FANDOM


Fist of the ForestEdit

(Complete Champion variant, p. 80)

For some among the Guardians of the Green, the pursuit of an animalistic lifestyle is a form of asceticism.

RequirementsEdit

Base Attack Bonus: +4

Skills: Handle Animal 4 ranks , Survival 4 ranks

Feats: Great Fortitude , Improved Unarmed Strike , Power Attack

Special: Must gain aproval as fist of the forest by a leader a band of Guardians of the Green, and then adopt the life style of an animal (See Primal living below).

Hit dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

You are skilled at hunting and killing with your bare hands. You defend the forest by channeling raw, bestial might through your own being, using either disciplined focus or primal ferocity.

AC Bonus (Ex): While unarmored, you gain a bonus to your Armor Class equal to your Constitution bonus (if any). See the monk class feature (PH40).

Fast Movement (Ex): Your base land speed is faster than the norm for your race. See the barbarian class feature (PH 25). If you already have fast movement from another class, the bonuses to your speed stack.

Feral Trance (Su): Once per day, you can enter a feral battle trance. While you are in this state, the raw power of the beast flows through you. Your hands and feet become clawlike (destroying any shoes or gloves you are wearing), and your teeth lengthen and grow pointed. For the duration of the trance, you gain a +4 bonus to Dexterity and a +2 bonus on damage rolls with your unarmed strikes. You can also make one bite attack per round at your highest attack bonus whenever you attack as a full-round action. The damage for this attack is 1d6 + your Str modifier, re-gardless of your size. A feral trance lasts for a number of rounds equal to 3 + your Con modifier. While in a trance, you cannot perform certain actions, and afterward you are fatigued. These restrictions are the same as those for the barbarian's rage class feature (PH25—26). If you have the ability to enter a rage, you can do so while in a feral trance, using your increased Constitution score to determine the duration of both effects. At 3rd level, you can use this ability twice per day.

Primal Living (Ex): To maintain your bestial powers, you must live like a wild animal. You must sleep in natural environments, never inside buildings, unless forced by circumstances . Furthermore, you cannot purchase food—you must obtain it by hunting, gathering, begging, or stealing. Some fists of the forest even give up speech, the use of fire and tools, and all possessions, but such extremes are not required. In any month in which you buy food or voluntarily sleep indoors more than three times, all your fist of the forest class features cease to function until you have spent thirty consecutive days living like an animal once more, or until a fellow Guardian of the Green casts atonement on you.

Unarmed Damage (Ex): Your unarmed attacks deal more damage than usual. At 1st level, you deal 1d8 points of damage with each unarmed strike. When you attain 3rd level, this damage increases to 1d10 points. See the monk class feature (PH41). If your unarmed attack already deals this amount of damage, increase the base damage to the next step indicated on the monk class table.

Uncanny Dodge (Ex): At 2nd level, you cannot be caught flatfooted, and you react to danger before your senses would normally allow you to do so. See the barbarian class feature (PH26). If you already have uncanny dodge from another class, you instead gain improved uncanny dodge.

Untamed Strike (Su): On attaining 2nd level, you can channel the untamed power of nature when you attack. Your unarmed strikes are treated as magic weapons; see the monk's kistrike class feature (PH41). If your unarmed strikes are already magical, they instead are treated lesser ghost touch weapons. They deal full damage against incorporeal creatures 50% of the time and half damage the rest of the time.

Scent (Su): Beginning at 3rd level, you gain the supernatural ability to detect approaching enemies, sniff out hidden foes, and track by sense of smell. This ability otherwise functions like the extraordinary ability of the same name (MM314).

AdvancementEdit

Level BAB Fort Ref Will Special Unarmed Damage
1st +1 +2 +2 +0 AC Bonus, Feral trance 1/day, Fast movement, primal living 1d8
2nd +2 +3 +3 +0 Uncanny Dodge, Untamed strike 1d8
3rd +3 +3 +3 +1 Feral trance 2/day, scent 1d10

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Handle Animal CHA
Intimidate CHA
Jump STR
Listen WIS
Move Silently DEX
Sense Motive WIS
Spot WIS
Survival WIS
Swim STR

Forest ReeveEdit

(Complete Champion variant, p. 82)

Forest reeves are chosen by Guardians of the Green to patrol local wilderness areas to check for dangers and humanoid activities that could be harmful to the land.

RequirementsEdit

Base Attack Bonus: +5

Skills: Knowledge (nature) 2 ranks , Listen 4 ranks , Spot 4 ranks , Survival 6 ranks

Feats: Endurance , Track

Special: Must be chosen as a forest reeve by the leaders of a band of Guardians of the Green, then serve a six-month apprenticeship to a Guardian of the Green who has at least three forest reeve levels. This requirement can be waived if the would-be forest reeve performs an extraordinary service for the Guardians of the Green.

Hit dieEdit

d10

Skill pointsEdit

6 + Int

Class FeaturesEdit

As a forest reeve, you patrol the forest and defend it from harm, and the earth itself supports your efforts. You also serve as an advance scout for the Guardians of the Green and aid them in battle when necessary.

Earth’s Defender (Su): Once per day as a move action, you can channel nature’s power through your body and into any one weapon you wield, making it temporarily magical for 1 minute/character level you possess. When you are 1st level, this ability grants your weapon a temporary +1 bonus. The value of this bonus increases to +2 when you attain 3rd level and to +3 when you attain 5th level. The ability can be used while you wield a magic weapon, but its effects do not stack with the weapon’s existing bonus (if any).

Fast Movement (Ex): Your base land speed is 10 feet faster than the norm for your race. See the barbarian class feature (PH25). If you have fast movement from another source, the benefits stack.

Nature’s Rejuvenation (Sp): Once per day, you can channel the rejuvenating power of nature to restore or invigorate yourself. If you spend 1 full minute in direct physical contact with a living plant or fertile ground, you are affected as if by your choice of any one of the following spells: bear’s endurance, cure moderate wounds, or lesser restoration (caster level equals your character level). You can use this power only on yourself. At 3rd level, you can use this ability twice per day, and at 5th level, you can use it three times per day.

Woodland Stride (Ex): Beginning at 2nd level, you can move through natural overgrown areas at normal speed without damage. See the druid class feature (PH36). If you already have woodland stride, you gain a +10-foot bonus to your land speed.

Swift Tracker (Ex): Beginning at 3rd level, you can move at your normal speed while following tracks. See the ranger class feature (PH48). If you have swift tracker from another source, the penalties are lessened by an additional 5 feet.

Camouflage (Ex): Beginning at 4th level, you can use the Hide skill in any sort of natural terrain, even while being observed.

Whispers of the Forest (Su): When you attain 5th level, the plants, trees, and rocks begin to speak to you, bringing you news wherever you are. Once per day, these voices of the forest give you a short answer to any simple question you pose pertaining to current events in any wilderness area on your land mass. Questions about distant lands require 1 minute per mile of distance to answer. At the DM’s discretion, when the forest deems an issue particularly mportant, the whispers bring you news without your request.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +0 +2 +0 Earth's defender +1, fast movement, nature's rejuvenation 1/day
2nd +2 +0 +3 +0 Woodland stride
3rd +3 +1 +3 +1 Earth's defender +2, nature's rejuvenation 2/day, swift tracker
4th +4 +1 +4 +1 Camuflage
5th +5 +1 +4 +1 Earth's defender +3, nature's rejuvenation 3/day, whispers of the forest

Class skillsEdit

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

Holt WardenEdit

(Complete Champion variant, p. 84)

Holt wardens are the highest spiritual leaders in the Guardians of the Green (see page 68). They provide the religious inspiration for the organization’s ongoing struggles, and the Guardians of the Green choose their leaders from this august circle.

