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Anointed KnightEdit

(Book of Exalted Deeds variant, p. 49)

The anointed knight is a holy soldier who has taken great pains to learn the intricacies of alchemy in order to become a more capable combatant. Armed with an ancestral weapon, she searches for obscure lore, consults with alchemists and sages, and communes with the powers of good. Her unquenchable thirst for knowledge is matched only by her extraordinary combat prowess.

An anointed knight crafts and draws power from magically created oils. By anointing herself with these oils, she unlocks new supernatural powers within her being. She also coats her ancestral weapon with special oils that bestow additional qualities upon the weapon.

Anointed knights are typically paladins or fighters with one or more wizard or cleric levels. Occasionally, an anointed knight emerges from the ranks of single-class wizards, sorcerers, clerics, or bards.

RequirementsEdit

Base Attack Bonus: +5

Alignment: Any good.

Skills: Craft (alchemy) 5 ranks , Knowledge (arcana) 3 ranks , Spellcraft 3 ranks

Feats: Ancestral Relic

Hit dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: An anointed knight is proficient with all simple and martial weapons, all types of armor, and shields.

Anoint Self (Su): An anointed knight concocts a magic oil with which to anoint herself, at a cost of 100 gp (for alchemical components). She can make only one dose of the oil each time this class feature is gained (at 1st, 4th, 7th, and 10th level). Creating the oil takes 1 hour.

Applying the oil is a ceremony that takes 8 hours. Once the oil is applied, the anointed knight permanently gains a new supernatural ability chosen from the accompanying list. Her level plus Charisma modifier determines the choices available to her (the highest-numbered choice possible, or any lower one). An anointed knight cannot choose an ability more than once, nor can she replace one ability with another once the choice is made.

Level + Cha Modifier Ability/Effect
2 or lower Holy Sight: The knight gains the Alertness feat.
3 – 4 Celestial Strategy: The knight gains the COmbat Reflexes feat.
5 – 6 Unbroken Flesh: The knight gains damage reduction 3/-.
7 – 8 Divine Clarity: The knight's Intelligence, Wisdom, or Charisma score improves by 1.
9 Call to Battle: Three times per day, the knight gains an extra +3 bonus on her attack roll when charging.
10 Deep Strike: Three times per day, on a successful attack, the knight deals an extra 2d6 points of damage.
11+ Inspired Strike: Three times per day, the knight can take a single extra attack at her highest attack bonus as a free action.

Anoint Ancestral Weapon (Su): An anointed knight concocts a magic oil with which to coat her ancestral weapon, at a cost of 100 gp (for alchemical components). She can make only one dose of the oil each time this class feature is gained (at 2nd, 5th, and 8th level). If the oil is applied to a weapon other than the anointed knight’s ancestral weapon, nothing happens and the oil is wasted. Creating the oil takes 1 hour.

Applying the oil is a ceremony that takes 8 hours. Once the oil is applied, the ancestral weapon permanently gains a new supernatural ability chosen from the accompanying list. The knight’s level plus Charisma modifier determines the choices available to her (the highest-numbered choice possible, or any lower one). An anointed knight cannot choose an ability more than once, nor can she replace one ability with another once the choice is made.

Level + Cha Modifier Ability/Effect
3 or lower Good Weapon: The ancestral weapon deals 1d6 points of damage per round to any evil creature that holds or wields it. The weapon also becomes a good-aligned weapon.
4 – 6 Sunder Resistance: The ancenstral weapon gains 10 points of hardness.
7 – 8 Unicorn's Blood: Any evil creature wounded by the weapon must make a DC 17 Fortitude save or suffer the weakening effects of unicorn blood.1
9 Impervious: The ancestral weapon gains an extra 50 hp.
10+ Sentience: The ancestral weapon becomes an intelligent item, with the same alignment as the knight.2
1 See Ravages and Afflictions in Chapter 3: Exalted Equipment.
2 The weapon gains the following mental ability scores (assigned as the knight sees fit): 14, 14, 10. The weapon also gains teh power of speech, 120-ft. vision and hearing, and two lesser powers (rolled randomly). See Intelligent Items in the Dungeon Master's Guide.

Bonus Feat: At 3rd level, and again at 6th and 9th level, the anointed knight gains a bonus feat. This feat must be drawn from the following feats, and the knight must meet all the prerequisites for it: Blind-Fight, Cleave, Combat Expertise, Combat Reflexes, Diehard, Dodge, Endurance, Exalted Smite*, Great Cleave, Holy Subdual*, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Overrun, Improved Sunder, Improved Trip, Mobility, Power Attack, Sanctify Martial Strike*, Sanctify Weapon*, Spring Attack, Subduing Strike*, Whirlwind Attack.

*New feat described in Chapter 4 of this book.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Anoint self
2nd +2 +3 +0 +3 Anoint ancestral weapon
3rd +3 +3 +1 +3 Bonus feat
4th +4 +4 +1 +4 Anoint self
5th +5 +4 +1 +4 Anoint ancestral weapon
6th +6/+1 +5 +2 +5 Bonus feat
7th +7/+2 +5 +2 +5 Anoint self
8th +8/+3 +6 +2 +6 Anoint ancestral weapon
9th +9/+4 +6 +3 +6 Bonus feat
10th +10/+5 +7 +3 +7 Anoint self

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Climb STR
Concentration CON
Craft INT
Heal WIS
Jump STR
Knowledge (religion) INT
Knowledge (the planes) INT
Ride DEX
Spellcraft INT

Apostle of PeaceEdit

(Book of Exalted Deeds variant, p. 51)

In a world where conflict usually means violence, where good and evil meet regularly on the field of battle, where might too often makes right and power is measured in gold peaces, the apostle of peace is a lone voice crying in the wilderness, calling for a change of heart. Having completely forsworn violence in any form, the apostle of peace is an advocate for nonviolent resolution of conflict. He is a powerful font of divine magic, but his spells are all aimed toward healing, calming hostility, and aiding his allies.

Members of all classes can qualify to become apostles of peace, though barbarians, fighters, and rogues have difficulty meeting the skill prerequisites and are usually too oriented toward martial exploits to be interested. Clerics, bards, and druids often develop pacifistic philosophies and gravitate toward this class, but any character can experience a conversion of sorts and become an apostle of peace.

RequirementsEdit

Alignment: Any good.

Skills: Concentration 10 ranks , Diplomacy 6 ranks

Feats: Sacred Vow , Vow of Peace , Vow of Poverty , Vow of Nonviolence

Base Save Bonuses: Will +5.

Hit dieEdit

d4

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Apostles of peace gain no proficiency with any weapon or armor.

As part of their sacred vows, apostles of peace forswear the use of armor, though they may wear magic items that protect them (such as a ring of protection or bracers of armor). An apostle of peace who wears any armor is unable to cast apostle of peace spells or use any of his supernatural class abilities while doing so and for 24 hours thereafter.

Spells: An apostle of peace has the ability to cast a number of divine spells. To cast an apostle of peace spell, the apostle must have a Wisdom score of at least 10 + the spell's level, so an apostle with a Wisdom of 10 or lower cannot cast these spells. Apostle of peace bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the apostle of peace's Wisdom modifier. When the apostle of peace gets 0 spells per day of a given spell level (for instance, 2nd-level spells for a 2nd-level apostle), he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The apostle of peace prepares and casts spells just as a cleric does.

To determine the caster level of an apostle of peace, add the character's apostle levels to one-half of his caster levels in other spellcasting classes.

Spontaneous Casting: An apostle of peace can channel stored spell energy into healing spells that the apostle did not prepare ahead of time. An apostle can "lose" any prepared apostle spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

Turn Undead (Su): An apostle of peace can turn undead as a good cleric of his apostle of peace level would. If he is also a cleric (or paladin), he adds his apostle levels to his effective cleric levels to determine his turning capability.

Pacifying Touch (Su): At 2nd level, an apostle of peace gains the ability to pacify hostile or angry creatures by touch. The effect is similar to the calm emotions spell. The apostle can affect only a single target with each use of the ability, and must touch the target. A touched creature receives no saving throw and spell resistance does not apply. The pacifying touch does not suppress positive emotions, just anger, rage, and hostility. The apostle of peace can make a level check as if casting dispel magic, using his character level as his caster level, to dispel certain mind-affecting spells affecting the target. The pacifying touch can only dispel spells that incite violent emotions in the target, such as fear or rage.

Censure Fiends (Su): A 4rd-level apostle of peace can censure fiends, much as good clerics turn undead. Channeling holy power from the celestial planes, he can make demons, devils, and other outsiders with the evil subtype recoil. Make a Charisma check for the apostle and consult Table 8—9 in the Player's Handbook, using the apostle's character level to determine the most powerful fiend he can censure. Roll 2d6 + the apostle of peace's level + his Charisma modifier for censuring damage. Using both the apostle's character level and his class level in this manner means that he is more likely to affect a single powerful fiend, but unlikely to censure more than one of them.

A censured fiend is stunned by the apostle's holy power for 1d4+1 rounds. If an apostle of peace attacks a censured fiend, the stunning ends immediately and the fiend can act normally on its next turn. If the apostle of peace's character level is at least twice the fiend's Hit Dice, he banishes the affected fiend back to its home plane. An apostle of peace can make a number of censuring attempts per day equal to 3 + his Charisma modifier. These attempts are separate from any attempts to turn undead.

Apostles of Peace spell list: Apostles of peace choose their spells from the following list:

0 Level: create water, cure minor wounds, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance, virtue.

1st Level: bless, bless water, command, comprehend languages, cure light wounds, detect evil, detect undead, endure elements, entropic shield, eyes of the avoral*, invisibility to undead, obscuring mist, protection from evil, ray of hope*, remove fear, sanctuary, shield of faith, vision of heaven*.

2nd Level: aid, augury, bear's endurance, calm emotions, consecrate, cure moderate wounds, delay poison, eagle's splendor, ease pain*, enthrall, glorious apparel*, lesser restoration, make whole, owl's wisdom, remove paralysis, resist energy, shield other, silence, status, yoke of mercy*, zone of truth.

3rd Level: blessed sight*, create food and water, cure serious wounds, dispel magic, helping hand, invisibility purge, magic circle against evil, magic vestment, meld into stone, prayer, protection from energy, refreshment*, remove blindness/deafness, remove curse, remove disease, remove nausea*, water breathing, water walk, wind wall.

4th Level: air walk, blood of the martyr*, control water, cure critical wounds, death ward, discern lies, dismissal, divination, freedom of movement, good hope, greater status*, imbue with spell ability, lesser aspect of the deity*, lesser planar ally, neutralize poison, remove fatigue*, repel vermin, restoration, sending, spell immunity, sustain*, tongues.

5th Level: atonement, break enchantment, commune, mass cure light wounds, dispel evil, energetic healing*, greater command, hallow, mark of justice, plane shift, raise dead, sacred guardian*, scrying, spell resistance, symbol of sleep, true seeing, wall of stone.

6th Level: antilife shell, aspect of the deity*, banishment, mass bear's endurance, celestial blood*, mass cure moderate wounds, mass eagle's splendor, forbiddance, geas/quest, greater dispel magic, heal, heroes' feast, mass owl's wisdom, planar ally, symbol of persuasion, wind walk, word of recall.

7th Level: bastion of good*, control weather, ethereal jaunt, greater restoration, greater scrying, mass cure serious wounds, refuge, regenerate, repulsion, resurrection, shield of the archons*.

8th Level: antimagic field, discern location, greater planar ally, holy aura, mass cure critical wounds.

9th Level: astral projection, end to strife*, etherealness, gate, greater aspect of the deity*, mass heal, miracle, true resurrection.

*New spell described in Chapter 6 of this book.

AdvancementEdit

Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +2 +2 Turn undead 4 2
2nd +1 +3 +3 +3 Pacifying touch 5 3 0
3rd +1 +3 +3 +3 5 3 1 0
4th +2 +4 +4 +4 Censure fiends 6 3 2 1 0
5th +2 +4 +4 +4 6 3 3 2 1 0
6th +3 +5 +5 +5 6 3 3 3 2 1 0
7th +3 +5 +5 +5 6 4 3 3 3 2 1 0
8th +4 +6 +6 +6 6 4 4 3 3 3 2 1 0
9th +4 +6 +6 +6 6 5 4 4 4 4 3 2 1 0
10th +5 +7 +7 +7 6 5 5 4 4 4 4 3 2 1

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Craft INT
Diplomacy CHA
Escape Artist DEX
Gather Information CHA
Handle Animal CHA
Heal WIS
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Listen WIS
Perform CHA
Profession WIS
Search INT
Sense Motive WIS
Speak Language None
Spellcraft INT
Spot WIS

Beloved of ValarianEdit

(Book of Exalted Deeds variant, p. 53)

The beloved of Valarian (also called Valarian’s beloved) are women who have foresworn the love of mortals to dedicate themselves entirely to the unicorn deity Valarian, thus fostering a close bond with unicorns. They normally come from the ranks of exalted rangers or druids, although there have been paladins and even fighters who have chosen this path. Most of Valarian’s beloved are humans, elves, and half-elves, but halflings, gnomes, and dwarves are not prohibited.

