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Church InquisitorEdit

(Complete Divine variant, p. 26)

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

RequirementsEdit

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 dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

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.

AdvancementEdit

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 skillsEdit

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 HarrierEdit

(Complete Divine variant, p. 28)

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

RequirementsEdit

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 dieEdit

d10

Skill pointsEdit

4 + Int

Class FeaturesEdit

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.

AdvancementEdit

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 skillsEdit

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

ContemplativeEdit

(Complete Divine variant, p. 30)

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

RequirementsEdit

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 dieEdit

d6

Skill pointsEdit

2 + Int

Class FeaturesEdit

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.

AdvancementEdit

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 skillsEdit

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 OracleEdit

(Complete Divine variant, p. 34)

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

RequirementsEdit

Skills: Knowledge (religion) 8 ranks

Feats: Skill Focus (Knowledge [religion])

Spells: Able to cast at least 2 divination spells.

Hit dieEdit

d6

Skill pointsEdit

2 + Int

Class FeaturesEdit

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.

AdvancementEdit

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 skillsEdit

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

Holy LiberatorEdit

(Complete Divine variant, p. 45)

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

RequirementsEdit

Base Attack Bonus: +5

Alignment: Chaotic Good

Skills: Diplomacy 5 ranks , Sense Motive 5 ranks

Feats: Iron Will

Hit dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

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 LIBERATORSEdit

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 COMPANIONEdit

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.

AdvancementEdit

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 skillsEdit

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

HospitalerEdit

(Complete Divine variant, p. 48)

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

RequirementsEdit

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 dieEdit

d8

Skill pointsEdit

2 + Int

Class FeaturesEdit

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-HOSPITALERSEdit

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.

AdvancementEdit

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 skillsEdit

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

Hunter of the DeadEdit

(Complete Warrior variant, p. 42)

The hunter of the dead spends each restless night tracking undead to their lairs and cleansing the land of their foul presence.

RequirementsEdit

Base Attack Bonus: +5

Alignment: Any nonevil

Skills: Knowledge (religion) 5 ranks

Special: Able to turn undead.  Special: Scar of Unlife: The character must have lost one level or had an ability score point drained by an undead creature. Even if the loss is later offset by magic, this is the scar of unlife that all hunters of the dead carry.

Hit dieEdit

d8

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Hunters of the dead gain no proficiency with any weapon or armor.

Spells: Beginning at 1st level, a hunter of the dead gains the ability to cast a number of divine spells. To cast a spell, a hunter of the dead must have a Wisdom score of at least 10 + the spell's level, so a hunter of the dead with a Wisdom of 10 or lower cannot cast these spells. Hunter of the dead bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the hunter of the dead's Wisdom bonus (if any). When the hunter of the dead gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level hunter of the dead), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

The hunter of the dead's spell list appears below; she has access to any spell on the list and can freely choose which to prepare. A hunter of the dead prepares and casts spells just as a cleric does (though a hunter of the dead cannot lose a spell to cast a cure spell in its place).

Detect Undead (Sp): At will, a hunter of the dead can use detect undead as if casting the spell of the same name.

Smite Undead (Su): Once per day, a hunter of the dead of 2nd level or higher can attempt to smite undead with one normal melee attack. She adds her Wisdom modifier (if positive) to her attack roll and deals 1 extra point of damage per level. For example, an 8th-level hunter of the dead armed with a longsword would deal 1d8+8 points of damage, plus any additional bonuses for Strength and magical effects that normally apply. If a hunter of the dead accidentally smites a creature that is not undead, the smite has no effect but it is still used up for that day. Note: A paladin/hunter of the dead can both smite evil and smite undead in the same day, potentially against the same target (if it's an evil undead).

Spurn Death's Touch (Ex): A hunter of the dead of 3rd level or higher applies her Wisdom modifier (if positive) as an additional bonus on all saving throws against effects and spells used by undead. This bonus stacks with the Wisdom modifier already applied to Will saves.

True Death (Su): Undead slain by a hunter of the dead of 5th level or higher, either by melee attacks or spells, can never rise again as undead. They are forever destroyed.

Extra Turning: At 6th level, a hunter of the dead receives Extra Turning as a bonus feat. This benefit allows the hunter to turn undead four more times per day than normal. It stacks with any turning ability the character has from another class.