Among the standard classes, those most likely to pursue the path of holt warden are druids and clerics of Ehlonna or Obad-Hai. Druids appreciate a holt warden’s spiritual connection with the earth—particularly with plants and trees—while clerics pursue this path to find a more intimate communion with nature and its mysteries.

RequirementsEdit

Skills: Knowledge (nature) 8 ranks , Survival 4 ranks

Alignment: Any neutral. Spellcasting: Able to cast 3rd-level divine spells, including the three lowest-level spells of the Plant domain. Special: Must be chosen as a holt warden by the leaders of a band of Guardians of the Green, then serve a one-year apprenticeship to a Guardian of the Green who has at least five holt warden levels.

Hit dieEdit

d6

Skill pointsEdit

4 + Int

Class FeaturesEdit

As a holt warden, you draw on the inherent spiritual power of nature and make that power accessible to the larger spiritual community. Above all else, you are a spiritual seeker and guide.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a holt warden, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Nature Sense (Ex): You gain a +2 bonus on Knowledge (nature) and Survival checks. If you already have nature sense, the bonuses double.

Plant Affinity (Ex): You are magically attuned to plants. If you prepare your spells in advance and do not have the spontaneous casting ability (as the cleric and druid spellcasting feature, see PH 32 and 35), you can now spontaneously trade prepared spells for spells of an equal or lower level from the Plant domain. If you do have a spontaneous casting ability, you can exchange that one for the ability to cast spontaneously from the Plant domain. Once you make that decision, it cannot be reversed. If you do not already have bonus domain spells, you now gain bonus spells from the Plant domain (see the cleric spellcasting feature, PH 32) as if you were a cleric with access to that domain. If you already have domain spells, they are unaffected by this power.

Rebuke Plants (Su): Beginning at 2nd level, you can channel the power of your faith through your holy symbol to rebuke or command plant creatures as though you were a cleric of your holt warden level rebuking undead. See the cleric class feature rebuke undead (PH 33), and the Plant Domain granted power (PH 188).

Woodland Stride (Ex): Beginning at 2nd level, you can move through natural overgrown areas at normal speed without damage. See the druid class feature (PH 36). If you already have woodland stride, you gain a +10 bonus to your land speed.

Earth's Communion (Sp): At 3rd level, you learn to heal and replenish yourself and others by communing with the earth once per day. At the end of 10 full minutes of concentration (as the skill), you are affected as if by a heal spell (PH 239). If you so choose, you can allow others to sit with you in a circle, holding hands, during your communion. In that case, you can choose to divide the hit points and other benefits provided by your communion among the people in the circle. You can divide hit points as if you were using the paladin class feature lay on hands (PH 44). Each other benefit of the heal spell can affect only one person in the circle, at your direction. Thus, only one person can be cured of blindness, and so forth. You do not gain the advantages of any healing benefits that you distribute to others. You can use this ability twice per day at 5th level, three times per day at 7th level, and four times per day at 9th level.

Trackless Step (Ex): Beginning at 3rd level, you cannot be tracked in natural surroundings. See the druid class feature (PH 36). If you already have trackless step, you instead gain a +4 bonus on Hide and Move Silently checks while in natural surroundings.

Venom Immunity (Ex): At 5th level, you gain immunity to all poisons.

Whispers of the Forest (Su): When you attain 6th level, the plants, trees, and rocks begin to speak to you, bringing you news wherever you are. Once per day for every three holt warden levels you possess, the voices of the forest give you a short answer to any simple question you pose pertaining to current events in any wilderness area on your land mass. Questions about distant lands require 1 minute per mile of distance to answer. At the DM's discretion, when the forest deems an issue particularly important, the whispers bring you news without your request.

When you attain 10th level, the spiritual energy of the forest can give you insights into other beings as well. Once per day, you can ask the voices of the forest about a single creature. For the rest of that day, you gain a +8 insight bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks pertaining to that creature. Again, at the DM's discretion, the forest might occasionally volunteer information about a person or creature, but only if it considers the being remarkable in some way.

Web of Life (Sp): At 7th level, you can lead your community in spiritual union with the interconnected web of all life. Once per day, when you sing, chant, or speak inspiringly for at least 1 full minute, every living creature that hears your voice gains a +2 bonus to Wisdom for the next 1d4 hours. In addition, each divine spellcaster who hears you, including yourself, gains back 1d4 levels of spells (up to four 1st-level spells, two 2nd-level spells, one 3rd-level and one 1st-level, or one 4th-level spell). These regained spells must be spells you've cast since you last prepared spells. No spellcaster can be affected by this spell-regaining ability more than once per day, even if it is activated by multiple holt wardens.

Timeless Body (Ex): Beginning at 9th level, you no longer age. See the druid class feature (PH 37). If you already have timeless body, you can choose an extra feat instead.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +2 +0 +2 Nature sense, plant affinity +1 level of existing divine spellcasting class
2nd +1 +3 +0 +3 Rebuke plants, woodland stride +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Earth's communion 1/day, trackless step +1 level of existing divine spellcasting class
4th +3 +4 +1 +4 +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Earth's communion 2/day, venom immunity +1 level of existing divine spellcasting class
6th +4 +5 +2 +5 Whispers of the forest (news) +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 Earth's communion 3/day, web of life +1 level of existing divine spellcasting class
8th +6/+1 +6 +2 +6 +1 level of existing divine spellcasting class
9th +6/+1 +6 +3 +6 Earth's communion 4/day, timeless body +1 level of existing divine spellcasting class
10th +7/+2 +7 +3 +7 Whispers of the forest (insights) +1 level of existing divine spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy CHA
Handle Animal CHA
Heal WIS
Hide DEX
Knowledge (nature) INT
Knowledge (religion) INT
Listen WIS
Move Silently DEX
Spellcraft INT
Spot WIS

Mythic ExemplarEdit

(Complete Champion variant, p. 86)

Few are as devoted to history as the Disciples of Legend, and none among that august group are as committed to their paragons as the mythic exemplars.

RequirementsEdit

Skills: Knowledge (history) 3 ranks plus any one of the following: Diplomacy 7 ranks , Intimidate 7 ranks , Knowledge (arcana) 7 ranks ,Knowledge (religion) 7 ranks or Move Silently 7 ranks

Special: Any one of the following: base attack bonus +5, able to cast 3rd-level spells, sneak attack +2d6, or ability to grant allies a bonus on attack rolls, saves, or checks as an extraordinary ability.

Special: Must be a member of the Disciples of Legend.

Hit dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

The class features of the mythic exemplar vary greatly based on which of the Six from Shadow you choose to follow. You exchange the more general abilities of your previous class for specific, mystical replacements. Thus, while you might lack some of the abilities of a character of your former class at the same level, your dedication to your heroic patron allows you to surpass the abilities of such a character under the proper conditions.

Special: You can also add four class skills from one prior class to your mythic exemplar skill list.

Spellcasting: At 2nd, 4th, 6th, and 8th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a mythic exemplar, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. If your paragon is Imdastri or Ktolemagne, you gain additional levels of spellcasting ability through the archetype advancement class features (see below).Paragon's Path:Upon becoming a mythic exemplar, you must choose one of the legendary Six from Shadow upon whom to model your skills and abilities. Your choices are the clever Dardallion, the faithful Imdastri, the all-knowing Ktolemagne, the inexorable Orsos, the noble and inspirational Sir Reikhardt, and the mighty Su-nyartra. Once made, your choice cannot be changed.

Patron Saving Throw
Dardallion Reflex
Imdastri Will
Ktolemagne Will
Orsos Fortitude
Reikhardt Will
Sunyartra Fortitude

Save Bonus (Ex): At 1st level, you gain a +1 bonus on a saving throw determined by your paragon, as given on the following table. This bonus increases by 1 at every odd-numbered level up to 7th.

