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Black Flame Zealot[]

(Complete Divine variant, p. 21)

Trained in unholy rites, the black flame zealots use stealth, divine magic, and the zeal of fanaticism to destroy those who have given offense to their god.

Requirements[]

Alignment: Any nongood

Skills: Hide 8 ranks , Knowledge (religion) 8 ranks , Move Silently 8 ranks

Feats: Exotic Weapon Proficiency (kukri) , Iron Will

Special: Able to cast 2nd-level divine spells, Sneak attack damage +1d6, The character must worship the deity to whom the order is dedicated, and the character must slay an enemy of the faith for no other reason than to join the Order of the Black Flame.

Hit die[]

d6

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: Black flame zealots gain no proficiency in any weapon or armor.

Spells per Day/Spells Known: At each even-numbered black flame zealot level, the character gains new spells per day (and spells known, if applicable) 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 (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one divine spellcasting class before becoming a black flame zealot, the player must decide to which class to add each black flame zealot level for the purpose of determining spells per day and spells known.

Death Attack (Ex): As the assassin ability described on page 180 of the Dungeon Master’s Guide, except that black flame zealots do not have the option of paralyzing their targets. If a black flame zealot has this class feature from another class (such as assassin), he may add black flame zealot class levels together with the class levels of such other classes to calculate the save DC of his death attack.

Zealous Heart (Su): A black flame zealot is immune to fear, magical or otherwise. Unlike a paladin’s aura of courage, this confers no special benefits on his companions.

Poison Use (Ex): At 2nd level, a black flame zealot gains the ability to use poison safely, as the assassin ability.

Sneak Attack (Ex): When he reaches 3rd, 6th, and 9th level, a black flame zealot deals additional sneak attack damage, as the rogue ability. Since the black flame zealot gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack.

Fateful Stride (Sp): Once per day at 5th level and higher, a black flame zealot can take a single step and pass through obstacles or distance as the spell dimension door. The zealot’s caster level is equal to half his character level.

Sacred Flame (Su): Beginning at 6th level, at will, a black flame zealot can command a single melee weapon in his possession to burn with a black, deadly fire. The weapon gains the flaming ability, dealing 1d6 points of fire damage per successful attack in addition to its normal weapon damage. Once per day, as a free action the black flame zealot can instead bestow the flaming burst property on a weapon in his possession for 1 minute.

Unholy Immolation (Su): When a black flame zealot reaches 10th level, any creature killed by his death attack or sneak attack is immediately and utterly consumed by unholy fire. The only way to restore life to a being slain in this manner is to use true resurrection, or a carefully worded wish spell followed by resurrection, or miracle.

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +2 +2 Death attack, zealous heart
2nd +1 +0 +3 +3 Poison use +1 level of existing divine spellcasting class
3rd +2 +1 +3 +3 Sneak attack +1d6
4th +3 +1 +4 +4 +1 level of existing divine spellcasting class
5th +3 +1 +4 +4 Fateful stride
6th +4 +2 +5 +5 Sneak attack +2d6 +1 level of existing divine spellcasting class
7th +5 +2 +5 +5 Sacred flame
8th +6 +2 +6 +6 +1 level of existing divine spellcasting class
9th +6 +3 +6 +6 Sneak attack +3d6
10th +7 +3 +7 +7 Unholy immolation +1 level of existing divine spellcasting class

Class skills[]

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Concentration CON
Craft INT
Escape Artist DEX
Hide DEX
Jump STR
Knowledge (religion) INT
Listen WIS
Move Silently DEX
Open Lock DEX
Profession WIS
Search INT
Sleight of Hand DEX
Spellcraft INT
Spot WIS
Swim STR
Tumble DEX
Use Rope DEX

Blighter[]

(Complete Divine variant, p. 23)

Blighters bring desolation wherever they tread.

Requirements[]

Base Attack Bonus: +4

Alignment: Any nongood

Special: The character must be an ex-druid previously capable of casting 3rd-level druid spells, Profession skill must be herbalist.

Hit die[]

d8

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: Blighters gain no weapon or armor proficiencies.

Spells per Day: Since blighters are ex-druids, they lose their druid spellcasting abilities. However, they gain access to new, more destructive spells. At each blighter level, the character gains spells per day according to Table 2-3. She must choose her spells from the blighter spell list. The blighter’s caster level is equal to her blighter level plus her druid level.

To cast a blighter spell, a blighter must have a Wisdom score of at least 10 + the spell’s level, so a blighter with a Wisdom of 10 or lower cannot cast these spells. Blighter bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blighter’s Wisdom modifier. When the blighter gets 0 spells per day of a given level (for instance 2nd-level spells for a 2nd-level blighter), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level. A blighter has access to any spell on the list and can freely choose which to prepare, just as a druid. A blighter prepares and casts spells just as a druid does (though a blighter cannot spontaneously cast summon spells).

The blighter gains access to her daily spells through deforestation (see below). If she goes more than 24 hours without deforesting a wooded area, she cannot cast spells until she does so.

The default divine focus for any spell cast by a blighter is a desiccated sprig of holly or mistletoe. Any material component for a blighter’s spell must have been dead for at least a day before use.

Deforestation (Sp): A blighter can kill all nonsentient plant life within a radius of 20 feet per blighter level as a full-round action once per day. If a potentially affected plant is under the control of another (such as a druid’s liveoak or a dryad’s home tree), the controller can make a Fortitude save (DC 10 + blighter level + blighter’s Wis modifier) to keep it alive. Affected plants immediately cease photosynthesis, root tapping, and all other methods of sustenance. Like picked flowers, they appear vibrant for several hours, but within a day, they turn brown and wither. Except for plants selected by a controller, nothing can grow in a deforested area until it has ahallow spell cast upon it and it is reseeded.

Deforestation enables a blighter to cast her daily allotment of spells. This ability works in any terrain, but deforesting a sandy desert, ice floe, or other environment with only sparse vegetation does not empower the character to cast spells.

Blightfire (Su): Starting at 2nd level, as a standard action, a blighter can unleash a scorching blast of fire. This effect deals 5d6 points of fire damage to all creatures within 10 feet (Reflex half; save DC is 10 + blighter’s class level + blighter’s Wis modifier) and ignites flammable objects it touches. Blighters delight in starting wildfires and often use this ability to do so.

Sustenance (Ex): At 2nd level and higher, a blighter no longer needs food or water to survive.

Undead Wild Shape (Sp): At 3rd level, the blighter gains a version of the wild shape ability. Undead wild shape functions like the druid’s wild shape ability, except that the blighter adds the skeleton template to the animal form he chooses to transform into. The blighter’s animal form is altered as follows: — Type changes to undead. — Natural armor bonus is +0 (Tiny animal), +1 (Small), +2 (Medium or Large), or +3 (Huge). — +2 Dexterity, no Constitution score. — Immunity to cold. — Damage reduction 5/bludgeoning. The blighter gains one extra use per day of this ability at every even blighter level after 3rd. In addition, she gains the ability to take the shape of a Large skeletal animal at 5th level and a Huge skeletal animal at 9th level.

Speak with Dead Animal (Sp): Starting at 4th level, a blighter can converse with dead animals. This ability functions like a speak with dead spell cast by a cleric of a level equal to the total of the character’s druid and blighter levels, except that it affects only corpses of animal creatures. It is usable once per day.

Contagious Touch (Su): At 5th level and higher, a blighter can produce an effect like that of a contagious touch spell once per day. She gains one extra use per day of this ability for every two additional blighter levels she acquires.

Animate Dead Animal (Sp): This ability, gained at 6th level, functions like an animate dead spell, except that it affects only corpses of animal creatures and requires no material component. It is usable once per day.

Unbond (Sp): Beginning at 8th level, a blighter can temporarily separate a bonded animal or magical beast (such as an animal companion, familiar, or mount) from its master once per day. The target creature must be within 40 feet of both its master and the blighter. If the master fails a Will save (DC 10 + blighter level + blighter’s Wis modifier), the bond terminates as if the servitor had died, though this does not cause experience loss in the case of a familiar. Normally hostile creatures attack their masters but are otherwise unaffected. The bond returns after 1 minute per blighter level, restoring all benefits. Alternatively, the master can regain the servitor through the normal methods of acquisition.

Plague (Su): At 10th level and higher, a blighter can spread disease over a large area. This ability functions like the contagious touch ability, except that no attack roll is required and it affects all targets the blighter designates within a 20-foot radius. Plague is usable once per day.

Advancement[]

Spells per Day
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Deforestation 4 2
2nd +1 +3 +0 +3 Blightfire, sustenance 5 3 0
3rd +2 +3 +1 +3 Undead wild shape 1/day 5 3 1 0
4th +3 +4 +1 +4 Speak with dead animal, undead wild shape 2/day 6 3 2 1 0
5th +3 +4 +1 +4 Contagious touch 1/day, undead wild shape (Large) 6 3 3 2 1 0
6th +4 +5 +2 +5 Animate dead animal, undead wild shape 3/day 6 3 3 3 2 1 0
7th +5 +5 +2 +5 Contagious touch 2/day 6 4 3 3 3 2 1 0
8th +6 +6 +2 +6 Unbond, undead wild shape 4/day 6 4 4 3 3 3 2 1 0
9th +6 +6 +3 +6 Contagious touch 3/day, undead wild shape (Huge) 6 5 4 4 4 4 3 2 1 0
10th +7 +7 +3 +7 Plague, undead wild shape 5/day 6 5 5 4 4 4 4 3 2 1

Class skills[]

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
Profession WIS
Spellcraft INT
Spot WIS
Survival WIS
Swim STR

Church Inquisitor[]

(Complete Divine variant, p. 26)

The church inquisitor uncovers taint within the church and cuts it away.

Requirements[]

Alignment: Lawful good or lawful neutral

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

Base Save Bonus: Will +3. Spells: Able to cast zone of truth as a divine spell. Special: Must be a member of a lawful good church or religious order, and must have already uncovered some corruption within that organization.

Hit die[]

d8

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: Church inquisitors gain no weapon or armor proficiencies.

Detect Evil (Sp): A church inquisitor can use detect evil at will as a spell-like ability.

Inquisition Domain: Upon adopting the church inquisitor class, a character gains access to the Inquisition domain, described in Chapter 7: Domains and Spells. The character gains the granted power associated with the domain (a +4 bonus on dispel checks) and can choose the spells in that domain as his daily domain spells.

Spells per Day/Spells Known: A church inquisitor continues advancing in divine spellcasting ability as well as learning the skills of inquisition. Thus, when a new church inquisitor level is gained, the character gains new divine spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he belonged to before he added 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, more frequent remove disease, and so on). This means that he adds the level of church inquisitor to the level of another divine spellcasting class the character has, then determines spells per day accordingly.

If a character had more than one divine spellcasting class before he became a church inquisitor, the player must decide which class to assign each level of church inquisitor for the purpose of determining divine spells per day and spells known.

Immune to Charms (Ex): A church inquisitor of 2nd level or higher is immune to all enchantment (charm) spells and effects.

Pierce Illusion (Su): At 3rd level, the church inquisitor gains the supernatural ability to penetrate illusions and disguises at will. Whenever an inquisitor sees an illusion or disguise spell of any sort, he immediately makes a Will save to see through it. The inquisitor need not interact with or touch the illusion, visual contact is enough to give the Will save.

Pierce Disguise (Ex): The inquisitor has a +4 competence bonus on Spot checks against the Disguise skill.

Immune to Compulsions (Ex): A church inquisitor of 5th level or higher is immune to all compulsion spells and effects.

Force Shapechange (Su): A church inquisitor of 6th level or higher can force a creature into its natural form. The church inquisitor must make a successful melee touch attack against the creature. If the attack is successful, the church inquisitor makes a caster level check as if casting dispel magic against the shapechanging effect. The church inquisitor’s +4 bonus on dispel checks (the Inquisition domain granted power) applies to this check. This ability undoes the effect of alter self, polymorph, shapechange, and alternate form abilities, whether exceptional, spell-like, or supernatural in nature. The affected creature cannot change its shape again for 1d6 rounds. The church inquisitor can use this ability at will.

Immunity to Possession (Ex): A church inquisitor of 8th level or higher has immunity to magic jar, soul bind, trap the soul, a ghost’s malevolence ability, and all other spells or effects that displace or replace a character’s life force. The character can still travel to the planes via astral projection, if so desired.

Discern Lies (Sp): A church inquisitor of 9th level or higher can use discern lies as a spelllike ability three times per day.

Learn the Truth (Su): By touching a creature that has lied to him, a church inquisitor of 10th level or higher can force the creature to tell the truth. The creature can make a Will save (DC 10 + the church inquisitor’s level + the church inquisitor’s Cha modifier) to resist this mind-affecting compulsion effect. If the saving throw fails, the creature must speak the true version of the lie it uttered. The church inquisitor can use this ability 3 times/day.

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Detect evil, Inquisition domain +1 level of existing divine spellcasting class
2nd +1 +0 +0 +3 Immune to charms +2 +1 level of existing divine spellcasting class
3rd +2 +1 +1 +3 Pierce illusion +1 level of existing divine spellcasting class
4th +3 +1 +1 +4 Pierce disguise +1 level of existing divine spellcasting class
5th +3 +1 +1 +4 Immune to compulsions +1 level of existing divine spellcasting class
6th +4 +2 +2 +5 Force shapechange +1 level of existing divine spellcasting class
7th +5 +2 +2 +5 +1 level of existing divine spellcasting class
8th +6 +2 +2 +6 Immunity to possession +1 level of existing divine spellcasting class
9th +6 +3 +3 +6 Discern lies +1 level of existing divine spellcasting class
10th +7 +3 +3 +7 Learn the truth +1 level of existing divine spellcasting class

Class skills[]

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Concentration CON
Decipher Script INT
Diplomacy CHA
Gather Information CHA
Intimidate CHA
Knowledge (arcana) INT
Knowledge (local) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Search INT
Sense Motive WIS
Spellcraft INT
Spot WIS

Consecrated Harrier[]

(Complete Divine variant, p. 28)

The consecrated harrier acts as a bounty hunter for her religion or organization.

Requirements[]

Base Attack Bonus: +5

Alignment: Any lawful

Skills: Disguise 5 ranks , Gather Information 5 ranks

Feats: Track

Special: The candidate must accept an assignment from her church to locate and destroy some specific, individual enemy of the church. A character who fails must wait a year and a day before applying again. If she succeeds, the church accepts her as a consecrated harrier and she may gain levels in the class.

Hit die[]

d10

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: Consecrated harriers gain no weapon or armor proficiencies.

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

The consecrated harrier uses the ranger spell list, with the following additions: 1st – animate rope, calm emotions, command, disguise self, doom; 2nd – charm person, daylight, detect thoughts, hold person; 3rd – clairaudience/clairvoyance, death ward, discern lies, see invisibility; 4th – dismissal, dominate person, legend lore, mark of justice.

Blessing of Scripture (Su): All consecrated harriers receive a +2 sacred bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when in pursuit of their church-assigned target. If the assigned target is a group, this bonus applies to the group’s leader. They receive the same bonus on weapon (or unarmed) damage rolls against their targets. This bonus increases to +4 at 5th level, and to +6 at 10th level.

Detect Chaos (Sp): A consecrated harrier can use detect chaos at will as a cleric of equal level.

Sanctified Sight (Su): Beginning at 2nd level, a consecrated harrier receives a +4 bonus on all saves against illusions.

Dispel Magic (Sp): A 3rd-level consecrated harrier can use dispel magic as a spell-like ability. She may add her blessing of scripture bonus on dispel checks when using this spell-like ability. She may use this ability a number of times per day equal to her Wisdom modifier (minimum 1).

Crushing Despair (Sp): Starting at 4th level, a consecrated harrier can use crushing despair as a spell-like ability. She may use this ability a number of times per day equal to her Wisdom modifier (minimum 1).

False Vision (Sp): A 6th-level consecrated harrier can use false vision as a spell-like ability. The effect must be centered on the consecrated harrier. She may use this ability a number of times per day equal to her Wisdom modifier (minimum 1).

Implacable Hunt (Su): Beginning at 8th level, if the consecrated harrier wounds a target and the target escapes, the consecrated harrier always knows the direction in which her target lies and the approximate distance (within 10% of the total distance) between her and her target. If the target is within 50 feet, the consecrated harrier can pinpoint the target’s precise location. This ability only works if the consecrated harrier and her target are on the same plane of existence. Implacable hunt can be used simultaneously against different targets, as long as each of those individual targets is part of a group that is, in total, the harrier’s target for her current mission.

Faultless Hunt (Su): At 10th level, a consecrated harrier who establishes an implacable hunt can intensify this to a_faultless hunt_, enabling her to locate her quarry even across planar boundaries. Unlike an implacable hunt, which can affect several individuals at the same time, only one faultless hunt against a single individual can be pursued at one time. For the consecrated harrier to begin afaultless hunt, she must abandon any faultless hunt that she is already conducting.

Code of Conduct: A consecrated harrier must make it known to her target who she is and why she is there at the time of the confrontation. She cannot sneak attack her target. She cannot slay her target on a battlefield without the target knowing who she is and why she is there. Consecrated harriers purposely word the requirements for conducting themselves vaguely, so that an individual consecrated harrier in the field has some flexibility. Harriers who fail to act according to their code of conduct must undertake an act of atonement before they can add any further levels of this class (see the atonement spell description, page 201 of the Player’s Handbook).

Multiclass Note: A paladin who becomes a consecrated harrier may continue advancing as a paladin.

Advancement[]

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +0 +0 +2 Blessing of scripture +2, detect chaos 0
2nd +2 +0 +0 +3 Sanctified sight 1
3rd +3 +1 +1 +3 Dispel magic 1 0
4th +4 +1 +1 +4 Crushing despair 1 1
5th +5 +1 +1 +4 Blessing of scripture +4 1 1 0
6th +6 +2 +2 +5 False vision 1 1 1
7th +7 +2 +2 +5 2 1 1 0
8th +8 +2 +2 +6 Implacable hunt 2 1 1 1
9th +9 +3 +3 +6 2 2 1 1
10th +10 +3 +3 +7 Blessing of scripture +6, faultless hunt 2 2 2 1

Class skills[]

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Climb STR
Diplomacy CHA
Disguise CHA
Gather Information CHA
Intimidate CHA
Knowledge (local) INT
Profession WIS
Ride DEX
Search INT
Use Rope DEX

Contemplative[]

(Complete Divine variant, p. 30)

Contemplatives devote their lives to cultivating a greater closeness with their deities.

Requirements[]

Skills: Knowledge (religion) 13 ranks

Spells: Able to cast 1st-level divine spells.

Special: Must have had direct contact with one’s patron deity or a direct servant of that deity, or with an enlightened being embodying the highest principles of an alignment (a solar, for example).

Hit die[]

d6

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Contemplatives gain no weapon or armor proficiencies.

Spells per Day/Spells Known: A contemplative who was previously a spellcaster continues to gain access to more powerful divine magic while following the contemplative path. Thus, when a new contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in the spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This essentially means that she adds the level of contemplative to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.

