corresponding true element within one mile per 2HD you possess, as well as natural planar boundaries between the material and the corresponding elemental plane. You are treated as a natural denizen of that elemental plane for determining that plane's effects upon your person. Gain Resistance 10 to the element of your elemental focus(Light or Void may choose between Fire, Cold, Electricity, or Acid Resistance or can choose to gain Channel Resist 10).
  • Well of Nihiloct: Whenever you successfully damage a creature with a melee attack, you may choose to create a gravity well centered on that creature - all creatures within 10ft except yourself and the target are automatically moved 5ft closer to the target. You can choose to sacrifice one or more instances of your ability score modifier to your damage roll to increase the radius by 10ft for each instance sacrificed.
  • March of Gabriel: As a swift action, you can send a wave of cursed energy out to infuse your allies - for the next minute, your fast movement speed can be used as a sum total pool of bonus movement by you and all affected allied who were within 15ft of you when this ability is used(though they do not have to stay within 20ft once affected), as if you and all your allies possessed the "Fast Movement" Class Ability that drew upon the same total pool instead of allowing you each seperate movement totals. Gain +10ft to your fast movement speed.
  • Extra Trigger: Gain an extra trigger that you qualify for. Requires level 6th or above.
  • Extra Effect: Gain an extra effect that you qualify for. Requires level 6th or above.
  • Arcane Adept: Gain Either Glitterdust, See Invisibility, Heckle, or Disguise Self as an SLA 3/day, chosen when taking this talent.
  • Divine Adept: Gain Either Consecrate, Cure Moderate Wounds, Augury, or Prayer as an SLA 3/day, chosen when taking this talent.
 

Hollow-Hearted

At 3rd level, a Sacrament Striker's body is wholly consumed by the cursed energies that were used to grant them their power - their heart fully stops beating and ceases functioning, and many of their internal bodily functions no longer operate normally as a result of the consuming curses that pump through their veins. At this level, Sacrament Strikers gain +2 on all saves made versus Death Effects, Energy Drain, Curses, and effects and spells with the Emotion descriptor. These bonuses increase by 2 at 6th and 9th level.  

Fast Movement

At 3rd level, a Sacrament Striker gains an enhancement bonus to his land speed, as shown on Table: Sacrament Striker. A Sacrament Striker in armor or carrying a medium or heavy load loses this extra speed.  

Cursed Synapses

At 4th level, a Sacrament Striker's mastery over the cursed energies pulsing through their bodies becomes keener, allowing them to utilize their superhuman agility and reaction times in battle to startling effect. These Cursed Synapses allow a Sacrament Striker to activate effects based on certain "triggers" that they unlock and set into their subconscious to allow their bodies to move without any conscious effort on their part - letting them move so quickly it can often catch enemies off guard.   A Sacrament Striker gains access to the following "triggers" and "effects" at the corresponding levels - they do not need to prepare these triggers or effects ahead of time, as they are always burned into their brain, but instead simply activate effects when certain triggers would be met on the fly in the field. However, doing so requires them to use an immediate action. The list of triggers and effects is written below, alongside what levels each is made available at. Additionally, a Sacrament Striker gains an additional Immediate Action at 8th and 15th level - this does not grant them additional swift actions on their turn, but instead allows them to utilize more immediate actions before that swift action is consumed; thus if they do not use all their immediate actions, their swift action remains intact.   A Sacrament Strike begins play with 2 Basic Triggers and 2 Basic Effects, which they can choose from the lists below. They gain new effects and triggers at level 8, 12, 15, and 19.  

Triggers

 
Basic Triggers(Level 4+)
  • You are hit by an attack
  • An ally within line of sight is targeted for an attack
  • You fail a saving throw
  • You successfully hit an enemy with an attack
  • You leave an enemy's threatened area
  • An enemy leaves your threatened area
 
Advanced Triggers(Level 8+)
  • You are targeted for an attack
  • You are missed by an attack
  • You drop below 50% health
  • An ally within line of sight is hit by an attack
  • An ally within line of sight fails a saving throw
  • An ally within line of sight falls below 0HP
  • An enemy drops below 0HP
  • You drop below 0HP
 
Master Triggers(Level 12+)
  • The Combat Round Ends
  • An enemy ends it turn
  • An ally misses an attack
  • You miss an attack
  • An enemy leaves your allies' threatened area
  • An ally within line of sight hits an enemy with an attack
 