A beloved of Valarian is a solitary being, shunning civilization. She retreats to the woods where she maintains few contacts with the outside world. Because she champions the cause of good, she calls upon their animal allies to help repel invaders should evil invade her forest refuge. Her relationship with the unicorn is nothing less than a partnership forged in light. She has a closer emotional bond to her mount than she does with her own family members. Just as she relies on the unicorn, the unicorn relies on her to help keep its mysteries safe.

All of Valarian’s beloved must be chaste and must dedicate herself wholly both to good and her unicorn companion. Should a beloved of Valarian ever willingly couple with a mortal, the unicorn leaves her company without hard feelings or regret. Because of the solitary existence these women must endure, it is rare (but not unheard of ) for Valarian’s beloved to join ranks with others. They prefer the companionship of paladins but associate with any good characters during times of trouble. Under no circumstances will one of Valarian’s beloved agree to join with an evil character, and she barely tolerates neutral characters. The beloved of Valarian and their unicorn companions may leave their forest sanctuaries should they be needed to fight evil.

RequirementsEdit

Base Attack Bonus: +7

Alignment: Any good.

Skills: Knowledge (nature) 5 ranks , Ride 10 ranks

Feats: Mounted Combat , Sacred Vow , Vow of Chastity

Gender: Female. Special: Before she can become a beloved of Valarian, the character must meditate at a druid's grove and fast until she saves the life of an animal in danger. Should she fail to survive or aid an animal, she does not meet her unicorn companion and cannot advance in this class.

Hit dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: A beloved of Valarian is proficient with all simple and martial weapons, light armor, and small shields.

Spells: A beloved of Valarian has the ability to cast a small number of divine spells. To cast a beloved of Valarian spell, the beloved must have a Wisdom score of at least 10 + the spell's level, so a beloved of Valarian with a Wisdom of 10 or lower cannot cast these spells. Beloved of Valarian bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the beloved's Wisdom modifier. When the beloved of Valarian gets 0 spells of a given spell level (for instance, 1st-level spells for a 1st level beloved of Valarian), she gets only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

The beloved of Valarian's spell list appears below. A beloved of Valarian prepares and casts spells just as a cleric does (though a beloved cannot spontaneously cast cure spells).

Call Unicorn (Su): A beloved of Valarian can call a unicorn to her side. See the Monster Manual for the unicorn's statistics. The unicorn appears instantly and serves the character for life, provided she remains chaste and of good alignment. The unicorn may be dismissed at any time, although a character cannot call another until she gains a level in the beloved of Valarian class. If the unicorn should die before its rider, the character may call another unicorn companion when she gains a new level in this class.

A beloved of Valarian can have no more than one unicorn companion at any given time.

A beloved of Valarian can assign her unicorn companion to undertake different types of tasks. Particularly useful as a mount, the unicorn typically will not undergo a quest or otherwise take on complex burdens without the supervision of the beloved of Valarian.

Telepathic Bond (Su): A beloved of Valarian can communicate telepathically with her unicorn companion. This bond remains in effect unless the character is separated from her unicorn by a number of miles equal to 100 + the beloved's character level.

At 6th level, a Valarian's beloved can communicate telepathically with any animal native to her unicorn companion's home forest.

Timelessness (Su): Unicorns age very slowly, living for thousands of years. As long as she remains faithful to Valarian and has a unicorn companion serving her, a beloved of Valarian ages just as slowly, the aging process essentially halted.

Ethereal Jaunt (Sp): At 2nd level, once per day, a beloved of Valarian and her equipment may become ethereal, as the ethereal jaunt spell cast by a sorcerer of the beloved's character level. If the beloved of Valarian is astride her unicorn companion, it is also affected by this ability. However, if the beloved of Valarian dismounts or the two otherwise become separated before the ethereal jaunt expires, the unicorn companion instantly returns to the Material Plane.

Forest Dweller (Ex): Time spent in the forest alters a beloved of Valarian's physiology at 3rd level. She gains a +2 racial bonus on Listen, Move Silently, Spot, and Survival checks.

Uncanny Dodge (Ex): Starting at 4th level, a beloved of Valarian can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even when caught flat-footed.

If the beloved of Valarian already has uncanny dodge from a different class (rogue, for example), she gains improved uncanny dodge instead; she cannot be flanked except by a rogue who has at least four more rogue levels than she has in this prestige class.

As long as the beloved of Valarian is riding her unicorn companion, it gains the benefit of this ability as well.

Call Celestial Charger (Su): At 6th level, a beloved of Valarian can call a celestial unicorn—also known as a celestial charger—to her side. See the Unicorn entry in the Monster Manual for the celestial charger's statistics. If the beloved of Valarian already has a unicorn companion, Valarian transforms it into a celestial charger instead of sending his beloved a new companion.

Nature's Understanding (Ex): At 7th level, a beloved of Valarian gains a +2 insight bonus on Handle Animal, Knowledge (nature), and Survival checks.

Holy Smite (Sp): Starting at 8th level, once per day, a beloved of Valarian can cast holy smite as a cleric of her class level. She may choose to deal nonlethal damage instead of lethal damage with the holy smite.

Wood Repulsion (Su): Weapons partially or wholly fashioned from wood have a harder time striking a beloved of Valarian, as though deflected by some invisible barrier. Attacks made with such weapons take a —2 penalty. As long as the beloved of Valarian is riding her unicorn companion, it gains the benefit of this ability as well.

Mass Baleful Polymorph (Sp): At 10th level, once per day, a beloved of Valarian can cast a special version of the baleful polymorph spell that affects all evil creatures within 30 feet of her (as a 10th-level druid). Affected creatures are transformed into harmless Diminutive mammals (rabbits, squirrels, or the like) or Fine vermin (nonthreatening spiders, centipedes, or the like). All affected creatures are transformed into the same type of creature. See the baleful polymorph spell description in the Player's Handbook for details.

Beloved of Valarian spell list: Valarian's beloved choose their spells from the following list: 1st level: calm animals, charm animal, cure light wounds, delay poison, detect poison, detect snares and pits, entangle, eyes of the avoral*, longstrider, pass without trace, speak with animals, summon nature's ally I.

2nd level: barkskin, cure moderate wounds, eagle's splendor, ease pain*, hold animal, lesser restoration, owl's wisdom, remove addiction*, shield other, summon nature's ally II, zone of truth.

3rd level: cure serious wounds, darkvision, discern lies, heart's ease*, neutralize poison, remove disease, summon nature's ally III, water walk.

4th level: blinding beauty*, commune with nature, cure critical wounds, dispel evil, freedom of movement, nondetection, restoration, spear of Valarian*, summon nature's ally IV.

*New spell described in Chapter 6 of this book.

AdvancementEdit

Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Call unicorn, telepathic bond, timelessness 0
2nd +2 +3 +0 +0 Ethereal jaunt 1
3rd +3 +3 +1 +1 Forest dweller 1 0
4th +4 +4 +1 +1 Uncanny dodge 1 1
5th +5 +4 +1 +1 1 1 0
6th +6/+1 +5 +2 +2 Call celestial charger 1 1 1
7th +7/+2 +5 +2 +2 Nature's understanding 2 1 1 0
8th +8/+3 +6 +2 +2 Holy smite 2 1 1 1
9th +9/+4 +6 +3 +3 Wood repulsion 2 2 1 1
10th +10/+5 +7 +3 +3 Mass baleful polymorph 2 2 2 1

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Diplomacy CHA
Handle Animal CHA
Heal WIS
Knowledge (nature) INT
Ride DEX
Sense Motive WIS
Survival WIS

Celestial MysticEdit

(Book of Exalted Deeds variant, p. 55)

From their homes and studies on the Material Plane, celestial mystics strive to attain this ultimate unity with the perfect good. By contemplating the mystery of the Illuminated Heaven, they believe that they become more pure, more good, and more perfect. As they improve themselves, they become suited—after long effort and much meditation—to ascend to the seventh heaven and find what they describe as simultaneously a perfect extinction and a perfect immortality, a oneness with the highest good in all the planes.

The path of the celestial mystic is esoteric and mysterious, and appeals most commonly to wizards and other characters with an academic interest in the planes, particularly the upper planes, their denizens, and the fabric of reality itself. Clerics, sorcerers, and monks are often drawn to the class as well. Barbarians, druids, fighters, rangers, and rogues rarely have the interest or discipline to follow the demanding contemplative path of the celestial mystic.

RequirementsEdit

Alignment: Lawful good.

Skills: Knowledge (arcana) 4 ranks , Knowledge (the planes) 4 ranks , Knowledge (religion) 6 ranks , Spellcraft 6 ranks

Feats: Servant of the Heavens , Sacred Vow , Vow of Abstinence

Spells: Able to cast 4th-level spells.

Hit dieEdit

d4

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Celestial mystics gain no proficiency with any weapon or armor.

Blessing of the Silver Heaven (Su): A 1st-level celestial mystic gains electricity resistance 10 and a +2 sacred bonus on saving throws against disease, poison, and petrification. In addition, a magic circle against evil effect always surrounds the mystic, identical with the spell cast by a cleric whose level equals the celestial mystic's character level.

Spells per Day/Spells Known: At 2nd level, and each level thereafter, a celestial mystic gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a celestial mystic, he must decide to which class he adds the new level for purposes of determining spells per day.

Celestial Spells: Once he reaches 2nd level, a celestial mystic can cast spells as if he were an archon. Specifically, the mystic can cast any spell described in Chapter 6 that has a celestial or archon component, as long as he can otherwise cast the spell (it appears on his spell list, it is of a level of spells that he can cast, and he has a sufficient ability score to cast spells of that level). He does not gain any other celestial qualities. For instance, he is not immune to the blast of a trumpet archon.

Blessing of the Golden Heaven (Su): A celestial mystic of 3rd level or higher is immune to death spells and magical death effects.

Blessing of the Pearly Heaven (Su): A 5th-level celestial mystic retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker. In addition, a celestial mystic may make a mystical knowledge check with a bonus equal to his class level + his Intelligence modifier to see whether he knows some relevant information about legendary people, places, or items. If he has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check. Otherwise this works as a bardic knowledge check.

Blessing of the Crystal Heaven (Su): At 7th level, a celestial mystic can cure his own wounds. He can cure up to three times his class level in hit points each day, and he can spread this healing out among several uses. In addition, he gains immunity to disease and poison, and a +2 sacred bonus on saving throws against Enchantment spells and effects.

Blessing of the Platinum Heaven (Su): At 8th level, a celestial mystic gains the ability to channel spell energy into a bolt of holy power. The bolt is a ranged touch attack with long range (400 ft. + 40 ft./class level) and deals 4d6 points of damage plus 1d6 points of damage per level of the spell channeled to create the effect. For example, a celestial mystic who channels a 7th- level spell into holy power deals 11d6 points of damage to the target if the bolt hits.

Blessing of the Glittering Heaven (Su): At 9th level, a celestial mystic gains spell resistance 20 and damage reduction 10/unholy.

Blessing of the Illuminated Heaven (Su): A 10th-level celestial mystic is surrounded by an aura of positive energy to a radius of 10 feet. Within that emanation, life flourishes: colors are brighter, fires are hotter, noises are louder, and sensations are more intense. (This effect is purely sensory; game effects such as energy damage are not affected.) All living creatures within the aura, including the celestial mystic, gain fast healing 2 as an extraordinary ability as long as they remain there. No undead creature with fewer than 10 HD can enter the aura, and those brought into it act as if they had been turned. Undead with 10 HD or more can enter the aura unharmed, but they do not gain fast healing.

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +0 +2 Blessing of the Silver Heaven
2nd +1 +0 +0 +3 Celestial spells +1 level of existing class
3rd +2 +1 +1 +3 Blessing of the Golden Heaven +1 level of existing class
4th +3 +1 +1 +4 +1 level of existing class
5th +3 +1 +1 +4 Blessing of the Pearly Heaven +1 level of existing class
6th +4 +2 +2 +5 +1 level of existing class
7th +5 +2 +2 +5 Blessing of the Crystal Heaven +1 level of existing class
8th +6/+1 +2 +2 +6 Blessing of the Platinum Heaven +1 level of existing class
9th +6/+1 +3 +3 +6 Blessing of the Glittering Heaven +1 level of existing class
10th +7/+2 +3 +3 +7 Blessing of the Illuminated Heaven +1 level of existing class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy CHA
Heal WIS
Knowledge (arcana) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Spellcraft INT

Champion of GwynharwyfEdit

(Book of Exalted Deeds variant, p. 56)

Gwynharwyf is the celestial patron of barbarians, the model for how rage and righteousness can coexist in a single being. Her champions are mortal barbarians who strive to emulate her sublime balance of fury and reserve, using their rage to smite implacably evil foes while retaining their focus on good, with its demands for mercy and respect for life. They are among the fiercest warriors for the cause of good on the Material Plane, armed with spells they can actually cast while raging, iron-willed resistance to compulsions, and eladrinlike resistance to attacks in addition to their fearsome rage.