If a character had more than one divine spellcasting class before she became a contemplative, the player must decide which class to assign each level of contemplative for the purpose of determining divine spells per day and spells known. If the contemplative did not previously belong to a divine spellcasting class, she gains the ability to cast divine spells exactly as a cleric of her patron deity. Her spell progression is the same as that of a cleric.

Bonus Domain: Upon adopting the contemplative class, and again at 6th level, a character gains access to a bonus domain of her choice. The character can choose any domain made available by her deity or alignment. The character gains the granted power associated with the domain she chooses, and can select the spells in that domain as her daily domain spells.

Divine Health (Ex): A contemplative has immunity to all diseases, including magical diseases such as mummy rot and lycanthropy.

Slippery Mind (Ex): At 2nd level, a contemplative gains the ability to shrug off magical effects that would otherwise control or compel her. If a contemplative with slippery mind is affected by an enchantment and fails her saving throw, one round later she can attempt her saving throw again. She only gets this one extra chance to succeed on her saving throw.

Divine Wholeness (Su): At 3rd level and higher, a contemplative can heal her own wounds, in addition to any other healing ability she may have. She can heal up to four times her contemplative level in hit points each day, and she can spread this healing out among several uses.

Divine Body (Su): At 5th level, a contemplative becomes immune to poisons of all kinds.

Divine Soul (Su): At 7th level, a contemplative gains spell resistance. Her spell resistance equals her class level + 15. In order to affect the contemplative with a spell, a spellcaster must roll the contemplative’s spell resistance or higher on 1d20 + the spellcaster’s level.

Eternal Body (Ex): After achieving 9th level, a contemplative no longer suffers ability penalties for aging and cannot be magically aged. (Penalties she has already suffered remain in place.) Bonuses still accrue, and the contemplative still dies of old age when her time is up.

Mystic Union (Su): At 10th level, a contemplative becomes a magical creature. She is forever more treated as an outsider (native) rather than a humanoid for the purposes of spells and magical effects. Additionally, the contemplative gains damage resistance 10/magic.

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Bonus domain, divine health +1 level of existing divine spellcasting class
2nd +1 +0 +0 +3 Slippery mind +1 level of existing divine spellcasting class
3rd +1 +1 +1 +3 Divine wholeness +1 level of existing divine spellcasting class
4th +2 +1 +1 +4 +1 level of existing divine spellcasting class
5th +2 +1 +1 +4 Divine body +1 level of existing divine spellcasting class
6th +3 +2 +2 +5 Bonus domain +1 level of existing divine spellcasting class
7th +3 +2 +2 +5 Divine soul +1 level of existing divine spellcasting class
8th +4 +2 +2 +6 +1 level of existing divine spellcasting class
9th +4 +3 +3 +6 Eternal body +1 level of existing divine spellcasting class
10th +5 +3 +3 +7 Mystic union +1 level of existing divine spellcasting class

Class skills[]

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

Divine Crusader[]

(Complete Divine variant, p. 33)

The divine crusader embodies devotion and dedication to a chosen deity.

Requirements[]

Base Attack Bonus: +7

Alignment: Must match chosen deity

Skills: Knowledge (religion) 2 ranks

Feats: Weapon Focus (in chosen deity’s favored weapon)

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: The divine crusader gains no weapon or armor proficiencies.

Aura (Ex): The power of a divine crusader's alignment aura (see the detect evil spell on page 218 of the Player's Handbook) is equal to her class level, plus any class levels in other classes that possess such an aura (such as cleric or paladin).

Deity and Domain: Every divine crusader has a chosen deity. Sample deities are provided on Table 3—7: Deities, page 32 of the Player's Handbook. A divine crusader's chosen deity influences her alignment, what magic she can perform, her values, and how others see her. The character's alignment and her deity's alignment must match exactly.

A divine crusader chooses one domain from among those offered by that deity to his or her clerics and gains the granted power of the domain. (If the domain-granted power includes the addition of a skill or skills to the cleric class skill list, add it to the class skill list for the divine crusader instead.) The divine crusader also gains the ability to cast spells from that domain (see below).

Spells per Day: A divine crusader casts divine spells. She may only prepare and cast spells from her chosen domain (see above). Effectively, a divine crusader has a class spell list of only nine spells (one per spell level). To prepare or cast a spell, a divine crusader must have a Charisma score equal to at least 10 + the spell level. The difficulty class for a saving throw against a divine crusader's spell is 10 + the spell level + the divine crusader's Cha modifier. The divine crusader also gets bonus spells based on her Charisma. A divine crusader prepares and casts spells as a cleric, except that she cannot spontaneously cast cure or inflict spells.

Electricity Resistance (Ex): A divine crusader gains resistance to electricity 5 at 3rd level. At 9th level, this increases to resistance 10.

Weapon Specialization: At 5th level, a divine crusader gains Weapon Specialization in her deity's favored weapon as a bonus feat.

Acid Resistance (Ex): A divine crusader gains resistance to acid 5 at 6th level. At 9th level, this increases to resistance 10.

Darkvision (Ex): A 7th-level divine crusader gains darkvision out to 60 feet. If the divine crusader already has darkvision, the radius of her existing darkvision increases by 30 feet.

Perfect Self: At 10th level, a divine crusader completes her transformation into a creature of the planes. Her type changes to outsider (native). As a native outsider, the character can still be raised, reincarnated, or resurrected just as other living creatures can be, and remains native to the Material Plane. Additionally, the divine crusader gains damage reduction 10/magic.

EX-DIVINE CRUSADERS[]

A divine crusader whose alignment changes to no longer match her chosen deity's alignment loses all divine crusader spells and abilities. She may not progress any farther in levels as a divine crusader. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell, page 201 of the Player's Handbook).

An ex-divine crusader cannot change her devotion to a different deity in order to regain abilities and advancement potential. Once a divine crusader has failed one deity, no other deity trusts the character with these powers.

Advancement[]

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Aura 0
2nd +1 +3 +0 +3 1 0
3rd +2 +3 +1 +3 Resistance to electricity 5 2 1 0
4th +3 +4 +1 +4 2 2 1 0
5th +3 +4 +1 +4 Weapon Specialization 3 2 2 1 0
6th +4 +5 +2 +5 Resistance to acid 5 3 3 2 2 1 0
7th +5 +5 +2 +5 Darkvision 3 3 3 2 2 1 0
8th +6 +6 +2 +6 3 3 3 3 2 2 1 0
9th +6 +6 +3 +6 Resistance to acid and electricity 10 3 3 3 3 3 2 2 1 0
10th +7 +7 +3 +7 Perfect self 3 3 3 3 3 3 2 2 1

Class skills[]

Skill name Key ability Trained only Armor check penalty
Climb STR
Concentration CON
Craft INT
Diplomacy CHA
Intimidate CHA
Jump STR
Knowledge (religion) INT
Ride DEX
Swim STR

Divine Oracle[]

(Complete Divine variant, p. 34)

Some mortals hear the words of deities; these can be divine oracles.

Requirements[]

Skills: Knowledge (religion) 8 ranks

Feats: Skill Focus (Knowledge [religion])

Spells: Able to cast at least 2 divination spells.

Hit die[]

d6

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Divine oracles gain no weapon or armor proficiencies.

Spells per Day/Spells Known: A divine oracle continues advancing in spellcasting ability as well as gaining the abilities of her new class. Thus, when a new divine oracle level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that she adds the level of divine oracle to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.

If a character had more than one spellcasting class before she became a divine oracle, the player must decide which class to assign each level of divine oracle for the purpose of determining spells per day and spells known.

Oracle Domain: Upon adopting the divine oracle class, the character gains access to the Oracle domain, described in Chapter 7: Domains and Spells. The character gains the granted power associated with the domain (+2 caster level for divination spells), and can choose the spells in that domain as her daily domain spells.

Scry Bonus (Su): A divine oracle adds a +1 sacred bonus to the save DC of all her divination (scrying) spells.

Prescient Sense (Ex): Beginning at 2nd level, if a divine oracle makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save (such as a red dragon’s fiery breath or a fireball spell), she instead takes no damage, since her prescience allowed her to get out of the way faster. This form of evasion works no matter what armor the divine oracle wears, unlike the evasion ability used by monks and rogues.

Trap Sense (Ex): At 2nd level, the divine oracle gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. This increases to +2 at level 5 and +3 at level 8.

Divination Enhancement (Ex): Beginning at 3rd level, a divine oracle may roll twice and take the better result when using divination spells such as augury or divination.

Uncanny Dodge (Ex): Starting at 4th level, a divine oracle gains the ability to react to danger before her senses would normally allow her to do so. The divine oracle retains her Dexterity modifier to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses her Dexterity modifier to AC if immobilized.)

Improved Uncanny Dodge (Ex): At 6th level and higher, the divine oracle can no longer be flanked, since she can react to opponents on opposite sides of her as easily as she can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the divine oracle. The exception to this defense is when an attacker has at least 4 more rogue levels than the target has divine oracle levels.

If a character already has levels of a class that could gain uncanny dodge, the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Immune to Surprise (Ex): At 10th level, the divine oracle’s sensitivity to danger is so great that she is never surprised. She can always take a standard action during a surprise round, unless she is physically restrained from doing so. If there is no surprise round then this ability doesn’t help.

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Oracle domain, scry bonus +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Prescient sense, trap sense +1 +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Divination enhancement +1 level of existing spellcasting class
4th +2 +1 +1 +4 Uncanny dodge (Dex bonus to AC) +1 level of existing spellcasting class
5th +2 +1 +1 +4 Trap sense +2 +1 level of existing spellcasting class
6th +3 +2 +2 +5 Improved uncanny dodge (can’t be flanked) +1 level of existing spellcasting class
7th +3 +2 +2 +5 +1 level of existing spellcasting class
8th +4 +2 +2 +6 Trap sense +3 +1 level of existing spellcasting class
9th +4 +3 +3 +6 +1 level of existing spellcasting class
10th +5 +3 +3 +7 Immune to surprise +1 level of existing spellcasting class

Class skills[]

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

Dweomerkeeper[]

(Complete Divine variant, p. None)

Dweomerkeepers are Mystra's shepherds, safeguarding the Weave against threats to its integrity.

Requirements[]

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

Feats: Any item creation feat and any metamagic feat. Spells: Ability to cast arcane and divine spells. Domain: Magic. Special: The candidate must have created at least one magic item, whether of a permanent nature or not.

Hit die[]

d6

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Dweomerkeepers gain no proficiency with any weapon, armor, or shield.

Spells per Day/Spells Known: When a new level of dweomerkeeper is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and so on). The level of dweomerkeeper is added to the level of whatever other spellcasting class the character has, then spells per day, spells known, and caster level are determined accordingly.

If the character had more than one spellcasting class before she became a dweomerkeeper, the player must decide to which class to add each level of dweomerkeeper for the purpose of determining spells per day and spells known.

Mantle of Spells: At 1st level, a dweomerkeeper creates a personal mantle of arcane and/or divine spells. She chooses one arcane or divine spell that she can cast, and thereafter she can convert prepared spells of that spell's type (arcane or divine) into the chosen spell, so long as the level of the spell to be converted is equal to or greater than that of the chosen spell. This ability functions just like a good cleric's ability to spontaneously convert prepared spells into cure spells. At every odd-numbered dweomerkeeper level after 1st, the character chooses another spell to add to her mantle.

Arcane Sight (Su): Upon attaining 2nd level, a dweomerkeeper can use arcane sight at will. This ability functions like the spell of the same name, except that its duration is concentration.

Supernatural Spell (Su): At 4th level, the dweomerkeeper is so attuned to the fabric of magic that she can manifest spell effects with almost no effort whatsoever. Once per day as a standard action, she can use any one spell with a casting time of up to 1 standard action as a supernatural ability. The spell chosen must be one that is currently available to the dweomerkeeper (that is, one that she has prepared or that she knows and has a spell slot of the appropriate level available to cast), but she can decide at the moment of casting to use this ability. The spell functions as it normally would and is expended normally, but the dweomerkeeper does not require any components, does not provoke attacks of opportunity, and ignores the target's spell resistance, just as if she were using a supernatural ability instead of a spell. At every even-numbered level after the 4th, the dweomerkeeper gains one additional use of this ability per day.

Cloak of Mysteries (Su): At 10th level, a dweomerkeeper is wrapped in a mantle of ever-flowing magic, and all metamagic feats that she currently knows or learns in the future become easier to use. The spell level increase for applying a metamagic feat to any spell drops by 1 (minimum +1 level, or +0 level if the feat already has a +0 level adjustment). For example, a quickened fireball uses a 6th-level slot (+3 levels) instead of the usual 7th-level slot (+4 levels), but a silent fireball still uses a 4th-level slot (+1 level). A spell affected by the Heighten Spell feat is unaffected by this ability.

Advancement[]

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Mantle of spells 1 +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Arcane sight +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Mantle of spells 2 +1 level of existing spellcasting class
4th +2 +1 +1 +4 Supernatural spell 1/day +1 level of existing spellcasting class
5th +2 +1 +1 +4 Mantle of spells 3 +1 level of existing spellcasting class
6th +3 +2 +2 +5 Supernatural spell 2/day +1 level of existing spellcasting class
7th +3 +2 +2 +5 Mantle of spells 4 +1 level of existing spellcasting class
8th +4 +2 +2 +6 Supernatural spell 3/day +1 level of existing spellcasting class
9th +4 +3 +3 +6 Mantle of spells 5 +1 level of existing spellcasting class
10th +5 +3 +3 +7 Cloak of mysteries, supernatural spell 4/day +1 level of existing spellcasting class

Class skills[]

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy CHA
Heal WIS
Knowledge Int
Profession WIS
Spellcraft INT

Entropomancer[]

(Complete Divine variant, p. 36)

Entropomancers gain attunement to the great nothingness they say lies at the center of the universe.

Requirements[]

Alignment: Any nongood

Skills: Concentration 5 ranks , Knowledge (arcana) 5 ranks

Feats: Great Fortitude , Magical Aptitude

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

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Entropomancers gain no proficiency with weapons, armor, or shields of any type.

Shard of Entropy (Su): Twice per day, for a maximum of 1 round per entropomancer level, the character can create a miniature shard of entropy. The shard is a chunk of absolute blackness, 2 inches across, and can be moved up to 30 feet by the entropomancer as a standard action. Against objects, the shard deals 3d6 points of damage, bypassing the object’s hardness. Against creatures, the entropomancer must make a ranged touch attack to hit, and if successful the shard deals 3d6 points of damage to the target (Fortitude half, DC 12 + the entropomancer’s Wis modifier). The shard appears in any square adjacent to the entropomancer when it is created, and it can be used to attack on the round it is formed.

The shard of entropy lurches, jumps, and bounces around the square it’s in. Any creature who passes through the shard’s square takes damage as if the shard struck him (Fortitude half), as does any creature that’s in the same square as the shard at the beginning of the entropomancer’s turn. The entropomancer can move the shard into another square with a move action, or aim it at a specific creature (dealing damage immediately) as a standard action.

At 5th level, the entropomancer can use the shard to create a deeper connection to absolute nothingness. The shard of entropy deals 5d6 points of damage (Fortitude half, DC 14 + entropomancer’s Wis modifier).

At 9th level, the shard of entropy becomes even stronger, dealing 7d6 points of damage (Fortitude half, DC 16 + entropomancer’s Wis modifier). It also exerts an inexorable tug on creatures nearby, pulling them toward the shard. At the end of the entropomancer’s turn, the shard tries to pull creatures within 15 feet closer to it. This is treated as a bull rush attempt, for which the shard has a +11 bonus. If the shard wins the opposed check, it bull rushes creatures in a direct line toward its square. The entropomancer isn’t immune to this effect.

Spells per Day/Spells Known: Whenever an even-numbered level in the prestige class is gained, the entropomancer gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class in which he could cast 4th-level divine spells before she added the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which she could cast 4th-level spells before she became an entropomancer, she must decide to which class she adds each level of entropomancer for the purpose of determining spells per day and spells known.

Entropic Field (Su): As a standard action, an entropomancer can surround herself with a field of invisible, entropic energy that lasts for 1 round per entropomancer level. The field extends in a 5-foot per entropomancer level radius, centered on the entropomancer. All magical healing automatically fails within the entropic field. It takes the entropomancer a standard action to dismiss the entropic field.

At 5th level, the entropic field becomes strong enough to warp the laws of probability. Once per round, as a free action, the entropomancer can force a character within the field (including herself) to reroll an attack, save, or check. The entropomancer demands the reroll after she knows whether the attack, save, or check succeeded or failed, but before the exact consequences have been calculated and applied. The result of the reroll takes precedence, even if it’s worse than the original roll.

At 7th level, the entropic field causes wounds created within it to continue bleeding, dealing an additional 1 point of damage per round thereafter (at the end of the entropomancer’s turn) as long as they remain within the entropic field. A successful Heal check (DC 15) stops the bleeding. If multiple wounds are suffered, then the creature takes 1 point of damage per wound. The entropomancer is subject to the bleeding effect.

Control Sphere (Su): At level 10, the entropomancer has the ability to control a sphere of annihilation (described on page 279 of the Dungeon Master’s Guide) as if he were using a talisman of the sphere, and the entropomancer is personally unaffected by a sphere of annihilation, which passes through him as if his square was completely empty. High-level entropomancers are often obsessed with acquiring spheres of annihilation.

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +0 +2 +0 +2 Shard of entropy 2/day
2nd +1 +3 +0 +3 +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Entropic field 2/day
4th +3 +4 +1 +4 +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Entropic field (reroll), shard of entropy (5d6)
6th +4 +5 +2 +5 +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 Entropic field (wounding)
8th +6 +6 +2 +6 +1 level of existing divine spellcasting class
9th +6 +6 +3 +6 Shard of entropy (7d6, consuming)
10th +7 +7 +3 +7 Control sphere +1 level of existing divine spellcasting class

Class skills[]

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

Evangelist[]

(Complete Divine variant, p. 39)

Evangelists travel the world proclaiming their devotion to a particular deity, pantheon, or religious doctrine.

Requirements[]

Alignment: As a cleric of the chosen deity

Skills: Bluff 8 ranks , Gather Information 5 ranks , Knowledge (religion) 5 ranks , Perform (oratory) 6 ranks , Sense Motive 5 ranks

Feats: Negotiator (or) , Persuasive

Hit die[]

d6

Skill points[]

6 + Int

Class Features[]

Weapon and Armor Proficiency: Evangelists gain no weapon or armor proficiencies.

Great Orator (Su): An evangelist can inspire, protect, and otherwise improve the situation of his allies simply by speaking clearly and being heard. This ability is similar to the bard's bardic music ability (see page 29 of the Player's Handbook for a complete description) and, indeed, evangelist levels stack with bard levels to determine the strength of known bard songs. For example, a bard 3/evangelist 5 improves his inspire competence ability, but does not gain any new bard abilities. He could use bardic music to convert the unfaithful, countersong, fascinate, inspire the righteous, inspire courage +2, inspire dread or inspire hope, but would not gain the inspire competence, inspire greatness, or suggestion abilities. Alternately, a bard 7/evangelist 1 would be able to use bardic music to countersong, fascinate, inspire competence, inspire courage +2, inspire dread or inspire hope, and suggestion. Evangelist oratory abilities function in exactly the same manner as bardic music except the evangelist must speak loudly and clearly, rather than sing or play an instrument.