Positive Energy Burst (Su): At the cost of two normal turning attempts, a hunter of the dead of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures within 20 feet. Undead are allowed a Reflex save (DC 10 + the hunter's class level + the hunter's Cha modifier) for half damage.

Sealed Life (Su): A 10th level hunter of the dead cannot lose levels due to energy drain effects (although death still results in level loss, as do other level- or experience-draining effects).

AdvancementEdit

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Detect undead 0
2nd +2 +3 +0 +0 Smite undead 1/day 1
3rd +3 +3 +1 +1 Spurn death's touch 1 0
4th +4 +4 +1 +1 1 1
5th +5 +4 +1 +1 True death 1 1 0
6th +6 +5 +2 +2 Extra Turning, Smite undead 2/day 1 1 1
7th +7 +5 +2 +2 2 1 1 0
8th +8 +6 +2 +2 Positive energy burst 2 1 1 1
9th +9 +6 +3 +3 2 2 1 1
10th +10 +7 +3 +3 Sealed life, Smite undead 3/day 2 2 2 1

Class skillsEdit

Skill name Key ability Trained only Armor check penalty
Concentration CON
Heal WIS
Knowledge (religion) INT
Profession WIS
Ride DEX
Search INT

Knight of the ChaliceEdit

(Complete Warrior variant, p. 53)

The knight of the Chalice is a member of an elite knightly organization devoted to fighting demons and other evil outsiders.

RequirementsEdit

Base Attack Bonus: +8

Alignment: Lawful good

Skills: Knowledge (the planes) 5 ranks , Knowledge (religion) 10 ranks

Spells: Able to cast divine spells, including protection from evil

Hit dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Knights of the Chalice gain no proficiency with any weapon or armor.

Spells: Beginning at 1st level, a knight of the Chalice gains the ability to cast a number of divine spells. To cast a spell, a knight of the Chalice must have a Wisdom score of at least 10 + the spell's level, so a knight with a Wisdom of 10 or lower can not cast these spells. Knight of the Chalice bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the knight's Wisdom modifier. When the knight gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 1st-level knight), she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

The knight of the Chalice's spell list appears below; he has access to any spell on the list and can freely choose which to prepare. A knight of the Chalice prepares and casts spells just as a cleric does (though a knight cannot lose a spell to cast a cure spell in its place).

Fiendslaying (Ex): Knights of the Chalice gain a number of special benefits in combat with evil outsiders. A 1st-level knight of the Chalice gets a +1 competence bonus on attack rolls against evil outsiders. On a successful attack, she deals an extra 1d6 points of damage due to her expertise in combating these creatures. These bonuses increase as the knight advances in level, as shown on Table 2—19.

A 1st-level knight of the Chalice's +1 competence bonus also applies to Intimidate, Listen, Sense Motive, and Spot checks when she uses these skills against evil outsiders. She gets the same bonus on Will saving throws against attacks from evil outsiders, and on opposed ability checks she makes against evil outsiders.

These bonuses all stack with the knight's favored enemy bonus (if any).

Censure Demons (Su): Knights of the Chalice can censure demons, much as clerics turn undead. Rather than channeling positive energy, a knight of the Chalice channels energy from the celestial planes of lawful good.

When a knight of the Chalice uses this ability, any demon within 30 feet must succeed on a Will save (DC 10 + the knight of the Chalice's class level + the knight of the Chalice's Cha modifier) or be censured.

A censured demon whose Hit Dice are equal to or greater than twice the knight's class level is stunned by the knight's holy power for 1 round.

If a censured demon has fewer Hit Dice than twice the knight's class level, it is stunned and must succeed on a second Will save (same DC) or be sent back to its home plane as if it had been the subject of a dismissal spell. Only one demon may dismissed in this way by any single censure demons attempt; if more than one demon is required to make this second Will save, check for the demon with the lowest HD first.

A knight may attempt to censure demons once per day for every two class levels she possesses.

Courage of Heaven (Su): A knight of the Chalice of 2nd level or higher is immune to fear effects cast or created by evil outsiders. At 5th level and higher, a knight of the Chalice is also immune to enchantment spells and effects cast or created by evil outsiders, including charms and suggestions. At 8th level and higher, these immunities extend to all allies within 20 feet of the knight of the Chalice.

Consecrated Casting (Ex): When a knight reaches 4th level, spells cast by the character on evil outsiders become more difficult to resist. When the knight casts a spell that targets an evil outsider, add +2 to the knight's caster level check to overcome the target's spell resistance and +2 to the DC of any saving throw the spell allows.