Champions of Gwynharwyf must have at least one level of barbarian in order to meet the requirements to enter the class, and most champions are single-classed barbarians. Sometimes, a fighter/barbarian or ranger/barbarian becomes a champion of Gwynharwyf, but members of other classes do not usually pursue this course.

RequirementsEdit

Base Attack Bonus: +6

Alignment: Chaotic good.

Skills: Intimidate 9 ranks

Feats: Knight of Stars , Righteous Wrath

Hit dieEdit

d12

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Champions of Gwynharwyf gain no proficiency with any weapon or armor.

Spells: A champion of Gwynharwyf has the ability to cast a small number of divine spells. To cast a champion of Gwynharwyf spell, the champion must have a Wisdom score of at least 10 + the spell's level, so a champion of Gwynharwyf with a Wisdom of 10 or lower cannot cast these spells. Champion of Gwynharwyf bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the champion's Wisdom modifier. When the champion gets 0 spells of a given spell level (for instance, 1st-level spells for a 1st level champion of Gwynharwyf), she gets only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

The champion of Gwynharwyf 's spell list appears below. A champion of Gwynharwyf prepares and casts spells just as a cleric does (though a champion cannot spontaneously cast cure spells).

Detect Evil (Sp): At will, a champion of Gwynharwyf can use detect evil, as the spell. She can use this ability even while raging.

Rage (Ex): A champion of Gwynharwyf adds her class levels to her barbarian levels to determine how often she can rage and when she gains the greater rage, tireless rage, and mighty rage barbarian class abilities. She does not gain or improve any other barbarian class abilities.

Smite Evil (Su): Once per day, a champion of Gwynharwyf may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per champion of Gwynharwyf level. If she accidentally smites a creature that is not evil, the smite has no effect but the ability is still used up for that day.

A 5th-level champion of Gwynharwyf can smite evil twice per day. At 9th level, she can use this ability three times per day.

Divine Grace (Su): A 2nd-level champion of Gwynharwyf gains a bonus equal to her Charisma bonus on all saving throws.

Furious Casting (Ex): Starting at 2nd level, a champion of Gwynharwyf can cast her champion spells even while raging. If she has another spellcasting class, she cannot cast spells from that class while raging, only the spells that she gains from her champion levels.

Damage Reduction (Ex): Starting at 3rd level, a champion of Gwynharwyf gains the ability to shrug off some amount of injury from each blow or attack. Subtract 2 from the damage the champion takes each time she is dealt damage from a weapon or natural attack. At 6th level, and every 2 levels thereafter, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Resist Enchantment (Su): At 3rd level, a champion of Gwynharwyf gains a +2 morale bonus on all saving throws against Enchantment spells or effects.

Fearsome Fury (Su): At 4th level, a champion of Gwynharwyf can strike terror into the hearts of her foes while she rages. When she enters a rage, she makes an Intimidate check. Any enemy that comes within 30 feet of her while she is raging must make a Will save against a DC equal to her Intimidate check result. Those who fail become shaken for 1d4+1 rounds or the duration of the rage, whichever is longer.

Energy Resistance (Su): At 5th level, a champion of Gwynharwyf grows closer to her eladrin patrons, gaining acid, cold, and electricity resistance 5. This resistance increases to 10 at 10th level.

Immune to Charm and Compulsion (Ex): A 7th-level champion of Gwynharwyf is completely immune to charm and compulsion spells.

Champion of Gwynharwyf Spell List  1st Level: bless, bless weapon, cure light wounds, detect poison, detect undead, divine favor, divine sacrifice*, endure elements, lesser restoration, magic weapon, protection from evil, read magic, remove fear, resistance, virtue.

2nd Level: bull's strength, delay poison, eagle's splendor, owl's wisdom, remove paralysis, resist energy, shield other, warcry*.

3rd Level: blessed sight*, cure moderate wounds, daylight, discern lies, dispel magic, magic circle against evil, prayer, remove blindness/deafness, remove curse.

4th Level: blood of the martyr*, break enchantment, cure serious wounds, death ward, dispel evil, freedom of movement, glory of the martyr*, holy sword, neutralize poison, restoration, sword of conscience*. *New spell described in Chapter 6 of this book.

AdvancementEdit

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Detect evil, rage, smite evil 1/day 0
2nd +2 +3 +0 +0 Divine grace, furious casting 1
3rd +3 +3 +1 +1 Damage reduction 2/—, resist enchantment 1 0
4th +4 +4 +1 +1 Fearsome fury 1 1
5th +5 +4 +1 +1 Energy resistance 5, smite evil 2/day 1 1 0
6th +6/+1 +5 +2 +2 Damage reduction 3/— 1 1 1
7th +7/+2 +5 +2 +2 Immune to charm and compulsion 2 1 1 0
8th +8/+3 +6 +2 +2 Damage reduction 4/— 2 1 1 1
9th +9/+4 +6 +3 +3 Smite evil 3/day 2 2 1 1
10th +10/+5 +7 +3 +3 Damage reduction 5/—, energy resistance 10 2 2 2 1

Defender of SealtielEdit

(Book of Exalted Deeds variant, p. 58)

Sealtiel is the celestial paragon who serves as patron of defenders—those who protect the weak from the depredations of the strong, fight off the forces of evil when they assault the good, and defend the ideals of goodness and truth from evil deception and lies. His mortal champions are the defenders of Sealtiel, a knightly order sworn to uphold those ideals. While the fists of Raziel take the fight against evil onto evil's home ground, the defenders of Sealtiel remain at home, guarding against evil's counterassault.

Most defenders of Sealtiel are paladins, fighters, and rangers. Occasionally clerics or monks (often multiclass cleric/fighters or the like) adopt the class as well, and even more rarely, fighter/rogues take up Sealtiel's cause. Arcane spellcasters rarely find the class appealing.

RequirementsEdit

Base Attack Bonus: +7

Alignment: Lawful good.

Skills: Listen 5 ranks

Feats: Endurance , Diehard , Servant of the Heavens

Hit dieEdit

d12

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Defenders of Sealtiel gain no proficiency with any weapon or armor.

Defensive Stance (Ex): When he needs to, a defender of Sealtiel can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC.

The increase in Constitution increases the defender of Sealtiel's hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position, such as Move Silently or Jump. A defensive stance lasts for a number of rounds equal to 3 + the character's (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a —2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level. Using the defensive stance takes no time itself, but a defender can only do so during his action. (A defender can't, for example, use the stance when struck down by an arrow in order to get the extra hit points from the increased Constitution.)

Shield of Faith (Sp): A defender of Sealtiel can use shield of faith, as the spell, three times per day. His effective caster level is his defender level.

Magic Circle (Su): A defender of Sealtiel who is 2nd level or higher is constantly surrounded by an effect that duplicates the magic circle against evil spell as cast by a cleric of his defender level.

Shield Other (Sp): A 2nd-level defender of Sealtiel can use shield other, as the spell, once per day. His effective caster level is his defender level.

Blood of the Martyr (Sp): A 4th-level defender of Sealtiel can use blood of the martyr*, as the spell, once per day. His effective caster level is his defender level.

Protective Aura (Sp): A 6th-level defender of Sealtiel can use protective aura, as the spell, once per day. The effect overlaps (does not stack with) his constant magic circle against evil. His effective caster level is his defender level.

At 10th level, a defender can use this ability three times per day.

Glory of the Martyr (Sp): An 8th-level defender of Sealtiel can use glory of the martyr*, as the spell, once per day. His effective caster level is his defender level.

*New spell described in Chapter 6 of this book.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Defensive stance 1/day, shield of faith
2nd +2 +3 +0 +3 Magic circle, shield other
3rd +3 +3 +1 +3 Defensive stance 2/day
4th +4 +4 +1 +4 Blood of the martyr
5th +5 +4 +1 +4 Defensive stance 3/day
6th +6/+1 +5 +2 +5 Protective aura 1/day
7th +7/+2 +5 +2 +5 Defensive stance 4/day
8th +8/+3 +6 +2 +6 Glory of the martyr
9th +9/+4 +6 +3 +6 Defensive stance 5/day
10th +10/+5 +7 +3 +7 Protective aura 3/day

Emissary of BarachielEdit

(Book of Exalted Deeds variant, p. 59)

Ruler of the first heaven of Celestia, Barachiel is patron of lawful good heralds and messengers. He is charged with the defense of Celestia and the promulgation of law and goodness on the Material Plane, and his emissaries help him carry out this latter mission. The emissaries of Barachiel are peacemakers, diplomats, and evangelists, as well as staunch opponents of evil and corruption.

Emissaries of Barachiel are often clerics, paladins, or even rogues, but members of almost every other class sometimes take up Barachiel's mission as well.

RequirementsEdit

Alignment: Lawful good.

Skills: Diplomacy 8 ranks , Knowledge (the planes) 4 ranks

Feats: Servant of the Heavens , Words of Creation

Hit dieEdit

d6

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Emissaries of Barachiel gain no proficiency with any weapon or armor.

Spells: An emissary of Barachiel has the ability to cast a small number of divine spells. To cast an emissary of Barachiel spell, the emissary must have a Charisma score of at least 10 + the spell's level, so an emissary with a Charisma of 10 or lower cannot cast these spells. Emissary of Barachiel bonus spells are based on Charisma, and saving throws against these spells have a DC of 10 + spell level + the emissary's Charisma modifier.

When the emissary gets 0 spells of a given level (for instance, 1st-level spells for a 1st-level emissary of Barachiel), he gets only the bonus spells he would be entitled to based on his Charisma score for that spell level. The emissary's spell list appears below. An emissary of Barachiel casts spells just as a bard does, except that his spells are divine and not arcane.

Calling (Su): An emissary of Barachiel's most fundamental ability is the power to issue a celestial call, stirring the conscience of those who hear it. An emissary an use this ability once per day per class level, spending a full-round action to issue the call. Humanoid creatures within 30 feet of the emissary are potentially affected. The emissary makes a Diplomacy check, and the result is the DC for affected creatures' Will saving throws. Creatures that fail their saves suffer effects that depend on their alignment, as follows:

Alignment Effect
Lawful good Inspired
Neutral good or chaotic good Blessed
Lawful evil Enthralled
Neutral evil or chaotic evil Enthralled, disheartened
Any evil Stunned, demoralized

Inspired: Affected creatures receive a +2 morale bonus on attack rolls, saving throws, skill and ability checks, and weapon damage rolls for 10 minutes.

Blessed: Affected creatures receive a +1 morale bonus on attack rolls and on saving throws against fear effects for 10 minutes.

Enthralled: Affected creatures act as if subject to an enthrall spell for as long as you continue to speak and for 1d3 rounds thereafter. For the duration of the effect and for 1 day afterward, affected creatures take a —1 penalty on Will saves related to redemption (see Chapter 2).

Disheartened: Affected creatures take a —1 penalty on attack rolls, saving throws, skill checks, and ability checks for 10 minutes.

Stunned: Affected creatures are stunned for 1 round.

Demoralized: Affected creatures take a —2 penalty on attack rolls, saving throws, skill checks, ability checks, and weapon damage rolls for 10 minutes (including the 1 round during which they are stunned).

Using any manifestation of the calling class ability requires the use of the Words of Creation and deals 3d4 points of non-lethal damage to the emissary. Calling is an Enchantment (Compulsion) [Language-Dependent, Mind-Affecting] effect.

Conversion (Su): A 3rd-level emissary of Barachiel can use his calling ability to facilitate actual conversion of nongood humanoids. Doing so counts as a use of the calling class ability (see above) for the day, and the initial effects of the calling are the same—except that the emissary takes 5d4 points of nonlethal damage instead of 3d4. When the initial effects are over, however, all creatures that were subject to any effect of the calling (except lawful good creatures) must make another saving throw. Creatures who fail begin acting as though their alignment were one step closer to good. Lawful evil creatures act lawful neutral, neutral evil creatures act neutral, and chaotic evil creatures act chaotic neutral. Lawful neutral and neutral good creatures act lawful good. True neutral and chaotic good creatures act neutral good, and chaotic neutral creatures act chaotic good.

Creatures affected by this temporary alignment shift can make new saving throws each day for a total of seven days. If the emissary is not present at the time a creature makes its save, it receives a +1 circumstance bonus on the saving throw, and this bonus increases by 1 for each additional saving throw for which the emissary is not present.