Inspire Dread (Su): An evil evangelist with 9 or more ranks in Perform (oratory) can inspire hopelessness in all enemies within 30 feet. This ability imposes a -4 penalty on Will saves on all enemies within 30 feet of the evangelist. Delivering this oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts as long as the evangelist speaks and for 3 rounds thereafter. Inspire dread is a mind-affecting ability.

Inspire Hope (Su): A good or neutral evangelist with 9 or more ranks in Perform (oratory) can inspire spiritual resilience in all allies within 30 feet. This ability gives the evangelist and all allies who can hear his oratory a +4 sacred bonus on Will saves. Delivering this oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts as long as the evangelist speaks and for three rounds thereafter. Inspire hope is a mind-affecting ability.

Inflame the Righteous (Su): An evangelist of 3rd level or higher with 11 or more ranks in Perform (oratory) can use this ability to wreath himself and any of his allies within 30 feet in divine flame. Each beneficiary of this ability gains the benefit of a fire shield spell. Use the evangelist's level +5 to determine the caster level of the spell. The damage caused by the spell is, however, purely divine and not subject to a creature's resistance or immunity to fire.

This oratory requires a full-round action to perform and requires concentration each round to continue the effect. The effect lasts as long as the evangelist speaks and for threerounds thereafter.

Convert the Unfaithful (Su): An evangelist of 5th level with at least 13 ranks in Perform (oratory) may attempt to convert a single enemy within 30 feet. As a full-round action, the evangelist delivers an impassioned speech on the righteousness of his beliefs to a single enemy, who must attempt a Will save (DC = 10 + class level + Cha mod). If the creature succeeds, it is shaken for one round. If the creature fails its saving throw, it converts. Creatures with an alignment subtype (such as angels and devils) are immune to this ability. A converted creature is effectively charmed by the evangelist (similar to a charm monster spell). In addition, a converted creature temporarily assumes the alignment of the evangelist and acts accordingly. This may mean some of the creature's class abilities, spells, or other abilities are unavailable to it for the duration of the spell (a paladin converted to something other than lawful good, for example, loses her class abilities for the duration).

When the duration elapses, the creature then has a choice: It can continue to act according to its new alignment, or it can shift back. If the creature chooses to permanently change its alignment to the evangelist's, it acts as if a cleric of the appropriate alignment had cast atonement on it. If the creature chooses to change back, it must make another saving throw (with the same save DC as before). If it fails this saving throw its alignment changes back but it needs an atonement spell to gain back any abilities it lost due to its temporary alignment change.

Fast Talk (Ex): At 2nd level, the evangelist knows the right thing to say at the right time. He may make a rushed Diplomacy check as a full-round action at only a —5 penalty.

Skill Mastery (Ex): At 4th level, the evangelist becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, the evangelist selects a number of skills equal to 1 + his Intelligence modifier (minimum of 1) from the following list: Bluff, Diplomacy, Disguise, Intimidate, and Sense Motive. When making a skill check with one of the selected skills, he may take 10 even if stress and distractions would normally prevent him from doing so.

Advancement[]

Level BAB Fort Ref Will Special
1st +0 +0 +0 +2 Great orator (inspire dread or inspire hope)
2nd +1 +0 +0 +3 Fast talk
3rd +2 +1 +1 +3 Great orator (inflame the righteous)
4th +3 +1 +1 +4 Skill mastery
5th +3 +1 +1 +4 Great orator (convert the unfaithful)

Class skills[]

Skill name Key ability Trained only Armor check penalty
Bluff CHA
Craft INT
Diplomacy CHA
Disguise CHA
Escape Artist DEX
Intimidate CHA
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
Sense Motive WIS
Speak Language None

Favored Soul[]

(Complete Divine variant, p. 6)

Favored souls cast divine spells by means of an innate connection rather than through laborious training and prayer, so their divine connection is natural rather than learned.

 ====Hit die====

d8

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Favored souls are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields). A favored soul is also proficient with her deity's favored weapon. Although a favored soul is not proficient with heavy armor, wearing it does not interfere with her spellcasting.

Spells: A favored soul casts divine spells (the same type of spells available to clerics), which are drawn from the cleric spell list. She can cast any spell she knows without preparing it ahead of time the way a cleric must.

To cast a spell, a favored soul must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a favored soul's spell is 10 + the spell's level + the favored soul's Wisdom modifier. Like other spellcasters, a favored soul can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1—1: The Favored Soul. In addition, she receives bonus spells for a high Charisma.

Unlike a cleric, a favored soul's selection of spells is limited. A favored soul begins play knowing four 0-level spells and three 1st-level spells of your choice. At each new favored soul level, she gains one or more new spells, as indicated on Table 1—2: Favored Soul Spells Known. (Unlike spells per day, her Charisma score does not affect the number of spells a favored soul knows; the numbers on Table 1—2 are fixed.)

Upon reaching 4th level, and at every even-numbered favored soul level after that (6th, 8th, and so on), a favored soul can choose to learn a new spell in place of one she already knows. In effect, the favored soul "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level favored soul spell the favored soul can cast. A favored soul may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a cleric, a favored soul need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Spells Known

Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 4 3
2 5 3
3 5 4
4 6 4 3
5 6 5 3
6 7 5 4 3
7 7 6 4 3
8 8 6 5 4 3
9 8 6 5 4 3
10 9 6 6 5 4 3
11 9 6 6 5 4 3
12 9 6 6 6 5 4 3
13 9 6 6 6 5 4 3
14 9 6 6 6 6 5 4 3
15 9 6 6 6 6 5 4 3
16 9 6 6 6 6 6 5 4 3
17 9 6 6 6 6 6 5 4 3
18 9 6 6 6 6 6 6 5 4 3
19 9 6 6 6 6 6 6 5 4 3
20 9 6 6 6 6 6 6 6 5 4

Deity's Weapon Focus: At 3rd level, a favored soul gains the Weapon Focus feat with her deity's favored weapon. If the character already has that feat, she can choose a different one.

Energy Resistance (Ex): At 5th level, a favored soul chooses an energy type and gains resistance 10 against that type. At 10th level and 15th level, the character gains resistance 10 against another energy type of her choosing.

Deity's Weapon Specialization: At 12th level, a favored soul gains the Weapon Specialization feat with her deity's favored weapon. If she already has that feat, she can choose a different one.

Wings (Ex): At 17th level, a favored soul gains wings and can fly at a speed of 60 feet (good maneuverability). A good-aligned favored soul grows feathered wings, and an evil-aligned favored soul gains batlike wings. A favored soul who is neither good nor evil may choose either type of wings.

Damage Reduction (Su): A 20th-level favored soul gains damage reduction. If the character is lawful-aligned, the damage reduction is 10/silver. If the character is chaotic-aligned, the damage reduction is 10/cold iron. A favored soul who is neither lawful nor chaotic may choose either type of damage reduction.

Advancement[]

Spells per Day
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +2 +2 5 3
2nd +1 +3 +3 +3 6 4
3rd +2 +3 +3 +3 Deity's weapon focus 6 5
4th +3 +4 +4 +4 6 6 3
5th +3 +4 +4 +4 Energy resistance (1st type) 6 6 4
6th +4 +5 +5 +5 6 6 5 3
7th +5 +5 +5 +5 6 6 6 4
8th +6/+1 +6 +6 +6 6 6 6 5 3
9th +6/+1 +6 +6 +6 6 6 6 6 4
10th +7/+2 +7 +7 +7 Energy resistance (2nd type) 6 6 6 6 5 3
11th +8/+3 +7 +7 +7 6 6 6 6 6 4
12th +9/+4 +8 +8 +8 Deity's weapon specialization 6 6 6 6 6 5 3
13th +9/+4 +8 +8 +8 6 6 6 6 6 6 4
14th +10/+5 +9 +9 +9 6 6 6 6 6 6 5 3
15th +11/+6/+1 +9 +9 +9 Energy resistance (3rd type) 6 6 6 6 6 6 6 4
16th +12/+7/+2 +10 +10 +10 6 6 6 6 6 6 6 5 3
17th +12/+7/+2 +10 +10 +10 Wings 6 6 6 6 6 6 6 6 4
18th +13/+8/+3 +11 +11 +11 6 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +11 +11 +11 6 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +12 +12 +12 Damage reduction 6 6 6 6 6 6 6 6 6 6

Geomancer[]

(Complete Divine variant, p. 41)

To the geomancer, all magic is the same.

Requirements[]

Skills: Knowledge (arcana) 6 ranks , Knowledge (nature) 6 ranks

Spells: Able to cast 2nd-level arcane spells and 2nd-level divine spells.

Hit die[]

d6

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: Geomancers gain no weapon or armor proficiencies.

Spells per Day/Spells Known: At each geomancer level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). Since the character had more than one spellcasting class before becoming a geomancer, the player must decide to which class to add each geomancer level for determining spells per day and spells known.

Spell Versatility: At 1st level, the geomancer learns to blend divine and arcane magic. He still acquires and prepares his spells in the normal manner for his individual spellcasting classes. When he casts them, however, he can mix or match spellcasting parameters from any of his classes to gain the maximum possible advantage for any spell with a spell level equal to or less than his spell versatility score. Thus, as a 4th-level geomancer, he can cast any of his 3rd-level or lower sorcerer/wizard spells with no chance of arcane spell failure from armor. (The druidic prohibition against metal armor still applies to druid/geomancers, however, since this stricture stems from a spiritual oath rather than a practical limitation.) The geomancer may use his Wisdom modifier to set the save DC for arcane spells, or his Charisma or Intelligence modifier (whichever he would normally use for arcane spells) to set the save DC for divine spells. If a spell requires either an arcane material component or a divine focus, he may use either. A cleric/geomancer who also has levels of wizard, sorcerer, or bard can spontaneously convert any prepared arcane or divine spell (except a domain spell) of an appropriate level into a cure or inflict spell of equal or lower level, though he must be capable of casting the latter as a cleric.

Drift: The character slowly becomes closer to nature. At each geomancer level, choose a drift from the appropriate stage (see Drift, below).

Ley Lines: At 2nd level, the geomancer learns to create magical connections with a specific type of terrain. Choose one of the following terrain types: aquatic, desert, forest, hills, marsh, mountains, or plains. In that terrain, the geomancer's effective caster level for all spells increases by +1. At 6th level and again at 10th level, the character may either choose a new terrain in which to receive the benefit (at +1), or increase his effective caster level in a previously chosen terrain by an additional +1.

Drift[]

Drift is a gradual devolution into some other natural form. Those who experience this phenomenon gain attributes of animals and plants as time goes by. Geomancers experience drift at every level. As a variant rule, high-level druids who spend all their lives away from civilization may also experience drift at the Dungeon Master's discretion – perhaps once every ten years.

Drift is divided into stages. You must choose one drift from stage 1 the first time you experience the phenomenon. Your second drift must also be from stage 1. Thereafter, you may choose from a higher stage only after you have acquired at least two drifts from the previous stage. For example, a stage 4 drift may be chosen only after you have at least two stage 1 drifts, two stage 2 drifts, and two stage 3 drifts. You may, however, choose drifts from stages below your maximum whenever you wish. For example, you if you have two stage 1 drifts, you may choose a third stage 1 rather than a stage 2, if desired.

Stage 1 drifts have no game effect. Each drift of stage 2 and beyond grants a permanent extraordinary ability. Natural attacks allow for Strength bonuses on damage rolls, except in the case of poison and acid. The damage values given for natural attacks are for Medium creatures. To adjust for Small or Large creatures, use the following table.

Natural Weapon Damage by Size
Small Medium Large
1d2 1d3 1d4
1d3 1d4 1d6
1d4 1d6 1d8
1d6 1d8 2d6
1d6 2d4 2d6

Stage 1 — Leopard spots appear on your body. — You grow a cat's tail. — You sprout feathers (but not wings). — Your eyebrows become green and bushy. — Your hair becomes a tangle of short vines. — Light, downy fur covers your skin. — Your skin turns green and scaly. — Your touch causes flowers to wilt. — Your voice sounds like a dog's, though it is still intelligible. — Zebra stripes appear on your body.

Stage 2 — A small camel's hump grows on your back. (You can go without water for up to five days.) — You grow a coat of white fur like a polar bear's. (You gain a +8 bonus on Hide checks in snowy areas.) — The pads of your feet become sticky, like those of a lizard. (You gain a +4 bonus on Climb checks.) — You become as swift as an elk. (Your land speed increases by +5 feet.) — You become as comely as a dryad. (You gain a +4 bonus on Diplomacy checks.) — You become as graceful as a cat. (You gain a +4 bonus on Balance checks.) — You sprout leaves and become photosynthetic. (You can subsist on 1 hour/day of sunlight in lieu of food, though you still require the same amount of water as before.) — Your blood flows as slowly as tree sap. The speed at which progressive damage, such as that from wounding or decomposition, affects you is halved. — Your eyes become as sharp as a rat's. (You gain low-light vision.) — Your skin adapts like that of an octopus. (You can change color to blend with your surroundings, gaining a +4 bonus on Hide checks.)

Stage 3 — Deer antlers grow from your forehead. (You gain a gore attack for 1d6 points of damage.) — Thorns grow on your body. (Your unarmed attacks do piercing damage, and those striking you with natural weapons take 1d3 points of piercing damage per successful hit.) — You can constrict like a snake. (You deal 1d3 points of damage with a successful grapple check against a creature of your size category or smaller.) — You can spin a web like a spider. (You can use your web to snare prey as described in the monstrous spider entry in the Monster Manual, but you cannot attack with it.) — You sprout fish gills. (You can breathe both water and air.) — Your eyes become as sharp as an eagle's. (You gain a +4 bonus on Spot checks in daylight.) — Your eyes become as sharp as an owl's. (You gain a +4 bonus on Spot checks in dusk and darkness.) — Your fingers grow hawklike talons. (You gain Weapon Finesse and can make two claw attacks per round for 1d3 points of damage each.) — Your mouth extends like a crocodile's. (You gain a bite attack for 1d6 points of damage.) — Your toes grow lionlike claws. (You can make two rake attacks for 1d4 points of damage each if you gain a hold on your target.)

Stage 4 — You grow an acid stinger like that of a giant ant. (You can sting for 1d4 points of piercing damage + 1d4 points of acid damage.) — You can trip like a wolf. (If you hit with a natural attack, you can attempt to trip your target as a free action; see the Wolf entry, page 283 of the Monster Manual.) — You can rage similar to a wolverine. (If you take damage, you rage as a 1st-level barbarian – see Barbarian entry, page 25 of the Player's Handbook – or gain +1 effective level of any class you have that grants rage as a class feature, but only for determining the benefits of rage.) — You gain a boar's ferocity. (You continue to fight without penalty even while disabled or dying.) — You can grab like a bear. (You gain the improved grab ability as described on page 310 of the Monster Manual.) — You can pounce like a leopard. (If you leap on a foe in the first round of combat, you can make a full attack action even if you have already taken a move action.) — Your hands become as strong as a gorilla's. (You gain a +2 bonus on Strength checks to break objects.) — Your jaw becomes as powerful as a weasel's. (You can attach to an opponent with a successful bite and inflict 1d3 points of damage per round until unattached. However, you lose your Dexterity bonus to AC while attached.) — You can fire an ink cloud as a squid does. (In water, you can emit a cloud of jet-black ink 10 feet on a side once per minute as a free action; this provides total concealment and those within the cloud suffer the effects of total darkness.) — Your nose becomes as sensitive as a hound's. (You gain scent out to a range of 30-ft. Scent is described on page 314 of the Monster Manual.)

Stage 5 — You grow a unicorn horn. (You gain a +4 bonus on Fortitude saves against poison and a gore attack for 1d8 points of damage.) — Feathered or batlike wings grow from your back. (You gain a fly speed of 60 feet.) — You can curl into a spiny ball like a hedgehog. (When curled, you gain a +4 natural armor bonus to AC, but you may not move or attack. Curling or uncurling is a standard action.) — You are as graceful as a pixie. (You gain a +2 bonus on Reflex saves.) — You gain the tremorsense of an earthworm. (You can sense anything in contact with the ground within 30 feet of you.) — Your canine teeth exude poison. (If you hit with a bite attack, your target must make a Fortitude save (DC 10 + 1/2 your character level + your Constitution modifier) against poison. Initial damage is 1d2 points of temporary Dexterity damage; secondary damage is 1d4 points of temporary Dexterity damage.) — Your senses become as sharp as a bat's. (You gain blindsense out to 30 feet, as described on page 306 of the Monster Manual.) — Your feet extend to elephantine width. (You gain the trample ability as described in the introduction of the Monster Manual. Your trample attack does 2d4 points of bludgeoning damage, and the Reflex save DC is 10 + 1/2 your character level + your Strength modifier.) — You can move like a cheetah. (Once per hour, you can take a charge action to move ten times your normal speed.) — Your skin becomes tree bark. (You gain a +1 natural armor bonus to AC.)

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +0 +2 +0 +2 Drift 1, spell versatility 0 +1 level of existing spellcasting class
2nd +1 +3 +0 +3 Drift 1, ley lines +1, spell versatility 1 +1 level of existing spellcasting class
3rd +2 +3 +1 +3 Drift 2, spell versatility 2 +1 level of existing spellcasting class
4th +3 +4 +1 +4 Drift 2, spell versatility 3 +1 level of existing spellcasting class
5th +3 +4 +1 +4 Drift 3, spell versatility 4 +1 level of existing spellcasting class
6th +4 +5 +2 +5 Drift 3, ley lines +2, spell versatility 5 +1 level of existing spellcasting class
7th +5 +5 +2 +5 Drift 4, spell versatility 6 +1 level of existing spellcasting class
8th +6 +6 +2 +6 Drift 4, spell versatility 7 +1 level of existing spellcasting class
9th +6 +6 +3 +6 Drift 5, spell versatility 8 +1 level of existing spellcasting class
10th +7 +7 +3 +7 Drift 5, ley lines +3, spell versatility 9 +1 level of existing spellcasting class

Class skills[]

Skill name Key ability Trained only Armor check penalty
Climb STR
Concentration CON
Craft INT
Diplomacy CHA
Handle Animal CHA
Heal WIS
Knowledge (arcana) INT
Knowledge (geography) INT
Knowledge (nature) INT
Scry Int
Spellcraft INT
Survival WIS
Swim STR

Holy Liberator[]

(Complete Divine variant, p. 45)

The holy liberator is a holy warrior, a distant cousin of the paladin.

Requirements[]

Base Attack Bonus: +5

Alignment: Chaotic Good

Skills: Diplomacy 5 ranks , Sense Motive 5 ranks

Feats: Iron Will

Hit die[]

d10

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Holy liberators are proficient with all simple and martial weapons, with all types of armor, and with shields.

