Bane Of Outsiders

Pathfinder Cleric Archetype

Description
A Bane Of Outsiders is not your average "healbot" cleric, and is primarily focused on destroying specific Outsiders. Although this Pathfinder cleric archetype may suffice in any campaign setting, but better in a campaign involving a lot of Outsiders (such as Planescape).
Hit Die
d8
Starting Wealth
4d6 x 10 gp (minumum 40 gp, average 140 gp, maximum 240 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The Bane Of Outsiders's class skills (and the key ability for each skill) are...

Skill Points at Each Additional Level
2 + Int modifier.

Outsiders Knowledge

A Bane Of Outsiders knows more about the Planes, especially Outsiders, than most people. A Bane Of Outsiders can use Knowledge (Int): Planes as an untrained skill, specifically related to Outsiders, and for these exact purposes below...

Identifying Outsider [1] DC
Outsider's name 10
Outsider's ambitions, intentions, goals, objectives, etc. 20
Outsider's vague location 30
  1. For a Bane Of Outsiders to identify an Outsider, they must have at least heard/read about them previously.

Table: Bane Of Outsiders Cleric Archetype
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Please see below 2 1
2nd +1 +3 +0 +3 3 2
3rd +2 +3 +1 +3 Channel Energy 2d6 + Charisma modifier 3 2 1
4th +3 +4 +1 +4 4 3 2
5th +4 +4 +1 +4 Please see below 4 3 2 1
6th +4 +5 +2 +5 4 3 3 2
7th +5 +5 +2 +5 Channel Energy 4d6 + Charisma modifier 4 4 3 2 1
8th +6/+1 +6 +2 +6 4 4 3 3 2
9th +6/+1 +6 +3 +6 Channel Energy 5d6 + Charisma modifier 4 4 4 3 2 1
10th +7/+2 +7 +3 +7 Favored Outsiders Enemies 4 4 4 3 3 2
11th +8/+3 +7 +3 +7 Channel Energy 6d6 + Charisma modifier 4 4 4 4 3 2 1
12th +9/+4 +8 +4 +8 4 4 4 4 3 3 2
13th +9/+4 +8 +4 +8 Channel Energy 7d6 + Charisma modifer 4 4 4 4 4 3 2 1
14th +10/+5 +9 +4 +9 4 4 4 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 Please see below 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 Channel Energy 9d6 + Charisma modifier 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 Channel Energy 10d6 + Charisma modifer 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Favored Outsider Enemies 4 4 4 4 4 4 4 4 4 4

Level 1

Level 5

Level 15


Class Features

The following are class features of the Bane Of Outsiders.

Divine Spells

A Bane Of Outsiders casts divine spells which are drawn from the Cleric spell list. His alignment, however, may restrict him from casting certain spells opposed to his moral or ethical beliefs (please see Chaotic, Evil, Good, and Lawful Spells).

Weapon and Armor Proficiency

A Bane Of Outsiders are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).

Level 1

Aura (Ex)

A Bane Of Outsiders has a particularly powerful aura corresponding to the deity's alignment (see Detect Evil for details).

Cleric Domains, Languages, and Favored Outsider Enemy (Ex)

Cleric Domains

At 1st level, a Bane Of Outsiders may select two cleric domains only from the table below listed under "Cleric Domains". These cleric domains are broken down into two category types: alignment domains (Chaos, Evil, Good, and Law), and elemental domains (Air, Earth, Fire, and Water). Each cleric domain has an opposing domain along with its associated favored Outsider subtype enemies.

A Bane Of Outsiders also cannot choose two opposing cleric domains (such as Chaos and Law Domains, Evil and Good Domains, Fire and Water Domains, etc.)

Alignment, Deity, Ideology, and/or Philosophy

A Bane Of Outsiders cannot choose any cleric domains opposing his alignment. For example, if a Bane Of Outsider's alignment is Lawful Good, he cannot choose either the Chaos Domain or the Evil Domain.

A Bane Of Outsiders may follow any deity, ideology, and/or philosophy within one step of his alignment, unless he chooses any alignment domains (Chaos Domain, Evil Domain, Good Domain, and/or Law Domain), then he must be of the same alignment, and also follow a deity/ideology/philosophy of the same alignment.

For example, if a Bane Of Outsiders chooses both the Good Domain and the Law Domain, then both his alignment and deity/ideology/philosophy must also be Lawful Good. However, if a Bane Of Outsiders chooses the Good Domain and an elemental domain (Air, Earth, Fire, or Water), then both his alignment and deity/ideology/philosophy (within one step) can be any Good alignment (Lawful Good, Neutral Good, or Chaotic Good).