During these seven days, an affected creature is immune to any other conversion effect, from the same emissary or a different one. During this time, the alignment shift can be reversed with a break enchantment spell, but the caster must succeed on a caster level check against a DC equal to the emissary's original Diplomacy check result. Also during this time, an atonement spell can make the alignment shift permanent, preventing the creature from making any additional saving throws.

If a creature fails seven saving throws after the initial saving throw against the calling, the alignment change is permanent. At this point, the creature can change alignment again, either through another conversion effect, or voluntarily (in a gradual manner, as alignment change normally works—the creature cannot simply decide to be evil again).

Sustenance (Su): At 5th level, an emissary of Barachiel can help to keep good creatures good. As a use of his calling ability, he can produce one of the following effects:

  • Duplicate the effects of an atonement spell.
  • Reverse any magical alignment change (such as that produced by a helm of opposite alignment or a morality undone spell).
  • Dispel a charm or compulsion effect cast by an evil creature upon a good target, by making a dispel check (1d20 + character level against a DC of 11 + evil caster's level).

These effects require the emissary of Barachiel to touch the target creature.

Emissaries of Barachiel choose their spells from the following list:

1st Level: charm person, comprehend languages, cure light wounds, hypnotism, magic mouth, message, protection from chaos/evil, ray of hope*, sanctuary, sleep, ventriloquism.

2nd Level: animal messenger, blindness/deafness, blur, calm emotions, cat's grace, cure moderate wounds, detect thoughts, elation*, enthrall, eagle's splendor, fox's cunning, glitterdust, hold person, hypnotic pattern, silence, suggestion, tongues, whispering wind.

3rd Level: charm monster, clairaudience/clairvoyance, cure serious wounds, daylight, deep slumber, dispel magic, good hope, haste, lesser geas, refreshment*, remove curse, scrying, see invisibility.

4th Level: atonement, break enchantment, cure critical wounds, dream, heaven's trumpet*, heroic valor*, hold monster, sending.

*New spell described in Chapter 6 of this book.

Spells Known
Level 1 2 3 4
1 1
2 3
3 3 1
4 4 3 1
5 4 3 3
6 4 4 3
7 4 4 4 1
8 4 4 4 3
9 4 4 4 3
10 4 4 4 4
1 Provided the emissary has sufficient Charisma to have a bonus spell of this level.

Exalted ArcanistEdit

(Book of Exalted Deeds variant, p. 61)

Tales say that sorcerers gain their innate magical ability from draconic blood, and many sorcerers (especially kobold sorcerers) loudly champion this legend. Aasimar sorcerers, meanwhile, smile to themselves, knowing that dragons are not the only source of spontaneous arcane power. Among both sorcerers and bards, some trace the source of their power back to celestial influence, either bloodline or simply favor. These are the exalted arcanists, spontaneous spellcasters who gain access to spells that channel celestial energy.

Only characters who spontaneously cast arcane spells can become exalted arcanists, which means that in most campaigns the class is limited to sorcerers and bards.

RequirementsEdit

Alignment: Any good.

Skills: Knowledge (arcana) 9 ranks , Knowledge (religion) 4 ranks

Feats: Consecrate Spell , Purify Spell

Base Save Bonuses: Will +5 Spells: Able to spontaneously cast 3rd-level arcane spells.

Hit dieEdit

d4

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Exalted arcanists gain no proficiency with any weapon or armor.

Exalted Spell List: An exalted arcanist gains access to spells that do not normally appear on arcane spellcasters' spell lists. The exalted arcanist's spell list additions appear below. At 1st level, an exalted arcanist adds the spells of up to 3rd level to her spell list, and each additional exalted arcanist level grants her access to two more spell levels on the spell list. She does not automatically know these spells, but can choose them as spells known.

Spell Knowledge (Ex): At 1st level, an exalted arcanist learns two new arcane spells of any level up to the maximum spell level she can cast. These can be spells from her normal spell list or from the exalted spell list that appears below. She does not gain any extra spell slots at this level.

Faster Consecrate (Ex): At 2nd level, an exalted arcanist can spontaneously cast spells with the Consecrate Spell feat without extending the spells' casting time.

Spells per Day/Spells Known: At each exalted arcanist level after the first, the character gains new spells per day and spells known as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (bardic music abilities, improved familiar abilities, and so on), though she does retain the ability to exchange spells known with every even-numbered equivalent sorcerer or bard level. If the character had more than one arcane spellcasting class before becoming an exalted arcanist, she must decide to which class she adds each exalted arcanist level for the purpose of determining spells per day and spells known.

Bonus Exalted Feat: At 3rd level, and again at 5th level, an exalted arcanist gains a bonus feat. This feat must be chosen from the exalted feats that appear in Chapter 4.

Faster Purify (Ex): At 4th level, an exalted arcanist can spontaneously cast spells with the Purify Spell feat without extending the spells' casting time.

Sanctified Spells: A 5th-level exalted arcanist can use sanctified spells as though they were among her spells known.

Exalted arcanists choose their spells from the following list or from their normal spell list: 1st Level: bless, vision of heaven* 2nd Level: consecrate, zone of truth 3rd Level: helping hand, searing light 4th Level: holy smite, lesser aspect of the deity*, lesser planar ally, sword of conscience* 5th Level: crown of flame*, hallow, heavenly lightning*, mark of justice 6th Level: aspect of the deity*, bolt of glory*, planar ally 7th Level: heavenly lightning storm*, holy word, righteous smite* 8th Level: greater planar ally, holy aura 9th Level: greater aspect of the deity*

*New spell described in Chapter 6 of this book.

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +0 +2 Exalted spell list (3rd), spell knowledge
2nd +1 +0 +0 +3 Exalted spell list (5th), faster consecrate +1 level of existing class
3rd +2 +1 +1 +3 Bonus exalted feat, exalted spell list (7th) +1 level of existing class
4th +3 +1 +1 +4 Exalted spell list (9th), faster purify +1 level of existing class
5th +3 +1 +1 +4 Bonus exalted feat, sanctified spells +1 level of existing class

Fist of RazielEdit

(Book of Exalted Deeds variant, p. 62)

The fists of Raziel represent a knightly order dedicated to the celestial patron of holy warfare against evil.

RequirementsEdit

Base Attack Bonus: +6

Alignment: Lawful good

Skills: Diplomacy 5 ranks , Knowledge (religion) 5 ranks

Feats: Power Attack , Servant of the Heavens

Spells: Able to cast divine favor

Hit dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: A fist of Raziel is proficient with all simple and martial weapons, all types of armor, and shields (except tower shields).

Magic Circle (Su): A 1st-level fist of Raziel is constantly surrounded by a magic circle against evil effect, as the spell cast by a cleric of the fist's character level.

Smite Evil (Su): Once per day, a fist of Raziel may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per class level. If she accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. She can use this ability more times per day as she advances in level, as shown on Table 5—10.

If the fist of Raziel has paladin levels as well, add the daily uses from her fist of Raziel levels to the daily uses from her paladin levels. Her damage bonus equals her fist of Raziel class level plus her paladin class level. This ability does not stack with the smite ability granted by the Destruction domain.

In addition to the basic function of smiting evil, a fist of Raziel gains special abilities that operate whenever she smites.

Good-Aligned: At 1st level, whenever a fist of Raziel smites evil, her weapon is considered good-aligned for purposes of overcoming damage reduction, as if she had the Exalted Smite feat.

Confirming: At 3rd level, whenever a fist of Raziel smites evil, all critical rolls are automatically successful (so every threat is a critical hit). This works even if the weapon has a magical effect related to critical hits, unlike the similar effect of the bless weapon spell.

Holy: At 5th level, whenever a fist of Raziel smites evil, her weapon is considered holy, dealing an extra 2d6 points of damage against evil creatures. This additional damage stacks with the extra damage she deals from the smite. However, it does not stack with the benefit of the Sanctify Martial Strike feat or with the extra damage dealt by a weapon with the holy weapon property.

Fiendsmite: At 7th level, whenever a fist of Raziel smites evil, her weapon deals an extra 2d8 points of damage against evil outsiders and evil undead, instead of the +2d6 normally dealt by a holy weapon. If she also has the Exalted Smite feat, this damage is still doubled.

Chain: At 9th level, whenever a fist of Raziel smites evil, bolts of holy power erupt from the target creature and strike up to 5 additional evil targets within 30 feet, chosen by the fist of Raziel. Targets take 2d6 points of damage, or 2d8 if they are evil outsiders or evil undead. A successful Reflex save (DC 15 + the fist of Raziel's Cha modifier) reduces the damage by half.

Spells per Day: Starting at 2nd level, and at each level thereafter, a fist of Raziel gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, improved special mount, and so on). If the character had more than one divine spellcasting class before becoming a fist of Raziel, she must decide to which class she adds each fist of Raziel level for the purpose of determining spells per day.

Sanctify Martial Strike: At 4th level, a fist of Raziel gains the Sanctify Martial Strike feat as a bonus feat.

Sunder Evil Item (Su): At 6th level, whenever a fist of Raziel attacks an object that is evil (such as an unholy sword or a darkskull) or an evil construct (such as a retriever), she deals double damage. This does not stack with the benefits of the Great Sunder feat.

Holy Martial Strike (Su): Any weapon that a 10th-level fist of Raziel wields is treated as a holy weapon, dealing an extra 2d6 points of damage to evil creatures, even when she is not smiting evil. This additional damage does not stack with the benefit of the Sanctify Martial Strike feat or with the extra damage dealt by a weapon with the holy weapon property.

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day
1st +1 +2 +0 +0 Magic circle, smite evil 1/day (good-aligned)
2nd +2 +3 +0 +0 +1 level of existing class
3rd +3 +3 +1 +1 Smite evil 2/day (confirming) +1 level of existing class
4th +4 +4 +1 +1 Sanctify Martial Strike +1 level of existing class
5th +5 +4 +1 +1 Smite evil 3/day (holy) +1 level of existing class
6th +6 +5 +2 +2 Sunder evil item +1 level of existing class
7th +7 +5 +2 +2 Smite evil 4/day (fiendsmite) +1 level of existing class
8th +8 +6 +2 +2 +1 level of existing class
9th +9 +6 +3 +3 Smite evil 5/day (chain) +1 level of existing class
10th +10 +7 +3 +3 Holy martial strike +1 level of existing class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy CHA
Heal WIS
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Sense Motive WIS

Initiate of Pistis SophiaEdit

(Book of Exalted Deeds variant, p. 64)

The path of these initiates requires great sacrifices (in the form of at least three sacred vows), but brings great rewards of spiritual power.

RequirementsEdit

Alignment: Lawful good

Skills: Concentration 9 ranks

Feats: Sacred Vow , Sanctify Ki Strike , Servant of the Heavens

Base Save Bonuses: Fort +5, Ref +5, Will +5.

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Initiates of Pistis Sophia gain no proficiency with any weapon or armor. They suffer the same penalties for wearing armor that monks do.

Fist of the Heavens: A 1st-level initiate of Pistis Sophia gains the Fist of the Heavens feat as a bonus feat, even if she does not have the prerequisite Wisdom score.

Monk Abilities: An initiate of Pistis Sophia adds her initiate levels to her monk levels to determine her AC bonus, her unarmed strike damage, the penalty she takes when using a flurry of blows, her speed, and her ki strike. She does not gain any other benefits of advancing monk levels, however.

Detect Evil (Sp): At will, an initiate of Pistis Sophia of 2nd level or higher can use detect evil, as the spell.

Smite Evil (Su): Once per day, an initiate of Pistis Sophia may attempt to smite evil with one normal unarmed strike. She adds a +4 bonus to her attack roll and deals 1 extra point of damage per class level. If she accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.

At 5th level, an initiate of Pistis Sophia can use this ability twice per day, and at 8th level she can use it three times per day.

Uncanny Dodge (Ex): At 3rd level, an initiate of Pistis Sophia can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even when flatfooted.

Electricity Resistance (Ex): As she advances in her celestial disciplines, an initiate of Pistis Sophia grows to share the natural immunity to electricity possessed by the archons. She gains electricity resistance 5 at 4th level, and electricity resistance 10 at 7th level.

Sacred Vow: At 4th level, and again at 7th level and 10th level, an initiate of Pistis Sophia gains a bonus feat selected from the following list: Vow of Abstinence, Vow of Chastity, Vow of Nonviolence, Vow of Obedience, Vow of Poverty, or Vow of Purity.

Improved Uncanny Dodge (Ex): At 6th level, an initiate of Pistis Sophia cannot be flanked except by a rogue at least 4 levels higher than her character level.

Improved Evasion (Ex): At 9th level, an initiate of Pistis Sophia takes no damage on a successful saving throw against attacks that allow a Reflex save for half damage, and she only takes half damage on a failed save.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a 9th level initiate of Pistis Sophia takes no damage if she makes a successful saving throw and half damage if the saving throw fails.