Paragon's Gift, Least (Su): At 2nd level, you gain the first of several supernatural abilities that allow you to channel the spirit and skills of your paragon. Unless otherwise noted, each paragon's gift (least, lesser, greater, and supreme) requires a swift action to invoke, lasts for a number of rounds equal to your mythic exemplar level, is usable once per day, and has a caster level equal to your mythic exemplar level. Dardallion: You gain a +5 insight bonus on Disable Device, Hide, Move Silently, and Open Lock checks. Imdastri: As an immediate action, you can reroll one attack roll, save, or check per day, as if using the granted power of the Luck domain (PH 187). This effect occurs instantaneously. Ktolemagne: You gain a +5 sacred bonus on Concentration, Decipher Script, Knowledge (arcana), and Spellcraft checks. Orsos: You gain a +20-foot insight bonus to your base speed. Reikhardt: You can use in-spire courage as a bard of your mythic exemplar level. If you already have this ability, your mythic exemplar levels stack with levels of the class that provided it for the purpose of determining its effects. Sunyartra: The critical threat range of one weapon you wield increases by 1. This increase stacks with those from other sources, such as the keen weapon property or the Improved Critical feat.

Archetype Advancement (Ex): At 3rd, 5th, 7th, and 9th levels, you gain a class feature that builds on those of your paragon. If your archetype advancement grants bonus feats, you must meet all the normal prerequisites for your selections, unless otherwise noted. Dardallion: You gain sneak attack. See the rogue class feature (PH 50). You gain another 1d6 points of sneak attack damage each time you select this feature. Imdastri: You gain +1 level of an existing divine spellcasting class. Ktolemagne: You gain +1 level of an existing arcane spell-casting class. Orsos: You gain bonuses against the favored enemies of Orsos. At each of these levels, you gain a +2 favored enemy bonus against either aberrations or chaotic outsiders (your choice). You need not choose the same enemy each time. This bonus stacks with any favored enemy bonuses you might already possess. Reikhardt: You gain +1 level of a class-based extraordinary ability to grant bonuses to allies (such as a marshal's auras).  Sunyartra: You gain a +1 bonus on all opposed Strength checks (such as those made on bull rushes or trip attacks), as well as all Strength-based skill checks.

Paragon's Gift, Lesser (Su): At 4th level, you gain a new supernatural ability that you can use once per day, according to your paragon as given on the following table. This ability follows all the guidelines for least paragon's gift (above), unless otherwise noted. If you choose, you can forgo your daily use of this ability for an extra use of the least gift.

Paragon Ability
Dardallion +4 insight bonus to Dexterity
Imdastri +4 insight bonus to Wisdom
Ktolemagne +4 insight bonus to Intelligence
Orsos +4 insight bonus to Constitution
Reikhardt +4 insight bonus to Charisma
Sunyartra +4 insight bonus to Strength

Paragon's Gift, Greater (Su): At 6th level, you gain a new supernatural ability that you can use once per day. This ability follows all the guidelines for least paragon's gift (above), unless otherwise noted. If you choose, you can forgo your daily use of this ability for an extra use of your least or lesser gift. Dardallion: You can use blink,as the spell. Imdastri: As an immediate action, you can invoke temporary immunity to mind-affecting spells and abilities. This immunity does not extend to effects whose caster level exceeds your character level by 4 or more. Ktolemagne: You can use identify, as the spell, except that the casting time is 1 minute, and you need no material component. Orsos: You gain a +4 bonus to your natural armor bonus. Reikhardt: You can use inspire greatness as a bard of your mythic exemplar level. If you already have this ability, your mythic exemplar levels stack with levels of the class that provided it for the purpose of determining its effects. Sunyartra: You can use haste, as the spell, on yourself only.

Paragon's Gift, Supreme (Su): At 8th level, you gain a new supernatural ability that you can use once per day. This ability follows all the guidelines for least paragon's gift (above), unless otherwise noted. If you choose, you can forgo your daily use of this ability for an extra use of your least, lesser, or greater gift. Dardallion: You can use greater invisibility, as the spell, on yourself only. Imdastri: As an immediate action, you can invoke temporary immunity to necromantic and death effects. This immunity does not extend to effects whose caster level exceeds your character level by 4 or more. Ktolemagne: You gain temporary spell resistance equal to 10 + your arcane caster level. Orsos: You can use air walk, as the spell, on yourself only. Reikhardt: You can use dominate person, as the spell. Sunyartra: You can use divine power, as the spell.

Ability Boost (Ex): At 10th level, one of your ability scores permanently increases by 2, according to your paragon as given on the following table.

Paragon Ability Score
Dardallion Dexterity
Imdastri Wisdom
Ktolemagne Intelligence
Orsos Constitution
Reikhardt Charisma
Sunyartra Strength

Embody Paragon (Su): When you reach 10th level, you truly embody every physical and spiritual concept that your paragon stood for. Unless otherwise noted, the ability you gain is permanent and constant, as long as you remain conscious. If it is suppressed, you can raise the effect again as a swift action. Dardallion: You can turn incorporeal (DMG 294) for up to 1 minute per day. This duration need not be used all at once and can be divided into intervals as short as 1 round. Shifting to or from incorporeality requires a move action. Imdastri: You can "lose" a prepared divine spell in exchange for a spell of lower level from the Luck, Protection, or Strength domains, much as a good cleric can spontaneously cast cure spells. You do not gain the domain power or the ability to prepare these spells as domain spells. Ktolemagne: You can "lose" a prepared arcane spell in exchange for any divination spell of lower level that is already in your spellbook. Orsos: You gain a +4 bonus on any saves or rolls made to resist fatigue and exhaustion. In addition, you are under a permanent freedom of movementeffect, unless the spell level of the impeding effect exceeds your character level. Reikhardt: Select either Fortitude or Will saves. From this point on, you (and all allies within 60 feet) gain a circumstance bonus equal to your Charisma modifier on this saving throw. Once made, this choice cannot be changed. In addition, for 10 rounds per day, you can grant yourself and each ally within 60 feet damage reduction 2/—. This benefit does not stack with any other damage reduction you or your allies possess. This ability requires a swift action to activate. Sunyartra: You can ignore 15 points of damage reduction (except epic) when attacking foes, and 15 points of hardness when striking inanimate objects.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +0 Paragon's path, save bonus +1
2nd +1 +0 +0 +0 Least paragon's gift +1 level of existing spellcasting class
3rd +2 +1 +1 +1 Archetype advancement, save bonus +2 +1 level of existing spellcasting class (Imdastri or Ktolemagne only)
4th +3 +1 +1 +1 Lesser paragon's gift +1 level of existing spellcasting class
5th +3 +1 +1 +1 Archetype advancement, save bonus +3 +1 level of existing spellcasting class (Imdastri or Ktolemagne only)
6th +4 +2 +2 +2 Greater paragon's gift +1 level of existing spellcasting class
7th +5 +2 +2 +2 Archetype advancement, save bonus +4 +1 level of existing spellcasting class (Imdastri or Ktolemagne only)
8th +6 +2 +2 +2 Supreme paragon's gift +1 level of existing spellcasting class
9th +6 +3 +3 +3 Archetype advancement +1 level of existing spellcasting class (Imdastri or Ktolemagne only)
10th +7 +3 +3 +3 Ability boost, embody paragon

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Craft INT
Knowledge (history) INT
Knowledge (nobility and royalty) INT
Knowledge (religion) INT
Listen WIS
Profession WIS
Ride DEX
Spot WIS

Ordained ChampionEdit

(Complete Champion variant, p. 90)

Steeped in a tradition older than most religions, the ordained champions stride through the chaotic fog of violence and bloodshed.

RequirementsEdit

Alignment: Any lawful, neutral good, or neutral evil

Skills: Knowledge (religion) 7 ranks

Feats: Weapon Focus (with deity's favored weapon)

Alignment: Any lawful, neutral good, or neutral evil. Spellcasting: Able to cast magic weapon as a divine spell. Special: Must worship Hextor or Heironeous.

