Atoner

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Becoming an Atoner[edit]

Atoners can be of any divine spellcasting class, but are usually clerics or Cloistered clerics as they tend to pursue the metamagic feats required for this Class. Characters that become Atoners can be martial leaning ordained champions, bookish cloistered clerics, or anywhere in-between.

Entry Requirements
Alignment: Any alignment.
Skills: Spellcraft 10 ranks.
Feats: Chain Spell, Reach spell, Divine Metamagic (Chain spell), Divine Metamagic (Reach spell).
Spellcasting: Ability to cast divine spells.
Special: Becoming an Atoner is usually a turning point in a characters life where they realize they have been heading down a path they do not want. For example, a character struggling with addiction his whole life wouldn't necessarily qualify for being an Atoner, but if he has acknowledged he needs external help and goes to therapy, he would qualify.
Table: The Atoner

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Habit swap 1/day, 2 Habits prepared +1 level of existing divine spellcasting class
2nd +1 +0 +0 +2 Overcharge 1/day, 1 Overcharge prepared +1 level of existing divine spellcasting class
3rd +2 +1 +1 +3 Spontaneous Forgiveness (restoration spells) +1 level of existing divine spellcasting class
4th +3 +1 +1 +3 2 Overcharges Prepared +1 level of existing divine spellcasting class
5th +3 +1 +1 +4 Habit swap 2/day +1 level of existing divine spellcasting class
6th +4 +2 +2 +4 3 Habits prepared +1 level of existing divine spellcasting class
7th +5 +2 +2 +5 Overcharge 2/day +1 level of existing divine spellcasting class
8th +6 +2 +2 +6 Augmented Overcharge +1 level of existing divine spellcasting class
9th +6 +3 +3 +6 3 Overcharges prepared +1 level of existing divine spellcasting class
10th +7 +3 +3 +7 Habit swap 3/day +1 level of existing divine spellcasting class

Class Skills (4 + Int modifier per level)


Class Features[edit]

Atoners avoid single mindedness and instead focus on improving the whole party at one, and sometimes helping individuals shine when the time is right. Atoners use their habits to apply groups of day-long buff spells, and shorter term but explosive buffs called overcharges. All of the following are class features of the Atoner:

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an Atoner, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Spells: To cast a particular spell, you must have an wisdom score of at least 10 + the spell's level. Your bonus spells are based on your wisdom. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your wisdom bonus (if any).


Habit (SP): Starting at 1st level, an Atoner gains the ability to weave a blanket of spells that affect him and his allies for the whole day. A habit is a group of spells that have a duration greater than instantaneous, and a range greater than personal. Any spells in an active Habit affect a number of characters equal to 1 + their casting level, and end when you long rest or swap habits. The Atoner chooses one habit to have active at the beginning of the day, and can use a standard action to swap the active habit for a prepared habit. The Atoner can do this once per day at 1st level, twice per day at 5th level, and three times per day at 10th level. An active habit counts as a single spell for the purposes of dispel magic, counterspell, and other spell suppressing abilities such as antimagic field. At the beginning of each day, the Atoner builds their prepared habits (2 at 1st level, 3 at 6th level). Each habit can contain a number of spell levels equal to your divine casting level + your charisma modifier (any charisma increase as the result of a spell or spell like ability does not affect this, but magic items do). For example, the 3rd level cleric Styx has a charisma modifier of +3. This means that each habit he builds can contain a number of spell levels equal to six. Styx could choose to prepare six 1st level spells, three 2nd levels spells, or any other combination of 1st and 2nd level spells that does not exceed six spell levels.

Overcharge (SP): An Atoner can place an overcharge upon their allies, supercharging their actions for the duration. Similarly to a Habit, an overcharge is a group of spells with a duration greater than instantaneous, but unlike a Habit, these spells can have a range as short as personal. Overcharges affect only on creature at a time, and last for a number of round equal to the Atoner's charisma modifier. Overcharging a character is an immediate action on any other creature's turn. The creature must consent to the overcharge, less it fizzles and has no affect. At the beginning of each day, the Atoner builds their prepared Overcharges (1 at 2nd level, 2 at 7th level, and 3 at 9th level). Each habit can contain a number of spell levels equal to your Atoner level + your charisma modifier (any charisma increase as the result of a spell or spell like ability does not affect this, but magic items do).


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