Gurus of this philosophy believe that there is a finite amount of sin in the world and use their abilities to draw it out of others. Some sineaters do this out of an inherent desire to bring peace to those they free from sin; others believe that sins contain a dark and volatile power that they can wield to their own ends, blending the wickedness of others with their own inner energy.
Class Features
Weapon and Armor Proficiency
A Sineater gains proficiency with the following weapon groups: Flail, Monastic. The sineater also gains the Improved Unarmed Strike feat as a bonus feat and treats his natural weapons (including unarmed strike) as philosophy weapons for all abilities.
Devour Sin
At 1st level, whenever you deal nonlethal damage with your gentle touch to a creature with an Intelligence score of 3 or greater, you restore 1 point of essence burn. If damage reduction or hardness reduces the damage dealt to 0, or if the target is immune to nonlethal damage, you fail to restore any burned essence.
In addition, whenever you are affected by an attack that would reduce you below 0 hit points, you may, as an immediate action, take a number of points of essence burn up to your class level to negate an amount of damage from the attack equal to 5 × the amount of essence burn taken. This cannot reduce the damage below 0 and cannot be used to prevent damage dealt as ability damage or drain.
Veil of Sins
You gain increased control over your ability to sustain yourself by devouring sin. You may activate one or more of the following abilities as a swift action, so long as you can pay the cumulative essence burn:
- At 4th level, you can take 1 point of essence burn to gain DR 1/– which stacks with all other sources of damage reduction. This damage reduction improves by 1 for every 5 levels you possess, to a maximum of DR 5/– at 20th level. This damage reduction lasts until the start of your next turn.
- At 8th level, you can take 2 points of essence burn to gain Fast Healing 2 until the start of your next turn, improving by 1 for every 4 class levels you possess past 8th (to a maximum of Fast Healing 5 at 20th).
- At 12th level, you can take 3 points of essence burn to gain Regeneration 3 until the start of your next turn, improving by 1 for every 4 levels you possess past 12th (to a maximum of regeneration 5 at 20th level). This regeneration is suppressed for 1 round if you take damage from a weapon that shares an alignment component with you (for example, a Lawful Good sineater damaged by a lawful or good weapon would have his regeneration suppressed for 1 round).
Once activated, these abilities can be sustained as a free action taken when they would expire by taking the listed amount of essence burn again, even if you are unconscious.
Purify the Unclean
At 7th level, you gain the ability to punish beings that embody sin or sinful ideas. Before making an attack roll with a philosophy weapon currently modified by gentle touch against an Aberration, Outsider, or creature with the Undead subtype whose alignment is at least one step different from your own, you can choose to take up to 1 point of essence burn per class level as a free action to deal an additional 5 hit points of damage per point of essence burned. This damage is not multiplied on a critical hit, and deals the same type of damage as the weapon used to make the attack.
Reforge the Soul
At 10th level, you gain the ability to cast atonement as a spell-like ability usable once per day, providing any material components as if it were a normal spell. After successfully using this spell-like ability, you gain a pool of temporary hit points equal to 2 × the total Hit Dice of the creature targeted by the atonement. These hit points last for up to 1 hour per class level.
Inescapable
At 13th level, you become impossibly difficult to dislodge once you have begun to draw out an enemy’s sins. Your unarmed strike is treated as having the Grab special ability. For every 2 points of essence invested in your gentle touch, the maximum size category of creatures you can grapple is increased by 1 and the bonus granted by the grab ability to start or maintain a grapple increases by +2.
Maelstrom of Sin
At 16th level, you can violently absorb a mass of sin from all nearby sources in a whirlwind of tainted energy. As a full-round action you can make a single attack with a philosophy weapon against all enemies within 10 feet. You must have at least 1 point of essence invested in gentle touch to use this ability. This attack cannot be combined with your Inescapable ability.
Wages of Sin
At 19th level, you can draw all sin out of your opponent in a single intense burst. As a full-round action, you can make a single attack with a philosophy weapon against a target opponent and spend a use of your Stunning Strike ability. If the targeted opponent fails a Will save against this attack (DC of 10 + essence invested in Gentle Touch + your Wisdom Modifier) the flow of life energy through his body is torn apart as you absorb all the sin in his soul, paralyzing the target and restoring 1 point of essence burn per Hit Die of the target. A successful save prevents the target from being paralyzed and you from regaining burned essence, though the target still takes normal damage from the attack. Once a target fails their save against this ability, that target cannot be affected by this ability or by your Devour Sin ability for 24 hours.