Hit dieEdit

d8

Skill pointsEdit

2 + Int

Class FeaturesEdit

Your entire being is devoted to war—war in the name of your deity, war in the name of your favored cause, even war in the name of war itself. Your focus on warfare has slowed your spellcasting advancement, but the wide variety of martial powers you have gained has more than made up for that lack.

Spellcasting: At 2nd, 3rd, and 5th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an ordained champion, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Bonus Domain: If you are a cleric, you gain the War domain as a third domain. If you already have the War domain, you can instead choose any other domain granted by your deity as your third domain. If you have no cleric levels, you can add the War domain spells to your class spell list, but you do not gain its domain ability or any extra spell slots for domain spells.

Combat Feats: You can permanently sacrifice one or two of your domain granted powers to acquire an equal number of feats from the list of fighter bonus feats, as long as you meet the prerequisites for them. You may not sacrifice your War domain ability for this purpose. You must choose whether or not to make this exchange when you first become an ordained champion, and you cannot later change your mind.

Continued Advancement: Levels in ordained champion stack with levels of other appropriate classes for the purpose of turning or rebuking undead, and for all level-dependent domain granted powers.

Modified Spontaneous Casting (Ex): If you have cleric levels, you lose the ability to spontaneously cast cure or inflict spells. Instead, you can swap out previously prepared cleric spells for any spells of equal or lower level from the War domain. This alteration applies even to levels you gain as a cleric after becoming an ordained champion. If you are not a cleric, modified spontaneous casting does not apply to you, even if you can spontaneously cast some other kind of spell, such as summon nature's ally.

Diehard: At 2nd level, you gain Diehard as a bonus feat, even if you lack the prerequisites. If you already have Diehard, you can select any other feat for which you meet the prerequisites as your bonus feat.

Smite (Su): At 2nd level, you can spend one daily use of your turn/rebuke undead ability as a swift action to turn your next melee attack into a smite. You gain a bonus equal to your Charisma modifier on attack rolls, and you deal extra damage equal to your total effective turning or rebuking level. Your smite attack is not limited by alignment or race; you can attempt to smite any foe. Except as noted here, this ability functions like the paladin's smite evil ability (PH 44).

Channel Spell (Sp): At 3rd level, you can channel any spell you have available to cast into your melee weapon. Doing so requires a move action and uses up a prepared spell or spell slot just as if you had cast the spell. The channeled spell affects the next target you successfully attack with that weapon, though saving throws and spell resistance still apply normally. Even if the spell normally affects an area or is a ray, it still affects only the target in this case. On a successful hit, the spell is discharged from the weapon, which can then hold another spell. You can channel your spells into only one weapon at a time. A spell channeled into a weapon is lost if not used within 8 hours.

Divine Bulwark (Sp): At 3rd level, you can sacrifice a prepared spell or spell slot as a swift action to gain damage reduction. The value of the damage reduction equals 1 + spell level sacrificed, and it can be overcome by a chaoticaligned strike. Thus, a 3rd-level ordained champion who sacrificed a flame strike spell would gain damage reduction 6/chaotic for 3 rounds. The damage reduction gained from multiple uses of this ability does not stack. This protection lasts for a number of rounds equal to your ordained champion level.

Fist of the Gods (Sp): At 4th level, you can sacrifice a prepared spell or spell slot as a swift action to deal extra damage. Doing so grants you a bonus equal to 1 + spell level sacrificed on your damage rolls for melee attacks. This benefit lasts for a number of rounds equal to your ordained champion level.

Rapid Spontaneous Casting (Ex): When you attain 4th level, any spell from the War domain that you spontaneously cast requires only a swift action if its normal casting time is no more than 1 standard action, or a standard action if its normal casting time is 1 full-round action. A spontaneous spell that you modify with a metamagic feat requires only its normal casting time rather than the extra time such a spell normally requires.

Holy Warrior (Sp): At 5th level, you can spend one daily use of your turn/rebuke undead ability as a swift action to bring your Wisdom into play in combat. For 5 rounds after you activate this ability, you can use your Wisdom modifier in place of your Strength modifier on attack rolls and damage rolls.

War Caster (Ex): At 5th level, you gain a +2 bonus to your effective caster level when casting spells that appear on the War domain spell list.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +1 +2 +0 +2 Bonus domain, combat feats, continued ncement, modified spontaneous casting
2nd +2 +3 +0 +3 Diehard, smite +1 level of existing divine spellcasting class
3rd +3 +3 +1 +3 Channel spell, divine bulwark +1 level of existing divine spellcasting class
4th +4 +4 +1 +4 Fist of the gods, rapid spontaneous casting
5th +5 +4 +1 +4 Holy warrior, war caster +1 level of existing divine spellcasting class

Class skillsEdit

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

Paragnostic ApostleEdit

(Complete Champion variant, p. 94)

The paragnostic apostles are the most devoted of the Paragnostic Assembly (see page 72)—the most erudite of a sect dedicated, mind and soul, to the acquisition of knowledge. These eminent scholars use the secrets they've learned to augment their spells, and to shape the world around them in ways that other casters cannot. Knowledge is indeed power, and the paragnostic apostle understands that power better than most.

RequirementsEdit

Skills: Knowledge (arcana) 5 ranks , Knowledge (religion) 5 ranks , Knowledge (any other) 5 ranks

Spellcasting: Able to cast 3rd-level spells or use spell-like abilities of equivalent level. Special: Must be a member of the Paragnostic Assembly.

Hit dieEdit

d4

Skill pointsEdit

4 + Int

Class FeaturesEdit

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a paragnostic apostle, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Holy Texts (Ex): Because of your study of sacred writings, your paragnostic apostle levels stack with other class levels for the purpose of turning or rebuking undead and level-dependent domain abilities. You do not gain such abilities if you do not already have them, however.

Knowledge Is Power (Ex): At each level, you gain a spellcasting enhancement based on your Knowledge skills. Each time you gain this feature, choose one of the following abilities for which you meet the skill-based prerequisites. Although you can choose some of these abilities multiple times (as indicated in the descriptions), you may not select the same one twice in a row, and the minimum required skill rank increases by 2 for each subsequent selection of the same ability.

These benefits apply to warlock invocations as well as spells, where applicable.

Accurate Retort: You gain a +1 circumstance bonus on your ranged attack roll with every ray spell that you aim at a creature with a natural armor bonus. (Knowledge [arcana] 8 ranks)

Backhanded Attack: If you successfully hit with an attack that deals hit point or ability score damage and requires a saving throw against an additional, nondamaging effect (such as a warlock's beshadowed blast CAr or the orb of acid CAr spell, add 1 to the DC of the saving throw. (Knowledge [arcana] 6 ranks)

Call of Worlds: Each creature you summon with a conjuration (summoning) spell gains the fast healing ability. The damage healed per round begins at 2 hit points and increases by 1 for every three caster levels (maximum +5 at 15th caster level). (Knowledge [the planes] 6 ranks)

Discern Weakness: Choose one creature type or subtype from the ranger's favored enemy list (PH 47). If you have 8 ranks in the appropriate Knowledge skill (such as Knowledge [arcana] for dragons, or Knowledge [nature] for humanoids), the save DC of every spell that you target on a creature of that type increases by 1. You can select this ability multiple times, choosing a different creature type each time.

