Archivist
(Heroes of Horror variant, p. 82)
Archivists seek out esoteric sources of divine lore, wherever those sources might be, securing those secrets for themselves and their fellow scholars.
Hit die
d6Skill points
4 + IntClass Features
Weapon and Armor Proficiency: Archivists are proficient with all simple weapons and with light and
medium armor, but not with shields.
Spellcasting: An archivist casts divine spells, drawn primarily from the cleric spell list although he can
eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Int modifier.
Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. His base daily allotment is given in Table 5—1: The Archivist. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1—1 on page 8 of the Player's Handbook). He must choose and prepare his spells ahead of time by getting a good night's sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.
Prayerbook: Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity
or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which archivists can prepare from memory. An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player's choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on hisnew archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.
Dark Knowledge: Three times per day, an archivist can draw upon his expansive knowledge check by 10
or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.
An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, 6/day at 9th level and so forth).
Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.
The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.
Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus to attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
*New monster described on page 144.
Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.
Dread Secret: By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it).
Foreknowledge: Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus to all Decipher Script checks and to
all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.
Still Mind (Ex): Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and
effects from the school of enchantment, due to his rigorous focus and intense mental discipline.
Bonus Feat: When an archivist reaches 10th level, and again at 20th level, he can select a free feat from
the following list: Skill Focus (any Knowledge skill), Spell Focus, any metamagic feat, or any item creation feat.
Advancement
Class Level Base Attack Bonus FortSave Save Ref Save Will Special
—————Spellcasting————— 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Dark knowledge (tactics) 3/day, Scribe Scroll
3 2 2nd +1 +3 +0 +3 Lore mastery 4 3 3rd +1 +3 +1 +3 Dark knowledge 4/day 4 3 2 4th +2 +4 +1 +4 Still mind 4 4 3 5th +2 +4 +1 +4 Dark knowledge (puissance) 4 4 3 2 6th +3 +5 +2 +5 Dark knowledge 5/day 4 4 4 3 7th +3 +5 +2 +5 Lore mastery 4 5 4 3 2 8th +4 +6 +2 +6 Dark knowledge (foe) 4 5 4 4 3 9th +4 +6 +3 +6 Dark knowledge 6/day 4 5 5 4 3 2 10th +5 +7 +3 +7 Bonus feat 4 5 5 4 4 3 11th +5 +7 +3 +7 Dark knowledge (dread secret) 4 5 5 5 4 3 2 12th +6/+1 +8 +4 +8 Dark knowledge 7/day 4 5 5 5 4 4 3 13th +6/+1 +8 +4 +8 Lore mastery 4 5 5 5 5 4 3 2 14th +7/+2 +9 +4 +9 Dark knowledge (foreknowledge) 4 5 5 5 5 4 4 3 15th +7/+2 +9 +5 +9 Dark knowledge 8/day 4 5 5 5 5 5 4 3 2 16th +8/+3 +10 +5 +10 — 4 5 5 5 5 5 4 4 3 17th +8/+3 +10 +5 +10 Lore mastery 4 5 5 5 5 5 5 4 3 2 18th +9/+4 +11 +6 +11 Dark knowledge 9/day 4 5 5 5 5 5 5 4 4 3 19th +9/+4 +11 +6 +11 — 4 5 5 5 5 5 5 5 4 4 20th +10/+5 +12 +6 +12 Bonus feat 4 5 5 5 5 5 5 5 5 5
Class skills
Skill name Key ability Trained only Armor check penalty
Concentration CON
Decipher Script INT
Diplomacy CHA
Gather Information 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
Search INT
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
d6Skill points
2 + IntClass 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
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
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
d6Skill points
2 + IntClass 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
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
Paragnostic Apostle
(Complete Champion variant, p. 94)
The paragnostic apostles are the most devoted of the Paragnostic Assembly (see page 72)—the most erudite of a sect dedicated, mind and soul, to the acquisition of knowledge. These eminent scholars use the secrets they've learned to augment their spells, and to shape the world around them in ways that other casters cannot. Knowledge is indeed power, and the paragnostic apostle understands that power better than most.
Requirements
Skills: Knowledge (arcana) 5 ranks , Knowledge (religion) 5 ranks , Knowledge (any other) 5 ranks
Spellcasting: Able to cast 3rd-level spells or use spell-like abilities of equivalent level. Special: Must be a member of the Paragnostic Assembly.
Hit die
d4Skill points
4 + IntClass Features
Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known,
if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a paragnostic apostle, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Holy Texts (Ex): Because of your study of sacred writings, your paragnostic apostle levels stack with other
class levels for the purpose of turning or rebuking undead and level-dependent domain abilities. You do not gain such abilities if you do not already have them, however.