Effects

 
Basic Effects(Level 4+)
  • Pivot to any square adjacent to an enemy that has you in their melee reach. This movement does not provoke.
  • You may take a free 5ft step.
  • Take a movement action. This movement provokes as normal.
  • Gain a full round of attacks that can only be taken at unattended objects within your reach.
  • Execute a combat maneuver check against an enemy in your reach.
  • Push an adjacent foe back 5ft. Cannot push them into a hazardous environmental condition, and the movement does not provoke.
  • Make a thrown weapon attack against an enemy within range. This provokes as normal.
 
Advanced Effects(Level 8+)
  • An ally within 20ft of you may make a free 5ft step.
  • Make a melee attack with a weapon or unarmed strike against a target within your melee reach.
  • Release a thrown weapon that automatically attempts to strike the closest target to you at the end of your next turn, rolled randomly if multiple valid targets exist.
  • Execute a defensive shift to any open square within 15ft. This movement does not provoke.
  • Move half the distance to an ally within 40ft, and allow them to do the same towards you so that the two of you meet in the middle. Must have clear line of effect between you two. Enemies in your path and shunted aside so long as there is room for them to be shunted aside.
  • Swap places with an ally within 30ft. Blocked by effects that block dimensional travel.
  • Execute an Awesome Blow combat maneuver against a creature in your reach - success means the target moves 10ft in the direction of your choice and falls prone. Can only push in a straight line. Bonuses to bull rush apply to this check. If an obstacle prevents the completion of the target's move, the target and the obstacle each take 1d6 points of damage, and the target is knocked prone in the space adjacent to the obstacle.
  • Dash 10ft and make a melee attack against a target.
  • Make a combat maneuver check against any creature within 20ft of you - success means you pull them 10ft closer to you plus 5ft for every 5 by which you exceed their CMD. This movement does not provoke.
  • Intercept the next attack towards an ally within your reach when this effect is activated. It is instead redirected to you as if you were the original target.
 
Master Effects(Level 12+)
  • Swap places with an enemy with no save or check. Does not work if the enemy would be placed into a hazardous environmental obstacle or location.
  • All allies within 30ft and yourself may take a free 5ft step.
  • Throw an ally within your reach up to 20ft to any empty square they could land in and allow them to make an attack against an enemy adjacent to where they land. This movement does not provoke.
  • Make a single melee attack against all targets in a 20ft line.
  • Release a number of thrown weapon attacks equal to how many iterative attacks you possess. The thrown range on these attacks is doubled compared to normal.
 

Holy Style Strike

At 5th level, a Sacrament Striker can learn one type of style strike. Whenever he makes a single attack in a round, he can designate that attack as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a Sacrament Striker learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can apply two strikes to this attack. The Sacrament Striker can choose from any of the following strikes.
  • Spiral Strike: Whenever you damage a target creature with a melee attack boosted by the Powerful Strikes ability, you can choose to deal the bonus damage from Powerful Strikes to another hostile creature adjacent to the target instead of the target creature - this damage is inflicted automatically but allows a Fort Save(Con-Based) for half.
  • Quick Toss: The Sacrament Striker can draw and throw a thrown weapon at any other target aside from his current target. This throw does not provoke Attacks of Opportunity. If the thrown weapon connects, the target takes half damage but it bypasses any DR the target may have.
  • Exorcism Strike: The Sacrament Striker can make a dispel check to free the target from a possession or mental domination effect it is under at a -5 penalty. If the target is incorporeal, it is instead made more tangible for 1 round if the attack connects - letting mundane weapons do 1/2 damage and magical weapons doing full damage.
  • Extract Aspects: The Sacrament Striker learns one of the following bits of information about its target on a successful hit: Damage Vulnerabilities, Damage Resistances/Immunities, Condition Immunities, Spellcasting Capability, Highest or Lowest Save, Languages, or even part of its memories relating to a specific event of your choosing. Other mechanical info may be extracted at GM discretion.
  • Shatterpoint Palm Strike: The Sacrament Striker's attack bypasses all DR and hardness on the target of the attack. If the target was an object, the next attack made by any creature against that object deals double damage and ignores its hardness.
  • Know Thy Enemy: The Sacrament Striker reads the target's surface thoughts with a successful attack.
  • Propelling Palm: The Sacrament Striker and the Target move 5ft away from each other in movement that does not provoke.
  • Break: The Sacrament Striker combines a writhing twist with a violent strike against a foe that is grappling him. If the Sacrament Striker’s attack is successful, he can attempt a grapple combat maneuver check or Escape Artist check as a free action to escape a grapple, adding the strike’s damage as a bonus on his check.
  • Flying Kick: The Sacrament Striker leaps through the air to strike a foe with a kick. Before the attack, the Sacrament Striker can move a distance equal to his fast movement bonus. This movement is made as part of the Sacrament Striker’s attack and does not require an additional action. At the end of this movement, the Sacrament Striker must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal.
  • Foot Stomp: The Sacrament Striker stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the Sacrament Striker ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the Sacrament Striker’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the Sacrament Striker. Alternatively, it can attempt a combat maneuver check (against the Sacrament Striker’s CMD) as a standard action to break free.
  • Throat Crush: The Sacrament Striker gives a sharp blow to a foe’s throat, hampering its ability to speak for 1 round as if it had the caster croak spellblight. Creatures without a discernible throat, or with multiple vocal organs, are unaffected (subject to GM discretion).
  • Spin Kick: The Sacrament Striker spins about, delivering a kick his foe did not expect. The Sacrament Striker makes his attack against the foe’s flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike.
  • Leg Sweep: The Sacrament Striker attempts to sweep his foe’s leg, knocking the opponent down. If the attack hits, the Sacrament Striker can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity.