Divine Understanding: Choose one clerical domain. For the purpose of this ability, you can choose any domain, whether or not your deity offers it. Your effective caster level increases by 1 when you cast spells that appear on that domain's spell list. You can select this ability multiple times, choosing a different domain each time. (Knowledge [religion] 5 ranks)

Energy Supremacy: Choose an energy type from the following list: acid, cold, electricity, fire. Your effective caster level increases by 1 when you cast spells of that energy type. You can select this ability multiple times, choosing a different energy type each time. (Knowledge [the planes] 5 ranks)

Manifest Ethos: Choose one non-neutral aspect of your own alignment (chaos, evil, good, or law). When you cast an energy-based offensive spell against a creature with an opposing alignment component (chaos/law or good/evil), one-half the hit point damage dealt is pure divine power instead of its normal energy type, and thus not subject to reduction by energy resistance or immunity. You can select this ability multiple times, assuming that your alignment permits it, choosing a different aspect of your alignment each time. (Knowledge [religion] 8 ranks or [the planes] 10 ranks)

Mind over Body: Your effective caster level increases by 1 when you cast conjuration (healing) spells or transmutation spells that grant ability bonuses or penalties. (Knowledge [nature or religion] 7 ranks)

Mind over Matter: Whenever you cast a spell that creates a solid object, its hardness and hit points each increase by 2. When you cast a spell that provides an armor bonus, that bonus to AC also increases by 2. (Knowledge [architecture and engineering] 5 ranks)

Mortal Coil: Your effective caster level increases by 1 when you cast spells that physically change the subject's form (such as alter self,enlarge person, or baleful polymorph). (Knowledge [nature] 6 ranks)

Noble Presence: Whenever you cast a charm spell, or a compulsion that affects the subject's emotions but not specific actions (such asgood hope or rage, but not dominate person), the save DC increases by 1. (Knowledge [nobility and royalty] 5 ranks)

Penetrating Insight: You gain a +1 bonus on caster level checks made to overcome spell resistance, or to successfully dispel another caster's spell. (Knowledge [arcana] 9 ranks)

See through the Veil: Whenever you cast a necromantic spell that targets undead, the save DC increases by 1. In addition, your effective turning level increases by 2, if you possess the ability to turn or rebuke undead. (Knowledge [religion] 7 ranks)

Spatial Awareness: Your effective caster level increases by 1 when you cast conjuration (teleportation) spells. Furthermore, the subject of any spell that increases base movement rate or grants a new type of movement gains an additional 10 feet to the designated speed. (Knowledge [geography] 5 ranks)

Lore (Ex): You can recall legends or information regarding various topics, just like a bard can with bardic knowledge. To use this ability, make a lore check (1d20 + twice your paragnostic apostle level + your Int modifier). Success grants you the same result as a bardic knowledge check would. If you have the bardic knowledge or lore ability from another class, your levels in those classes stack with your paragnostic apostle levels for the purpose of this check.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Holy texts, knowledge is power, lore +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Knowledge is power +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Knowledge is power +1 level of existing spellcasting class
4th +2 +1 +1 +4 Knowledge is power +1 level of existing spellcasting class
5th +2 +1 +1 +4 Knowledge is power +1 level of existing spellcasting class

Paragnostic InitiateEdit

(Complete Champion variant, p. 96)

Not all who follow the precepts of the Paragnostic Assembly (see page 72) are spellcasters. Melee fighters, archers, and practitioners of mundane skills can also join the eternal hunt for knowledge. Paragnostic initiates, as the most devoted of these seekers are known, are no less dedicated to the hunt for secrets than are the apostles. Initiates, however, tend to focus less on magic and more on other aspects of the world. By combining their knowledge with their other abilities, they learn new ways to apply their skills and can even augment the beneficial magics that others cast upon them.

RequirementsEdit

Skills: Knowledge (arcana) 2 ranks , Knowledge (religion) 2 ranks , Knowledge (any other) 2 ranks

Special: Base attack bonus +4 or Tumble 7 ranks. Special: Must be a member of the Paragnostic Assembly.

Hit dieEdit

d8

Skill pointsEdit

6 + Int

Class FeaturesEdit

Assist Casting (Ex): You can assist an ally with spellcasting if you have a number of ranks in the appropriate Knowledge skill equal to the level of the spell being cast (minimum 1). The table below defines the required skills for each type of ally.

Ally Assisted Knowledge Skill
Arcane caster Knowledge (arcana)
Cleric or paladin Knowledge (religion)
Druid or ranger Knowledge (nature)

The type of assistance you can render varies with your level.

Penetration: Once per round as an immediate action, you can grant an adjacent allied spellcaster a +1 bonus on caster level checks made to overcome spell resistance.

Target: At 2nd level, you automatically aid any allied spellcasters in targeting a foe with which you are engaged in melee. Your ally does not take the standard —4 penalty for targeting that foe with a ranged attack spell, though the penalty remains in effect normally if other allies are engaged with that foe. In addition, you do not provide a cover bonus for that foe against any allied spellcasters. Furthermore, any foe you threaten takes a —1 penalty on Reflex saving throws against spells cast by your allies (but not by you).

Distraction: At 3rd level, you gain the ability to protect an allied spellcaster with whom you are flanking an opponent. As long as you maintain the flanking arrangement, your ally can cast spells without drawing attacks of opportunity from the flanked creature. Other activities that draw attacks of opportunity do so as normal.

Tactical Combat (Ex): At each level you attain in this class, you gain an ability to enhance your fighting prowess or to influence magical effects cast upon you, based on your Knowledge skills. Each time you gain this feature, choose one of the following abilities for which you meet the skill-based prerequisites. Although you can choose some of these abilities multiple times (as indicated in the descriptions), you may not select the same one twice in a row, and the minimum required skill rank increases by 2 for each subsequent selection of the same ability.

Avoid Energy: Choose an energy type from among acid, cold, electricity, and fire. You gain a +2 bonus on all saving throws made against spells that deal damage of that energy type. You can select this ability multiple times, choosing a different energy type each time. (Knowledge [the planes] 4 ranks)

Break Point: Each of your melee attacks deals an extra 2 points of damage against inanimate objects and constructs. (Knowledge [architecture and engineering] 4 ranks)

Deadly Strike: You gain a +2 bonus on attack rolls made to confirm critical hits. (Knowledge [nature] 4 ranks)

Discern Weakness: Choose one creature type from the ranger's favored enemy list (PH 47). Provided that you have at least 5 ranks in the appropriate Knowledge skill (Knowledge [arcana] for dragons, Knowledge [nature] for humanoids, and so forth), you gain a +2 bonus on attack rolls against creatures of that type. You can select this ability multiple times, choosing a different creature type each time. (Knowledge [varies] 5 ranks)

Mystical Augmentation: Choose one clerical domain. The effective caster level of any spell in that domain cast upon you by someone else increases by 1, if you so choose at the time of casting. (Knowledge [religion] 4 ranks)

Physical Augmentation: Choose one of your physical ability scores (Strength, Dexterity, or Constitution). When any spell that applies a bonus or penalty to this score is cast upon you by someone else, any bonus granted increases by 2, and any penalty imposed is reduced by 2 (minimum penalty 1). You can select this ability multiple times, choosing a different ability score each time. (Knowledge [nature] 6 ranks)

Resist Ethos: You gain a +2 bonus on all saving throws against negative energy-based spells, and against spells with an alignment subtype opposed to one or both aspects of your own alignment (law/chaos or good/evil). (Knowledge [religion or the planes] 5)

Spell Disruptor: Any spellcaster flanked by you and an ally can cast spells without drawing attacks of opportunity from the flanked creature. Other activities that draw attacks of is aware of this limitation. (Knowledge [arcana] 6)

AdvancementEdit

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Craft INT
Decipher Script INT
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
Profession WIS
Search INT
Speak Language None
Spot WIS
Tumble DEX

Sanctified OneEdit

(Complete Champion variant, p. 99)

The cleric, the paladin, the priest, and the holy warrior—all these are classic divine hero archetypes. Whatever differences they may have, all divine heroes owe their power to deities or to their faith and devote themselves to the service of powers beyond the mortal plane.

