Nun of Sor Juana
Hit Dice: d12 + Will Score
Skill points: 8 + Will Score
Requirements: 500 Faith Points (total), completed "The Mask and the Mission" quest, +20 Base Attack Bonus, Improved Critical, Quick Draw, 100 Gnosis
Note: race changes from whatever you started as to "Neutral Good Outsider"
Note: Nun of Sor Juana can only be acquired as a jorb from the Space Colony Neo-Mexico setting starter.
Nunnery Training - the extreme and esoteric training of the Nuns can turn anyone from a weak-limbed and -willed individual into a roaring machine of religious fury! Both males and females gain the following benefits: proficiency in all weapons, all shields, all armors. If the Nun comes across a weapon, shield, or armor they have never seen before, they may take 10 to study it and learn it within a minute. If the Nun requires a skill that they do not personally have, they may Take 10 in it outside of combat. If the Nun comes across a martial art they themselves do not know, they may attempt to “steal” techniques (and gain subsequent Martial Arts points in that table!) upon successfully eating an attack and synchronizing with it as a counter, set at “within 3 numbers.” Upon successful completion of the Training, user gains +10 Str Mod, +10 Con Mod, and +10 Wis Mod.
User may declare the exact list of weapons they have access to, as well as one Exotic Weapon. This counts towards Exotic Weapon Proficiency feats.
Garb - the wardrobe of those who successfully complete Training (male or female) count as Light Armor, grants +10 AC on top of natural armors, and gain a +5 bonus versus bullets and blades. While wearing the Garb, user gains +10 to Cha Mod.
The Mask - The Mask of Sor Juana is one of the most powerful tools in a Nun’s arsenal. Grants Truevision, Gnosis+100, MagNegate+1 (can negate one magic spell of lower or same Elan once per day as a SLA), Antimagic Ray once per day as an SLA, and immediately halves any damaging magical effects that target the user so long as the spell is of lower or same Elan as the Nun. Doubles the effects of illusions cast upon the user (doubles the DC to see through it or dispel it).
Weapon Shifting - once per day, user may shift whatever weapon they hold within their hands into one they’ve trained with before.
The Mould - once per day, user may attempt to create a weapon they’ve trained with before made out of pure Faith. This weapon lasts for 24 hours and has the same abilities as the normal weapon, save Moulded weapons cannot normally be Sundered (unless vs Magical weapons or supernatural abilities), can affect ethereal, and counts as P/S/B.
Toughness - user gains Toughness feat, even if they already have it. THIS version stacks with the original.
Double Nature - whenever user gains Faith Points in one Faith Table, they may gain Faith Points in a second Faith Table. Should user gain Martial Arts points in any Martial Arts table, they may gain Faith Points in any one Faith Table. Note: Martial Arts training affects only ONE Faith Table and does not proc a second one.
Sense Heresy - Grants the user the ability to upgrade already existing Battle Sense, allowing them to “see” enemies up to 100 feet away so long as they’re not of the same religion(s). This is a supernatural ability born of absolute hatred and rage.
Justice Dispenser - when user witnesses an evil deed (or at least ones opposing their religious values), user gains a Vengeance Token. User may acquire up to ECL Vengeance Tokens per day, and they drop to 0 if not used before the 24 hour mark for the user themselves.
These Tokens may be distributed to accepted targets (party members) and can grant either: deal 100 damage versus originator’s enemies or regain +100 HP.
If used by the originator, then Vengeance Tokens may grant either: pump up the user’s current attack by +Faith Points/10 or regain +Faith Points/2 EP.
Effects of Vengeance Token stacks with themselves.
Special Attack: Mago del Oz (100 ep) - a special magical touch attack that deals 2d12 versus one target. For 24 hours, the afflicted cannot use Magic of any sort and must tell the truth, no matter what. These effects cannot be resisted unless the target is of a higher Elan than the user, set at DC(user’s Spellcraft).
The Will of God - user gains an immediate +25 Will save bonus.
Maria’s Grace - user’s Spellcraft is immediately doubled. Any time user gains Spellcraft score, they gain double.
4D Ukemi - if user is ever caught flat-footed or surprised, they may give up half of the actions of their next combat round as a free negate. This must be declared before any damage is dealt, the moment the user is successfully surprised.
NOTE: Literally it’s an immediate response. “I sneak attack you-” “No you don’t.”
Steel of Sister Juana - user can never be charmed, brainwashed, or otherwise turned. User gains an immediate doubled bonus versus any psionic or magical effects that result in such.
Rosary - special adrenalized training that allows the Nun to move at speeds with superhuman strength up to (Con Mod) times a day. Upon activation grants the Nun a special round of their own (and anything else up to speed check 9), allowing them use of their actions and places them at the top of the Initiative list. They can move up to (Con Mod) objects or people without doing damage to the target or the user.
Rosary Counter - requires the user to have used “Rosary” at least once before. Now the user has gained inspiration towards limited, but more powerful, use of the Rosary ability. Should they have not used Rosary at all during the day, user may activate Rosary as a counter during enemy actions. This is a free action, and user loses their next round due to stress-induced fatigue. Rosary Counter can be used once per day.
Roaring Action - while user is in combat, their Battle Heat gauge increases no matter who is attacking. User gains +1 To Hit for each attack action taken during combat. This bonus lowers to 0 at the end of combat.
Instant Karma - whenever user takes damage, all enemies within 30 foot range also takes half this damage.
Craft Faith - user gains a +10 bonus when crafting melee weapons. This bonus extends to enchantment attempts, added effects, and any other bonuses applied during crafting stage so long as the user is in good faith with their gods.
The Lamentations - so long as user has less noticeable HP than an enemy, user gains EP at the same rate they lose HP.
Sharing Pain - when Instant Karma procs, user takes double damage but damage dealt to enemies within range are now tripled.
Witching and Bitching - when an enemy target casts magic spells, user may attempt to synchronize with the target (up to 3 numbers). Upon successful synchronization, user may now also cast a magic spell, set to their lowest BaB.
This successful synchronization counts for one other synchronization attempt (outside of WaB) until the end of combat.
No Roots - once the user hits 0 hp, they may continue to act at full power. If they hit -10 they no longer suffer death, but can continue to rack up negative hits until they hit -(ECL) HP.
Special Attack: Resisitir (100 ep)(if used as a counter, 500 ep)(if used as a negate, 1000 ep) - user takes flight up to twenty feet into the air and immediately lashes out with laser-like attacks to all enemies up to 100 feet away, dealing (ECL) x 2d8 damage (crit x5) to each target.
If used as a counter, user’s AC is doubled until end of combat round. This bonus can only be achieved once.
If used as a negate, user’s Damage output is doubled until end of combat round. This bonus can be achieved once.
How To Deal With Heretics - should user deal damage (of any type) to any target with an antithetical religion to their own, that damage is immediately doubled.
Trance: Everything Is Heretical - upon hitting 10% hp, user enters a special berserker-like state of existence where they view ANY religion that is not of their own as a heretical. This Trance lasts until end of combat. User may only have one Trance activated at any point in time during combat. This Trance can only be used once per day.
Secret Art: The Zealot - once per combat, user may enter into a trance-like state of absolute religious fury, allowing them to add “+Faith Points” to all damage dealt before crit. This Trance state lasts until end of combat, and affects enemies with Elan of 100g above the user. Upon exiting combat, user enters a coma-like state for one year and will awaken with half of their Faith Points and drop back to NUN1 level.