Spells per Day: A holy liberator has the ability to cast a small number of divine spells. To cast a spell, the holy liberator must have a Wisdom score of at least 10 + the spell's level, so a holy liberator with a Wisdom of 10 or lower cannot cast these spells. Holy liberator bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the holy liberator's Wisdom modifier. When the holy liberator gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A holy liberator without a bonus spell for that level cannot yet cast a spell of that level.)

The holy liberator uses the paladin spell list, with a few changes. The holy liberator's spell list does not include any spells with the law descriptor. The following spells are added to the holy liberator's spell list: 1st – protection from law; 2nd – heroism; 3rd – magic circle against law; 4th – dispel law, freedom of movement. A holy liberator prepares and casts spells just as a cleric does (though the liberator cannot spontaneously cast cure or inflict spells).

Aura of Good (Ex): The power of a holy liberator's aura of good (see the detect good spell) is equal to his class level plus his cleric level, if any.

Detect Evil (Sp): The holy liberator can use detect evil as a spell-like ability at will.

Smite Evil (Su): Once per day, a holy liberator may attempt to smite evil with one normal melee attack. He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. For example, a 9th-level holy liberator armed with a longsword would deal 1d8+9 points of damage, plus any additional bonuses for high Strength or magical effects that normally apply. If the holy liberator 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, the holy liberator may smite evil twice per day, and at 10th level three times per day.

Remove Fatigue (Su): A holy liberator of 2nd level or higher can eliminate fatigue in any creature he touches. Using this ability is a standard action; the holy liberator may use it a number of times per day equal to 3 + his Charisma modifier.

Aura of Resolve (Ex): Beginning at 3rd level, the holy liberator gains immunity to all charm and compulsion effects. His mind is his own, and no other creature can control his thoughts or actions. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against charm or compulsion effects. This ability functions while the holy liberator is conscious, but not if he is unconscious or dead.

Divine Grace (Su): A holy liberator of 4th level or higher applies his Charisma modifier (if positive) as a bonus on all saving throws.

Break Enchantment (Sp): Beginning at 4th level, a holy liberator can use break enchantment once per week. He can use this ability twice per week at 8th level.

Celestial Companion (Sp): Upon reaching 6th level, a holy liberator gains the service of a celestial companion (a cat, eagle, hawk, warhorse, owl, pony, riding dog, or wolf) to serve him in his struggle against tyranny. The creature has the celestial template (see page 31 of the Monster Manual). This creature may willingly act as a guardian (such as a hawk), a helper (such as a cat), or a mount (such as a horse).

Once per day, as a full-round action, a holy liberator may magically call his companion from the celestial realms in which it resides. The companion immediately appears adjacent to the holy liberator and remains for 2 hours per holy liberator level; it may be dismissed at any time as a free action. The companion is the same creature each time it is summoned, though the holy liberator may release a particular companion from service (if it has grown too old to join her struggle, for instance). Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed (including barding, saddle, and the like for mounts). Calling the companion is a conjuration (calling) effect.

Should the holy liberator's companion die, it immediately disappears, leaving behind any equipment it was carrying. The liberator may not call another companion for thirty days or until he gains a liberator level, whichever comes first, even if the companion is somehow returned from the dead. During this thirty-day period, the liberator takes a —1 penalty on attack and weapon damage rolls. Treat the companion as a special mount for the purpose of spells that specifically affect a paladin's special mount (such as heal mount).

Code of Conduct: Holy liberators must be of chaotic good alignment and lose all special class abilities if they ever willingly commit an act of evil. True to their alignment, holy liberators have no more formalized code of conduct than that.

EX-PALADIN LIBERATORS[]

It is not altogether uncommon for paladins to slip away from the unswerving path of law in their overriding quest for good and become holy liberators. For the most part, the ex-paladin who adopts the holy liberator class does not regain any of his lost paladin abilities. However, the character's paladin levels stack with holy liberator levels for the purpose of determining caster level for holy liberator spells and for determining the power of his smite evil ability.

CELESTIAL COMPANION[]

The holy liberator's celestial companion is superior to a normal animal of its type. It has the celestial template, as described in the Monster Manual. It further gains HD and special abilities based on the holy liberator's character level (see the table).

Character Level Bonus HD Natural Armor Adj. Dex Adj. Int Special
12th or less +2 +1 +1 6 Empathic link, improved evasion, improved speed +10 ft., share saving throws, share spells
13th-15th +4 +3 +2 7 Speak with holy liberator
16th-18th +6 +5 +3 8 Blood bond, improved speed +20 ft.
19th-20th +8 +7 +4 9 Spell resistance

See the Paladin's Mount sidebar in the Player's Handbook for definitions of the terms in this table, except as listed below.

Dex Adj.: Add this figure to the companion's Dexterity score.

Improved Speed (Ex): The mount's speed increases by 10 ft. if its liberator's character level is 15th or lower. If the liberator's character level is 16th or higher, the mount's speed increases by a total of +20 feet.

Blood Bond (Ex): The companion gains a +2 bonus on all attacks, checks, and saves if it witnesses the holy liberator being threatened or harmed.

Spell Resistance (Ex): A companion's spell resistance equals the liberator's class level +10.

Advancement[]

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Aura of good, detect evil, smite evil 1/day 0
2nd +2 +3 +0 +0 Remove fatigue 1
3rd +3 +3 +1 +1 Aura of resolve 1 0
4th +4 +1 +1 +1 Break enchantment 1/week, divine grace 1 1
5th +5 +1 +1 +1 Smite evil 2/day 1 1 0
6th +6 +2 +2 +2 Celestial companion 1 1 1
7th +7 +2 +2 +2 2 1 1
8th +8 +2 +2 +2 Break enchantment 2/week 2 1 1 1
9th +9 +3 +3 +3 2 2 1 1
10th +10 +3 +3 +3 Smite evil 3/day 2 2 2 1

Class skills[]

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

Hospitaler[]

(Complete Divine variant, p. 48)

Hospitalers are a fighting force of necessity, sworn to poverty, obedience, and the defense of those in their care.

Requirements[]

Base Attack Bonus: +5

Alignment: Any nonchaotic

Skills: Handle Animal 5 ranks , Ride 5 ranks

Feats: Mounted Combat , Ride-By Attack

Spells: Able to cast 1st-level divine spells.

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Hospitalers gain proficiency with all simple and martial weapons, with all types of armor, and with shields.

Lay on Hands (Su): A hospitaler with a Charisma score of 12 or higher can heal wounds by touch. Each day she can heal a total number of hit points of damage equal to her hospitaler level times her Charisma modifier. A hospitaler may choose to divide her healing among multiple recipients, and she doesn't have to use it all at once. Using lay on hands is a standard action.

If the hospitaler has this ability from another class, her levels in those classes stack to determine the total number of hit points of damage she can heal each day.

Spells per Day/Spells Known: A hospitaler continues advancing in divine spellcasting ability as well as learning the skills of the hospitalers. Thus, when a new hospitaler level is gained (except for 1st, 5th, and 9th levels), the character gains new divine spells per day (and spells known, if applicable) as if she had gained a level in the 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 controlling or rebuking undead, greater damage with the smite evil ability, and so on). If the character had more than one divine spellcasting class before becoming a hospitaler, the player must decide to which class to add each hospitaler level for the purposes of determining spells per day and spells known.

Bonus Feat: At the indicated levels, a hospitaler may take a bonus feat. These feats are drawn from the feats designated as fighter bonus feats (in the Player's Handbook and elsewhere).

Remove Disease (Sp): Beginning at 3rd level, a hospitaler can use remove disease as a spell-like ability once per week. At 7th level and higher, she can use this ability twice per week.

Code of Conduct: Hospitalers take an oath of poverty, obedience, and defense of those in their care. This does not mean that hospitalers live mean, penny-pinching lives. They share their wealth among themselves and give any excess to their order. Obedience is not related to character or social rank, but rather to position assigned within the order, and often changes with the situation. Regardless of their relative ranks, all hospitalers defer to the head of a facility while on the grounds. Hospitalers must be willing to lay down their lives to protect the pilgrims or hospitaler facilities under their care, but should not do so recklessly.

Multiclass Note: A paladin who becomes a hospitaler may continue advancing as a paladin.

EX-HOSPITALERS[]

A hospitaler who becomes chaotic, who willfully commits a chaotic act, or who grossly violates the hospitaler code of conduct loses all class features and spells and may not progress in levels as a hospitaler. She regains her abilities if she atones for her violations (see the atonement spell description, page 201 of the Player's Handbook).

A hospitaler faces a special restriction in multiclassing. A hospitaler who gains a level in a class other than hospitaler or paladin may never again increase her hospitaler level, though she retains all her hospitaler abilities. The path of the hospitaler, like that of the paladin, requires a constant heart. Once you have turned off the path, you may never return.

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +1 +2 +0 +0 Bonus feat, lay on hands
2nd +2 +3 +0 +0 +1 level of existing divine spellcasting class
3rd +3 +3 +1 +1 Remove disease 1/week +1 level of existing divine spellcasting class
4th +4 +4 +1 +1 +1 level of existing divine spellcasting class
5th +5 +4 +1 +1 Bonus feat
6th +6 +5 +2 +2 +1 level of existing divine spellcasting class
7th +7 +5 +2 +2 Remove disease 2/week +1 level of existing divine spellcasting class
8th +8 +6 +2 +2 +1 level of existing divine spellcasting class
9th +9 +6 +3 +3 Bonus feat
10th +10 +7 +3 +3 +1 level of existing divine spellcasting class

Class skills[]

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy CHA
Handle Animal CHA
Heal WIS
Knowledge (religion) INT
Profession WIS
Ride DEX

Master of Shrouds[]

(Libris Mortis: The Book of the Dead variant, p. 46)

The master of shrouds is an evil spellcaster who magically seizes incorporeal undead and sets them to do her bidding. Plucking vile creatures such as wraiths and shadows from their restless haunts, she summons them to her presence and commands them to work her will. Furious at their forced servitude, the wrathful undead spread fear and death in their wake.

Most masters of shrouds have experience as clerics. Paladins never become masters of shrouds, though ex-paladins may do so, particularly if they turn far enough from their lawful good roots to become blackguards. Multiclass clerics are also common followers of this path, including cleric/fighters and cleric/rogues. A small number of cleric/necromancer/mystic theurges take up the role of master of shrouds at their highest levels.

NPC masters of shrouds operate in secret, pursuing their evil plans under cover of darkness. They may work individually or in groups, depending on their assignment. They rarely stay in one place for long, and rarely work in groups larger than four, to avoid attracting too much attention from paladins and good clerics, not to mention hunters of the dead.

Requirements[]

Alignment: Any Nongood

Skills: Concentration 5 ranks , Knowledge (religion) 5 ranks , Spellcraft 5 ranks

Feats: Augment Summoning , Spell Focus (Conjuration)

Base Save Bonus: Will +5. Spells: Able to cast protection from good as a divine spell. Special: Able to rebuke undead

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Master of shrouds gain no proficiency with any weapons, armor, or shields.

Spells per Day/Spells Known: Beginning at 2nd level, a master of shrouds gains new spells per day (and spells known, if applicable)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 (metamagic or item creation feats and so on; but see Rebuke Undead, below). If she had more than one divine spellcasting class before becoming a master of shrouds, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Extra Rebuking (Ex): A master of shrouds may use her rebuke undead ability four additional times per day.

Rebuke Undead (Su): Master of shrouds class levels stack with levels of all other classes that grant the ability to rebuke undead for the purpose of determining the character's effective cleric level for rebuking. See Turn or Rebuke Undead, page 159 of the Player's Handbook. For example, a 7th-level cleric/5th-level master of shrouds rebukes undead as a 12th-level cleric.

Summon Undead (Sp): At 2nd level and higher, a master of shrouds can summon one or more incorporeal undead creatures a number of times per day equal to 3 + her Charisma modifier (minimum 1). This ability is otherwise identical to the summon monster spells, except that a master of shrouds adds her Charisma modifier (if possible) to the duration of the effect.

At 2nd level, a master of shrouds can summon a single shadow. At 4th level, she can summon one wraith or two shadows. At 6th level, she can summon one spectre, two wraiths, or four shadows. At 8th level, she can summon one greater shadow, two spectres, four wraiths, or four shadows. At 10th level, she can summon one dread wraith, two greater shadows, four spectres, four wraiths, or four shadows.

Improved Summoning (Ex): Beginning at 5th level, a master of shrouds summons more powerful undead creatures than normal. Whenever she casts a summon undead spell or when she uses her summon undead class ability, the summoned creature gains a +2 enhancement bonus on attack rolls and damage rolls.

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Extra rebuking, rebuke undead
2nd +1 +0 +0 +3 Summon undead (shadow) +1 divine spellcasting level
3rd +2 +1 +1 +3 +1 divine spellcasting level
4th +3 +1 +1 +4 Summon undead (wraith) +1 divine spellcasting level
5th +3 +1 +1 +4 Improved summoning +1 divine spellcasting level
6th +4 +2 +2 +5 Summon undead (spectre) +1 divine spellcasting level
7th +5 +2 +2 +5 +1 divine spellcasting level
8th +6 +2 +2 +6 Summon undead (greater shadow) +1 divine spellcasting level
9th +6 +3 +3 +6 +1 divine spellcasting level
10th +7 +3 +3 +7 Summon undead (dread wraith) +1 divine spellcasting level

Class skills[]

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy CHA
Hide DEX
Knowledge (arcana) INT
Knowledge (religion) INT
Profession WIS
Spellcraft INT

Moon Guardian[]

(Complete Divine variant, p. None)

When a werewolf or other evil lycanthrope passes on the curse of lycanthropy, the victim must either find a cure quickly or succumb slowly to the ravening evil of a bestial nature. But good or neutral divine spellcasters who have strong connections to their deities or to the divine powers they choose to represent can sometimes use their divine connections to stave off the slide into evil. Those who succeed are known as moon guardians.

Requirements[]

Alignment: Any good

Spells: Ability to cast 3rd-level divine spells. Other: The candidate must be an afflicted lycanthrope aware of his condition.

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Moon guardians gain no proficiency with any weapon, armor, or shield.

Natural Spell: At 1st level, the moon guardian gains Natural Spell as a bonus feat if he did not already have it.

Spells per Day/Spells Known: When an even-numbered level of moon guardian is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class granted him access to 3rd-level spells before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, and so on). The level of moon guardian is added to the level of whatever other divine spellcasting class granted the character access to 3rd-level spells, then spells per day, spells known, and caster level are determined accordingly.

If a character had more than one divine spellcasting class that granted access to 3rd-level spells before he became a moon guardian, the player must decide to which class to add each level of moon guardian for the purpose of determining spells per day and spells known.

Voluntary Change (Ex): At 1st level, the moon guardian receives the blessing of a deity of the moon. Unlike other afflicted lycanthropes, he can voluntarily change into animal or hybrid form without immediately and permanently changing alignment to that of his lycanthrope kind. The moon guardian is still subject to involuntary transformation under the full moon and whenever he takes damage in combat, but a failed Control Shape check under those circumstances doesn't change the character's alignment. Furthermore, a moon guardian who fails a Control Shape check to resume humanoid form can make another attempt each subsequent round, rather than waiting until dawn.

Rapid Change (Ex): At 3rd level, the moon guardian can make a Control Shape check as a move action rather than a standard action, though he can still change form only once per round.

Instantaneous Change (Ex): At 5th level, the moon guardian can make a Control Shape check as a free action. Furthermore, he can do so in response to another's action, even if it isn't his turn yet. He can still change form only once per round.

Advancement[]

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day/Spells Known
1st +1 +2 +2 +0 Natural spell, voluntary change
2nd +2 +3 +3 +0 +1 level of existing divine spellcasting class
3rd +3 +3 +3 +1 Rapid change
4th +4 +4 +4 +1 +1 level of existing divine spellcasting class
5th +5 +4 +4 +1 Instantaneous change

Class skills[]

Skill name Key ability Trained only Armor check penalty
Concentration CON
Control Shape WIS
Craft INT
Knowledge (religion) INT
Spellcraft INT

Nightcloak[]

(Complete Divine variant, p. None)

Nightcloaks are the apple of Shar's eye — devoted to her vision, preserving her secrets, practicing her magic, as twisted and bitter as it is.

Requirements[]

Base Attack Bonus: +3

Alignment: Any evil

Skills: Bluff 2 ranks , Hide 4 ranks , Move Silently 2 ranks , Perform (any) 4 ranks

Feats: Iron Will , Spell Focus (Enchantment, Illusion, or Necro.)

Spells: Ability to cast 3rd-level divine spells. A cleric candidate must have access to the Evil domain.

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Nightcloaks gain no proficiency with any weapon, armor, or shield.

Spells per Day/Spells Known: When a new level of nightcloak is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class to which she belonged before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, metamagic or item creation feats, and so on). The level of nightcloak is added to the level of whatever other spellcasting class the character has, then spells per day, spells known, and caster level are determined accordingly.

If the character had more than one spellcasting class before she became a nightcloak, the player must decide to which class to add each level of nightcloak for the purpose of determining spells per day and spells known.

Might of Darkness (Ex): At 1st level, a nightcloak casts any spell with the darkness descriptor at +2 caster level.

Eyes of Night (Ex): When the nightcloak reaches 2nd level, her eyes become totally black, granting her darkvision to a 60-foot range. She can also see through magical darkness to a range of 10 feet with the same black-and-white vision that darkvision provides. The nightcloak also cannot be blinded by magical effects.

Shadow Talk (Su): At 4th level, a nightcloak gains the ability to communicate mystically through the shadows of the mind. As a free action, she can whisper short messages to other worshipers of her patron deity, and each such creature within 500 feet hears the message as a whisper in its mind. Observers can also hear the words if they are close enough to hear the nightcloak's actual whispers (a DC 15 Listen check if the listener is within 10 feet of the nightcloak, +1 per 5 feet beyond that). Shadow talk is a sonic, language-dependent effect.

True Lies (Sp): Beginning at 5th level, a nightcloak can reach into a creature's mind and modify its memories as if using the 4th-level bard spell modify memory (caster level equals nightcloak's character level; save DC 10 + 1/2 nightcloak's character level + nightcloak's Charisma modifier). This ability is usable once per day.

Grace of the Dark (Ex): Beginning at 7th level, the nightcloak can use the power of her mind to protect herself. She adds her Intelligence bonus (if any) to all saving throws.

Minions of Night (Sp): Once per week as a standard action, an 8th-level or higher nightcloak can summon one shadow per nightcloak level she possesses. The summoned shadows do her bidding for a number of rounds equal to her nightcloak level. Any shadows they create by draining Strength are likewise under the control of the nightcloak, but they vanish along with the originals when the duration of the effect expires. The nightcloak can verbally communicate with the shadows as if she knew their language or use her shadow talk ability to communicate with them.

Voice of Ineffable Evil (Sp): At 10th level, a nightcloak can command a creature as though using the dominate monster spell (caster level equals nightcloak's character level). This ability is usable once per day and lasts for 24 hours unless ended earlier. Unlike most spell-like abilities, voice of ineffable evil has a verbal component.