But not all deities have paladins as their martial champions, or clerics as their most iconic servants. In some cases, the sanctified one fills both roles.

RequirementsEdit

Base Attack Bonus: +5

Alignment: Must match that of deity chosen.

Skills: Knowledge (religion) 6 ranks

Special: Must complete a sanctification ritual performed by a priest or other authority of the chosen deity's church.

Hit dieEdit

d8

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: If you are not already proficient with the chosen weapon of your deity, you gain that proficiency now. You gain no other armor or weapon proficiencies.

Spellcasting: At 2nd and 4th level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spell casting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a sanctified one, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Additional Class Skills (Ex): Upon becoming a sanctified one, you gain the additional class skills specified for your deity in the accompanying table.

Sanctified Ability: At 1st, 3rd, and 5th level, you can choose a sanctified ability corresponding to your deity from the accompanying table. Sanctified abilities can be extraordinary, spell-like, or supernatural, as designated in their individual descriptions. If a sanctified ability is followed by an asterisk (*), you can select it as many times as you wish. Each time you choose it, the number of times per day that you can use that ability increases by one.

Sanctified Blessing: At 5th level, you receive a sanctified blessing based on your deity's powers and portfolio, as given on the accompanying table.

Sanctified One Abilities The abilities to which you have access as a sanctified one are summarized on the accompanying table and described below, in the order they appear on the table.

Deity Additional Class Skills Sanctified Abilities Sanctified Blessing
Ehlonna (NG) Knowledge (nature), Search, Survival Light of Life*, nature's bounty, nature's holding, summon nature's mount* Fast healing 5
Kord (CG) Climb, Jump, Knowledge (dungeoneering) Chaos warp*, holy fire, luck of battle*, sanctified strength* Blessing of Kord
Olidammara (CN) Appraise, Knowledge (dungeoneering), Move Silently Chaos luck*, good catch, not in the face*, rogues' blessing Fast talk
Wee Jas (LN) Decipher Script, Knowledge (arcana), Spellcraft Armor of law, death's cloak*, sanctified fall, sanctified spell* Ruby spell

Ehlonna: As a sanctified one of Ehlonna, you gain abilities relating to light, life, and nature.

Light of Life (Su): Once per day as a standard action, you can call upon Ehlonna's light to create a consecrated area. This effect works like the consecrate spell, except that the effect is mobile and centered upon you. In addition, you are treated as an altar of Ehlonna for the purpose of determining the bonuses granted. This effect lasts for 10 minutes.

Nature's Bounty (Sp): Once per day, you can use "heroes' feast":/spells/players-handbook-v35—6/heroes-feast—2400/ (caster level equals 6 + your sanctified one level). Instead of producing tables and chairs, however, this ability produces blankets and pallets more suited to an outdoor setting.

Nature's Holding (Sp): Once per day, by touching a plant or a natural earth or stone surface, you create an opening to an extradimensional space similar to that created by a rope trick spell. When you and your allies enter this space and close the "door," no evidence of the opening exists on the outside. The space remains for 12 hours or until the last creature exits, whichever comes first.

Summon Nature's Mount (Sp): Once per day as a swift action, you can summon either a unicorn or a griffon (your choice) to serve as your mount. For each sanctified one level you possess, the creature gains 2 Hit Dice and a +2 sacred bonus to its AC. The mount is immune to fear effects, and it remains for 1 hour or until slain. You gain a +5 bonus on Ride checks while riding this creature.

Fast Healing (Su): Once per day as an immediate action, you can gain fast healing 5, which lasts for 10 rounds.

Kord: As a sanctified one of Kord, you gain abilities relating to strength and chaos.

Chaos Warp (Su): Once per day, you can completely ignore all damage from one critical hit scored against you, as well as any effects relating to it.

Holy Fire (Su): Whenever you cast a spell with the fire subtype, you can choose to change all the fire damage it deals into raw divine damage that is treated as good-aligned for the purpose of overcoming damage reduction. This choice must be made at the time of casting.

Luck of Battle (Ex): Once per day, you can choose to roll twice for any roll normally requiring 1d20 and use the higher of the two results.

Sanctified Strength (Su): Once per day, you can apply twice your sanctified one level as a sacred bonus to your Strength for 1 round.

Blessing of Kord (Su): At dawn every day, you can choose one of the following blessings of Kord, which lasts for 24 hours: +2 bonus to Strength, +2 luck bonus on all saves, or +10-foot bonus to speed. You cannot change this blessing until the next day.

Olidammara: As a sanctified one of Olidammara, you gain abilities relating to luck and stealth.

Chaos Luck (Su): Once per day as an immediate action, you can grant yourself and each of your allies within 30 feet the evasion ability for 1 round. Any recipient of this benefit who already has evasion gains improved evasion instead. Any recipient who already has improved evasion gains no further benefit.

Good Catch (Ex): Whenever you make a Disable Device check, you can choose to roll a second time before learning the result of your check. If you do so, you must use the result of your second attempt.

Not in the Face (Ex): Once per day as an immediate action, you can apply your base Reflex save as a bonus to your Armor Class for 1 minute. Whenever you are denied your Dexterity bonus, you lose this bonus as well.

Rogues' Blessing (Su): If you have the sneak attack ability, you gain an extra 1d8 points of sneak attack damage for every two sanctified one levels you possess.

Fast Talk (Sp): Once per combat encounter, you can make a Diplomacy check as an immediate action to prevent an enemy within 10 feet from attacking you. The foe must be attempting an attack against you at the time you use this ability. If your Diplomacy check result exceeds your opponent's Sense Motive check result by at least 1 for every 3 points of base attack bonus the enemy character possesses, he decides not to attack you (or anyone else) this round. In subsequent rounds, he attacks you only if you attack him first or are the only opponent within sight. If your Diplomacy check fails, the opponent attacks normally, and you cannot use this ability again during this combat encounter.

Wee Jas: As a sanctified one of Wee Jas, you gain abilities relating to death, law, and spellcasting.

Armor of Law (Su): If you have an armor bonus (permanent or temporary), it increases by an amount equal to your class level. If you have no armor bonus, you can increase your shield bonus instead. If you have neither, you gain no benefit.

Death's Cloak (Su): Once per day as a swift action, you can render yourself immune to poison, magic sleep effects, paralysis, stunning, disease, and death effects for 1 minute.

Sanctified Fall (Su): If you are reduced to —1 or fewer hit points, or even killed outright by a death effect, you can use an immediate action to either cast a spell or make a single attack. For this action only, you can increase your either your effective caster level or your bonus on attack rolls (your decision) by an amount equal to your sanctified one level.

Sanctified Spell (Ex): Once per day, you can increase your effective caster level by an amount equal to your Intelligence bonus (if any) for 1 round.

Ruby Spell (Sp): Choose a spell that you can cast from the highest level to which you have access. You can now use this spell as a spell-like ability once per day. Doing so requires no material components, unless those components have a gold piece cost equal to 100 gp or more. You can also still cast this spell normally as part of your normal spell repertoire. Each time you gain a new spellcasting level, you can either retain this spell as a spell-like ability or choose a different one from the highest level you can cast.

AFFILIATION SPECIFICSEdit

The following affiliation details are designed for sanctified ones of Kord. If you are playing a sanctified one dedicated to a different deity, use what follows as a model, but change the specifics where appropriate.

Criterion Affiliation Score Modifier
One-Time
Character level 1/2 levels
Strength 13 or higher +1
Has the Athletic feat +1
Has the endurance feat +1
Has a Strength penalty -2 x penalty
Multiple Use
Wins an athletic competition +1/4 opponent's CR
Completes a mission or adventure requiring great Strength or stamina (scaling a mountain, swimming a channel, or the like) +4
Refuses a personal challenge -1
Is defeated in an athletic competition -2
Rank Affiliation Score Titles: Benefits and Duites
0 3 or lower None.
1 4-10 Supplicant: Entitled to living quarters, healing, and training. You must serve or guard the church for at least 60 days each year (see below).
2 11—20 Competitor: Gain a +2 bonus on Strength checks and Strength-based skill checks.
3 21—29 Master: Gain a +2 bonus on opposed checks made to resolve grapple, trip, and overrun attempts.
4 30 or higher Paragon: Use greater heroism (self only) as a spell-like ability once per day (caster level equals your character level).