Celestial Transformation (Ex): When she reaches 10th level, an initiate of Pistis Sophia transcends her mortal origins and becomes a creature of the heavens. Her type changes to outsider (native), and she gains damage reduction 10/unholy.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +0 +2 +2 +2 Fist of the Heavens, monk abilities
2nd +1 +3 +3 +3 Detect evil, smite evil 1/day
3rd +2 +3 +3 +3 Uncanny dodge
4th +3 +4 +4 +4 Electricity resistance 5, sacred vow
5th +3 +4 +4 +4 Smite evil 2/day
6th +4 +5 +5 +5 Improved uncanny dodge
7th +5 +5 +5 +5 Electricity resistance 10, sacred vow
8th +6 +6 +6 +6 Smite evil 3/day
9th +6 +6 +6 +6 Improved evasion
10th +7 +7 +7 +7 Celestial transformation, sacred vow

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Concentration CON
Craft INT
Diplomacy CHA
Escape Artist DEX
Hide DEX
Jump STR
Knowledge (religion) INT
Knowledge (the planes) INT
Listen WIS
Move Silently DEX
Perform CHA
Profession WIS
Sense Motive WIS
Spot WIS
Swim STR
Tumble DEX

Lion of TalisidEdit

(Book of Exalted Deeds variant, p. 65)

The lions of Talisid protect nature and emulate their patron in more concrete ways.

RequirementsEdit

Base Attack Bonus: +4

Alignment: Neutral good

Skills: Knowledge (nature) 9 ranks , Survival 9 ranks

Feats: Favored of the Companions

Spells: Able to cast summon natures ally II. Special: The character must have an animal companion as a class feature.

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Lions of Talisid gain no proficiency with any weapon or armor.

Animal Companion (Ex): A lion of Talisid can add his lion of Talisid levels to his effective druid level (his actual druid level or one-half his ranger level) to determine the capabilities of his animal companion.

Lion's Courage (Ex): A lion of Talisid is immune to fear (magical or otherwise) and gains a +4 sacred bonus on Will saves against other mind-affecting spells and effects.

Spells per Day: At each level, a lion of Talisid gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If the character had more than one divine spellcasting class before becoming a lion of Talisid, the player must decide to which class to add each lion of Talisid level for the purpose of determining spells per day.

Scent (Ex): At 2nd level, a lion of Talisid gains the scent special quality. He can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Wild Shape (Su): At 3rd level, a lion of Talisid gains the ability to turn himself into any Small or Medium animal and back again once per day. This works exactly as the druid's wild shape ability. Lions of Talisid prefer the shape of great cats (cheetahs or leopards at lower levels), but are not limited to such forms.

The lion of Talisid can use this ability more times per day at 4th, 5th, and 8th level, as noted on Table 5—12. In addition, he gains the ability to take the shape of a Large animal at 6th level, and a Tiny animal at 9th level.

A lion of Talisid who is also a druid can add his lionof Talisid level —2 to his druid levels to determine his wild shape ability. For example, an 8th-level druid/6th-level lion of Talisid can wild shape as a 12th-level druid, and can thus assume plant forms as well as Large and Tiny animal forms, and can use this ability 4 times per day.

Exalted Companion: At 4th level, a lion of Talisid gains the Exalted Companion feat as a bonus feat.

Lion's Pounce (Ex): At 5th level, a lion of Talisid can make a full attack at the end of a charge.

Lion's Swiftness (Ex):When he reaches 7th level, a lion of Talisid can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.

Leonal's Roar (Su): Three times a day, a 10th-level lion of Talisid can issue a roar that duplicates the effects of the leonal's roar spell (new spell described in Chapter 6 of this book). The saving throw DC is 20 + the lion of Talisid's Charisma modifier.

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day
1st +0 +2 +0 +2 Animal companion, lion's courage +1 level of existing class
2nd +1 +3 +0 +3 Scent +1 level of existing class
3rd +2 +3 +1 +3 Wild shape (1/day) +1 level of existing class
4th +3 +4 +1 +4 Exalted Companion, wild shape (2/day) +1 level of existing class
5th +3 +4 +1 +4 Lion's pounce, wild shape (3/day) +1 level of existing class
6th +4 +5 +2 +5 Wild shape (Large) +1 level of existing class
7th +5 +5 +2 +5 Lion's swiftness +1 level of existing class
8th +6 +6 +2 +6 Wild shape (4/day) +1 level of existing class
9th +6 +6 +3 +6 Wild shape (Tiny) +1 level of existing class
10th +7 +7 +3 +7 Leonal's roar +1 level of existing class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy CHA
Handle Animal CHA
Heal WIS
Knowledge (nature) INT
Listen WIS
Ride DEX
Spellcraft INT
Spot WIS
Survival WIS
Swim STR

Prophet of ErathaoiEdit

(Book of Exalted Deeds variant, p. 66)

The prophet of Erathaoi is a seer and visionary, a medium of the heavenly will, pronouncing judgment on corruption and evil in the world.

RequirementsEdit

Alignment: Lawful good

Skills: Knowledge (arcana) 5 ranks , Spellcraft 10 ranks

Feats: Sacred Vow , Servant of the Heavens , Spell Focus (Divination) , Vow of Chastity

Spells: Able to cast 4th-level arcane or divine spells.

Hit dieEdit

d6

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Prophets of Erathaol gain no proficiency with any weapon or armor.

Ecstasy (Su): Once per day per class level, a prophet of Erathaol can enter an ecstatic state, allowing a celestial to seize control of her mind and speech. This is sort of a lesser version of channeling celestials (as described in Chapter 2), in which the prophet simply becomes helpless for 1 round while a celestial speaks through her. What the celestial says (and who it is) is entirely up to the DM, though it is always at least tangentially relevant to whatever matter is at hand. As a rule of thumb, this ability can have one of the following effects:

  • any Knowledge check (with a bonus equal to the prophet's character level +5)
  • a bardic knowledge check (with a bonus equal to the prophet's character level +5)
  • a divination spell
  • a detect evil spell
  • an enthrall spell (the prophet can continue speaking on her own after the 1 round of ecstasy, continuing the effect)
  • a good hope spell
  • an atonement spell
  • like a phylactery of faithfulness, allowing the prophet to identify evil creatures and avoid evil acts
  • if the prophet sacrifices 500 XP, a commune spell
Unfortunately, at the instant a prophet of Erathaol cedes control of her mind and invites a celestial to take it, she is vulnerable to possession by less beneficent spirits. If a fiend or ghost capable of possession is in ethereal form, within 30 feet of the prophet, and not flat-footed when a prophet enters her ecstasy, the creature can attempt to possess her immediately. The prophet takes a —2 penalty on her Will save to resist the possession, and if she fails she is not aware of the creature's presence in her body. The creature prevents a celestial from entering, and might pretend to be the celestial, speaking as the prophet's companions expect. If the creature chooses not to make its presence known in this way, it seems as though the ecstasy simply fails.

Spells per Day/Spells Known: At 2nd level, and at each level thereafter, a prophet of Erathaol gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a prophet of Erathaol, she must decide to which class she adds each prophet level for the purpose of determining spells per day.

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day
1st +0 +2 +2 +2 Ecstasy
2nd +1 +3 +3 +3 +1 level of existing class
3rd +1 +3 +3 +3 +1 level of existing class
4th +2 +4 +4 +4 +1 level of existing class
5th +2 +4 +4 +4 +1 level of existing class
6th +3 +5 +5 +5 +1 level of existing class
7th +3 +5 +5 +5 +1 level of existing class
8th +4 +6 +6 +6 +1 level of existing class
9th +4 +6 +6 +6 +1 level of existing class
10th +5 +7 +7 +7 +1 level of existing class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Heal WIS
Intimidate CHA
Knowledge (arcana) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Spellcraft INT

Risen MartyrEdit

(Book of Exalted Deeds variant, p. 68)

A risen martyr is an exalted character who continues in his earthly existence after his martyrdom in order to finish some unfinished task.

RequirementsEdit

Alignment: Any good

Feats: Nimbus of Light

Base Save Bonuses: Fort +2, Ref +2, Will +2. Skills: Any one skill 9 ranks, Speak Language (Celestial). Feats: Any one other exalted feat. Special: The character must have suffered martyrdom (see Chapter 2) and must not have been returned to life. As a special feature of this prestige class, the character rises with the abilities of a 0-level risen martyr added to the character's previous abilities. When the character earns enough experience points to advance another level, he must become a 1st-level risen martyr.

Hit dieEdit

d12

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Risen martyrs gain no proficiency with any weapon or armor.

Spiritual Body (Ex): When a martyr rises as a 0-level risen martyr, he takes on a corporeal spirit form. His creature type changes to deathless (see Chapter 8: Monsters), and he gains the features and traits of the deathless type. Deathless creatures have no Constitution score, and the risen martyr rerolls his hit points using d12s instead of his previous racial and class-based Hit Dice.

A risen martyr's spiritual body is formed of solid, spiritual flesh and is neither ghostly nor incorporeal. His ability scores remain unchanged (except for his Constitution score), and all his other characteristics remain the same except that he is no longer a living creature.

Charisma Score Increase: At 1st level, a risen martyr's Charisma score increases by +2. At 5th level, it increases by an extra +2.

Deflection Bonus (Su): A 1st-level risen martyr gains a deflection bonus to Armor Class equal to his Charisma bonus.

Holy Purpose (Ex): A 1st-level risen martyr receives a +1 sacred bonus on all attack rolls, damage rolls, ability checks, and skill checks that are directly related to the fulfillment of his purpose. This bonus increases to +2 at 3rd level, and increases by an extra +1 every 3 levels thereafter.

Bless (Sp): Three times per day, a risen martyr of at least 2nd level can use bless, as the spell.

Magic Circle Against Evil (Su): At 2nd level, a risen martyr is continually surrounded by a protective aura that functions as a magic circle against evil spell.

Daylight (Su): At will as a free action, a 3rd level risen martyr can use daylight, as the spell.

Acid Immunity (Ex): At 4th level, a risen martyr gains immunity to acid.

Detect Evil (Sp): At will, a risen martyr of at least 4th level can detect evil, as the spell.

Protective Aura (Su): At 5th level, the risen martyr's magic circle against evil is replaced by an effect that duplicates the protective aura spell.

Shield Other (Sp): A 6th-level risen martyr can use shield other, as the spell, three times per day.

Celestial Brilliance (Sp): A 7th-level risen martyr can use celestial brilliance, as the spell, once per day.

Cold Immunity (Ex): A 7th-level risen martyr gains immunity to cold.

Holy Aura (Su): At 8th level, the risen martyr's protective aura is supplemented by an effect that duplicates the holy aura spell. The holy aura protects only the risen martyr, while his protective aura continues to protect allies within 10 feet as well as himself.

Electricity Immunity (Ex): At 9th level, a risen martyr gains immunity to electricity.

Perfection (Su): A 10th-level risen martyr is as close to celestial perfection as a mortal creature can be. He is considered a celestial for the purpose of any spell or effect that has special effects on celestials. If he is lawful, he is also considered an archon. If he is chaotic, he is also considered an eladrin. If he is neutral, he is also considered a guardinal. If he is a spellcaster, he can cast spells that have the Celestial, Archon, Guardinal, or Eladrin components, as appropriate.

Final Ascension: When a 10th-level risen martyr has earned enough experience points to gain his next level, his perfected, spiritual body is taken whole into the upper planes.

A risen martyr cannot advance in any class other than risen martyr in order to delay his final ascension. Once he rises and adopts this prestige class, he must continue to gain risen martyr levels and no levels in any other class.

Code of Conduct: A risen martyr who willfully performs an evil act is immediately destroyed and goes to face his judgment on the Upper Planes.

AdvancementEdit

Level BAB Fort Ref Will Special
0 +0 +0 +0 +2 Spiritual body
1st +0 +0 +0 +2 Charisma score increase, deflection, holy purpose +1
2nd +1 +0 +0 +3 Bless, magic circle against evil
3rd +1 +1 +1 +3 Daylight, holy purpose +2
4th +2 +1 +1 +4 Acid immunity, detect evil
5th +2 +1 +1 +4 Charisma score increase, protective aura
6th +3 +2 +2 +5 Holy purpose +3, shield other
7th +3 +2 +2 +5 Celestial brilliance, cold immunity
8th +4 +2 +2 +6 Holy aura
9th +4 +3 +3 +6 Electricity immunity, holy purpose +4
10th +5 +3 +3 +7 Perfection, final ascension

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Diplomacy CHA
Gather Information CHA
Heal WIS
Knowledge (religion) INT
Knowledge (the planes) INT
Listen WIS
Sense Motive WIS
Spot WIS

Sentinel of BharraiEdit

(Book of Exalted Deeds variant, p. 69)

Respect for the power of nature, the desire to further the ends of good, and the resolve to destroy evil are the core beliefs of a sentinel of Bharrai.