Knowledge Is Power (Ex): At each level, you gain a spellcasting enhancement based on your Knowledge
skills. Each time you gain this feature, choose one of the following abilities for which you meet the skill-based prerequisites. Although you can choose some of these abilities multiple times (as indicated in the descriptions), you may not select the same one twice in a row, and the minimum required skill rank increases by 2 for each subsequent selection of the same ability.
These benefits apply to warlock invocations as well as spells, where applicable.
Accurate Retort: You gain a +1 circumstance bonus on your ranged attack roll with every ray spell that you aim at a creature with a natural armor bonus. (Knowledge [arcana] 8 ranks)
Backhanded Attack: If you successfully hit with an attack that deals hit point or ability score damage and requires a saving throw against an additional, nondamaging effect (such as a warlock's beshadowed blast
CAr or the orb of acidCAr spell, add 1 to the DC of the saving throw. (Knowledge [arcana] 6 ranks)
Call of Worlds: Each creature you summon with a conjuration (summoning) spell gains the fast healing ability. The damage healed per round begins at 2 hit points and increases by 1 for every three caster levels (maximum +5 at 15th caster level). (Knowledge [the planes] 6 ranks)
Discern Weakness: Choose one creature type or subtype from the ranger's favored enemy list (PH 47). If you have 8 ranks in the appropriate Knowledge skill (such as Knowledge [arcana] for dragons, or Knowledge [nature] for humanoids), the save DC of every spell that you target on a creature of that type increases by 1. You can select this ability multiple times, choosing a different creature type each time. Divine Understanding: Choose one clerical domain. For the purpose of this ability, you can choose any domain, whether or not your deity offers it. Your effective caster level increases by 1 when you cast spells that appear on that domain's spell list. You can select this ability multiple times, choosing a different domain each time. (Knowledge [religion] 5 ranks)
Energy Supremacy: Choose an energy type from the following list: acid, cold, electricity, fire. Your effective caster level increases by 1 when you cast spells of that energy type. You can select this ability multiple times, choosing a different energy type each time. (Knowledge [the planes] 5 ranks)
Manifest Ethos: Choose one non-neutral aspect of your own alignment (chaos, evil, good, or law). When you cast an energy-based offensive spell against a creature with an opposing alignment component (chaos/law or good/evil), one-half the hit point damage dealt is pure divine power instead of its normal energy type, and thus not subject to reduction by energy resistance or immunity. You can select this ability multiple times, assuming that your alignment permits it, choosing a different aspect of your alignment each time. (Knowledge [religion] 8 ranks or [the planes] 10 ranks)
Mind over Body: Your effective caster level increases by 1 when you cast conjuration (healing) spells or transmutation spells that grant ability bonuses or penalties. (Knowledge [nature or religion] 7 ranks) Mind over Matter: Whenever you cast a spell that creates a solid object, its hardness and hit points each increase by 2. When you cast a spell that provides an armor bonus, that bonus to AC also increases by 2. (Knowledge [architecture and engineering] 5 ranks)
Mortal Coil: Your effective caster level increases by 1 when you cast spells that physically change the subject's form (such as alter self, enlarge person, or baleful polymorph). (Knowledge [nature] 6 ranks) Noble Presence: Whenever you cast a charm spell, or a compulsion that affects the subject's emotions but not specific actions (such as good hope or rage, but not dominate person), the save DC increases by 1. (Knowledge [nobility and royalty] 5 ranks)
Penetrating Insight: You gain a +1 bonus on caster level checks made to overcome spell resistance, or to successfully dispel another caster's spell. (Knowledge [arcana] 9 ranks)
See through the Veil: Whenever you cast a necromantic spell that targets undead, the save DC increases by 1. In addition, your effective turning level increases by 2, if you possess the ability to turn or rebuke undead. (Knowledge [religion] 7 ranks)
Spatial Awareness: Your effective caster level increases by 1 when you cast conjuration (teleportation) spells. Furthermore, the subject of any spell that increases base movement rate or grants a new type of movement gains an additional 10 feet to the designated speed. (Knowledge [geography] 5 ranks)
Lore (Ex): You can recall legends or information regarding various topics, just like a bard can with bardic
knowledge. To use this ability, make a lore check (1d20 + twice your paragnostic apostle level + your Int modifier). Success grants you the same result as a bardic knowledge check would. If you have the bardic knowledge or lore ability from another class, your levels in those classes stack with your paragnostic apostle levels for the purpose of this check.
Advancement
Level BAB Fort Ref Will Special Spellcasting
1st +0 +0 +0 +2 Holy texts, knowledge is power, lore +1 level of existing spellcasting class 2nd +1 +0 +0 +3 Knowledge is power +1 level of existing spellcasting class 3rd +1 +1 +1 +3 Knowledge is power +1 level of existing spellcasting class 4th +2 +1 +1 +4 Knowledge is power +1 level of existing spellcasting class 5th +2 +1 +1 +4 Knowledge is power +1 level of existing spellcasting class
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
d8Skill points
2 + IntWeapon 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