Enthusiast

Enthusiast means one filled with the god. An enthusiast displays an immense fervor for her faith and her deity. She is often so consumed with the spirit that she loses all sense of herself. The enthusiast can fly into a holy rage, disdaining fear and injury.

Weapon and Armor Proficiency

An enthusiast is proficient with all simple weapons and the weapon of her deity, but not with any armor or shields.

AC Bonus (Ex)

When unarmored, an enthusiast adds her Charisma bonus (if any) to her AC and her CMD. These bonuses apply to AC even against touch attacks or when the enthusiast is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, or when she carries a shield.

General Devotion

The enthusiast worships a god or concept in a generalized way and is often outside the mainstream of a faith. As such, she can select only one domain and she gains only the domain’s powers. She does not gain domain spells.

Spellcasting

The enthusiast does not possess the focus to study spellcasting. As such she does not gain the ability to cast domain spells or cleric spells. She does not have a caster level and cannot use spell trigger or spell completion magic items.

Holy Fervor (Su)

The enthusiast’s extreme devotion allows her to enter combat without fear. She may go into a holy fervor a number of rounds per day equal to 4 + her Charisma modifier. She adds 2 rounds to this duration for every cleric level attained after 1st. While in a holy fervor, the enthusiast gains a +4 divine bonus to Strength, Constitution, and Charisma, and a +2 morale bonus to Will saving throws.

In addition, for the duration of the fervor, the enthusiast’s base attack bonus is equal to her cleric level, also modifying her CMB and CMD.

At 11th level, the bonus to Strength, Constitution, and Charisma increases to +6, and the bonus to Will saving throws increases to +3. At 20th level, the ability bonuses increase to +8 and the morale bonus to Will saving throws increases to +4.

Divine Defense (Su)

At 5th level, the enthusiast trusts in the power of her beliefs to keep her safe. As a standard action, an enthusiast can enhance her flesh by channeling the power of her god. This lasts for 1 minute per cleric level. When channeled, the divine energy causes the enthusiast to shed light like a torch. At 5th level, the energy grants her skin a +1 enhancement bonus.

For every 3 levels beyond 5th, the enthusiast gains another +1 enhancement bonus, to a maximum of +6 at 20th level.

These bonuses can be used to add any of the following properties to the enthusiast’s flesh:

champion, ghost touch, heavy fortification, invulnerability, light fortification, moderate fortification, spell resistance (13, 15, 17, or 19).

Adding these properties consumes an amount of bonus equal to the property’s cost. In addition, the bonuses can be consumed at the listed amount to add any of the following armor properties:

energy resistance for +3 bonus, improved energy resistance for +5 bonus, or righteous for +4 bonus.

These bonuses do not function if the enthusiast wears any type of armor. At least a +1 bonus must be kept as an enhancement bonus before any other properties can be added to the enthusiast. The bonus and properties granted by a deity’s energy are determined when an enthusiast channels the energy and cannot be changed until the energy is channeled again. The energy imparts no bonuses if the enthusiast falls unconscious or dies, but it resumes giving bonuses if the enthusiast recovers before the duration runs out.

An enthusiast can use this ability once per day at 5th level, and one additional time per day for every 4 levels beyond 5th, to a total of four times per day at 17th level.

Section 15: Copyright Notice

Divine Favor: the Cleric. Author: Stefen Styrsky Copyright 2011, Open Design LLC, www.koboldquarterly.com.

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