RequirementsEdit

Alignment: Any good

Skills: Knowledge (arcana) 8 ranks , Knowledge (nature) 8 ranks , Spellcraft 8 ranks

Feats: Sacred Vow , Vow of Obedience

Hit dieEdit

d4

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Sentinels of Bharrai gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At each level, a sentinel of Bharrai gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If the character had more than one spellcasting class before becoming a sentinel of Bharrai, she must decide to which class she adds each sentinel level for the purpose of determining spells per day.

Nature-Friendly Spells (Su): Starting at 1st level, a sentinel of Bharrai can change the composition of any energy-based spell he casts to something that is not destructive to nature. The spell must have the acid, cold, electricity, or fire subtype, and the sentinel of Bharrai may choose to deal nonlethal damage instead of lethal damage against animals and plants that are either targeted or otherwise affected by the spell.

Track: A 1st-level sentinel of Bharrai gains the Track feat as a bonus feat.

Energy Resistance 10 (Ex): A sentinel of Bharrai is resistant to certain forces of nature and the damage they wreak. At 2nd level, and again at 4th level, 6th level, and 8th level, a sentinel of Bharrai chooses a specific type of energy—acid, cold, electricity, or fire—and gains resistance 10 against the selected energy type.

Bear Shape (Su): At 3rd level, the sentinel of Bharrai gains the ability to turn himself into a black bear, brown bear, or polar bear (and back again). The selected bear form's Hit Dice cannot exceed the sentinel of Bharrai's character level.

This ability functions as the polymorph spell, except as noted here. Changing form is a standard action and doesn't provoke attacks of opportunity. The sentinel of Bharrai may assume bear form (and change back) at will and may remain in bear form as long as he wishes.

The sentinel of Bharrai retains the ability to speak while in bear form and may communicate with other bears.

Quickened Call Lightning (Sp): At 3rd level, a sentinel of Bharrai can cast a quickened call lightning spell once per day, as though using the Quicken Spell feat. Use the sentinel of Bharrai's character level to determine the number of lightning bolts and the spell's duration.

Nature's Veil (Su): At 5th level, as a standard action, the sentinel of Bharrai can attempt to hide in the outdoors. The sentinel of Bharrai must be standing within 10 feet of natural terrain that includes features such as trees, sand dunes, mounds of snow, large rocks, tall grasses, or thickets. The sentinel of Bharrai gains a +10 insight bonus on his Hide check under these circumstances.

Dire Bear Shape (Su): At 7th level, a sentinel of Bharrai can turn himself into a dire bear and back again. This ability is otherwise the same as the bear form ability gained at 3rd level.

Ursinal's Touch (Su): A sentinel of Bharrai gains great healing powers at 7th level. This ability works just like the paladin's lay on hands ability, except that the sentinel of Bharrai can heal as much damage per day as his own undamaged hit point total.

Cavalry of Dire Bears (Sp): Once per week beginning at 9th level, a sentinel of Bharrai may call 1d6 dire bears with maximum hit points (147 hp each) to aid him in battle. The dire bears appear instantly and remain until the battle has ended, at which point they disperse into the wild. If a dire bear falls in battle, the animal's corpse remains, and the sentinel of Bharrai is expected to use whatever parts of the animal he can (such as the meat, skin, and bones) and commit the rest to the earth. Failing to properly honor a fallen dire bear results in a 20% cumulative chance that the animals do not come the next time they are called.

This ability works only on the Material Plane and on good-aligned outer planes.

Quickened Lightning Storm (Sp): At 10th level, a sentinel of Bharrai can cast a quickened lightning storm spell once per day, as though using the Quicken Spell feat. Use the sentinel of Bharrai's character level to determine the number of lightning bolts and the spell's duration.

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +0 +2 Nature-friendly spells, Track +1 level of existing class
2nd +1 +0 +0 +3 Energy resistance 10 (choose type) +1 level of existing class
3rd +1 +1 +1 +3 Bear shape, quickened call lightning 1/day +1 level of existing class
4th +2 +1 +1 +4 Energy resistance 10 (choose type) +1 level of existing class
5th +2 +1 +1 +4 Nature's veil +1 level of existing class
6th +3 +2 +2 +5 Energy resistance 10 (choose type) +1 level of existing class
7th +3 +2 +2 +5 Dire bear shape, ursinal's thouch +1 level of existing class
8th +4 +2 +2 +6 Energy resistance 10 (choose type) +1 level of existing class
9th +4 +3 +3 +6 Cavalry of dire bears 1/week +1 level of existing class
10th +5 +3 +3 +7 Quickened lightning storm 1/day +1 level of existing class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Alchemy Int
Concentration CON
Decipher Script INT
Gather Information CHA
Handle Animal CHA
Heal WIS
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Speak Language None
Spellcraft INT
Survival WIS
Use Magic Device CHA

SkylordEdit

(Book of Exalted Deeds variant, p. 71)

An elf crusader, the skylord uses his kinship with creatures of the sky and the power of the winds to fight evil.

RequirementsEdit

Base Attack Bonus: +7

Alignment: Any good

Race: Elf or Half-elf

Skills: Handle Animal 10 ranks , Ride 10 ranks

Feats: Mounted Combat , Mounted Archery or Ride-By Attack

Feats: one exalted feat Special: The character must spend 1 week living and meditating atop a mountain.

Hit dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: A skylord is proficient with all simple and martial weapons, all types of armor, and shields.

Spells per Day/Spells Known: At every second level, a skylord gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, meta-magic or item creation feats, hit points beyond those he receives from the prestige class, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a skylord, he must decide to which class he adds the new level for purposes of determining spells per day.

Call Flying Mount (Su): At 1st level as a full-round action, the skylord can call a flying mount to serve in his crusade against evil. This mount can be a celestial giant eagle, celestial giant owl, or celestial pegasus (consult the Skylord's Mounts sidebar for details). The mount remains with the skylord until it is slain or dismissed. It requires food and rest, and the skylord is responsible for tending to its needs.

Calling a mount is a conjuration (calling) effect. If the mount dies, the skylord can either have the mount raised from the dead or call another mount. The skylord may only call a replacement mount after living and meditating atop a mountain for 1 week.

Eyes of the Eagle (Ex): A skylord has the keen eyesight of an eagle. While airborne, a skylord receives a +4 insight bonus on Spot checks.

Ride the Wind (Ex): At 2nd level, a skylord becomes a master of the winds, guiding his mount through them with ease. While riding a flying mount, the skylord's penalties on ranged attacks in windy conditions are reduced by 2 (no penalty in strong winds, —2 penalty in severe winds). The skylord can make ranged attacks in windstorms, albeit at a —4 penalty. In hurricanes, the ranged attack penalty increases to —8. Neither the skylord nor his mount take penalties on Listen checks in windstorms and hurricanes.

Both the skylord and his mount can move normally in severe winds and windstorms (instead of being checked), and hurricane winds reduce the flying speed of the skylord's mount by half.

Improved Mounted Combat (Ex): At 3rd level, a skylord's skill at mounted combat improves, enabling him to better protect his mount. This ability works as the Mounted Combat feat, except that the skylord's Ride check receives a +2 bonus. The bonus improves to +4 at 5th level, +6 at 7th level, and +8 at 9th level.

Deadly Charge (Ex): At 4th level, a skylord deals an extra 2d6 points of damage on a successful attack made during a charge. The skylord must be riding a flying mount to deal the extra damage.

Storm Kinship (Su): At 6th level, a skylord is less likely to lose his bearings in a storm. He retains full visibility during rains and storms and does not take the usual penalties on Search, Spot, and Listen checks (see Weather in the Dungeon Master's Guide). This ability is not imparted to the skylord's mount.

Summon Tempest (Sp): At 10th level, once per week, the skylord can summon a tempest (as described on page 193 of the Monster Manual II). This ability is otherwise similar to the summon monster I spell. Use the skylord's character level to determine the effect's range and duration.

Skylord's MountsEdit

A skylord's mount is superior to a normal creature of its kind and has special powers, as described below.

Skylord Level Bonus HD Natural Armor Adj. Str Adj. Special
1st—3rd +2 +4 +1 Empathic link, share spells, improved natural attacks
4th—6th +4 +6 +2 Improved fly speed, deadly charge +2d6
7th—9th +6 +8 +3 Spell resistance, immunities
10th +8 +10 +4 Bonus feat

Skylord's Mount Basics: Use the base statistics for a creature of the mount's kind (see Sample Skylord's Mounts sidebar, below), but make changes to take into account the attributes and characteristics summarized on the table and described below.

Bonus HD: Extra 10-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount's base attack bonus, base save bonuses, and celestial creature special qualities (damage reduction, energy resistance, and spell resistance). A mount's base attack bonus is equal to that of a fighter of a level equal to the mount's Hit Dice. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the mount's HD). The mount doesn't gain any extra skills or feats for bonus Hit Dice.

Natural Armor Adj.: The number on the table is an improvement to the mount's existing natural armor bonus.

Str Adj.: Add this value to the mount's Strength score.

Empathic Link (Su): A skylord has an empathic link with his mount out to a distance of up to 1 mile. The skylord cannot see through the mount's eyes, but they can communicate empathically. Because of this empathic link, the skylord has the same connection to an item or place that his mount does, just as with a master and his familiar (see Familiars in the Player's Handbook).

Share Spells: At the skylord's option, he may have any spell (but not any spell-like ability) he casts on himself also affect his mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the skylord before the duration expires. Additionally, the skylord may cast a spell with a target of "You" on his mount (as a touch range spell) instead of on himself. A skylord and his mount can share spells even if the spells normally do not affect magical beasts.

Improved Natural Attacks: The damage dealt by each of the mount's natural attacks increases by one step. For example, a giant eagle mount with this ability would roll 1d8 instead of 1d6 for claw damage and 1d10 instead of 1d8 for bite damage.

Improved Fly Speed (Ex): The mount's fly speed increases by 10 feet.

Deadly Charge (Ex): The skylord's mount deals an extra 2d6 points of damage on a successful attack made during a charge.

Spell Resistance (Su): A mount's spell resistance equals the skylord's character level + 5.

Immunities (Su): A skylord's mount is immune to hold, paralysis, sleep, charms, and compulsions.

Bonus Feat: The mount gains one of the following feats as a bonus feat, provided it meets the prerequisites for the feat: Flyby Attack,HoverMultiattack, or Wingover.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +1 +2 +2 +0 Call flying mount, eyes of the eagle
2nd +2 +3 +3 +0 Ride the wind +1 level of existing class
3rd +3 +3 +3 +1 Improved mounted combat +2
4th +4 +4 +4 +1 Deadly charge +1 level of existing class
5th +5 +4 +4 +1 Improved mounted combat +4
6th +6 +5 +5 +2 Storm kinship +1 level of existing class
7th +7 +5 +5 +2 Improved mounted combat +6
8th +8 +6 +6 +2 +1 level of existing class
9th +9 +6 +6 +3 Improved mounted combat +8
10th +10 +7 +7 +3 Summon tempest +1 level of existing class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Handle Animal CHA
Heal WIS
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Listen WIS
Ride DEX
Spot WIS
Survival WIS

Slayer of DomielEdit

(Book of Exalted Deeds variant, p. 73)

Sometimes the skillset of an assassin is required for more noble pursuits.

RequirementsEdit

Alignment: Lawful good

Skills: Hide 8 ranks , Move Silently 8 ranks

Feats: Sanctify Martial Strike , Servant of the Heavens

Special: Sneak attack +3d6, evasion class ability

Hit dieEdit

d6

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Slayers of Domiel gain no proficiency with any weapon or armor.

Spells: A slayer of Domiel has the ability to cast a small number of divine spells. To cast a slayer of Domiel spell, the slayer must have a Wisdom score of at least 10 + the spell's level, so a slayer of Domiel with a Wisdom of 10 or lower cannot cast these spells. Slayer of Domiel bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the slayer's Wisdom modifier. When the slayer of Domiel gets 0 spells of a given spell level (for instance, 1st-level spells for a 1st level slayer of Domiel), she gets only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

The slayer of Domiel's spell list appears below. A slayer of Domiel prepares and casts spells just as a cleric does (though a slayer cannot spontaneously cast cure spells).

Death Touch (Su): A slayer of Domiel can slay living evil opponents with a single touch. She must succeed on a melee touch attack against the target. When she touches, she rolls 1d6 per slayer level. If the total at least equals the target's current hit points, it dies. This is a death effect, and it has no effect on nonevil creatures.

A slayer of Domiel can use this ability more often as she increases in levels, as shown on Table 5—17.

Detect Evil (Sp): At will, as the spell of the same name.