Advancement[]

Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day/Spells Known
1st +0 +2 +0 +2 Might of darkness +1 level of existing spellcasting class
2nd +1 +3 +0 +3 Eyes of night +1 level of existing spellcasting class
3rd +2 +3 +1 +3 +1 level of existing spellcasting class
4th +3 +4 +1 +4 Shadow talk +1 level of existing spellcasting class
5th +3 +4 +1 +4 True lies +1 level of existing spellcasting class
6th +4 +5 +2 +5 +1 level of existing spellcasting class
7th +5 +5 +2 +5 Grace of the dark +1 level of existing spellcasting class
8th +6 +6 +2 +6 Minions of night +1 level of existing spellcasting class
9th +6 +6 +3 +6 +1 level of existing spellcasting class
10th +7 +7 +3 +7 Voice of ineffable evil +1 level of existing spellcasting class

Class skills[]

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

Pious Templar[]

(Complete Divine variant, p. 50)

Sworn to the defense of a temple site, the pious templar is a holy warrior blessed by her deity with combat prowess and great endurance.

Requirements[]

Base Attack Bonus: +5

Skills: Knowledge (religion) 4 ranks

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

Hit die[]

d10

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Pious templars gain no weapon or armor proficiencies.

Mettle (Su): A pious templar’s special blessing allows her to shrug off magical effects that would otherwise harm her. If a pious templar makes a successful Will or Fortitude saving throw that would normally reduce the spell’s effect, she suffers no effect from the spell at all. Only those spells with a Saving Throw entry of “Will partial,” “Fortitude half,” or similar entries can be negated through this ability.

Spells per Day: A pious templar has the ability to cast a small number of divine spells. To cast a spell, the pious templar must have a Wisdom score of at least 10 + the spell’s level, so a pious templar with a Wisdom of 10 or lower cannot cast these spells. Pious templar bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the pious templar’s Wisdom modifier. When the pious templar gets 0 spells of a given level, such as 0 1st-level spells at 1st level, she gets only bonus spells. (A pious templar without a bonus spell for that level cannot yet cast a spell of that level.) A pious templar has access to any spell on the list and can freely choose which to prepare, just like a cleric. A pious templar prepares and casts spells just as a cleric does (though the pious templar cannot spontaneously cast cure or inflict spells).

A good pious templar (or a neutral pious templar of a good deity) uses the paladin spell list. An evil pious templar (or a neutral pious templar of an evil deity) uses the blackguard spell list. A pious templar who is neither good nor evil and whose deity is neither good nor evil can chose to use the paladin or the blackguard spell list. Once the player makes this choice, it cannot be reversed.

Smite (Su): Once per day, a pious templar of 2nd level or higher may make a single melee attack with a +4 attack bonus and a damage bonus equal to her pious templar level (if she hits). The pious templar must declare the smite before making the attack. Starting at 6th level, a pious templar can smite twice per day and at 10th level, three times per day.

If a pious templar has a smite evil or smite ability (for being a paladin or a cleric with the Destruction domain) already, she can use the ability one extra time per day (two extra times at 7th level). The attack bonus does not increase, but the damage bonus is based on the character’s combined level (pious templar level plus cleric or paladin level).

Damage Reduction (Ex): Starting at 3rd level, pious templars have the ability to shrug off some amount of injury from each blow or attack. A pious templar gains damage reduction 1/—. At 7th level, this damage reduction rises to 2/—.

Weapon Specialization: At 3rd level, a pious templar gains the Weapon Specialization feat with her deity’s favored weapon.

Bonus Feat: At 4th level and again at 8th level, a pious templar gets a bonus feat. These bonus feats must be drawn from the feats noted as fighter bonus feats in the Player’s Handbook and other books. If a pious templar selects a feat that requires her to apply its effects to a specific weapon (such as Improved Critical), she may only apply that feat to her deity’s favored weapon.

Advancement[]

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Mettle 0
2nd +2 +3 +0 +3 Smite 1/day 1 0
3rd +3 +3 +1 +3 Damage reduction 1/—, Weapon Specialization 1 1
4th +4 +4 +1 +4 Bonus feat 1 1
5th +5 +4 +1 +4 1 1 0
6th +6 +5 +2 +5 Smite 2/day 1 1 1
7th +7 +5 +2 +5 Damage reduction 2/— 2 1 1 0
8th +8 +6 +2 +6 Bonus feat 2 1 1 1
9th +9 +6 +3 +6 2 2 1 1
10th +10 +7 +3 +7 Smite 3/day 2 2 2 1

Class skills[]

Skill name Key ability Trained only Armor check penalty
Climb STR
Concentration CON
Craft INT
Heal WIS
Jump STR
Knowledge (religion) INT
Profession WIS
Swim STR

Radiant Servant of Pelor[]

(Complete Divine variant, p. 52)

The radiant servants of Pelor put the dogma of demonstrating strength through charity and modesty into living practice.

Requirements[]

Alignment: Neutral good

Skills: Heal 5 ranks , Knowledge (religion) 9 ranks

Feats: Extra Turning

Base Save Bonus: Will +5. Spells: Able to cast 1st-level divine spells and access to the Sun domain. Special: Must have Pelor as patron deity. (Adapt as desired for sun god of the setting.)

Hit die[]

d6

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Radiant servants of Pelor are proficient with all simple and martial weapons, with all armor, and with shields.

Radiance: When a radiant servant of Pelor casts any spell with the light descriptor, the radius of illumination is doubled, and the spell is treated as if it were one level higher than it actually is for all purposes, including determining whether it can counter or dispel a spell with the darkness descriptor. Thus, a daylight spell cast by a radiant servant sheds light in a 120-foot radius and is treated as a 4th-level spell, allowing it to counter or dispel any darkness spell of 4th level or lower.

Extra Greater Turning: The radiant servant of Pelor can perform a greater turning (the granted power of the Sun domain) a number of times per day equal to 3 + her Charisma modifier.

Spells per Day/Spells Known: When a new radiant servant of Pelor level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class he belonged to before he added 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, wild shape ability, and so on). This essentially means that he adds the level of radiant servant of Pelor to the level of whatever other spellcasting class the character has, then determines spells per day and spells known accordingly.

If a character had more than one spellcasting class in which he could cast 1st-level divine spells before he became a radiant servant of Pelor, the player must decide which class to assign each level of radiant servant of Pelor for the purpose of determining spells per day.

Turn Undead: A radiant servant of Pelor adds his radiant servant class levels to his cleric levels for all purposes related to turning undead.

Divine Health (Ex): A radiant servant of Pelor who is at least 2nd level is immune to all diseases, including magical diseases such as mummy rot and lycanthropy.

Empower Healing (Ex): When a radiant servant of Pelor of at least 2nd level casts a domain spell from the Healing domain, that spell is affected as though by the Empower Spell feat. This spell does not use up a higher-level slot.

Aura of Warding (Su): Starting at 3rd level, a radiant servant and all allies within 10 feet of him gain a +2 morale bonus on all Will saving throws.

Bonus Domain: A radiant servant who reaches 5th level is granted another of Pelor’s domains as a third cleric domain, or he can choose the Glory or Purification domain. He can use the granted power of the new domain, and he can choose from the spell lists of three domains when selecting his domain spells for the day.

Maximize Healing (Ex): When a radiant servant of Pelor who is at least 6th level casts a domain spell from the Healing domain that spell is affected as though by the Maximize Spell feat. The spell does not use up a higher-level slot. This power supersedes the empower healing ability until the character reaches 10th level.

Positive Energy Burst (Su): As a standard action, a radiant servant of Pelor who is at least 8th level can create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures within 100 feet of the character. Undead are allowed a Reflex save (DC equal to 10 + the class level of the radiant servant) to avoid half the damage. This supernatural ability uses up two turning attempts. A radiant servant cannot use this ability if he has fewer than two turning attempts left for the day.

Supreme Healing (Ex): When a radiant servant of Pelor who is at least 10th level casts a domain spell from the Healing domain, that spell is affected as though by both the Empower Spell and the Maximize Spell feats. The spell does not use up a higher-level slot.

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +0 +2 +0 +2 Extra greater turning, radiance, turn undead +1 level of existing divine spellcasting class
2nd +1 +3 +0 +3 Divine health, empower healing +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Aura of warding +1 level of existing divine spellcasting class
4th +3 +4 +1 +4 +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Bonus domain +1 level of existing divine spellcasting class
6th +4 +5 +2 +5 Maximize healing +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 +1 level of existing divine spellcasting class
8th +6 +6 +2 +6 Positive energy burst +1 level of existing divine spellcasting class
9th +6 +6 +3 +6 +1 level of existing divine spellcasting class
10th +7 +7 +3 +7 Supreme healing +1 level of existing divine spellcasting class

Class skills[]

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

Rainbow Servant[]

(Complete Divine variant, p. 54)

Those who have learned what the couatl temples have to offer are known as rainbow servants.

Requirements[]

Alignment: Any nonevil and nonchaotic

Skills: Knowledge (arcana) 4 ranks

Spells: Able to cast 3rd-level arcane spells. Special: Must find the hidden jungle temples of the couatls.

Hit die[]

d4

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Rainbow servants gain no proficiency in weapons or armor.

Detect Evil (Sp): At will, a rainbow servant can use detect evil, as the spell.

Extra Domain: A rainbow servant gains the granted power and spell access of the Good domain at 1st level, the Air domain at 4th level, and the Law domain at 7th level. The rainbow servant generally uses a multicolored feather of a couatl as her divine focus. For an explanation of how nonclerics receive domain spells, see the Extra Domains section on page 20 of the Complete Divine book.

Spells per Day/Spells Known: When a new rainbow servant level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class in which she could cast 3rd-level arcane spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that she adds the level of rainbow servant to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.

If a character had more than one spellcasting class in which she could cast 3rd-level arcane spells before she became a rainbow servant, the player must decide which class to assign each level of rainbow servant for the purpose of determining spells per day and spells known.

Grow Wings (Su): Starting at 4th level, a rainbow servant can grow multicolored, feathered wings like that of a couatl. The wings, which allow flight at a speed of 60 feet with good maneuverability, have a daily duration of 1 minute per rainbow servant level, divided up however the rainbow servant wishes. It takes a standard action to grow or eliminate the feathered wings. Restrictive clothing and armor of any kind prevents the wings from growing, and a rainbow servant can’t grow wings while grappling.

Detect Chaos (Sp): At will, a rainbow servant of 7th level or higher can use detect chaos, as the spell.

Cleric Spell Access: A 10th-level rainbow servant can learn and cast spells from the cleric list, even if they don’t appear on the lists of any spellcasting class he has. Such spells are cast as divine spells if they don’t appear on the sorcerer/wizard or bard spell lists. This class feature grants access to the spells, but not extra spells per day. The 10th-level rainbow servant can likewise read scrolls with cleric spells on them and use wands and staffs that contain cleric spells.

Detect Thoughts (Sp): At will, a 10th-level rainbow servant can use detect thoughts, as the spell. The save DC is Charisma based.

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Detect evil, extra domain (Good)
2nd +1 +0 +0 +3 +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Extra domain (Air), grow wings
5th +2 +1 +1 +4 +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 +1 level of existing arcane spellcasting class
7th +3 +2 +2 +5 Detect chaos, extra domain (Law)
8th +4 +2 +2 +6 +1 level of existing arcane spellcasting class
9th +4 +3 +3 +6 +1 level of existing arcane spellcasting class
10th +5 +3 +3 +7 Cleric spell access, detect thoughts

Class skills[]

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

Sacred Exorcist[]

(Complete Divine variant, p. 56)

Through elaborate rites that may include dancing, drumming, beating a possessed person on the soles of the feet, liberal use of holy water, or many other means, sacred exorcists hope to drive away the spiritual forces of evil, preventing them from causing harm to the bodies and souls of humanity. Sacred exorcists are serious about their work and very devoted to their religion. Not all of them are dour and grim, but most are. Their determination to combat the forces of evil in the world—along with their special ability to do so—more than makes up for their lack of humor.

Most sacred exorcists are clerics or paladins who are specifically trained by their church for the work they are called to do. Most churches select only those who have shown a clear dedication to the work of opposing evil outsiders, as well as exemplary faith and devotion. Occasionally, a wizard qualifies to fill this role in a church that is tolerant toward arcane magic, but members of other classes rarely become sacred exorcists.

NPC sacred exorcists are usually loners who travel from city to city in the service of their church. As highly specialized professionals, their services are frequently in demand, though few cities would have need for a full-time sacred exorcist.

Adaptation: As written, the prestige class mandates the sanction of a church or order, and it indicates that sacred exorcists are loners. You could reverse either of those elements; sacred exorcists could function independently of a larger organization (or even be castoffs from the larger church). Maybe teams of exorcists (with paladin and arcane spellcaster backup) patrol the land, seeking out hidden evil wherever it may gather.

Requirements[]

Skills: Knowledge (the planes) 10 ranks , Knowledge (religion) 7 ranks

Alignment: Any good. Spells: Able to cast dismissal or dispel evil . Special: Adopting this prestige class requires the sanction of a church or order that ordains sacred exorcists. Only characters judged by their church to be exemplary in faith and devotion, strong of will and upright in morality, are made sacred exorcists.

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Sacred exorcists are proficient with all simple weapons. They do not gain proficiency with any type of armor or with shields, but usually carry these proficiencies from their previous class.

Spells per Day/Spells Known: A sacred exorcist advances in spellcasting ability as well as learning the skills of exorcism. Thus, when a new sacred exorcist level is gained, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). This means that she adds the level of sacred exorcist to the level of another spellcasting class the character has, then determines spells per day accordingly.

For example, if Delliva, an 8th-level cleric, gains a level as a sacred exorcist, she gains new spells as if she had risen to 9th level as a cleric, but uses the other sacred exorcist aspects of level progression such as base attack bonus and save bonuses. If she next gains a level as a cleric, making her a 9th-level cleric/1st-level sacred exorcist, she gains spells as if she had risen to 10th level as a cleric.

If a character had more than one spellcasting class in which she could cast dismissal or dispel evil before she became a sacred exorcist, the player must decide which class to assign each level of sacred exorcist for the purpose of determining spells per day and spells known.

Exorcism (Su): As a full-round action, a sacred exorcist can force a possessing creature or spirit out of the body it inhabits. To exorcise a possessing creature, the exorcist makes a class level check (also adding her Charisma modifier, if any), against a DC of 10 + the possessing creature's HD + its Charisma modifier (if any). If the exorcist's result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.

Turn Undead (Su): Sacred exorcists can turn undead as clerics do. If a sacred exorcist has this ability from another class, her class levels stack to determine her effective turning level.

Resist Possession (Ex): Sacred exorcists of at least 2nd level receive a +4 sacred bonus on their saving throws against magic jar spells or similar abilities (including a ghost's malevolence ability), and a +2 sacred bonus on dispel checks made to dispel such effects. They also get a +2 sacred bonus on their saving throws against all charm and compulsion spells and effects cast by evil outsiders or undead.

Detect Evil (Sp): At will, a sacred exorcist of at least 2nd level can use detect evil as a spell-like ability.

Chosen Foe (Ex): At 3rd level, a sacred exorcist designates either undead or evil outsiders as her chosen foe. Extensive study and special training in the proper techniques for combating this foe gives the sacred exorcist a +1 competence bonus on Bluff, Intimidate, Listen, Sense Motive, and Spot checks against the chosen foe, as well as a +1 bonus on caster level checks to overcome any spell resistance of the chosen foe. At 6th level the bonus increases to +2, and at 9th level it increases to +3.

Dispel Evil (Sp): Beginning at 4th level, a sacred exorcist can use dispel evil as a spell-like ability once per week. At 7th level, she can use this ability twice per week. At 10th level, she can use it three times per week.

Consecrated Presence (Su): At 5th level and higher, a sacred exorcist is surrounded by an aura of positive energy that extends 20 feet from her presence. This aura duplicates the effects of a consecrate spell, but it moves with the sacred exorcist. If the sacred exorcist enters an area affected by a desecrate spell, both effects are negated while the sacred exorcist remains in the area. If the sacred exorcist is the target of a desecrate spell, her aura is suppressed for the duration of the desecrate spell.

Holy Aura (Sp): A sacred exorcist of 8th level or higher can use holy aura once per day as a spell-like ability.

Advancement[]

Level BAB Fort Ref Will Special Spells per Day
1st +0 +0 +0 +2 Exorcism, turn undead +1 level of existing class
2nd +1 +0 +0 +3 Detect evil, resist possession +1 level of existing class
3rd +2 +1 +1 +3 Chosen foe +1 +1 level of existing class
4th +3 +1 +1 +4 Dispel evil 1/week +1 level of existing class
5th +3 +1 +1 +4 Consecrated presence +1 level of existing class
6th +4 +2 +2 +5 Chosen foe +2 +1 level of existing class
7th +5 +2 +2 +5 Dispel evil 2/week +1 level of existing class
8th +6 +2 +2 +6 Holy aura 1/day +1 level of existing class
9th +6 +3 +3 +6 Chosen foe +3 +1 level of existing class
10th +7 +3 +3 +7 Dispel evil 3/week +1 level of existing class

Class skills[]

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

Sacred Fist[]

(Complete Divine variant, p. 59)

Sacred fists are independent organizations found within many temples.

Requirements[]

Base Attack Bonus: +4

Skills: Knowledge (religion) 8 ranks

Feats: Combat Casting , Combat Reflexes , Improved Unarmed Strike , Stunning Fist

Spells: Able to cast 1st-level divine spells.

Hit die[]

d8

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: Sacred fists gain no proficiency with any weapons, armor, or shields.

AC Bonus (Ex): A sacred fist is highly trained at dodging blows, and he has a sixth sense that lets him avoid even unanticipated attacks. When unencumbered and wearing light or no armor, a sacred fist gains a +1 bonus to his AC. This bonus increases to +2 at 5th level and to +3 at 10th. This bonus to AC applies even against touch attacks or when the sacred fist is flat-footed. He loses the bonus when he is immobilized or helpless, when he wears any armor heavier than light armor, when he carries a shield, or when he carries a medium or heavy load.

Spells per Day/Spells Known: When a new sacred fist level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he possessed before he added 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, wild shape ability, and so on). This essentially means that he adds the level of sacred fist to the level of whatever other spellcasting class the character has, then determines spells per day accordingly.

If a character had more than one spellcasting class in which he could cast divine spells before he became a sacred fist, the player must decide which class to assign each level of sacred fi st for the purpose of determining spells per day and spells known.

(Note: This contradiction between text and table exists in Complete Divine)

Unarmed Damage (Ex): A sacred fist's class levels stack with his monk levels (if any) for the purpose of determining his unarmed damage. If a sacred fist doesn't have monk levels prior to becoming a sacred fist, treat him as a monk of the same class level as his sacred fist class level for determining his unarmed damage.

Fast Movement (Ex): At 3rd level, a sacred fist gains an enhancement bonus to his speed. A sacred fist in medium or heavy armor or carrying a medium or heavy load loses this extra speed.

Sacred Flames (Su): At 4th level, a sacred fist may use a standard action to invoke sacred flames around his hands and feet. These flames add to the sacred fist's unarmed damage. The additional damage is equal to the sacred fist's class level plus his Wisdom modifier (if any). Half the damage is fire damage (round up), and the rest is sacred energy and thus not subject to effects that reduce fire damage. The sacred flames last 1 minute and can be invoked once per day. At 8th level, a sacred fist can invoke sacred flames twice per day.