Holy Aura (Su): A 10th-level knight of the Chalice has the ability to create a holy aura once per day that affects herself only. The aura's effect is as the spell cast by a 10th-level cleric, but it wards the knight against the attacks, spells, and mental influence of evil outsiders only, and only evil outsiders can be blinded if they strike the knight.

Multiclass Note: A paladin who becomes a knight of the Chalice may continue advancing as a paladin.

AdvancementEdit

Spells per day
Level BAB Fort Ref Will Special 1st 2nd 3rd 4th
1st +1 +2 +0 +0 Fiendslaying +1/+1d6 0
2nd +2 +3 +0 +0 Censure demons, courage of heaven (fear) 1
3rd +3 +3 +1 +1 Fiendslaying +2/+2d6 1 0
4th +4 +4 +1 +1 Consecrated casting 1 1
5th +5 +4 +1 +1 Courage of heaven (enchantment) 1 1 0
6th +6 +5 +2 +2 Fiendslaying +3/+3d6 1 1 1
7th +7 +5 +2 +2 2 1 1 0
8th +8 +6 +2 +2 Courage of heaven (radius) 2 1 1 1
9th +9 +6 +3 +3 Fiendslaying +4/+4d6 2 2 1 1
10th +10 +7 +3 +3 Holy aura 1/day 2 2 2 1

Class skillsEdit

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

Knight of the Middle CircleEdit

(Defenders of the Faith: A Guidebook to Clerics and Paladins variant, p. 65)

Knights of the Middle Circle provide security for Stargazer chapterhouses and may be called upon for similar service for allies of the Stargazers.

RequirementsEdit

Base Attack Bonus: +6

Alignment: Good. nonchaotic

Skills: Handle Animal 7 ranks , Gather Information 4 ranks , Innuendo 4 ranks

Hit dieEdit

d10

Skill pointsEdit

4 + Int

Class FeaturesEdit

Weapon and Armor Proficiency: Knights of the Middle Circle are proficient with simple and martial weapons, with all types of armor, and with shields.

Spells per Day: To cast a spell, a knight of the Middle Circle must have a Wisdom score of at least 10 + the spell's level, so a knight with a Wisdom score of 10 or lower cannot cast spells. Knight bonus spells are based on Wisdom, and saving throws against these spells have a Difficulty Class of 10 + spell level + Wisdom modifier. When the knight gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the knight gets only bonus spells. A paladin without a bonus spell for that level cannot yet cast a spell of the level. A knight has access to any spell on the list below and can freely choose which to prepare, just as a cleric can. A knight of the Middle Circle prepares and casts spells just as a cleric does (though the knight cannot use spontaneous casting to substitute a cure spell in place of a prepared spell).

A knight of the Middle Circle's caster level is one half his knight class level.

Blind-Fight: A knight of the Middle Circle gains this bonus feat at 1st level.

Combat Sense (Ex): A knight of the Middle Circle may designate a single opponent in combat. Against that opponent, the knight gains a +2 insight bonus to AC and a +2 insight bonus on attacks. At 5th level, these bonuses increase to +4. At 10th level, the bonuses increase to +6.

Tongues (Sp): A knight of the Middle Circle must be able to communicate with those he meets, acting as the eyes and ears of the Stargazers. Beginning at 2nd level, he can invoke tongues (as the spell) a number of times per day equal to his knight class level plus his Charisma bonus.

True Strike (Sp): At 3rd level, a knight of the Middle Circle can use true strike (as the spell) once per day. He can use this ability once more per three levels advanced (twice per day at 6th level, and three times per day at 9th level).

Multiclass Note: A paladin who becomes a knight of the Middle Circle may continue advancing as a paladin.

Knight of the Middle Circle Spell ListEdit

Knights of the Middle Circle choose their spells from the following list:

1st—bless, bless weapon, cure light wounds, detect poison, detect undead, divine favor, magic weapon, protection from evil, read magic.

2nd—augury, shield other, undetectable alignment.

3rd—cure moderate wounds, discern lies, dispel magic, greater magic weapon, prayer.

The Inner CircleEdit

Those who wish to advance to the Inner Circle must have at least one level as a paladin and must be able to gain more (they must be lawful good, have atoned for any violations, and must not have added levels of a class that forbids further advancement as a paladin).

