Hit
Die: d8.
Requirements
Feats:
Any metamagic feat.
Spells:
Able to cast 7th-level divine spells.
Class Skills
Skill Points at Each Level: 2 + Int modifier.
Weapon
and Armor Proficiency:
Hierophants gain no proficiency with any weapon or armor.
|
Table:
The Hierophant |
|||||
|
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|
1st |
+0 |
+2 |
+0 |
+2 |
Special
ability |
|
2nd |
+1 |
+3 |
+0 |
+3 |
Special
ability |
|
3rd |
+1 |
+3 |
+1 |
+3 |
Special
ability |
|
4th |
+2 |
+4 |
+1 |
+4 |
Special
ability |
|
5th |
+2 |
+4 |
+1 |
+4 |
Special
ability |
Special
Ability: Every level,
a hierophant gains a special ability of his choice from among the following.
Blast
Infidel (Su): A
hierophant can use negative energy spells to their maximum effect on creatures
with an alignment opposed to the hierophant. (See the table below for a list of
which alignments are opposed to each alignment.) Any spell with a description
that involves inflicting or channeling negative energy cast on a creature of the
opposed alignment works as if under the effect of a Maximize Spell feat (without
using a higher-level spell slot). Undead affected by this ability heal the
maximized amount of damage.
|
Hierophant
Alignment |
Opposed
Alignment |
|
Lawful
good |
Chaotic
evil |
|
Neutral
good |
Neutral
evil |
|
Chaotic
good |
Lawful
evil |
|
Lawful
neutral |
Chaotic
neutral |
|
Neutral
|
Lawful
good, chaotic good, lawful evil, chaotic evil* |
|
Chaotic
neutral |
Lawful
neutral |
|
Lawful
evil |
Chaotic
good |
|
Neutral
evil |
Neutral
good |
|
Chaotic
evil |
Lawful
good |
|
*
A neutral hierophant chooses one of these alignments to be the one that he
opposes, for the purposes of this special ability. |
|
Divine
Reach (Su): A
hierophant with this ability can use touch spells on targets up to 30 feet away.
If the spell requires a melee touch attack, the hierophant must make a ranged
touch attack instead. Divine reach can be selected a second time as a special
ability, in which case the range increases to 60 feet.
Faith
Healing (Su): A
hierophant can use healing spells to their maximum effect on creatures of the
same alignment as the hierophant (including the hierophant himself ). Any spell
with the healing descriptor cast on such creatures works as if under the effects
of a Maximize Spell feat (without using a higher-level spell slot).
Gift
of the Divine (Su): Available
only to hierophants with cleric levels, this ability allows a hierophant to
transfer one or more uses of his turn undead ability to a willing creature.
(Hierophants who rebuke undead transfer uses of rebuke undead instead.) The
transfer lasts anywhere from 24 hours to one week (chosen at the time of
transfer), and while the transfer is in effect, the number of turning attempts
per day allowed to the hierophant is reduced by the number transferred. The
recipient turns undead as a cleric of the hierophant’s cleric level but uses
her own Charisma modifier.
Mastery
of Energy (Su): Available
only to hierophants with cleric levels, this ability allows a hierophant to
channel positive or negative energy much more effectively, increasing his
ability to affect undead. Add a +4 bonus to the hierophant’s turning checks
and turning damage rolls. This ability only affects undead, even if the
hierophant can turn other creatures, such as with a granted power of a domain.
Metamagic
Feat: A hierophant
can choose a metamagic feat in place of one of the special abilities described
here if desired.
Power
of Nature (Su): Available
only to hierophants with druid levels, this ability allows a hierophant to
temporarily transfer one or more of his druid Class Features to a willing
creature. The transfer lasts anywhere from 24 hours to one week (chosen at the
time of transfer), and while the transfer is in effect, the hierophant cannot
use the transferred power. He can transfer any of his druid powers except
spellcasting and the ability to have an animal companion.
The druid’s wild shape ability can be partially or
completely transferred. The heirophant choses how many uses of wild shape per
day to give to transfer and retains the rest of the uses for himself. If the
hierophant can assume the form of Tiny or Huge animals, the recipient can as
well.
As with the imbue with spell ability spell, the
hierophant remains responsible to his deity for any use to which the recipient
puts the transferred abilities.
Spell
Power: This special
ability increases a hierophant’s effective caster level by 1 for purposes of
determining level-dependent spell variables and for caster level checks. This
ability can be selected more than once, and changes to effective caster level
are cumulative.
Spell-Like
Ability: A hierophant
who selects this special ability can use one of his divine spell slots to
permanently prepare one of his divine spells as a spell-like ability that can be
used twice per day. The hierophant does not use any components when casting the
spell, although a spell that costs XP to cast still does so, and a spell with a
costly material component instead costs him 10 times that amount in XP.
The spell normally uses a spell slot of the spell’s
level (or higher, if the hierophant chooses to permanently attach a metamagic
feat to the spell chosen). The hierophant can use an available higher-level
spell slot to use the spell-like ability more than once per day. Allocating a
slot three levels higher allows him to cast the spell four times per day, and a
slot six levels higher lets him cast it six times per day. If selected more than
one time as a special ability, this ability can apply to the same spell
(increasing the number of times per day it can be used) or to a different spell.