Hollow-Hearted Mastery

At 10th level and every four levels thereafter, a Sacrament Striker can select one of the following Masteries in place of a Hollow Talent.
  • Wandering Master: You may now move through enemy squares using the "Itinerant Striker" Hollow Talent as if they were normal, non-difficult terrain. Additionally, you become immune to all maze-effects and gain Find the Path as a SLA 1/day. Requires the "Itinerant Striker" Hollow Talent.
  • Improved Evasion: Your evasion improves. You still takes no damage on successful Reflex saving throws against attacks, but henceforth you take only half damage on failed saves. Must have the "Evasion" Hollow Talent.
  • Purification Priest: You can create the Magic Circle against Evil from "Novice Purifier" as a swift action instead of a full-round action. By spending a full-round action, you can create the Magic Circle with the special diagram(taking 20 on your spellcraft check) and automatically inserting a Dimensional Anchor spell into the circle. Requires the "Novice Purifier" Hollow Talent.
  • Synaptic Mastermind: As a standard action, you can bestow one Trigger and one Effect of your choice onto an ally you can see within 30ft - that ally gains the use of the chosen trigger and effect(while you lose them) for 1 hour or until they fall unconscious or die, after which point both return to you as normal. You may only have one trigger-effect pair given out at a time. At 14th level, you may have two allies bestowed with trigger-effect combos at a time instead of one. Requires the "March of Gabriel" Hollow Talent.
  • Quivering Palm: Gain the use of the Unchained Monk "Quivering Palm" Ki Power 1/day that requires no Ki Points. Requires 14th Level.
  • Spiritual Grafting: By spending one hour in surgery with an injured creature, you can create an effect similar to Regenerate, allowing you to "regrow" a missing body part of theirs - however, unlike regenerate, you must have a similar limb or body part to "attach" to their body to replace the old, missing one. A creature cannot be affected by this ability more than once a week due to the strain on their soul. At 16th level, if you graft the head of a creature who died in the past round(as of the time you begin the hour of surgery) onto another body, you can affect them with a reincarnate effect with the body as the target species - though any given creature can only gain this effect once in their life.
  • Weaponized Cursewielder: You gain 2d10 damage added to all your unarmed and weapon attacks that can be fire, cold, acid, or electricity damage(Chosen at the start of each day). This damage is not multiplied on a critical hit. You can alter the metallic and planar properties of your unarmed strikes and held weapons as a swift action to count them as a different metal OR as a different alignment for bypassing DR.
  • Unholy Constitution: When at 0HP or below, you take 1/2 damage from all sources and may 1/day if an attack would kill you remain at 1 above your death threshold and stabilize.
  • Wall of Keys: When using the "Overcharge" Hollow Talent, you may make a wall at two facings of any square you are in or are adjacent to instead of the normal function of the talent. 1/day, you can summon down a hail of oversized Sacrament Keys to replicate a Wall of Iron effect. Requires the "Overcharge" Hollow Talent.
  • Arcane Mastery: Gain either True Seeing, Permanency, Trace Teleport, or Mage's Private Sanctum as a SLA 1/day, chosen when you take this mastery.
  • Divine Mastery: Gain either Hallow, Cleanse, Commune(Spirit Kings), or Breath of Life as a SLA 1/day, chosen when you take this mastery.
  • Spellclad Striker: You may sacrifice your 1x worth of your ability score modifier from your damage roll when you use powerful strikes to lower the action of one of your SLA's gained through the Sacrament Striker class, to a minimum of a swift action. Requires 1+ SLA gained from the Sacrament Striker Class.
  • Empowered SLA: Double the amount of times you can use one of the SLA's granted to you by the Sacrament Striker Class. Only functions once per SLA. Requires 1+ SLA gained from the Sacrament Striker Class.
  • Steelplate Technique: If you make a single thrown weapon attack in a round, it automatically breaks through one obstacle in its path in flight and hits all targets on a 30ft line. You deal 1.5x your damaging ability score modifier on this attack. Cannot be used alongside a "Rite" mastery.
  • Cremation Rite: If you make a single thrown weapon attack in a round, it causes the target to burst into holy fire - dealing 3d10 Godfire Damage to it each round it remains alight. Undead, Outsiders, and creatures to whom sunlight is harmful take 1.5x damage from this. Cannot be used alongside another "Rite" or the "Steelplate Technique".
  • Internment Rite: If you make a single thrown weapon attack in a round, the target must make a fortitude save or be affected by a flesh to stone effect if the thrown weapon attack hits successfully. Cannot be used alongside another "Rite" or the "Steelplate Technique".
  • Mummification Rite: If you make a single thrown weapon attack in a round and the target is a living creature, if the target is successfully hit they must make a fortitude save or take 1d4 points of damage per HD you possess of untyped damage, taking half on a success. Plants, Water Elementals, and other water-based lifeforms take 1d6 damage per HD. A given target can only be affected by this ability once per combat. Cannot be used alongside another "Rite" or the "Steelplate Technique".
  • Anchoring Rite: If you make a single thrown weapon attack in a round, you may make a CMB check against the target if the attack hits - success means they are entangled and anchored to the ground for 1 round, while failure means they are simply entangled for 1 round without being anchored. Cannot be used alongside another "Rite" or the "Steelplate Technique".
  • Extra Trigger and Effect: Gain 1 extra trigger and 1 extra effect that you qualify for.

