The Vicar (Inquisitor Alternative Class)

((This class variant is an effort to create a more skill-based rogue/cleric hybrid class.  While I have no particular quarrel with the Inquisitor base class I find that it’s stated mission doesn’t necessarily fit well with all possible faiths.  So I set out to create a class that was more of a ‘generalized operative’ for their particular religion.  I also felt that the variant channeling rules published by Paizo were neat and deserved some follow-up attention so I blended them into this class.  I have not yet had the chance to run rigorous balancing tests for the Vicar so it might be ‘too good’ or ‘too bad’ depending on opinions.

Notable changes include changing the class’s focus from hunting monsters to acting in social and urban settings, making their primary casting statistic their charisma score instead of wisdom, and gaining some extra spells by getting them off their chosen domain)) –GM

Not all who are called to serve the divine are granted the same gifts and training as the cleric.  Trading access to the greatest miracles of their patrons, the vicars eschew the uppermost echelons of divine magic in favor of guile, subterfuge, and natural skill.  While they are still perfectly suitable for filling the spiritual needs of any community, they are more able to operate without drawing a great deal of attention to themselves.  Vicars are particularly found in areas where their faith may be distrusted or outlawed entirely, or else serving as capable majordomos for great temples dedicated to their deity.

 Note: The Vicar is an alternate class for the inquisitor base class.

Alignment: A vicar’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.

 Hit Dice: d8.

 Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The vicar’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Skill Ranks per Level: 6 + Int modifier.

Table: Vicar

Vicar Spells Per Day
Level BAB Fort Refl Will Special 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Channel energy 1d6, variant channel, natural insight, magnanimity, domain 1
2nd +1 +0 +3 +3 Magnetic initiative, detect alignment, track 2
3rd +2 +1 +3 +3 Rogue talent 3
4th +3 +1 +4 +4 Channel energy 2d6 3 1
5th +3 +1 +4 +4 Sneak attack +1d6, nondetection 4 2
6th +4 +2 +5 +5 Rogue talent 4 3
7th +5 +2 +5 +5 Channel energy 3d6 4 3 1
8th +6/+1 +2 +6 +6 Variant channel (2nd) 4 4 2
9th +6/+1 +3 +6 +6 Rogue talent 5 4 3
10th +7/+2 +3 +7 +7 Channel energy 4d6, sneak attack +2d6 5 4 3 1
11th +8/+3 +3 +7 +7 Slippery mind 5 4 4 2
12th +9/+4 +4 +8 +8 Channeled sneak attack, rogue talent 5 5 4 3
13th +9/+4 +4 +8 +8 Channel energy 5d6 5 5 4 3 1
14th +10/+5 +4 +9 +9 Sneak attack rogue talent 5 5 4 4 2
15th +11/+6/+1 +5 +9 +9 Rogue talent, sneak attack +3d6 5 5 5 4 3
16th +12/+7/+2 +5 +10 +10 Channel energy 6d6, variant channel (3rd) 5 5 5 4 3 1
17th +12/+7/+2 +5 +10 +10 Favored variant channel 5 5 5 4 4 2
18th +13/+8/+3 +6 +11 +11 Rogue talent 5 5 5 5 4 3
19th +14/+9/+4 +6 +11 +11 Channel energy 7d6 5 5 5 5 5 4
20th +15/+10/+5 +6 +12 +12 Divine Agent, sneak attack +4d6 5 5 5 5 5 5
Spells Known
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Class Features

The following are class features of the vicar.

Weapon and Armor Proficiency: A vicar is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and the favored weapon of their deity. They are also proficient with light armor and shields (except tower shields).

 

Spellcasting: A vicar casts divine spells drawn from the inquisitor spell list.  They can cast any spell she knows at any time without preparing it ahead of time, assuming they have not yet used up her allotment of spells per day for the spell’s level.

To learn or cast a spell, a vicar must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a vicar’s spell is 10 + the spell level + the vicar’s Charisma modifier.

A vicar can cast only a certain number of spells of each spell level each day.  Their base daily spell allotment is given on Table: Inquisitor. In addition, they receive bonus spells per day if they have a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

A vicar’s selection of spells is extremely limited.  A vicar begins play knowing four 0-level spells and two 1st-level spells of the vicar’s choice. At each new vicar level, she gains one or more new spells as indicated on Table: Vicar Spells Known. (Unlike spells per day, the number of spells a vicar knows is not affected by her Charisma score.  The numbers on Table: Vicar Spells Known are fixed.)

Upon reaching 5th level, and at every third vicar level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one they already know.  In effect, the vicar “loses” the old spell in exchange for the new one.  The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell she can cast. The vicar may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.

 

Domain: Like a cleric’s deity, a vicar’s deity influences their alignment, what magic they can perform, and their values.  Although not as tied to the tenets of the deity as a cleric, a vicar must still hold such guidelines in high regard.  A vicar can select one domain from among those belonging to their deity. They can select an alignment domain only if their alignment matches that domain.  With the GM’s approval, a vicar can be devoted to an ideal instead of a deity, selecting one domain to represent their personal inclination and abilities.  The restriction on alignment domains still applies.

Each domain grants a number of domain powers, depending on the level of the vicar.  An vicar also gains the bonus spells listed for each domain as bonus spells known available to them when they are able to cast that level of spell (1st, 4th, 7th, 10th, 13th, and 16th).  Vicars do not gain any bonus spell slots per day from their domain. The vicar uses her level as her effective cleric level when determining the power and effect of her domain powers. If the vicar has cleric levels, one of her two domain selections must be the same domain selected as a vicar. Levels of cleric and vicar stack for the purpose of determining domain powers and abilities, but not for bonus spells.