Sneak Attack (Ex): If a slayer of Domiel can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Any time a slayer's target would be denied his Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), the slayer's attack deals an extra 1d6 points of damage at 1st level and an additional 1d6 at every two slayer levels thereafter (3rd, 5th, 7th, and 9th). Should a slayer of Domiel score a critical hit with a sneak attack, this extra damage is not multiplied.

It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is within 30 feet.

With a sap or an unarmed strike, a slayer of Domiel can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual —4 penalty, because she must make optimal use of her weapon in order to execute the sneak attack.

A slayer of Domiel can only sneak attack living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A slayer of Domiel cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

If a slayer of Domiel gets a sneak attack bonus from another source (such as rogue levels), the extra damage stacks.

Divine Grace (Su): A 2nd-level slayer of Domiel applies her Charisma bonus as a bonus on all saving throws.

Improved Evasion (Ex): At 6th level, a slayer of Domiel's evasion ability improves. When subjected to an attack that normally allows a Reflex saving throw for half damage, the slayer takes no damage if she makes a successful saving throw and half damage if the saving throw fails.

AdvancementEdit

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +0 +0 +2 +0 Death touch 1/day, detect evil, sneak attack +1d6 0
2nd +1 +0 +3 +0 Divine grace 1
3rd +2 +1 +3 +1 Sneak attack +2d6 1 0
4th +3 +1 +4 +1 Death touch 2/day 1 1
5th +3 +1 +4 +1 Sneak attack +3d6 1 1 0
6th +4 +2 +5 +2 Improved evasion 1 1 1
7th +5 +2 +5 +2 Sneak attack +4d6 2 1 1 0
8th +6 +2 +6 +2 Death touch 3/day 2 1 1 1
9th +6 +3 +6 +3 Sneak attack +5d6 2 2 1 1
10th +7 +3 +7 +3 Death touch 4/day 2 2 2 1

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Bluff CHA
Climb STR
Craft INT
Diplomacy CHA
Disguise CHA
Gather Information CHA
Hide DEX
Intimidate CHA
Jump STR
Listen WIS
Move Silently DEX
Open Lock DEX
Search INT
Sense Motive WIS
Spot WIS
Tumble DEX
Use Magic Device CHA
Use Rope DEX

Stalker of KharashEdit

(Book of Exalted Deeds variant, p. 75)

The stalkers of Kharash are a loose-knit order of rangers, rogues, and other characters devoted to fighting evil under Kharash's patronage.

RequirementsEdit

Alignment: Neutral good

Skills: Hide 8 ranks , Move Silently 8 ranks

Feats: Alertness , Favored of the Companions , Track

Hit dieEdit

d8

Skill pointsEdit

6 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: A stalker of Kharash is proficient with all martial weapons, but no armor or shield.

Spells per Day: Starting at 1st level, and at each stalker of Kharash level thereafter, the character gains new spells per day as if she had also gained a level in the ranger class. He does not, however, gain any other benefit a character of that class would have gained (improved favored enemies and so on). If the character had no ranger levels before becoming a 1st-level stalker of Kharash, he gains the spellcasting ability of a 1st-level ranger—that is, no spellcasting ability—when he takes his first stalker level. When he becomes a 4th-level stalker, he gains spellcasting ability (as a 4th-level ranger) assuming his Wisdom score is high enough to grant him a bonus 1st-level spell.

A stalker of Kharash's caster level is one-half the sum of his ranger levels and his stalker levels.

Scent of Evil (Su): A stalker of Kharash has an unusual ability that combines the scent special quality with the detect evil spell. The stalker can detect evil opponents within 30 feet by their scent of evil. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. A strong aura of evil (an evil outsider or evil cleric of 5—10 HD, an evil elemental or undead of 10—21 HD, an evil creature of 25—54 HD, or an evil magic item or spell with a caster level of 10—21) can be detected at twice these ranges. An overwhelming aura of evil (an evil outsider or evil cleric with 11 HD or more, an evil elemental or undead with 22 HD or more, an evil creature with 55 HD or more, or an evil magic item or spell with a caster level of 22 or higher) can be detected at triple normal range.

When the stalker detects a scent, the exact location is not revealed—only its presence somewhere within range. The stalker can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the stalker knows the source's location.

Favored Enemy—Evil (Ex): At 2nd level, a stalker of Kharash gains evil creatures of all kinds as a favored enemies. He gains a +1 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against evil creatures. He also gains a +1 bonus on weapon damage rolls against evil creatures. This bonus stacks with any other favored enemy bonus the stalker might have, such as from the ranger class.

Hide in Plain Sight (Ex): When a stalker of Kharash reaches 4th level, he can use the Hide skill even while being observed. With at least one-quarter cover or one-quarter concealment, the stalker can hide from view.

Track Evil (Su): A 5th-level stalker can use the Track feat to track an evil creature by its lingering evil aura, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). The DC for tracking a normal aura increases by 2 every 10 minutes, for tracking a strong aura by 2 every hour, and for tracking an overwhelming aura by 2 every day. This ability otherwise follows the rules for the Track feat. The stalker can ignore the effects of surface conditions and poor visibility.

Smite Evil (Su): Once per day, a 6th-level stalker of Kharash may attempt to smite evil with one normal unarmed strike. He adds a +4 bonus to his attack roll and deals 1 extra point of damage per class level. This bonus damage stacks with favored enemy bonuses. If he accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day.

At 8th level, a stalker of Kharash can use this ability twice per day, and at 10th level he can use it three times per day.

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day
1st +1 +0 +2 +0 Scent of evil +1 level of ranger
2nd +2 +0 +3 +0 Favored enemy-evil +1 level of ranger
3rd +3 +1 +3 +1 +1 level of ranger
4th +4 +1 +4 +1 Hide in plain sight +1 level of ranger
5th +5 +1 +4 +1 Track evil +1 level of ranger
6th +6 +2 +5 +2 Smite evil 1/day +1 level of ranger
7th +7 +2 +5 +2 +1 level of ranger
8th +8 +2 +6 +2 Smite evil 2/day +1 level of ranger
9th +9 +3 +6 +3 +1 level of ranger
10th +10 +3 +7 +3 Smite evil 3/day +1 level of ranger

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Climb STR
Concentration CON
Handle Animal CHA
Heal WIS
Hide DEX
Jump STR
Knowledge (geography) INT
Knowledge (nature) INT
Listen WIS
Move Silently DEX
Ride DEX
Search INT
Spot WIS
Survival WIS
Swim STR
Use Rope DEX

SwanmayEdit

(Book of Exalted Deeds variant, p. 76)

Swanmays are members of a secretive order sworn to protect wilderness areas from evil.

RequirementsEdit

Alignment: Any good

Skills: Knowledge (nature) 8 ranks , Speak Language (Sylvan) 1 ranks , Survival 8 ranks

Feats: Sacred Vow , Vow of Purity

Gender: Female Spells: Able to cast speak with animals. Special: The character must have the wild empathy class feature. Special: Knowingly or not, a character must perform a great service for another swanmay before she can join the order.

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Swanmays gain no proficiency with any weapon or armor.

Shifting (Su): The hallmark of the swanmay is the ability to assume the form of a swan. She can assume this form and return to her normal form once per day at 1st level. This is identical to the druid's wild shape ability, except that the swanmay can only assume the form of a swan. The swanmay can use this ability more times per day at 2nd, 3rd, 6th, and 10th level, as noted on Table 5—19.

Swan: CR 1/3; Small Animal; HD 1d8; hp 4; Init +2; Spd 10 ft., fly 60 ft. (average); AC 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12; Atk +1 melee (1d3—1, 2 slams) and —4 melee (1d2—1, bite); SQ damage reduction 5/cold iron; AL N; SV Fort +2, Ref +4, Will +1; Str 8, Dex 15, Con 10, Int 2, Wis 12, Cha 6. Skills and Feats: Listen +7, Spot +3; Alertness. Damage Reduction (Ex): While in swan form, a swanmay gains damage reduction 5/cold iron.

Spell Resistance (Ex): A swanmay has spell resistance equal to 12 + her swanmay level.

Wild Empathy (Ex): A swanmay adds her class level to her druid or ranger level when making a wild empathy check. In addition, at 4th level she gains a +2 bonus on wild empathy checks. This bonus increases to +4 at 8th level and +6 at 10th level.

Spells per Day: Starting at 2nd level, and at each swanmay level thereafter, the character gains new spells per day as if she had also gained a level in either druid or ranger, whichever class she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If the character was both a druid and a ranger before becoming a swanmay, she must decide to which class she adds each swanmay level for the purpose of determining spells per day.

Favored Enemy (Ex): At 2nd level, a swanmay gains a favored enemy. This works just like the ranger's favored enemy ability, and if the swanmay has one or more favored enemies already, the bonus against one of her favored enemies increases as if she had just gained another favored enemy from her ranger class. The swanmay does not choose this favored enemy herself; rather, each order of swanmays has its own favored enemy, typically related to a group that frequently threatens their home region.

Low-Light Vision (Su): At 3rd level, a swanmay gains lowlight vision.

Charm Person (Sp): At 4th level, a swanmay can use charm person, as the spell, three times per day. Her caster level is equal to her swanmay level, and the saving throw DC is equal to 13 + her Charisma modifier.

Speak With Animals (Sp): At 5th level, a swanmay can use speak with animals, as the spell, at will. Her caster level is equal to her swanmay level.

Speak With Plants (Sp): At 6th level, a swanmay can use speak with plants, as the spell, at will. Her caster level is equal to her swanmay level.

Charm Monster (Sp): At 7th level, a swanmay can use charm monster, as the spell, two times per day. Her caster level is equal to her swanmay level, and the saving throw DC is equal to 15 + her Charisma modifier.

Fey Transformation (Ex): At 10th level, a swanmay's type changes to fey. Additionally, she gains damage reduction 10/cold iron, regardless of whether she is in humanoid form or swan form.

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day
1st +1 +2 +0 +0 Shifting 1/day, spell resistance, wild empathy
2nd +2 +3 +0 +0 Shifting 2/day, favored enemy +1 level of existing class
3rd +3 +3 +1 +1 Shifting 3/day, low-light vision +1 level of existing class
4th +4 +4 +1 +1 Charm person 3/day, wild empathy +2 +1 level of existing class
5th +5 +4 +1 +1 Speak with animals +1 level of existing class
6th +6 +5 +2 +2 Shifting 4/day, speak with plants +1 level of existing class
7th +7 +5 +2 +2 Charm monster 2/day +1 level of existing class
8th +8 +6 +2 +2 Wild empathy +4 +1 level of existing class
9th +9 +6 +3 +3 +1 level of existing class
10th +10 +7 +3 +3 Shifting 5/day, wild empathy +6, fey transformation +1 level of existing class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Handle Animal CHA
Heal WIS
Hide DEX
Knowledge (geography) INT
Knowledge (nature) INT
Listen WIS
Profession WIS
Ride DEX
Search INT
Spellcraft INT
Spot WIS
Survival WIS
Swim STR

Sword of RighteousnessEdit

(Book of Exalted Deeds variant, p. 77)

Pursuit of a commitment to righteousness and purity that exceeds the norm is a quality of a sword of righteousness.

RequirementsEdit

Base Attack Bonus: +6

Alignment: Any good

Feats: Either Favored of the CompanionsKnight of Stars, or Servant of the Heavens, plus one additional exalted feat.

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Swords of righteousness gain no proficiency with any weapon or armor.

Bonus Exalted Feat: At every level, a sword of righteousness gets a bonus exalted feat. These bonus feats must be drawn from among those identified as exalted feats in Chapter 4: Feats.

Multiclass Note: Paladins and lawful good monks may multiclass as swords of righteousness and freely return to their original class without hindrance or penalty. The sword of righteousness levels need not be taken all at once.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Bonus exalted feat
2nd +2 +3 +0 +3 Bonus exalted feat
3rd +3 +3 +1 +3 Bonus exalted feat

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Climb STR
Craft INT
Diplomacy CHA
Handle Animal CHA
Intimidate CHA
Jump STR
Knowledge (nature) INT
Knowledge (religion) INT
Profession WIS
Ride DEX
Sense Motive WIS
Swim STR

Troubadour of StarsEdit

(Book of Exalted Deeds variant, p. 78)

Bards who channel their celestial music through their mortal voices and instruments are troubadours of stars.

RequirementsEdit

Alignment: Chaotic Good

Skills: Perform 6 ranks

Feats: Knight of Stars

Spells: Able to spontaneously cast 4th-level arcane spells.

Hit dieEdit

d6

Skill pointsEdit

6 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Troubadours of stars gain no proficiency with any weapon or armor.

Bardic Music: A troubadour of stars adds her class level to her bard level, if any, to determine what bardic music abilities she can use and how often she can use them. In addition, her troubadour levels stack with her bard levels for purposes of determining the bonus granted by her bestow courage ability. A troubadour of stars with no bard levels gains bardic music abilities as a bard of her class level.