Hollow-Bodied

At 11th level, a Sacrament Striker's body is sustained entirely by the fell cursed energies that gave them their power, and the grace of the Spirit Kings that they serve. Their bonuses from "Hollow-Hearted" instead become immunity to Curses, Death Effects, Energy Drain, and Emotion Descriptor effects/spells.  

Legion Form

At 16th level, a Sacrament Striker's body becomes a nesting bed of all manner of curses and unholy energies. They no longer age as their body becomes a thin container for the myriad energies roiling within them, no longer take penalties to ability scores for aging, cannot be magical aged, and by focusing for a full round, can replicate the effects of any curse onto another creature, object, or location they are in contact with. Any aging penalties they have already taken are removed, though bonuses remain. They can also absorb curses from others and into themselves, completely cleansing them from the area, by spending one hour in contact with the cursed source(One hour for cursed creatures, more in-depths curses may take longer to remove and absorb at GM discretion).  

Subsumed

At 20th level, a Sacrament Striker becomes a wholly alien, planar being filled with the planar energies of the Spirit King that they channeled to transform in the first place. They can read the types, origins, names, faith, dates of birth and death, and more information of other creatures at a glance(GM Discretion), can plane-shift between the Material Plane and the elemental plane matching their Elemental Focus by spending on hour in meditation, gain immunity to the base element and true element relating to their elemental focus(becoming healed by Positive and Negative energy both for Light/Void, and becoming immune to Everlux and Voidlight respectively), and gain completely immunity to critical hits, precision damage, and flanking as their internal biology is completely replaced by cursed elemental energies.

Articles under Sacrament Striker


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