SANCTIFIED ONE OF KORD BENEFITSEdit

Though you have no separate organization, you are entitled to a variety of benefits based on your service to your deity and church. If you have a rank of 1 or higher, you can live in a barracks attached to a temple of Kord if you wish. If you do so, you have access to the attached gymnasiums as well (see the Kord entry in Deities and Demigods).

Supplicant: At this rank, you can stay in the guest quarters at any temple to Kord for as long as you wish. In addition, you receive free healing for any injury you suffer in Kord's service. If you are injured while acting on your own, you can receive one free 3rd-level or lower cure spell each day. If you choose these benefits, you also must serve the church for at least 60 days each year, guarding a temple or other church property, training other champions, or undertaking quests. Your days of service need not be continuous.

Competitor: By the time you attain this rank, you have achieved a degree of renown among worshipers of your deity. Because you are regularly called upon to perform missions for your church, you gain a +2 bonus on Strength checks and Strength-based skill checks.

Master: Your increasing focus on combat in the name of Kord has earned you a +2 bonus on opposed checks to resolve grapple, trip, and overrun attempts.

Paragon: As the representative of Kord on earth, you are entitled to use greater heroism as a spell-like ability once per day (caster level equals your character level). This ability is usable on yourself only.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +2 +2 +2 Additional class skills, sanctified ability
2nd +1 +3 +3 +3 +1 level of existing spellcasting class
3rd +2 +3 +3 +3 Sanctified ability
4th +3 +4 +4 +4 +1 level of existing spellcasting class
5th +3 +4 +4 +4 Sanctified blessing, sanctified ability

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Diplomacy CHA
Intimidate CHA
Knowledge (religion) INT
Perform CHA
Sense Motive WIS

ShadowspyEdit

(Complete Champion variant, p. 105)

Shadowspies are the covert arm of Pelor's Shadow Guard.

RequirementsEdit

Alignment: Any good

Skills: Gather Information 6 ranks , Hide 6 ranks , Move Silently 6 ranks

Feats: Good Devotion , Healing Devotion , Strength Devotion , Sun Devotion

Spellcasting: Able to cast 1st-level divine spells. Special: Must be a cleric or paladin of Pelor.

Hit dieEdit

d6

Skill pointsEdit

6 + Int

Class FeaturesEdit

Spellcasting: At each even-numbered level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a shadowspy, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Aura of Anonymity (Su): You leave few impressions upon those you meet, and even fewer upon those unexceptional souls you pass in the street. When you are walking in a crowd of ten or more individuals, you gain a divine bonus equal to your shadowspy level on Disguise and Hide checks.

Radiance of Pelor (Su): Pelor has granted you the power to enhance sources of light so that they shine as brightly as the sun. As a swift action, you can augment any or all light sources within 60 feet (including torches, lamps, lanterns, and campfires, as well as objects that are the target of a light spell and magic weapons that glow). The range of any light source so affected doubles, and the effect lasts a number of hours equal to your shadowspy level, or until the light source is extinguished, whichever occurs first. This ability can be used a number of times per day equal to your Wisdom modifier (minimum once).

Bonus Feat: At 2nd level and every 3rd level thereafter, you can select a bonus feat for which you meet the prerequisites from the following list: Acrobatic, Alertness, Athletic, Combat Casting, Deceitful, Extra Turning, Improved Turning, Investigator, Good Devotion (see page 58), Persuasive, Stealthy.

Immunity to Blindness (Su): Beginning at 2nd level, you cannot be blinded by magical effects, spells, or bright light. Physical barriers to sight, such as blindfolds and solid objects, still prevent you from seeing. Additionally, any wounds that cause the destruction of your eyes still blind you.

Veil of Pelor (Sp): When you attain 3rd level, your motives and morality become almost impossible to determine. As an immediate action, you can use undetectable alignment, as the spell (caster level equals your character level). This ability is usable at will.

Personal Eclipse (Su): Beginning at 4th level, you can manipulate the direction and intensity of light. By redirecting and dimming ambient illumination, you can cast shadows around your body to better conceal your presence. Doing so grants you a circumstance bonus equal to one-half your shadowspy level on Hide checks. This ability can be used at will but is effective only in areas where light is present.

Truth of the Light (Sp): When you attain 6th level, creatures in your company find it difficult to tell deliberate untruths. At will, you can use zone of truth, as the spell (caster level equals your character level). You can use this ability a number of times per day equal to your shadowspy level.

Blinding Light (Su): At 7th level, you learn to blind nearby foes with a brief but intense flash of light. Twice per day, you can project a beam of light from your palm in a cone-shaped burst with a range of 15 feet. Any creature in the area that fails a Reflex save (DC 10 + shadowspy level + Wis modifier) is blinded for 1d6 rounds. Sightless creatures are not affected by this ability.

Sun's Revelation (Su): At 8th level, you become adept at detecting untruths spoken in your presence. At will, you can use discern lies, as the spell (caster level equals your character level).

Hide in Plain Sight (Su): Beginning at 9th level, you can use the Hide skill even while being observed, as long as you are in a sunlit location. See the ranger class feature (PH 48).

Vision of Pelor (Su): At 10th level, you can see through even the most potent illusions. Three times per day, you can use true seeing at will, as the spell (caster level equals your character level).

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +2 +2 Aura of anonymity, radiance of Pelor
2nd +1 +0 +3 +3 Bonus feat, immunity to blindness +1 level of existing spellcasting class
3rd +2 +1 +3 +3 Veil of Pelor
4th +3 +1 +4 +4 Personal eclipse +1 level of existing spellcasting class
5th +3 +1 +4 +4 Bonus feat
6th +4 +2 +5 +5 Truth of the light +1 level of existing spellcasting class
7th +5 +2 +5 +5 Blinding light
8th +6 +2 +6 +6 Bonus feat, sun's revelation +1 level of existing spellcasting class
9th +6 +3 +6 +6 Hide in plain sight
10th +7 +3 +7 +7 Vision of Pelor +1 level of existing spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Balance DEX
Bluff CHA
Climb STR
Concentration CON
Decipher Script INT
Disguise CHA
Escape Artist DEX
Forgery INT
Gather Information CHA
Hide DEX
Jump STR
Knowledge (local) INT
Knowledge (religion) INT
Listen WIS
Move Silently DEX
Open Lock DEX
Search INT
Sense Motive WIS
Speak Language None
Spot WIS
Tumble DEX

ShadowstrikerEdit

(Complete Champion variant, p. 108)

The elite group known as the shadowstrikers is the military arm of Pelor's Shadow Guard.

RequirementsEdit

Base Attack Bonus: +5

Alignment: Any good

Skills: Knowledge (religion) 2 ranks

Feats: Good Devotion , Healing Devotion , Law Devotion , Strength Devotion , Sun Devotion , or War Devotion

Hit dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

Badge of Office (Ex): Upon your induction into the shadowstrikers, you were given a special holy symbol combining the symbols of Heironeous and Pelor. This item is crafted from gold, inlaid with platinum lightning motifs, and encrusted with sunstones. In areas where the Church of Heironeous or the Church of Pelor holds political power, this badge allows you access to prohibited areas and gives you the right to detain and question suspects in the pursuit of your deity's will.