Detect Evil (Sp): At will, as the spell.

Holy Cacophony (Su): A 2nd-level troubadour of stars with 8 or more ranks in Perform can, as an extra bardic music effect, create a song of discordant notes that hampers evil creatures. Any evil creature within 30 feet of the troubadour must make a successful Concentration check (DC 15 + spell level) in order to cast a spell or use a spell-like ability. Using the Words of Creation with this ability increases the save DC to 20 + spell level and deals 8d4 points of nonlethal damage to the troubadour. Holy cacophony is a sonic, mind-affecting ability.

Celestial Spells: Once she reaches 2nd level, a troubadour of stars can cast spells as if she were an eladrin. Specifically, the troubadour can learn and cast any spell described in Chapter 6 that has a celestial or eladrin component, as long as she can otherwise cast the spell (it appears on her spell list, it is of a level of spells that she can cast, and she has a sufficient ability score to cast spells of that level).

Spells per Day/Spells Known: At each even-numbered troubadour of stars level, the character gains new spells per day and spells known as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. The class must spontaneously cast spells (as a sorcerer or bard does). She does not, however, gain any other benefit a character of that class would have gained (bardic music abilities, improved familiar abilities, and so on). If the character had more than one arcane spellcasting class before becoming a troubadour of stars, she must decide to which class she adds each troubadour level for the purpose of determining spells per day and spells known.

Starmantle (Sp): At 3rd level, a troubadour of stars gains the ability to use starmantle, as the spell (see Chapter 6), once per day. Her caster level is equal to her character level.

Song of Hope (Su): A 5th-level troubadour of stars with 11 or more ranks in Perform can, as an additional bardic music effect, inspire powerful hope in her allies. Good-aligned creatures within 30 feet of the troubadour who are her allies gain a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls, as if affected by the good hope spell. In addition, affected creatures gain a new saving throw against any fear effect, despair effect (such as the crushing despair spell), or similar mind-affecting condition, excluding charm person, dominate person, and similar spells. An affected creature may use the troubadour's Perform check result in place of her saving throw if, after rolling the saving throw, the Perform check result proves to be better. Using the Words of Creation with this ability increases the morale bonus to +4 and deals 11d4 points of nonlethal damage to the troubadour. Song of hope is a sonic, mind-affecting ability.

Sanctified Spells: A 6th-level troubadour of stars can use sanctified spells as though they were among her spells known.

Eladrin Form (Sp): At 7th level, a troubadour of stars gains the ability to use eladrin form, as the spell (see Chapter 6), once per day. Her caster level is equal to her class level.

Celestial Symphony (Su): A 9th-level troubadour of stars with 15 or more ranks in Perform can, as an additional bardic music effect, create an effect that duplicates the holy word spell. Nongood creatures within 30 feet of the troubadour are affected as though by the spell. The troubadour's caster level is equal to her class level. Using the Words of Creation with this effect grants the troubadour a +4 bonus on her caster level check to overcome spell resistance and deals 15d4 points of nonlethal damage to the troubadour. Celestial symphony is a sonic effect.

Celestial Ascension (Ex): At 10th level, a troubadour of stars is so attuned to the ways of the eladrins that she becomes a magical creature. Her type changes to outsider (native) and she gains damage reduction 10/unholy. Unlike other outsiders, the troubadour can still be brought back from the dead.

AdvancementEdit

Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +2 +2 Bardic music, detect evil
2nd +1 +0 +3 +3 Holy cacophony, celestial spells +1 level of existing class
3rd +2 +1 +3 +3 Starmantle
4th +3 +1 +4 +4 +1 level of existing class
5th +3 +1 +4 +4 Song of hope
6th +4 +2 +5 +5 Sanctified spells +1 level of existing class
7th +5 +2 +5 +5 Eladrin form
8th +6 +2 +6 +6 +1 level of existing class
9th +6 +3 +6 +6 Celestial symphony
10th +7 +3 +7 +7 Celestial ascension +1 level of existing class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Bluff CHA
Climb STR
Concentration CON
Craft INT
Decipher Script INT
Diplomacy CHA
Disguise CHA
Escape Artist DEX
Gather Information CHA
Hide DEX
Jump STR
Knowledge (arcana) INT
Knowledge (architecture and engineering) INT
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (nature) INT
Knowledge (nobility and royalty) INT
Knowledge (psionics) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Listen WIS
Move Silently DEX
Perform CHA
Profession WIS
Sense Motive WIS
Sleight of Hand DEX
Speak Language None
Spellcraft INT
Swim STR
Tumble DEX
Use Magic Device CHA

Vassal of BahamutEdit

(Book of Exalted Deeds variant, p. 80)

A vassal of Bahamut is a devout, nondraconic champion in the service of the Dragon King.

RequirementsEdit

Base Attack Bonus: +7

Alignment: Lawful good

Skills: Craft (armorsmithing) 5 ranks , Diplomacy 5 ranks

Feats: Sacred Vow , Vow of Obedience

Special: The character must have single-handedly slain a juvenile (or older) red dragon

Hit dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: A champion of Bahamut is proficient with all simple and martial weapons, all types of armor, and shields (except tower shields).

Imperious Aura (Ex): Good dragons are naturally well-disposed toward a vassal of Bahamut, while evil dragons are cowed by his presence. The vassal of Bahamut gains a bonus equal to his class level on all Charisma-based skill checks made against dragons and dragon-type creatures (such as wyverns).

Platinum Armor: A vassal of Bahamut is granted the ability to create platinum scale mail. The vassal starts with scales from a slain juvenile (or older) red dragon and works them for 2 days per character level. During this time, the vassal must not engage in any other activities other than eating and sleeping. At the end of this period, the red dragon scales transform into glistening platinum scales. The finished masterwork suit of armor weighs 25 pounds and confers a +8 armor bonus. Its other properties are as a masterwork chain shirt (+4 max Dex bonus, —1 armor check penalty, 20% arcane spell failure chance, no speed reduction).

Only the vassal of Bahamut may wear the platinum armor, which instantly corrodes and turns to powder if donned by another creature. The vassal can replace a lost suit using scales from a slain juvenile (or older) red dragon, as noted above, but can craft no more than one such suit at a time.

The vassal's platinum armor may be enhanced using standard item creation feats.

Dragon Senses (Ex): Starting at 2nd level, a vassal of Bahamut can see four times as well as a human in low-light conditions and twice as well as a human in normal light. He also gains darkvision out to 120 feet.

Shared Trove: At 2nd, 5th, and 8th level, a vassal of Bahamut receives a modest lump sum reward for his loyal service. The reward magically appears before the vassal—a mound of platinum coins delivered straight from Bahamut's celestial treasure vault.

The number of platinum pieces equals 100 × the vassal of Bahamut's character level. The vassal may spend the money more or less as he sees fit, provided the expenditure serves a good or righteous cause. If the money is spent frivolously or unwisely, Bahamut sends a loyal representative (usually a gold dragon in an alternate form) to demand repayment. Spending the money to improve one's personal equipment is neither frivolous nor unwise.

Spells: Beginning at 2nd level, a vassal of Bahamut gains the ability to cast a small number of divine spells. To cast a spell, the vassal must have a Wisdom score of at least 10 + the spell's level, so a vassal with a Wisdom of 10 or lower cannot cast these spells. Vassal of Bahamut bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the vassal's Wisdom bonus. When the vassal gets 0 spells of a given level (for instance, 1st-level spells for a 2nd-level vassal of Bahamut), he gets only the bonus spells he would be entitled to based on his Wisdom score for that spell.

The vassal of Bahamut's spell list appears below. A vassal of Bahamut prepares and casts spells just as a cleric does (though a beloved cannot spontaneously cast cure spells).

Bonus Feat: At 3rd level, and again at 6th and 9th level, a vassal of Bahamut gains a bonus feat. This feat must be drawn from the following list, and the vassal must meet all the prerequisites for the feat: Blind-Fight, Cleave, Combat Reflexes, Exalted Smite*, Gift of Faith*, Gift of Grace*, Great Cleave, Great Fortitude, Hands of a Healer*, Holy Radiance*, Improved Bull Rush, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Negotiator, Nemesis*, Nimbus of Light*, Persuasive, Power Attack, Righteous Wrath*, Sanctify Weapon*, Weapon Focus.

*New feat described in Chapter 4 of this book.

Dragonwrack (Su): Evil dragons that strike a vassal of Bahamut or are struck by him suffer grievous wounds. At 4th level, a vassal of Bahamut deals +2d6 points of damage with each successful melee attack made against an evil creature of the dragon type. Furthermore, any such creature that strikes the vassal with a natural weapon or melee weapon takes 1d6 points of damage. In both cases, half of the extra damage is permanent hit point drain. A dragon that survives a battle against a vassal of Bahamut often bears terrible scars from the permanent drain of hit points. Only a wish or miracle spell can restore hit points drained permanently by a vassal's dragonwrack ability.

At 7th level, the vassal deals +3d6 points of damage to evil dragons, and a dragon that strikes the vassal takes 1d6 points of damage. Again, in both cases, half of this damage is permanent drain. At 10th level, the damage increases to +4d6 points and 2d6 points, respectively.

AdvancementEdit

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Imperious aura, platinum armor
2nd +2 +3 +0 +0 Dragon senses, shared trove 0
3rd +3 +3 +1 +1 Bonus feat 1 0
4th +4 +4 +1 +1 Dragonwrack (+2d6/1d6) 1 1
5th +5 +4 +1 +1 Shared trove 1 1 0
6th +6 +5 +2 +2 Bonus feat 1 1 1
7th +7 +5 +2 +2 Dragonwrack (+3d6/1d6) 2 1 1 0
8th +8 +6 +2 +2 Shared trove 2 2 1 1
9th +9 +6 +3 +3 Bonus feat 2 2 1 1
10th +10 +7 +3 +3 Dragonwrack (+4d6/2d6) 2 2 2 1

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Craft INT
Diplomacy CHA
Heal WIS
Intimidate CHA
Knowledge (nobility and royalty) INT
Knowledge (religion) INT
Ride DEX
Sense Motive WIS

WonderworkerEdit

(Book of Exalted Deeds variant, p. 82)

Wonderworkers sacrifice some of their spellcasting ability to grow closer to the ideal of goodness they revere.

RequirementsEdit

Alignment: Any good

Base Save Bonus: Will +5. Feats: One exalted feat, plus either Favored of the CompanionsKnight of Stars, or Servant of the Heavens. Spells: Able to cast 3rd-level arcane or divine spells, or to manifest 3rd-level psionic powers.

Hit dieEdit

d6

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Wonderworkers gain no proficiency with any weapon or armor.

Bonus Exalted Feat: At every level, a wonderworker gets a bonus exalted feat. These bonus feats must be drawn from among those identified as exalted feats in Chapter 4: Feats.

Bonus Spells per Day: For each level of wonderworker that a spellcasting character attains, he gains bonus spells to the number of spells per day he normally casts. These bonus spells can be added to whatever levels of spells the wonderworker can currently cast, but no more than one can be added to the character's highest current spell level. Arcane spellcasters (bards, sorcerers, and wizards) receive fewer bonus spells than divine spellcasters (clerics and druids), as shown on the table above.

For example, a 9th-level cleric who takes a single level in wonderworker can give himself one bonus 5th-level spell (his highest as a 9th-level cleric), and one bonus spell in one other level, 0 through 4th. A 9thlevel wizard who takes a level in wonderworker gains only one bonus spell, which she can give herself in any level, 0 through 5th.

A psion who adopts the wonderworker class receives bonus power points/day equal to one-half of the sum of his psion level and his wonderworker level. A psychic warrior/wonderworker receives bonus power points/day equal to one-third of the sum of her psychic warrior level and her wonderworker level. If a wonderworker has two spellcasting or psionic classes already, he must give the bonus spell or power points to a class in which he can cast at least 3rd-level spells or manifest at least 3rd-level powers. If more than one class meets that requirement, he must choose which previous class gains the bonus. He cannot split bonus spells or power points between two different spellcasting or psionic classes. For example, a 5th-level cleric/5th-level wizard takes one level of wonderworker. He can either take 2 bonus cleric spells or 1 bonus wizard spell, but he cannot take 1 of each.

Once a wonderworker has chosen how to apply his bonus spells or power points, they cannot be shifted.

AdvancementEdit

Bonus Spells per Day
Level BAB Fort Ref Will Special Arcane Divine
1st +0 +0 +0 +2 Bonus exalted feat 1 2
2nd +1 +0 +0 +3 Bonus exalted feat 2 3
3rd +1 +1 +1 +3 Bonus exalted feat 1 2

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy CHA
Heal WIS
Knowledge (arcana) INT
Knowledge (nature) INT
Knowledge (religion) INT
Profession WIS
Sense Motive WIS
Spellcraft INT

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