Words of power. True names. The Path of Numbers. Across the planes, words, utterances, and symbols act as keys that unlock doors to true power, but some are more hidden than others.

An apocryphate is a wielder of divine magic, similar to a cleric only in the type and nature of the magic at his command. Indeed, the apocryphate has more in common with the arcanist than he does with a standard servant of the divine, due to the scholarly way in which he collects and maintains his spell selection. Apocryphates seek out esoteric sources of divine lore, wherever those sources might be, securing those secrets for themselves and their fellow scholars.

Many apocryphates are devout worshippers of deities of knowledge, secrets, or hidden lore, such as Irori, Nethys, Pharasma, Norgorber, Geryon, Abraxas, or the Lost Prince, though worship of a deity is not necessary for an apocryphate to cast his spells.

Divine Casting: An apocryphate casts spells from the cleric spell list as divine spells. Unlike arcanists, apocryphates prepare spells from a prayerbook – a collection of copied divine spells – but otherwise use the arcanist’s method of preparing and casting spells.

An apocryphate receives bonus spells per day if he has a high Wisdom score. He must choose and prepare his spells ahead of time by getting a good night’s sleep and then spending 1 hour studying his prayerbook. The apocryphate decides which spells to prepare while studying.

This alters the arcanist’s spellcasting.

Prayerbook: Unlike a cleric, an apocryphate does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which apocryphates can prepare from memory.

An apocryphate begins play with a prayerbook containing all 0-level cleric spells, two 1st-level cleric spells of the player’s choice, and one divine spell of the player’s choice per the apocrypha ability. For each point of Intelligence bonus the apocryphate has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the apocryphate gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on his new apocryphate level). At any time, an apocryphate can also add cleric spells from another prayerbook or on scrolls to his own prayerbook.

This alters the arcanist’s spellbook.

Orisons: Apocryphates can prepare a number of orisons, or 0-level spells, each day as noted on the Arcanist spell preparation table. These spells are cast like any other spell, but they do not consume spell slots. As with his other spells, these spells are not expended when cast.

This alters the arcanist’s cantrips.

Apocrypha: An apocryphate’s studies into forbidden secrets allows him to learn a limited number of spells beyond those he could normally learn. For each apocryphate level, an apocryphate may have one divine spell in his prayerbook that does not appear on the cleric spell list. These spells must be learned as the highest-level versions possible, and must be a level that the apocryphate can cast (for instance, to add litany of vengeance to his prayerbook, the apocryphate would need to transcribe it as a 5th-level spell per the inquisitor list rather than as a 4th-level spell from the paladin list, and he would need to be capable of casting 5th level spells to do so.) The apocryphate can transcribe a divine scroll to his prayerbook in this way even if the scroll itself contains a lower-level version of the spell (for instance in the aforementioned example, litany of vengeance could be transcribed into the apocryphate’s prayerbook as a 5th-level spell even if the scroll was scribed by a paladin.)

This replaces the arcanist’s 17th and 19th level exploits and Magical Supremacy.

Dark Knowledge (Su): Just as a wizard studies a spellbook to commit arcane formulae to memory that are expended once called upon, an apocryphate studies forbidden lore and dark secrets which are erased once spoken aloud. The apocryphate can safely have a number of uses of dark knowledge equal to the apocryphate’s level + his Wisdom modifier committed to memory. For every use of dark knowledge beyond this maximum, the apocryphate gains a temporary negative level; if the apocryphate ever has negative levels from dark knowledge in excess of his Wisdom modifier, he goes insane.

Each day, when preparing spells, the apocryphate gains a number of uses of dark knowledge equal to ½ his apocryphate level + his Wisdom modifier. Any uses from the previous day are lost. He can also regain daily uses through the devour writing class feature.

Using dark knowledge to hinder his foes is a move action that requires a Knowledge check of a type appropriate to the creature faced; the DC of this check is equal to the DC required to identify the base version of the creature (for instance, using dark knowledge against a group of humans would be made against a DC of 10, regardless of any class levels the specific individuals possessed.) Most of the apocryphate’s dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Each type of dark knowledge can only be used once against any given creature.

The apocryphate’s dark knowledge can affect a single creature or all creatures of the same species, depending on the effect used. A target creature must be within 60 feet, and the apocryphate must be aware of the creature’s presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.

Alternatively, the apocryphate can expend one use of dark knowledge as a free action whenever he casts an apocryphate spell. If he does, he can choose to increase the caster level by 1 or increase the spell’s DC by 1.

Name (Su): The apocryphate names the creature identified in an ancient tongue, exposing its true nature and weakening its defenses, reducing its AC by 1. If the apocryphate succeeds on his Knowledge check by 10 or more, then this penalty increases to -2. If the apocryphate succeeds on his Knowledge check by 20 or more, then this penalty increases to -3.

Puissance (Su): Starting at 5th level, the apocryphate can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the apocryphate gain a +1 bonus on saving throws against the affected creature’s abilities. If the apocryphate succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the apocryphate succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Bane (Su): Starting at 7th level, an apocryphate can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the apocryphate succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the apocryphate succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.

Warding (Su): Starting at 11th level, an apocryphate can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the apocryphate gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the apocryphate succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the apocryphate succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Dread Secret (Su): By speaking aloud a dread secret of the target creature, an apocryphate of 13th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the apocryphate succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the apocryphate succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the apocryphate can choose to daze the target instead of stunning it).

This replaces Arcane Reservoir and the arcanist’s 1st, 5th, 7th, 11th, and 13th level exploits.

Devour Writing: At 1st level, an apocryphate can absorb the writings off of a scroll as a move action, consuming it just as if it had been used to cast a spell. He can use this ability a number of times per day equal to his Wisdom modifier (minimum 1). Doing this grants a number of uses of dark knowledge equal to the level of the spell consumed.

This alters Consume Spells.

Scribe Scroll: At 1st level, an apocryphate gains Scribe Scroll as a bonus feat.

Lore Mastery: At 3rd level and every 6 levels thereafter, an apocryphate gains Scholar as a bonus feat.

This replaces the arcanist’s 3rd, 9th, and 15th level exploits.


Drunken Dragons Gulthor Gulthor