The StargazersEdit

The Stargazers charge minimal dues of all Middle and Inner Circle members, but primarily funds itself through private donations made by wealthy knights in addition to their dues. In return, the Stargazers provide housing, food, training, and assistance (for instance, they might help a paladin discover where to find a special mounts). The Stargazers sometimes provide special equipment of magic items for truly important quests.

AdvancementEdit

Spells per Day
Level BAB Fort Ref Will Special 1st 2nd 3rd
1st +1 +0 +0 +2 Combat sense +2, Blind-fight 0
2nd +2 +0 +0 +3 Tongues 0
3rd +3 +1 +1 +3 True strike 1/day 1
4th +4 +1 +1 +4 1
5th +5 +1 +1 +4 Combat sense +4 1 0
6th +6 +2 +2 +5 True strike 2/day 1 0
7th +7 +2 +2 +5 1 1
8th +8 +2 +2 +6 1 1 0
9th +9 +3 +3 +6 True strike 3/day 1 1 1
10th +10 +3 +3 +7 Combat sense +6 1 1 1

Class skillsEdit

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

Master of ShroudsEdit

(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.

RequirementsEdit

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 dieEdit

d8

Skill pointsEdit

2 + Int

Class FeaturesEdit

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.

AdvancementEdit

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 skillsEdit

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

Sacred ExorcistEdit

(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.

RequirementsEdit

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 dieEdit

d8

Skill pointsEdit

2 + Int

Class FeaturesEdit

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.

AdvancementEdit

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 skillsEdit

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

Sacred FistEdit

(Complete Divine variant, p. 59)

Sacred fists are independent organizations found within many temples.

RequirementsEdit

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 dieEdit

d8

Skill pointsEdit

4 + Int

Class FeaturesEdit

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.

AdvancementEdit

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 skillsEdit

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

TemplarEdit

(Defenders of the Faith: A Guidebook to Clerics and Paladins variant, p. 72)

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

RequirementsEdit

Base Attack Bonus: +5

Skills: Knowledge (religion) 8 ranks

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

Hit dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

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

Mettle (Su): A templar's special blessing allows her to shrug off magical effects that would otherwise harm her. If a 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.

Weapon Specialization: A templar gains the Weapon Specialization feat with her deity's favored weapon.

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

Smite (Su): Once per day, a templar of 2nd level or higher may make a single melee attack with a +4 attack bonus and a damage bonus equal to her templar level (if she hits). The templar must declare the smite before making the attack. At 7th level, the templar can smite twice per day.

If the 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 (templar level plus cleric or paladin level).

Damage Reduction (Ex): Starting at 3rd level, templars have the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the templar takes each time she is dealt damage. At 6th level, this damage reduction rises to 2, and at 9th level, it rises to 3.

Bonus Feat: At 4th level and again at 8th level, the templar gets a bonus feat. These bonus feats must be drawn from the following list: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge (Mobility, Spring Attack), Exotic Weapon Proficiency*, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack), Improved Critcal*, Improved Initiative, Improved Unarmed Strike (Deflect Arrows, Stunning Fist), Mounted Combat (Mounted Archery, Trample, Ride-By Attack, Spirited Charge), Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Improved Bull Rush, Sunder, Great Cleave), Quick Draw, Two-Weapon Fighting (Improved Two-Weapon Fighting), Weapon Finesse*, Weapon Focus*.

Feats dependent on other feats are listed parenthetically after the prerequisite feat. A character can select feats marked with an asterisk (*) more than once, but it must be for a different weapon each time. Characters must still meet all prerequisites for a feat, including ability score and base attack bonus minimums.

Templar Spell ListEdit

Templars choose their spells from the following list:

1st—bless, cause fear, command, divine favor, entropic shield, magic weapon, mount, shield of faith.

2nd—aid, bull's strength, calm emotions, endurance, enthrall, hold person, shield other, spiritual weapon.

3rd—blindness/deafness, daylight, dispel magic, invisibility purge, magic vestment, negative energy protection, prayer, searing light.

4th—divine power, freedom of movement, greater magic weapon, status.

AdvancementEdit

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

Class skillsEdit

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

WarpriestEdit

(Complete Divine variant, p. 74)

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

RequirementsEdit

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 dieEdit

d10

Skill pointsEdit

2 + Int

Class FeaturesEdit

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.

AdvancementEdit

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 skillsEdit

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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