Blindsense (Su): A 6th-level sacred fist gains sensitivity to vibrations, scent, and noise, granting him blindsense out to 10 feet.

Inner Armor (Ex): At 10th level, a sacred fist's inner tranquility protects him from external threats. He may invoke a +4 sacred bonus to AC, a +4 sacred bonus on all saves, and spell resistance 25 for a number of rounds equal to his Wisdom modifier. He may use inner armor once per day.

Code of Conduct: A member of a sacred fist order refuses to use any weapon. A sacred fist who knowingly carries or uses a weapon loses all class spells and features and advances no farther as a sacred fist until he atones for his action (see the atonement spell, page 201 of the Player's Handbook).

Like a member of any other class, a sacred fist may be a multiclass character, but multiclass sacred fists face a special restriction. A sacred fist who gains a level in any class other than sacred fist may never again raise his sacred fist level, though he retains all his sacred fist abilities. The path of the sacred fist requires a constant focus. If a character adopts this class, he must pursue it to the exclusion of all other careers. Once he has turned off the path, he may never return.

Advancement[]

Level BAB Fort Ref Will Special AC Bonus Unarmored Speed Spellcasting
1st +1 +2 +2 +0 Unarmed damage +1 +0 ft. +1 level of existing divine spellcasting class
2nd +2 +3 +3 +0 +1 +0 ft. +1 level of existing divine spellcasting class
3rd +3 +3 +3 +1 +1 +10 ft. +1 level of existing divine spellcasting class
4th +4 +4 +4 +1 Sacred flames 1/day +1 +10 ft.
5th +5 +4 +4 +1 +2 +10 ft. +1 level of existing divine spellcasting class
6th +6 +5 +5 +2 Blindsense 10 ft. +2 +20 ft. +1 level of existing divine spellcasting class
7th +7 +5 +5 +2 +2 +20 ft. +1 level of existing divine spellcasting class
8th +8 +6 +6 +2 Sacred flames 2/day +2 +30 ft.
9th +9 +6 +6 +3 +2 +30 ft. +1 level of existing divine spellcasting class
10th +10 +7 +7 +3 Inner armor +3 +30 ft. +1 level of existing divine spellcasting class

Class skills[]

Skill name Key ability Trained only Armor check penalty
Balance DEX
Concentration CON
Escape Artist DEX
Heal WIS
Jump STR
Profession WIS
Spellcraft INT
Tumble DEX

Seeker of the Misty Isle[]

(Complete Divine variant, p. 61)

Seekers search for the lost elves of Misty Isle.

Requirements[]

Race: Elf or Half-elf

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

Spells: Able to cast 2nd-level divine spells. Special: Must be inducted into the order by another member.

Hit die[]

d8

Skill points[]

6 + Int

Class Features[]

Weapon and Armor Proficiency: Seekers of the Misty Isle are proficient with all martial weapons and with all light and medium armor.

Extra Domain: A seeker of the Misty Isle gains the granted power and spell access of the Travel domain at 1st level and the Magic domain at 7th level. For an explanation of how nonclerics receive domain spells, see the Extra Domains section on page 20 of theComplete Divine handbook.

Spells per Day/Spells Known: When a new seeker of the Misty Isle level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever spellcasting class in which she could cast 2nd-level divine spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, wild shape ability, and so on). This essentially means that she adds the level of seeker of the Misty Isle to the level of whatever other spellcasting class the character has, then determines spells per day accordingly. If a character had more than one spellcasting class in which she could cast 2nd-level divine spells before she became a seeker of the Misty Isle, the player must decide which class to assign each level of seeker of the Misty Isle for the purpose of determining spells per day and spells known.

Swiftfooted (Ex): At 4th level, the seeker can ignore the normal —5 penalty for accelerated movement when she uses the following skills: Balance, Climb, Hide, Move Silently, and Survival (for following tracks). Her penalty for accelerated tumbling is reduced from —10 to —5.

Corellon's Perception (Ex): A 5th-level seeker of the Misty Isles has sight and hearing far beyond a normal elf's, and she has attuned her senses to repetitively sweep her immediate area. She gains a +5 racial bonus on Listen, Search, and Spot checks. Furthermore, she can attempt to spot or hear something she failed to notice previously once per round per skill as a free action (such attempts are ordinarily move actions).

Surefooted (Ex): As a side effect of the seeker of the Misty Isle's keen senses, she is always searching the terrain around her. Accordingly, she has a preternatural sense of minute details in the landscape she can use to her advantage. She can ignore DC modifiers on Balance, Move Silently, and Tumble checks derived from the surface or terrain.

Find the Path (Sp): A 6th-level seeker can use find the path on herself once per day as a spell-like ability. Her caster level is equal to her class level.

Arcane Sight (Su): Three times per day, a 9th-level seeker of the Misty Isle's eyes glow blue, enabling her to use arcane sight, as the spell from a caster of the seeker's highest divine caster level.

Discern Location (Sp): A 10th-level seeker can use discern location once per week as a spell-like ability. Her caster level is equal to her class level.

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +0 +2 +2 +0 Extra domain (Travel) +1 level of existing divine spellcasting class
2nd +1 +3 +3 +0 +1 level of existing divine spellcasting class
3rd +2 +3 +3 +1 +1 level of existing divine spellcasting class
4th +3 +4 +4 +1 Swiftfooted +1 level of existing divine spellcasting class
5th +3 +4 +4 +1 Corellon's perception, surefooted
6th +4 +5 +5 +2 Find the path +1 level of existing divine spellcasting class
7th +5 +5 +5 +2 Extra domain (Magic) +1 level of existing divine spellcasting class
8th +6 +6 +6 +2 +1 level of existing divine spellcasting class
9th +6 +6 +6 +3 Arcane sight +1 level of existing divine spellcasting class
10th +7 +7 +7 +3 Discern location

Class skills[]

Skill name Key ability Trained only Armor check penalty
Balance DEX
Climb STR
Concentration CON
Craft INT
Diplomacy CHA
Hide DEX
Jump STR
Knowledge (geography) INT
Knowledge (religion) INT
Listen WIS
Move Silently DEX
Ride DEX
Speak Language None
Spellcraft INT
Spot WIS
Survival WIS

Shining Blade of Heironeous[]

(Complete Divine variant, p. 63)

The shining blade of Heironeous is a member of an order of knights dedicated to prowess in melee combat.

Requirements[]

Base Attack Bonus: +7

Alignment: Lawful good

Skills: Knowledge (religion) 7 ranks

Base Save Bonus: Will +3. Spells: Able to cast 1st-level divine spells Special: Must have Heironeous as a patron deity.

Hit die[]

d10

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: The shining blades of Heironeous are proficient with all simple and martial weapons, with all armor, and with shields.

Shock Blade (Su): Twice per day as a standard action, a shining blade of Heironeous can cause a slashing or piercing weapon he is holding to become a shock weapon, dealing an extra 1d6 points of electricity damage on a successful hit. The weapon is enhanced this way for up to a number of rounds equal to the shining blade’s level plus his Charisma modifier (if any), but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends.

Spells per Day/Spells Known: When an even-numbered level is gained, the shining blade of Heironeous gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast divine spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which he could cast 1st-level spells before he became a shining blade, he must decide to which class he adds each level of shining blade for the purpose of determining spells per day and spells known.

Holy Blade (Su): At 5th level, the shining blade of Heironeous can bestow two magical enhancements upon his weapon. This supernatural ability replaces the shock blade ability and can be used three times per day. With each use of this ability, he can choose to make the weapon a shock weapon dealing +1d6 points of damage or a holy weapon dealing +2d6 points of bonus damage against evil creatures. The weapon is enhanced this way for up to a number of rounds equal to the shining blade’s level plus his Charisma modifier (if any), but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends. The two uses of this ability can overlap, so in a given combat a shining blade can spend one standard action to make his blade holy and another to make it a shock weapon. The weapon cannot be made to be doubly holy or doubly shocking.

Brilliant Blade (Su): At 9th level, a shining blade can bestow three magical enhancements upon his weapon. This supernatural ability replaces the holy blade ability and can be used six times per day. With each use of this ability, he can choose to make the weapon a shock weapon dealing an extra 1d6 points of electricity damage, a holy weapon dealing an extra 2d6 points of damage against evil creatures, or a brilliant energy weapon, which sheds light as a torch and ignores nonliving matter (including armor, undead, constructs, and objects). The weapon is enhanced this way for up to a number of rounds equal to the shining blade’s level plus his Charisma modifier (if any), but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends. The three uses of this ability can overlap, so in a given combat a shining blade can spend one standard action to make his blade holy, another to make it a shock weapon, and another to make it a brilliant energy weapon. The weapon cannot be made to be doubly holy, doubly shocking, or doubly brilliant.

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +1 +2 +0 +2 Shock blade 2/day
2nd +2 +3 +0 +3 +1 level of existing divine spellcasting class
3rd +3 +3 +1 +3 Shock blade 3/day
4th +4 +4 +1 +4 +1 level of existing divine spellcasting class
5th +5 +4 +1 +4 Holy blade 4/day
6th +6 +5 +2 +5 +1 level of existing divine spellcasting class
7th +7 +5 +2 +5 Holy blade 5/day
8th +8 +6 +2 +6 +1 level of existing divine spellcasting class
9th +9 +6 +3 +6 Brilliant blade 6/day
10th +10 +7 +3 +7 +1 level of existing divine spellcasting class

Class skills[]

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

Shugenja[]

(Complete Divine variant, p. 10)

The shugenja is a divine spellcaster who casts spells by attuning himself to the primal energies around him and focusing such energy through his body to produce magical effects.

 ====Hit die====

d6

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: Shugenjas are proficient with all simple weapons and with the short sword (they often carry a masterwork short sword called a wakizashi). They are not proficient with any type of armor, nor with shields. In their home culture, it is considered inappropriate for a shugenja to wear armor, although shugenjas serving with the military or traveling in foreign lands sometimes take the time to learn how to wear armor properly. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble. Armor does not interfere with his spellcasting.

Spells: A shugenja casts divine spells (the same type of spells available to clerics and druids), which are drawn from the shugenja spell list (page 144). He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a shugenja must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a shugenja's spell is 10 + the spell level + the shugenja's Charisma modifier.

Like other spellcasters, a shugenja can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1—3: The Shugenja. In addition, he receives bonus spells per day if he has a high Charisma score (see page 8 in thePlayer's Handbook). A shugenja's selection of spells is extremely limited. A shugenja begins play knowing four 0-level spells and two 1st-level spells of his choice, plus one 0-level spell and one 1st-level spell determined by his shugenja order. At each new shugenja level, he gains one or more new spells as indicated on Table 1—4: Shugenja Spells Known. (Unlike spells per day, the number of spells a shugenja knows is not affected by his Charisma score; the numbers on Table 1—4 are fixed.) One spell of every level is determined by the shugenja's order; sometimes these spells are normal spells on the shugenja spell list, but often they are additions to the spell list. These spells are listed with the shugenja spell list below. Half of the spells a shugenja knows must be of his chosen element, as indicated on Table 1—4.

Spells Known 1
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 o+2+2 o+1+1
2 o+3+2 o+1+1
3 o+3+2 o+2+1
4 o+3+3 o+2+1 o+1+0
5 o+4+3 o+2+2 o+1+1
6 o+4+3 o+2+2 o+1+1 o+1+0
7 o+4+4 o+3+2 o+2+1 o+1+1
8 o+4+4 o+3+2 o+2+1 o+1+1 o+1+0
9 o+5+4 o+3+2 o+2+2 o+2+1 o+1+1
10 o+5+4 o+3+2 o+2+2 o+2+1 o+1+1 o+1+0
11 o+5+4 o+3+2 o+3+2 o+2+2 o+2+1 o+1+1
12 o+5+4 o+3+2 o+3+2 o+2+2 o+2+1 o+1+1 o+1+0
13 o+5+4 o+3+2 o+3+2 o+3+2 o+2+2 o+2+1 o+1+1
14 o+5+4 o+3+2 o+3+2 o+3+2 o+2+2 o+2+1 o+1+1 o+1+0
15 o+5+4 o+3+2 o+3+2 o+3+2 o+3+2 o+2+2 o+2+1 o+1+1
16 o+5+4 o+3+2 o+3+2 o+3+2 o+3+2 o+2+2 o+2+1 o+1+1 o+1+0
17 o+5+4 o+3+2 o+3+2 o+3+2 o+3+2 o+3+2 o+2+2 o+2+1 o+1+1
18 o+5+4 o+3+2 o+3+2 o+3+2 o+3+2 o+3+2 o+2+2 o+2+1 o+1+1 o+1+0
19 o+5+4 o+3+2 o+3+2 o+3+2 o+3+2 o+3+2 o+3+2 o+2+2 o+2+1 o+1+1
20 o+5+4 o+3+2 o+3+2 o+3+2 o+3+2 o+3+2 o+3+2 o+2+2 o+2+1 o+2+1
1 At each level, a shugenja gets an order spell for each spell level, starting at 1st. The "o" on this list represents that. The number in the middle is the number of spells of the shugenja's favored element, and the final number is the additional number of spells known of any element.

A shugenja may use a higher-level slot to cast a lower-level spell if he so chooses. For example, if an 8th-level shugenja has used up all his 3rd-level spell slots for the day but wants to cast another one, he could use a 4th-level slot to do so. The spell is still treated as its actual level, not the level of the slot used to cast it.

Upon reaching 4th level, and at every even-numbered shugenja level after that (6th, 8th, and so on), a shugenja can choose to learn a new spell in place of one he already knows. In effect, the shugenja "loses" the old spell in exchange for the new one. The new spell's level must be at least two levels lower than the highest-level shugenja spell the shugenja can cast. For instance, upon reaching 4th level, a shugenja could trade in a single 0-level spell (two spell levels below the highest-level shugenja spell he can cast, which is 2nd) for a different 0-level spell. At 6th level, he could trade in a single 0-level or 1st-level spell (since he now can cast 3rd-level shugenja spells) for a different spell of the same level. A shugenja may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. A shugenja still must honor his elemental focus.

Shugenjas do not have spellbooks, though they write their spells on ofudas. These ofudas serve as divine focus items and must be read as part of the spellcasting process. Shugenjas can use the Scribe Scroll feat to create magic scrolls that work the same as a wizard or cleric's scrolls.

When casting metamagic spells, remember that the shugenja has not prepared the spell in advance, and is doing so on the spot. The shugenja, therefore, must take more time to cast a metamagic spell than a regular spell. If its normal casting time is 1 standard action, casting a metamagic spell is a full-round action for a shugenja. For spells with a longer casting time, it takes an extra full-round action to cast the spell. Shugenjas cannot use the Quicken Spell metamagic feat.

Element Focus: All shugenjas have a favored element: air, earth, fire, or water. A shugenja's choice of specialized element is sometimes determined by the shugenja order in which he studies. At least half the spells a shugenja knows at each spell level must belong to his favored element, and the spell dictated by his order often belongs to that element as well. This is reflected on Table 1—4, which indicates how many spells of each level must be spells of the shugenja's favored element. At 1st level, for example, the shugenja Kitsu Mari must know at least three 0-level water spells—one water spell determined by his order and two additional water spells, plus two other 0-level spells of any element. He also knows one 1st-level water spell from his order, one additional 1st-level water spell, and one 1st-level spell of any element. Shugenjas automatically gain the benefits of the Spell Focus feat (+1 to spell DCs) for spells from their favored element, regardless of its school.

As the cost of specializing in one element, a shugenja is prohibited from learning spells associated with a different element. The prohibited element is dictated by the favored element, as described below.

Air: Air spells are subtle, involving travel, intuition, influence, divination, and illusion. Earth is the prohibited element for air shugenjas. The Order of the All-Seeing Eye and the Order of the Spring Zephyr specialize in air magic.

Earth: Earth spells involve resilience and resolve, health and growth, and the strength of its body. Air is the prohibited element for earth shugenjas. The Order of the Impenetrable Crucible and the Order of the Perfect Sculpture specialize in earth magic.

Fire: Fire spells are destructive and blatant, though they also deal with intelligence, inspiration, and creativity. Water is the prohibited element for fire shugenjas. The Order of the Consuming Flame specializes in fire magic.

Water: Water spells involve transformation, cleansing, healing, and friendship. Fire is the prohibited element for water shugenjas. The Order of the Forbidding Wasteland and the Order of the Gentle Rain specialize in water magic.

The shugenjas of the Order of the Ineffable Mystery can specialize in any of the four elements. The Ineffable Mystery also trains shugenjas who specialize the fifth element, void. (See the void disciple prestige class in Chapter 2.)

Sense Elements : One of the first "spells" a shugenja learns—a magical effect so basic that it becomes a spell-like ability—is the ability to sense elements. As a full-round action, a shugenja can become aware of all sources of one chosen element (air, earth, fire, or water) within 10 feet of him. The shugenja learns the size of the objects but not their precise location or actual nature.

By concentrating longer, a shugenja can either extend her magical senses or gather more information about the elements he has detected. Each additional round spent in concentration allows the shugenja to add 5 feet to the radius of his sense ability, to a maximum of 5 additional feet per shugenja level. Thus, at 4th level, Kitsu Mari can sense elements to a maximum range of 30 feet by concentrating for five full rounds. Alternatively, the shugenja can focus on one source of the sensed element per round, attempting a Spellcraft check to determine more about that single item. The amount of information he learns depends on his Spellcraft check result:

Check Result Information Learned
20 or higher Item's general location (square containing it, or its nearest boundary if it is larger than a 5-foot square)
25 or higher Whether the item is natural or a spell effect. (A normal Spellcraft check against DC 20 + spell level can then determine the nature of the spell effect.)
30 or higher Whether the item is a creature or an object.
35 or higher The exact nature of the item (for example whether a creature is an efreeti or a fire elemental, whether an object is gold or stone, whether air is breathable or not.)

In subsequent rounds, a shugenja can retry his Spellcraft check on the same item, shift his attention to a different item, or extend the range of his senses.

A 1st-level shugenja can use this ability three times per day. Every five levels he advances as a shugenja allows him to use the ability an additional time per day (four times at 5th level, five times at 10th level, and so one). Like many divination spells, a shugenja's sense elements ability is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

For example, Kitsu Mari enters a room and concentrates to sense water. (Athough he is a water shugenja, he could just as easily sense any other element, including fire.) He becomes aware of all sources of water within 10 feet. A basin of water rests on the nightstand, a person lurks behind the door (living creatures are usually made of all four elements) holding a vial of poison—Kitsu Mari discovers three sources of water within 10 feet of him: one Medium, one Small, and one Fine. Focusing on the Medium source and concentrating for a round, he makes a Spellcraft check and gets a result of 31. He learns that the Medium source of water is a creature, that it is natural, and where it is. If the assassin behind the door has not already jumped out to attack him, he has learned that a creature is hiding behind the door … but more likely, he has learned this too late.