Elemental domains (Air Domain, Earth Domain, Fire Domain, and Fire Domain) are considered "true neutral" alignments. Although Bane Of Outsiders who choose two elemental domains (such as Air and Fire, or Earth and Water) can be any alignment, they often have very strong tendencies toward the "true neutral" alignment. Bane Of Outsiders who choose one alignment domain (Chaos, Evil, Good, or Law) and one elemental domain (Air, Earth, Fire, or Water) often tend to be of the neutral alignment within their alignment domain (such as Lawful Neutral, Neutral Good, etc.)

Please also see Alignment

Bonus Language

Depending upon the two cleric domains chosen and the Bane Of Outsider's alignment, a Bane Of Outsider's bonus language options also include those listed in the table below.

These choices are in addition to the bonus languages available to the character because of his race.

Favored Outsider Subtype Enemy

At 1st level, a Bane Of Outsiders cleric gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks on his two favored Outsider subtype enemies. Likewise, he also receives a +1 bonus on weapon damage rolls against his two favored Outsider subtype enemies. A Bane Of Outsiders may make Knowledge skill checks untrained when attempting to identify his two favored Outsider subtype enemies.

Every five levels thereafter (5th, 10th, 15th, and 20th level), the Bane Of Outsiders' bonus on weapon damage against his two favored Outsiders subtype enemeies increases by +1.

For example, at 1st level, if a Bane Of Outsiders cleric chooses both the Good Domain and the Law Domain, he gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against both Evil Outsiders and Chaotic Outsiders, respectively. He also receives a +1 bonus on weapon damage rolls against both Evil Outsiders and Chaotic Outsiders, respectively. At every five levels thereafter (5th, 10th, 15th, and 20th level), the Bane of Outsider cleric bonus on weapon damage against both Evil Outsiders and Chaotic Outsiders increases by +1.

Table: Cleric Domain, Bonus Language, Opposing Domain, and Favored Outsider Subtype Enemy
Cleric Domain Category Type Bonus Language Opposing Domain Favored Outsider Subtype Enemy [1]
Air Domain Elemental Auran Earth Domain Earth Outsiders
Chaos Domain Alignment Abyssal (CE/CN) or Celestial (CG/CN) Law Domain Lawful Outsiders
Earth Domain Elemental Terran Air Domain Air Outsiders
Evil Domain Alignment Abyssal (CE/NE) or Infernal (LE/NE) Good Domain Good Outsiders
Fire Domain Elemental Ignan Water Domain Water Outsiders
Good Domain Alignment Celestial Evil Domain Evil Outsiders
Law Domain Alignment Celestial (LG/LN) or Infernal (LE/LN) Chaos Domain Chaotic Outsiders
Water Domain Elemental Aquan Fire Domain Fire Outsiders
  1. Depending upon their alignment, ancestory, origins, etc., Native Outsiders may also be included only if they can be categorized in a specific Favored Outsider Subtype Enemy (Game Master's discretion).

Spontaneous Casting

A Bane Of Outsiders can channel stored spell energy into domain spells that he did not prepare ahead of time. The Bane Of Outsiders can "lose" any prepared spell that is not an orison in order to cast a domain spell of the same spell level or lower. A Bane Of Outsiders does not gain the ability to spontaneously cast Cure or Inflict spells by sacrificing prepared spells. However, a Bane Of Outsiders can spontaneously cast the spells listed in their domain spell list by sacrificing a prepared spell of the noted level or above.

Channel Energy (Su)

A Bane Of Outsiders can focus and release a wave of energy by channeling the power of his faith through his holy symbol. This energy can only be used to deal damage to all Outsider creatures, except for those related to the Domains chosen.

Channeling energy causes a burst that affects most Outsider creatures in a 30-foot radius centered on the Bane Of Outsiders. The amount of damage dealt is equal to 1d6 points of damage, add Charisma modifier, plus 1d6 points of damage for every two Bane Of Outsiders levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Outsider 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 Bane Of Outsiders's level + the Bane Of Outsiders's Charisma modifier. A Bane Of Outsiders may channel energy a number of times per day equal to 3 + his Charisma modifier. This is a standard action that does not provoke an attack of opportunity.

A Bane Of Outsiders must be able to present his holy symbol to use this ability.