A vicar may not choose an inquisition.

 

Channel Energy: Regardless of alignment, any vicar can release a wave of energy by channeling the power of their faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good vicar (or a neutral vicar who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.  An evil vicar (or a neutral vicar who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures.  A neutral vicar of a neutral deity (or one who is not devoted to a particular deity) must choose whether they channel positive or negative energy.  Once this choice is made, it cannot be reversed.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the vicar. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every three vicar levels beyond 1st (2d6 at 4th, 3d6 at 7th, and so on).  Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the vicar’s level + the vicar’s Charisma modifier.  Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A vicar may channel energy a number of times per day equal to 2 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A vicar can choose whether or not to include herself in this effect.

A vicar must be able to present her holy symbol to use this ability.

 

Variant Channeling: At 1st level the vicar gains the ability to harness their channeled energy to altered effect in accordance with their deity or faith’s agenda.  This functions as the variant channeling ability available to clerics with the following exceptions.

The vicar may choose when channeling energy whether to perform a non-altered channel or a variant channel. Any use of channeled energy draws from the same pool of uses per day however.

Although the vicar does not receive as many channeled energy dice as a cleric, when using variant channeling their channel bonus/penalty is still equal to 1 + 1 per 5 vicar levels.

At 8th and 16th level the vicar may choose another form of variant channeled energy that matches with their deity or faith’s agenda and can select those options when channeling energy.

 

Natural Insight: The vicar adds her Charisma modifier on Knowledge (Religion) and Knowledge (Planes) skill checks in addition to her Intelligence modifier.

 

Magnanimity: Vicars are skilled at mediating disputes and knowledgeable about their communities.  A vicar receives a morale bonus on all Diplomacy and Knowledge (Local) checks equal to 1/2 her vicar level (minimum +1).

 

Magnetic Initiative: At 2nd level, a vicar adds their Charisma modifier on initiative checks, in addition to their Dexterity modifier.

 

Detect Alignment: Starting at 2nd level, at will, a vicar can use detect chaos, detect evil, detect good, or detect law.  They can only use one of these at any given time.

 

Social Subterfuge: At 2nd level, a vicar adds half her level on Bluff skill checks made to pass hidden messages or to appear innocent.

 

Rogue Talents: As a vicar gains experience, they learn a number of talents that aid her and confound her foes.  Starting at 3rd level, a vicar gains one rogue talent.  They gain an additional rogue talents for every 3 levels of vicar attained after 3rd level.  A vicar cannot select an individual talent more than once.  A vicar cannot select a rogue talent that modifies or interacts with sneak attack in any way.

 

Sneak Attack: Starting at 5th level, if a vicar can catch an opponent when he is unable to defend himself effectively from their attack, they can strike a vital spot for extra damage.

The vicar’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the vicar flanks their target.  This extra damage is 1d6 at 5th level, and increases by 1d6 every five vicar levels thereafter.  Should the vicar score a critical hit with a sneak attack, this extra damage is not multiplied.  Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a vicar can make a sneak attack that deals nonlethal damage instead of lethal damage.  They cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The vicar must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A vicar cannot sneak attack while striking a creature with concealment.

 

Nondetection: At 5th level, a vicar can use nondetection, as per the spell, for a number of hours per day equal to her inquisitor level.  These hours do not need to be consecutive.  Activating this ability is an immediate action.

 

Slippery Mind: At 11th level if a vicar is affected by an enchantment spell or effect and fails their saving throw, they can attempt it again 1 round later at the same DC. They get only this one extra chance to succeed on their saving throw.

 

Channeled Sneak Attack: At 12th level a vicar may expend one use of channeled energy to enhance their sneak attack damage.  For a number of rounds equal to their charisma modifier their sneak attack damage die increases by ½ their channeled energy die.  While under this effect their sneak attacks overcome alignment based damage reduction based on the vicar’s own alignment.  For example: a lawful neutral vicar’s sneak attacks would have the lawful alignment property for determining if damage reduction is applicable whereas a chaotic evil vicar’s sneak attacks would have both the chaotic and evil alignment properties.

 

Sneak Attack Rogue Talent: At 14th level a vicar may select a single non-advanced rogue talent that modifies her sneak attack ability.

 

Favored Variant Channel: at 17th level a vicar may designate a single type of variant channeled energy she knows as their favored channel.  A vicar may use their favored channel energy type three additional times per day and may expend 2 channel energy uses to manifest their favored channel energy without reducing the amount of channeled energy dice that would be typical for a variant channeled energy.  A vicar may spend the extra uses of their favored channel granted by this ability to fuel their enhanced manifestation.

 

Divine Agent: At 20th level the vicar becomes a living conduit for the power of her deity or faith.  When they use any form of their channel energy ability, their results are always treated as maximized (the maximum possible result for the amount of dice rolled).  Additionally, once per day they may call upon the favor of their deity to grant them a minor miracle.  This functions as a lesser form of the miracle spell and can accomplish the following effects:

  • Duplicate any cleric/inquisitor spell of 6th level or lower, provided the spell is not opposed to the vicar’s alignment
  • Duplicate any non-cleric/inquisitor spell of 5th level or lower, provided the spell is not opposed to the vicar’s alignment
  • Undo the harmful effects of many spells, such as insanity.
  • Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a -7 penalty on its next saving throw.