Luminous Weapon (Su): You can imbue your melee weapon with the power of the Shining One. When you do so, your weapon glows as if affected by a light spell and gains a bonus equal to twice your shadowstriker level on damage rolls against evil and/or undead creatures. You can use this ability a number of times per day equal to your Wisdom modifier (minimum once), and the effect lasts for 10 rounds.

Smite Evil (Su): Beginning at 2nd level, you can smite evil once per day (see the paladin class feature, PH 44). Smite evil attempts/day attained from multiple sources stack.

Sun's Blessing (Su): When you reach 2nd level, you can cause your weapon to flare with the fires of the sun. As long as the sun's blessing remains upon your luminous weapon, it deals an extra 1d6 points of fire damage. Additionally, the blinding light spilling from the weapon counts as a daylight spell for the duration of the effect. The sun's blessing can be used once per day, and the effect lasts for a number of rounds equal to your shadowstriker level. You can gain an additional use per day of this ability for each daily turn attempt, smite evil attempt, or spell slot (if you are a spontaneous caster) that you sacrifice.

Surge of Piety (Su): When you attain 3rd level as a shadowstriker, your touch becomes infused with positive energy. Any undead creature that touches you (by hitting you in melee or for any other reason) is shaken for 1 round or until it is no longer in physical contact with you—even if it normally can't be affected by this condition. Once per day as a fullround action, you can channel this energy into a single burst of positive energy, which manifests as a flash of bright, warm sunlight. In addition to functioning as a consecrate spell, this wave of energy deals 1d8 points of positive energy damage to every undead creature within 30 feet (no save). You can increase the damage this effect deals by 1d8 points (maximum +5d8) for each daily turn attempt, smite evil attempt, or spell slot (if you are a spontaneous caster) that you sacrifice.

AdvancementEdit

Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Badge of office, luminous weapon
2nd +2 +3 +0 +3 Smite evil 1/day, sun's blessing
3rd +3 +3 +1 +3 Surge of piety

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Climb STR
Diplomacy CHA
Handle Animal CHA
Heal WIS
Intimidate CHA
Jump STR
Knowledge (religion) INT
Ride DEX
Search INT
Sense Motive WIS
Spot WIS

Squire of LegendEdit

(Complete Champion variant, p. 110)

Not everyone who reveres the Six from Shadow desires to shape her entire life around her chosen paragon.

RequirementsEdit

Skills: Knowledge (history) 3 ranks and any on of the following: Diplomacy 7 ranks , Intimidate 7 ranks , Knowledge (arcana) 7 ranks ,Knowledge (religion) 7 ranks , Move Silently 7 ranks

Special: Must be a member of the Disciples of Legend.

Hit dieEdit

d8

Skill pointsEdit

6 + Int

Class FeaturesEdit

Spellcasting: At 2nd and 3rd level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a squire of legend, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Paragon's Path: Upon becoming a squire of legend, you must choose one of the legendary Six from Shadow after whom to model your skills and abilities. Once made, your choice cannot be changed.

Save Bonus (Ex): At 1st level, you gain a +1 bonus on a saving throw determined by your paragon, as given on the following table. This bonus increases to +2 when you attain 3rd level.

Patron Saving Throw
Dardallion Reflex
Imdastri Will
Ktolemagne Will
Orsos Fortitude
Reikhardt Will
Sunyartra Fortitude

Squire's Burden, Least (Su): You gain the first of several supernatural abilities that let you use the skills of your chosen paragon to aid others. Unless otherwise noted, each paragon's gift (least, lesser, and greater) requires a swift action to invoke, lasts for a number of rounds equal to twice your squire of legend level, is usable once per day, and has a caster level equal to three times your squire of legend level. When the description of a squire's burden ability specifies an ally, it means only an ally; you cannot use the effect on yourself unless so stated.

Dardallion: You can grant yourself and one ally flanking bonuses against a foe that both of you threaten, even if you are not properly positioned to flank. The bonus persists as long as you both threaten that enemy.

Imdastri: You can use sanctuary, as the spell.

Ktolemagne: You can use comprehend languages, as the spell.

Orsos: You can use speak with animals, as the spell.

Reikhardt: You can grant one ally within 30 feet the ability to take an immediate action of a specified type out of turn. If you invoke this ability as a swift action, the ally can take a 5-foot step. If you invoke it as a move action, she can take a move action. If you invoke it as a standard action, she can take a standard action.

Sunyartra: As an immediate action, you can negate a single critical hit against one ally within 30 feet. The ally still takes normal damage from the hit.

Squire's Burden, Lesser (Su): At 2nd level, you gain a new supernatural ability that you can use once per day. This ability follows all the guidelines for least squire's burden (above), unless otherwise noted. If you choose, you can forgo your daily use of this ability for an extra use of your least squire's burden.

Dardallion: As an immediate action, you can grant one ally within 30 feet the opportunity to reroll a saving throw, skill check, or ability check.

Imdastri: You can use shield other, as the spell. The effect lasts for a number of rounds equal to three times your squire of legend level.

Ktolemagne: You can use see invisibility, as the spell. The effect lasts for a number of rounds equal to three times your squire of legend level.

Orsos: You can use lesser restoration, as the spell.

Reikhardt: You can grant an ally within 30 feet a second use of an extraordinary or supernatural ability normally usable only once per day. If you gain a second daily use of this ability, you cannot use it twice in one day on the same ally.

Sunyartra: You can use true strike, as the spell, but only on a single ally within 30 feet.

Faithful Companion (Ex): At 3rd level, you learn to place yourself between an ally and harm. If you and an ally within 5 feet are both subject to an area spell or effect that allows a Reflex save for partial damage, you can grant your ally a bonus on her saving throw by taking a penalty of equivalent magnitude on your own. The value of the bonus and penalty can be any amount up to the value of your base Reflex saving throw. You must decide to invoke this ability before either you or your ally has attempted the saving throw.

Squire's Burden, Greater (Su): At 3rd level, you gain a new supernatural ability you can use once per day. It follows all the guidelines for least squire's burden, above. If you choose, you can forgo your daily use of this ability for an extra use of the least or lesser squire's burden.

Dardallion: You can grant one ally within 30 feet the ability to move through threatened areas without provoking attacks of opportunity for 2 rounds. Other actions, such as casting in a threatened area, still provoke attacks of opportunity as normal.

Imdastri: You can grant one ally within 30 feet immunity to one of the following effects for a number of rounds equal to three times your squire of legend level: disease, exhaustion/fatigue, mind-affecting spells and abilities, negative levels, or poison. You choose the effect when you activate this ability.

Ktolemagne: As a swift action, you can take over concentrating to maintain an ally's spell or spell-like ability, allowing her to take other actions. Once you have assumed control of an effect, you cannot give it back.

Orsos: You can grant one ally within 30 feet energy resistance 10 to an energy type of your choice for a number of rounds equal to three times your squire of legend level.

Reikhardt: When an ally within 30 feet of you uses an extraordinary, spell-like, or supernatural ability that affects all allies within a given number of feet, you can use an immediate action to extend its range and duration by 50%.

Sunyartra: As an immediate action, you can grant one ally within 30 feet the opportunity to reroll an attack roll or critical hit confirmation roll.

AdvancementEdit

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +0 Least squire's burden, paragon's path, save bonus +1
2nd +1 +0 +0 +0 Lesser squire's burden +1 level of existing spellcasting class
3rd +2 +1 +1 +1 Faithful companion, greater squire's burden, save bonus +2 +1 level of existing spellcasting class

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Appraise INT
Bluff CHA
Climb STR
Concentration CON
Craft INT
Diplomacy CHA
Escape Artist DEX
Gather Information CHA
Handle Animal CHA
Heal WIS
Jump STR
Knowledge (arcana) INT
Knowledge (nobility and royalty) INT
Knowledge (religion) INT
Listen WIS
Perform CHA
Ride DEX
Search INT
Sense Motive WIS
Spot WIS
Swim STR

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.