Advancement[]

Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Elemental focus, sense elements 5 3
2nd +1 +0 +0 +3 6 4
3rd +1 +1 +1 +3 6 5
4th +2 +1 +1 +4 6 6 3
5th +2 +1 +1 +4 6 6 4
6th +3 +2 +2 +5 6 6 5 3
7th +3 +2 +2 +5 6 6 6 4
8th +4 +2 +2 +6 6 6 6 5 3
9th +4 +3 +3 +6 6 6 6 6 4
10th +5 +3 +3 +7 6 6 6 6 5 3
11th +5 +3 +3 +7 6 6 6 6 6 4
12th +6/+1 +4 +4 +8 6 6 6 6 6 5 3
13th +6/+1 +4 +4 +8 6 6 6 6 6 6 4
14th +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3 3
15th +7/+2 +5 +5 +9 6 6 6 6 6 6 6 4 4
16th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 5 3
17th +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 6 4
18th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 5
19th +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 6 6
20th +10/+5 +6 +6 +12 6 6 6 6 6 6 6 6 6 6

Class skills[]

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy 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
Spellcraft INT

Spirit Shaman[]

(Complete Divine variant, p. 14)

By bargaining with living spirits, the spirit shaman gains power over the natural world and mighty divine magic.

 ====Hit die====

d8

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: A spirit shaman is proficient with the club, dagger, dart, hand axe, javelin, longspear, quarterstaff, shortspear, spear, sling, shortbow, throwing axe, and with light armor and shields. These are the weapons commonly used by the tribal societies in which spirit shamans are found.

Spells: A spirit shaman casts divine spells from the druid spell list. She can cast any spell she has retrieved, much like a bard or sorcerer can cast any spell she knows without preparing it ahead of time.

To retrieve or cast a spell, a spirit shaman must have a Wisdom score of at least 10 + the spell level (Wisdom 10 for 0-level spells, Wisdom 11 for 1st-level spells, and so on). The Difficulty Class for a saving throw against a spirit shaman's spell is 10 + the spell level + the spirit shaman's Charisma modifier.

Like other spellcasters, a spirit shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1—5: The Spirit Shaman. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook).

Like a sorcerer, a spirit shaman knows only a small number of spells. However, each day a spirit shaman may change the spells she knows. When a spirit shaman meditates to regain her daily allotment of spells (see below), she sends forth her spirit guide to bargain with the spirits and retrieve knowledge of the specific druid spells she will be able to use that day. She can cast any spell she has retrieved at any time, assuming she has not yet used up her spells per day for that spell level. For example, a 3rd-level spirit shaman can retrieve three 0-level, two 1st-level, and one 2nd-level druid spells. She can cast 0-level spells five times, 1st-level spells four times, and her 2nd-level spell two times in the course of the day. She might end up using the same 0-level spell five times, or one 0-level spell two times and another 0-level spell three times, or any combination that adds up to five uses of any of her 0-level spells.

If a spirit shaman knows any metamagic feats, she applies them to her spells when she retrieves her spells for the day. For example, a spirit shaman might choose to retrieve an empowered flame strike by using a 6th-level spell retrieved slot. Any time she uses flame strike during the ensuing day, she must use a 6th-level spell slot to cast it, and it is always empowered. A spirit shaman could use a 4th-level spell slot and a 6th-level spell slot to retrieve flame strike and empowered flame strike if she wanted to have both spells available to her in a day. A spirit shaman cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous casters do. Spirit shamans using metamagic feats do not have an increased casting time as sorcerers do.

Spirit Shaman Spells Retrieved Per Day
Level 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 3 1
2 3 2
3 3 2 1
4 3 3 1
5 3 3 1 1
6 3 3 2 1
7 3 3 2 1 1
8 3 3 2 2 1
9 3 3 3 2 1 1
10 3 3 3 2 2 1
11 3 3 3 3 2 1 1
12 3 3 3 3 2 2 1
13 3 3 3 3 3 2 1 1
14 3 3 3 3 3 2 2 1
15 3 3 3 3 3 3 2 1 1
16 3 3 3 3 3 3 2 2 1
17 3 3 3 3 3 3 3 2 1 1
18 3 3 3 3 3 3 3 2 2 1
19 3 3 3 3 3 3 3 3 2 2
20 3 3 3 3 3 3 3 3 3 2

Each spirit shaman must choose a time at which she must spend 1 hour in quiet meditation to regain her daily allotment of spells and bargain with the spirits for the specific spells she knows on that day.

Spirit Guide: All spirit shamans have a spirit guide, a personification of the spirit world. In some sense a spirit shaman and her guide are one being, both knowing and seeing and experiencing the same things. Unlike a familiar, a spirit guide is not a separate entity from a spirit shaman. She is the only one who can perceive or interact with her guide. It exists only inside her own mind and soul.

The spirit shaman's spirit guide confers greater awareness of her surroundings, and grants her the Alertness feat. The spirit guide grants additional abilities at 5th and 10th level (see Follow the Guide and Guide Magic, below).

Spirit Guide Characteristics
Badger Orderliness, tenacity
Bear Strength, endurance
Buffalo Abundance, good fortune
Cougar Balance, leadership
Coyote Humor, trickiness
Crane Balance, majesty
Crow Intelligence, resourcefulness
Eagle Perception, illumination
Elk Pride, power, majesty
Fox Cleverness, discretion
Hawk Awareness, truth
Lizard Elusiveness
Otter Joy, laughter
Owl Wisdom, night
Rabbit Conquering fear, safety
Raccoon Curiosity
Scorpion Defense, self-protection
Snake Power, life force, potency
Spider Interconnectedness, industry
Turtle Love, protection
Vulture Vigilance, death
Wolf Loyalty, interdependence

The exact form of the spirit guide is chosen by the spirit shaman at 1st level, usually for the qualities it represents, as shown above. The exact form of a spirit guide is purely personal preference, and confers no special advantages or disadvantages.

Wild Empathy (Ex): Guided by her insight into animal spirits, a spirit shaman can use body language, vocalizations, and demeanor to improve the attitude of an animal (a monster of the animal type). This ability functions just like a Diplomacy check made to improve the attitude of a person (see Chapter 4: Skills in the Player's Handbook). The spirit shaman rolls 1d20 and adds her spirit shaman level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the spirit shaman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute (as with influencing people, use of this ability might take more or less time).

A spirit shaman cannot use this ability to influence a magical beast.

Chastise Spirits (Su): Beginning at 2nd level, a spirit shaman can use divine energy granted by her patrons in the spirit world to damage hostile spirits (see the What is a Spirit? sidebar).

Chastising spirits is a standard action that deals 1d6 damage/shaman level to all spirits within 30 feet of the shaman. The affected spirits get a Will save (DC 10+ shaman level + Cha modifier) for half damage.

When using this ability against incorporeal creatures, a spirit shaman does not have to roll the normal 50% miss chance—the effect hits the spirits automatically. A spirit shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Detect Spirits (Sp): The spirit shaman's spirit guide perceives nearby spirits. At will, the spirit shaman can use detect spirits as a spell-like ability. It functions just like detect undead, except it detects creatures that are considered spirits.

Blessing of the Spirits (Sp): Starting at 4th level, a spirit shaman can perform a special rite to gain a special blessing. The shaman goes into a meditative state in which she travels to the spirit world. Performing the rite requires 10 minutes; the spirit shaman can only ward herself with this ability and cannot perform the rite for anyone else. The blessing functions just like protection from evil, except it protects against spirits and lasts until it is dismissed or dispelled. If this ability is dispelled, the spirit shaman can recreate it simply by taking 10 minutes to do so.

Follow the Guide (Su): At 5th level and higher, a spirit shaman's spirit guide helps her maintain control of her mind. If a spirit shaman is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She only gets this one extra chance to succeed on her saving throw.

Ghost Warrior (Su): Beginning at 6th level, a spirit shaman confers the ghost touch special ability (see Magic Weapon Special Ability Descriptions, page 223 of the Dungeon Master's Guide) to any weapon she holds for as long as she holds it. She also becomes resistant to the touch attacks of incorporeal creatures, and may use her normal Armor Class (not her touch AC) against any touch attack delivered by an incorporeal creature.

Warding of the Spirits (Sp): Starting at 7th level, a spirit shaman can perform a special rite once per day to ward herself and her companions against hostile spirits. Performing the rite requires 1 minute. The warding lasts for 10 minutes per level and otherwise functions like magic circle against evil, except it protects against spirits.

Spirit Form (Su): At 9th level and higher, a spirit shaman learns how to temporarily transform herself into a spirit. Once per day, as a standard action, she can make herself incorporeal for up to 1 minute.

While incorporeal, a spirit shaman gains all the advantages of the incorporeal subtype (see the Glossary of the Monster Manual), including immunity to all nonmagical attack forms, a 50% chance to ignore damage from any corporeal source, and the ability to enter or pass through solid objects. The spirit shaman loses any armor or natural armor bonus to AC, but gains a deflection bonus equal to her Charisma modifier (minimum +1).

She has no Strength score against corporeal creatures or objects and cannot make physical attacks against them, but she gains the ability to make a melee touch attack (add the spirit shaman's Dexterity modifier to her attack roll) that deals 1d6 points of damage to a corporeal target. This effect is treated as a magic weapon for the purpose of overcoming damage reduction.

At 15th level and higher, a spirit shaman can use her spirit form twice per day. At 20th level, she can use this ability three times per day.

Guide Magic (Su): Starting at 10th level, as a free action, a spirit shaman can assign her spirit guide the task of concentrating on a spell or spell-like ability that is maintained through concentration. The spirit shaman can act normally while her spirit guide concentrates on the spell. A spirit guide can concentrate on only one spell at a time. If necessary to maintain the spell, the spirit guide makes Concentration checks for the spirit shaman, using the spirit shaman's normal Concentration modifier. A spirit guide does not have to make Concentration checks for circumstances such as the spirit shaman taking damage. The spirit itself is not present for anyone to interrupt or otherwise interact with.

Recall Spirit (Sp): At 11th level, a spirit shaman gains the ability to call back the spirit of a dead creature before the spirit of the deceased has completely left the body. Once per week, she can reconnect a spirit to its body, restoring life to a recently deceased creature. The ability must be used within 1 round of the victim's death. This ability functions like raise dead, except that the raised creature receives no level loss, no thus may survive a blow that otherwise would have killed her. The rite's protection is discharged once it is triggered,

Exorcism (Su): Starting at 13th level, as a full-round action, a spirit shaman can force a possessing creature or spirit out of the body it inhabits (for example, a ghost with the malevolence ability). To exorcise a possessing creature, she makes a class level check (also adding her Charisma modifier, if any), against a DC of 10 + the possessing creature's HD + its Charisma modifier (if any). If her result equals or exceeds the DC, she succeeds in forcing the possessor from the body, with the normal results based on its method of possession. A spirit so exorcised cannot attempt to possess the same victim for 24 hours.

Weaken Spirits (Su): At 16th level and higher, a spirit shaman can choose to strip spirits of their defenses instead of damaging them with her chastise spirits ability. When a spirit is weakened, it loses its spell resistance and any damage reduction overcome by magic weapons, silver or cold iron weapons, and aligned weapons (but not damage reduction overcome by adamantine weapons or not overcome by anything). In addition, an incorporeal spirit loses its immunity to nonmagical attack, its 50% chance to ignore damage from corporeal sources, and its ability to move into or through objects.

To weaken spirits, a spirit shaman uses her chastise spirits ability but chooses to do less damage in exchange for weakening the spirits for a short time. For each 3d6 of chastise spirit damage the spirit shaman foregoes, the affected spirits are weakened for 1 round. For example, a 16th-level spirit shaman chastising two dread wraiths deals 16d6 points of damage to each dread wraith, but she could choose to deal 7d6 points of damage to each wraith and weaken them for 3 rounds. Spirits that make their Will save against the chastise spirits damage are unaffected by the weakening effect (but still take half the damage).

Spirit Journey (Sp): A spirit shaman knows how to vanish bodily into the spirit world beginning at 17th level. This ability functions like the spell shadow walk, except that a spirit shaman can only transport herself. She need not use the ability in a shadowy area, and she travels through the Plane of Spirits, not the Plane of Shadows. A spirit shaman can use this ability once per day.

Favored of the Spirits (Sp): At 19th level, a spirit shaman learns how to perform a special rite that guards her from death. Performing the rite requires 8 hours, and the spirit shaman must bargain away part of her life force, expending 1,000 experience points. The rite's effect lasts until it is dismissed or discharged.

While under the protection of this rite, a spirit shaman instantly receives the benefit of a heal spell (caster level equal to her spirit shaman level) if she is reduced to 0 hit points or lower or has any ability score reduced to 0. The spirit shaman receives the spell's effect immediately, even if reduced to —10 hit points or lower by an enemy attack, and thus may survive a blow that otherwise would have killed her. The rite's protection is discharged once it is triggered, and the spirit shaman must perform a new rite to use this ability again.

Spirit Who Walks (Ex): At 20th level, a spirit shaman becomes one with the spirit world. She is forevermore treated as a fey instead of a humanoid for purposes of spells and magical effects. Additionally, she gains damage reduction 5/cold iron.

WHAT IS A SPIRIT?[]

Several of the spirit shaman's abilities affect spirits. For purposes of the spirit shaman's ability, a "spirit" includes any of the following creatures:

  • All incorporeal undead
  • All fey
  • All elementals
  • Creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane)
  • All creatures of the spirit subtype (see Oriental Adventures)
  • Spirit folk and telthors (see Unapproachable East)
  • Spirit creatures created by spells such as dream sight or wood wose (see Chapter 7).

In the spirit shaman's worldview, elementals and fey are simply spirits of nature, and incorporeal undead are the spirits of the dead.

Advancement[]

Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Spirit guide, wild empathy 3 2
2nd +1 +3 +0 +3 Chastise spirits 4 3
3rd +2 +3 +1 +3 Detect spirits 5 4 2
4th +3 +4 +1 +4 Blessing of the spirits 6 5 3
5th +3 +4 +1 +4 Follow the guide 6 6 4 2
6th +4 +5 +2 +5 Ghost warrior 6 6 5 3
7th +5 +5 +2 +5 Warding of the spirits 6 6 6 4 2
8th +6/+1 +6 +2 +6 6 6 6 5 3
9th +6/+1 +6 +3 +6 Spirit form 1/day 6 6 6 6 4 2
10th +7/+2 +7 +3 +7 Guide magic 6 6 6 6 5 3
11th +8/+3 +7 +3 +7 Recall spirit 6 6 6 6 6 4 2
12th +9/+4 +8 +4 +8 6 6 6 6 6 5 3
13th +9/+4 +8 +4 +8 Exorcism 6 6 6 6 6 6 4 2
14th +10/+5 +9 +4 +9 6 6 6 6 6 6 5 3
15th +11/+6/+1 +9 +5 +9 Spirit form 2/day 6 6 6 6 6 6 6 4 2
16th +12/+7/+2 +10 +5 +10 Weaken spirits 6 6 6 6 6 6 6 5 3
17th +12/+7/+2 +10 +5 +10 Spirit journey 6 6 6 6 6 6 6 6 4 2
18th +13/+8/+3 +11 +6 +11 6 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +11 +6 +11 Favored of the spirits 6 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +12 +6 +12 Spirit form 3/day, spirit who walks 6 6 6 6 6 6 6 6 6 5

Class skills[]

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

Stormlord[]

(Complete Divine variant, p. 65)

Stormlords often live as brigands, indulging their personal desires for wealth, food, luxury items, and wanton behavior as they crave random, spectacular acts of violence.

Requirements[]

Alignment: As for a cleric of Talos

Feats: Endurance , Great Fortitude , Weapon Focus (any spear or javelin)

Base Save Bonus: Fort +4. Spells: Able to cast 3rd-level divine spells. Patron: Talos. Special: The character must have been hit by a bolt of lightning, whether a natural bolt or one created by magic, and survived.

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Stormlords gain no weapon or armor proficiencies.

Spells per Day/Spells Known: At each stormlord level, the character gains new spells per day (and spells known, if applicable) 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 (improved chance of turning or destroying undead, additional favored enemies, and so on). If the character had more than one divine spellcasting class before becoming a stormlord, the player must decide to which class to add each stormlord level for the purpose of determining spells per day and spells known.

Enhanced Javelins: Any javelin thrown by a stormlord counts as a +1 magic weapon. This bonus increases at 6th level to +2 and at 10th level to +3.

Resistance to Electricity (Ex): As a stormlord gains levels in this prestige class, he becomes increasingly resistant to electrical energy, gaining resistance to electricity in the amount given on the table. At 9th level, a stormlord gains immunity to electricity.

Shock Weapon (Su): Any spear or javelin used by a stormlord of 2nd level or higher is treated as a shock weapon (dealing an extra 1d6 points of electricity damage). The weapon loses this ability 1 round after leaving the hand of the stormlord.

Storm Walk (Ex): Beginning at 3rd level, a stormlord (and his mount, if any) can walk or ride through storms (natural or magical) at his regular movement rate, completely unaffected by high winds (including gust of wind), pounding precipitation or waves, objects driven by the wind (which always seem to miss him), great claps of thunder, natural bolts of lightning, or any other natural symptom of Talos’s fury.

Thundering Weapon (Su): For a stormlord of 5th level or higher, any spear or javelin he uses is treated as a thundering weapon (see page 225 of the Dungeon Master’s Guide). The weapon loses this ability 1 round after leaving the hand of the stormlord. This effect stacks with that of the stormlord’s shock weapon ability.

Storm Ride (Sp): At 6th level, a stormlord gains the ability to fly during any storm as if using the fly spell. Adverse wind conditions do not affect him; for example, even hurricane-force winds cannot knock him down or blow him away when flying.

Shocking Burst Weapon (Su): For a stormlord of 8th level or higher, any spear or javelin he uses is treated as a shocking burst weapon. The weapon loses this ability 1 round after leaving the hand of the stormlord. This effect stacks with that of the stormlord’s thundering weapon ability.

Storm of Elemental Fury (Sp): At 10th level, a stormlord can summon a storm of great magnitude and power. Once per day, a stormlord can use storm of elemental fury as if he were a 17th-level cleric.

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +0 +2 +0 +2 Enhanced javelins +1, resistance to electricity 5 +1 level of existing divine spellcasting class
2nd +1 +3 +0 +3 Shock weapon +1 +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Storm walk +1 level of existing divine spellcasting class
4th +3 +3 +1 +4 Resistance to electricity 10 +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Thundering weapon +1 level of existing divine spellcasting class
6th +4 +5 +2 +5 Storm ride, enhanced javelins +2 +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 Resistance to electricity 15 +1 level of existing divine spellcasting class
8th +6 +6 +2 +6 Shocking burst weapon +1 level of existing divine spellcasting class
9th +6 +6 +3 +6 Immunity to electricity, Enhanced javelins +3 +1 level of existing divine spellcasting class
10th +7 +7 +3 +7 Elemental conflagration +1 level of existing divine spellcasting class

Class skills[]

Skill name Key ability Trained only Armor check penalty
Concentration CON
Disguise CHA
Gather Information CHA
Intimidate CHA
Knowledge (nature) INT
Knowledge (religion) INT
Survival WIS
Swim STR

Temple Raider of Olidammara[]

(Complete Divine variant, p. 67)

The temple raiders are an elite cadre of thieves who worship the Laughing Rogue and specialize in stealing valuables and secret lore from the temples of other deities.

Requirements[]

Base Attack Bonus: +5

Alignment: Any chaotic

Skills: Disable Device 4 ranks , Knowledge (religion) 1 ranks , Open Lock 4 ranks , Search 8 ranks

Special: The character must worship Olidammara and be invited to join the ranks of the temple raiders by at least three current members of that prestige class.

Hit die[]

d6

Skill points[]

4 + Int

Class Features[]

Weapon and Armor Proficiency: Temple raiders gain proficiency with all simple weapons and with the rapier. In addition, they gain proficiency with light and medium armor.

Spells per Day: A temple raider has the ability to cast a small number of divine spells. To cast a temple raider spell, a temple raider must have a Wisdom score of at least 10 + the spell’s level, so a temple raider with a Wisdom of 10 or lower cannot cast these spells. Temple raider bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the temple raider’s Wisdom modifier. When the temple raider gets 0 spells per day of a given level (for instance, 1st-level spells for a 1st-level temple raider), he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The temple raider’s spell list appears on page 68 of Complete Divine. A temple raider has access to any spell on the list and can freely choose which to prepare, just as a cleric. A temple raider prepares and casts spells just as a cleric does (though a temple raider cannot spontaneously cast cure or inflict spells).

A temple raider must spend 1 hour each night in quiet contemplation and supplication to Olidammara to regain his daily allotment of spells. Time spent resting has no effect on whether he can prepare spells.

Trapfinding (Ex): Like rogues, temple raiders can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. They can also use the Disable Device skill to disarm magic traps.

A temple raider who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Trap Sense (Ex): A temple raider has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by an additional +1 every three levels above 1st (to +2 at 4th level, +3 at 7th, and +4 at 10th).

Sneak Attack (Ex): At 2nd level, a temple raider gains the ability to sneak attack opponents. This functions identically to the rogue’s sneak attack ability (see the Rogue section in Chapter 3 of the Player’s Handbook). At 2nd level, the temple raider’s extra damage on a successful sneak attack is +1d6, and this rises by +1d6 per three temple raider levels thereafter. If he already has the sneak attack ability from a previous class, the damage bonuses stack.

Uncanny Dodge (Ex): At 3rd level, a temple raider gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity modifier to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity modifier to AC if immobilized.

If a temple raider already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Improved Uncanny Dodge (Ex): A temple raider of 6th level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies an enemy the ability to sneak attack the temple raider by flanking him, unless the attacker has at least four more rogue levels than the target has temple raider levels.

If a character already has uncanny dodge from a second class, the levels from the class(es) that grant uncanny dodge stack to determine the minimum rogue level required to flank the temple raider. For example, only a rogue of 17th level or higher could flank a 7th-level rogue/6th-level temple raider.

Skill Mastery (Ex): At 9th level, a temple raider becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distraction would normally prevent him from doing so.

Luck Domain: At 10th-level, the luck of Olidammara rubs off on a temple raider, granting the character access to the Luck domain. He may use the domain’s granted power and adds the domain’s spells to his temple raider spell list (but not any other spell lists he might have). If he already has the Luck domain, he can use its granted power one additional time per day.

Advancement[]

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +0 +0 +2 +2 Trapfinding, trap sense +1 0
2nd +1 +0 +3 +3 Sneak attack +1d6 1
3rd +2 +1 +3 +3 Uncanny dodge 1 0
4th +3 +1 +4 +4 Trap sense +2 1 1
5th +3 +1 +4 +4 Sneak attack +2d6 1 1 0
6th +4 +2 +5 +5 Improved uncanny dodge 1 1 1
7th +5 +2 +5 +5 Trap sense +3 2 1 1 0
8th +6 +2 +6 +6 Sneak attack +3d6 2 1 1 1
9th +6 +3 +6 +6 Skill mastery 2 2 1 1
10th +7 +3 +7 +7 Luck domain, trap sense +4 2 2 2 1

Class skills[]

Skill name Key ability Trained only Armor check penalty
Appraise INT
Climb STR
Craft INT
Decipher Script INT
Disable Device INT
Hide DEX
Jump STR
Knowledge (religion) INT
Listen WIS
Move Silently DEX
Open Lock DEX
Search INT
Spot WIS
Tumble DEX
Use Magic Device CHA
Use Rope DEX

Ur-priest[]

(Complete Divine variant, p. 70)

A small number of ur-priests have learned to tap into divine power and use it without praying to or worshiping a god.

Requirements[]

Alignment: Any evil

Skills: Bluff 6 ranks , Knowledge (arcana) 5 ranks , Knowledge (religion) 8 ranks , Knowledge (the planes) 5 ranks , Spellcraft 8 ranks

Feats: Iron Will , Spell Focus (evil)

Base Save Bonus: Fort +3, Will +3. Special: The character must have no ability to cast divine spells. If such spellcasting ability was previously possessed (as with an ex-cleric), that ability is forever forsaken. The character must be trained by another ur-priest.

Hit die[]

d8

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Ur-priests are proficient with simple weapons, but not with armor or shields.

Spells per Day: An ur-priest gains the ability to cast a number of divine spells. To cast a spell, an ur-priest must have a Wisdom score of at least 10 + the spell’s level, so an ur-priest with a Wisdom of 10 or lower cannot cast these spells. Ur-priest bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + Wisdom modifier. When the table indicates that the ur-priest gets 0 spells per day of a given spell level, such as 0 2nd-level spells at 2nd level, the ur-priest gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.

The ur-priest spell list is identical to the cleric spell list. An ur-priest has access to any spell on the list and prepares those spells as a cleric, except that he does not pray for spells, he just takes them. An ur-priest casts spells as a cleric does, except that unlike a cleric, he does not have the ability to spontaneously cast cure or inflict spells, nor does he have domain spells or associated domain granted powers. He does not have restrictions on spells with alignments. To determine the caster level of an ur-priest, add the character’s ur-priest levels to one-half of his levels in other spellcasting classes. (Any levels gained in the cleric class by an ex-cleric don’t count.)

Rebuke Undead: Like an evil cleric, an ur-priest of 2nd level or higher can rebuke undead. He uses his ur-priest level as the cleric level for determining success and damage (see Turn or Rebuke Undead, page 159 of the Player’s Handbook).

Divine Spell Resistance (Su): At 4th level, an ur-priest gains spell resistance 15, but only against divine spells and the spell-like abilities of outsiders. At 8th level, the ur-priest’s spell resistance increases to 20.

Siphon Spell Power (Ex): Because they steal whatever power they can, ur-priests learn to manipulate their energy in ways that confound other casters. An ur-priest of 6th level or higher can temporarily sacrifice two (or more) lower-level spell slots and use those slots to prepare a higher-level spell. The higher-level spell must be of a level the ur-priest can cast. Only one exchange of this sort can be made each day. The levels of the lower-level slots are totaled, then reduced to three-quarters (round down) to determine the level of the extra higher-level spell slot. For example, an ur-priest who sacrifices a 3rd-level spell and a 5th-level spell can use that spell slot to prepare an additional 6th-level spell (3 + 5 = 8, and 8 × 3/4 = 6).

Steal Spell-Like Ability (Su): The most powerful ur-priests can use the same techniques that siphon off the gods’ spell power to steal the spell-like abilities of another creature. Once each day, when a creature with spell-like abilities is within 50 feet of a 10th-level ur-priest, the ur-priest can choose one of the spell-like abilities of the creature to steal for himself. The ur-priest can use the spell-like ability as often as the creature can, or three times per day, whichever is less. The ur-priest uses the ability as the creature does with regard to caster level and save DCs. This ability only lasts 24 hours. The creature with the spell-like ability does not lose the ability when the urpriest steals it. If an ur-priest tries to steal a spell-like ability that the creature doesn’t have, or tries to steal an ability that is supernatural rather than spell-like, the attempt automatically fails.

For example, if an ur-priest is near a noble salamander, he can steal fireball and use it three times that day or steal dispel magic and use it once that day. If he is near a pit fiend, he could steal teleport without error (self plus 50 pounds of objects only) and use it three times per day, because the pit fiend can do it at will. He could even steal the pit fiend’s wish ability, but because a pit fiend can only use wish once per year, the ur-priest would be similarly limited. He could not steal that power again from any creature for one year.

Advancement[]

Spells per Day
Level BAB Fort Ref Will Special 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 4 2
2nd +1 +0 +0 +3 Rebuke undead 5 3 0
3rd +2 +1 +1 +3 5 3 1 0
4th +3 +1 +1 +4 Divine spell resistance 15 6 3 2 1 0
5th +3 +1 +1 +4 6 3 3 2 1 0
6th +4 +2 +2 +5 Siphon spell power 6 3 3 3 2 1 0
7th +5 +2 +2 +5 6 4 3 3 3 2 1 0
8th +6 +2 +2 +6 Divine spell resistance 20 6 4 4 3 3 3 2 1 0
9th +6 +3 +3 +6 6 5 4 4 4 4 3 2 1 0
10th +7 +3 +3 +7 Steal spell-like ability 6 5 5 4 4 4 4 3 2 1

Class skills[]

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

Void Disciple[]

(Complete Divine variant, p. 72)

Void disciples understand that everything in the world contains all the basic elements, held together by the least tangible essence.

Requirements[]

Alignment: Any neutral

Skills: Spellcraft 10 ranks

Feats: Heighten Spell , Spell Penetration

Spells: Able to cast 3rd-level arcane or divine spells.

Hit die[]

d6

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Void disciples gain no weapon or armor proficiencies.

Spells per Day/Spells Known: A void disciple continues her magical training while mastering the powers of void. At 2nd, 4th, 5th, 6th, 8th, 10th, 11th, and 12th level, the character gains new spells per day (and spells known, if applicable) as if she had also gained one level in a previous spellcasting class. She does not, however, gain any other benefi t a character of that class would have gained (improved chance of turning or destroying undead, metamagic or item creation feats, and so on). If the character had more than one spellcasting class in which she could cast 3rd-level spells before becoming a void disciple, the player must decide to which class to add each void disciple level for the purpose of determining spells per day and spells known.

Sense Void (Su): The first technique taught to the void disciple is the ability to reach out with the mind and sense the world around, exploring the unseen layer of reality most people rarely experience. The void disciple’s consciousness actually departs her body and extends into the world, allowing her to use her normal senses (sight, hearing, touch, taste, smell) to perceive whatever area, person, or thing she directs her attention to. The void disciple must make a Spellcraft check, with the DC determined by distance, not familiarity.

Distance DC
Line of sight 5
Up to 1 mile (same village) 10
Up to 10 miles (same province) 15
Up to 100 miles (same clan’s territory) 20
Up to 1,000 miles (another clan’s territory) 25

A void disciple cannot sense across planar boundaries. Thus, a void disciple standing on one side of a gate could not extend her senses through it.

With every four levels a void disciple attains beyond 1st, she gains the ability to perceive deeper levels of reality. At 5th level, a void disciple can use detect magic and detect evil at will. At 9th level, she can use discern lies and read emotional states, gaining a +10 bonus on Sense Motive checks. At 13th level, she can detect thoughts at will.

A void disciple can use this ability once per day at 1st level. With every two levels she attains beyond 1st, she can use the ability an additional time per day (twice at 3rd level, three times at 5th, and so on).

Moment of Clarity (Su): A void disciple of 4th level or higher can grant an ally the temporary ability to perform any skill or feat (with the exception of ancestor feats). The void disciple must use a standard action to touch the target. The target gains either one feat or a number of ranks in one skill equal to his relevant ability modifier for that skill. For example, a character with Dexterity 14 could gain 2 ranks in Ride, for a total skill modifier of +4. The effect lasts for 1 round per level of the void disciple. The void disciple can use this supernatural ability twice per day at 4th level, plus an additional use for every four additional levels she attains.

Altering the Course (Su): Once per day, a void disciple of 7th level or higher can add a +20 bonus on any single attack roll, skill check, or ability check she makes. She cannot transfer this bonus to another character by any means. This supernatural ability requires no action, and lasts only the duration of the single check.

Void Release (Su): Three times per day, a void disciple of 10th level or higher can touch an ally, allowing that character to use his highest ability score modifier in place of any one lower modifier (target’s choice) for a number of rounds equal to half the void disciple’s level. For example, a severely wounded fighter could use his high Strength modifier in place of his low Dexterity modifier for a few rounds, increasing his Armor Class, Reflex save bonus, and ranged attack bonus (as well as Dexterity-based skills).

Void Suppression (Su): Once per day, a void disciple of 12th level or higher can make a melee touch attack to force the target to use his lowest ability score modifier in place of any one higher modifier (void disciple’s choice) for 5 rounds. For example, a void disciple could force an ogre to use his low Intelligence modifier in place of his high Strength modifier, severely weakening the brute’s physical blows.

Void Strike (Su): Once per day, a 13th-level void disciple can make a melee touch attack to bestow 1d4 negative levels on the target. The void disciple gains 5 temporary hit points for each negative level she bestows. If the target has at least as many negative levels as Hit Dice, he dies. Each negative level gives a creature a –1 competence penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his highest available level. Negative levels stack. Assuming the target survives, he regains lost levels after 13 hours pass. This ability relies on the void disciple’s mastery of void, not negative energy, so it cannot be used to benefit undead.

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +2 +2 Sense Void (physical senses, 1/day)
2nd +1 +0 +3 +3 +1 level of existing spellcasting class
3rd +1 +1 +3 +3 Sense Void (2/day)
4th +2 +1 +4 +4 Moment of clarity (2/day) +1 level of existing spellcasting class
5th +2 +1 +4 +4 Sense Void (magical senses, 3/day) +1 level of existing spellcasting class
6th +3 +2 +5 +5 +1 level of existing spellcasting class
7th +3 +2 +5 +5 Altering the course, sense void (4/day)
8th +4 +2 +6 +6 Moment of clarity (3/day) +1 level of existing spellcasting class
9th +4 +3 +6 +6 Sense Void (empathic senses, 5/day)
10th +5 +3 +7 +7 Void release +1 level of existing spellcasting class
11th +5 +3 +6 +7 Sense Void (6/day) +1 level of existing spellcasting class
12th +6 +4 +6 +8 Void suppression, moment of clarity (4/day) +1 level of existing spellcasting class
13th +6 +4 +7 +8 Sense Void (mental senses, 7/day), Void strike

Class skills[]

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy 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
Spellcraft INT

Warpriest[]

(Complete Divine variant, p. 74)

Warpriests are fierce, earthy clerics who pray for peace but prepare for war.

Requirements[]

Base Attack Bonus: +5

Skills: Diplomacy 8 ranks , Sense Motive 5 ranks

Feats: Combat Casting

Spells: Able to cast at least one divine spell from one of the following domains’ spell lists: Destruction, Protection, Strength, or War. A character who can cast at least one spell from a domain counts as having access for this purpose. Special: Ability to turn or rebuke undead.

Hit die[]

d10

Skill points[]

2 + Int

Class Features[]

Weapon and Armor Proficiency: Warpriests gain proficiency with all simple and martial weapons, with all types of armor, and shields (including tower shields).

Spells per Day/Spells Known: A warpriest continues advancing in divine spellcasting ability. When a warpriest gains a new even-numbered level, the character gains new divine spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he belonged to before he added 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, more frequent remove disease, and so on).

If a character had more than one divine spellcasting class before he became a warpriest, the player must decide which class to assign each even-numbered level of warpriest for the purpose of determining divine spells per day and spells known.

Bonus Domain: At 1st level, a warpriest gains the Glory domain (if he turns undead) or the Domination domain (if he rebukes undead).

Rally (Ex): A warpriest who currently is not suffering from a fear effect can use this ability as a standard action. Allies within 60 feet who are suffering from any fear effect and who can hear the warpriest are allowed another saving throw against the fear effect, with a +1 morale bonus per warpriest level.

Turn or Rebuke Undead (Su): Levels of warpriest stack with any of the character’s cleric or paladin levels when turning or rebuking undead.

Inflame (Ex): As a full-round action, the warpriest can inflame the passions of his allies. All who can hear the warpriest gain a morale bonus on saving throws against any charm or fear effect. The bonus begins at +2 for a 2nd-level warpriest and increases by +2 at each even-numbered level thereafter (+4 at 4th level, +6 at 6th level, and so on). This effect lasts for 5 minutes after the speech ends, plus 1 minute per level of the warpriest. The warpriest also gains the bonus.

Mass Cure Light Wounds (Sp): Starting at 3rd level, a warpriest can use mass cure light wounds once per day as a spell-like ability. Treat the warpriest’s caster level for this effect as equal to his highest divine caster level.

Fear Aura (Su): Once per day starting at 5th level, a warpriest can emanate a fear aura in a 20-foot radius for 1 round per level. Foes must make a Will save (DC 10 + warpriest’s class level + warpriest’s Cha modifier) or be affected as if by a fear spell.

Heroes’ Feast (Sp): Once per day, a warpriest of 6th level or higher can use heroes’ feast as a spell-like ability.

Haste (Sp): At 7th level, a warpriest gains the ability to use haste three times per day as a spell-like ability.

Mass Heal (Sp): Once per day, a warpriest of 9th level or higher can use mass heal as a spell-like ability. Treat the warpriest’s caster level for this effect as equal to his highest divine caster level.

Implacable Foe (Su): At 10th level, a warpriest can channel positive (or negative) energy to keep allies fighting even after suffering mortal wounds. Activating this ability requires only a move action, but the warpriest must concentrate to maintain it each round after that.

While active, the warpriest emanates an aura with a 100- foot radius. Allies within the radius may ignore the effects of being reduced to 0 or less hp. However, any creature reduced to –20 hp dies immediately. When the effect ends, or if a creature moves more than 100 feet from the warpriest, the normal effects of the damage apply immediately. If the warpriest normally turns undead, this ability affects living allies. If the warpriest normally rebukes undead, this ability affects undead allies.

Advancement[]

Level BAB Fort Ref Will Special Spellcasting
1st +1 +2 +0 +0 Bonus domain, rally, turn or rebuke undead
2nd +2 +3 +0 +0 Inflame +2 +1 level of existing divine spellcasting class
3rd +3 +3 +1 +1 Mass cure light wounds
4th +4 +4 +1 +1 Inflame +4 +1 level of existing divine spellcasting class
5th +5 +4 +1 +1 Fear aura
6th +6 +5 +2 +2 Heroes’ feast, inflame +6 +1 level of existing divine spellcasting class
7th +7 +5 +2 +2 Haste
8th +8 +6 +2 +2 +1 level of existing divine spellcasting class
9th +9 +6 +3 +3 Mass heal
10th +10 +7 +3 +3 Implacable foe, inflame +8 +1 level of existing divine spellcasting class

Class skills[]

Skill name Key ability Trained only Armor check penalty
Concentration CON
Craft INT
Diplomacy CHA
Handle Animal CHA
Knowledge (history) INT
Ride DEX
Sense Motive WIS
Spellcraft INT
Swim STR
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