Taeran Holy Exemplar Prestige Classes

Exemplars of Good-Faction Deities

Avenger
Exalted Jester
Freedom Knight
Holy Cropmaster
Holy Ranger
Master of Inner Light
Paladin
Paramour
Psi-Priest (Good)
Shadowcat Reveller
Sunchild
Swamp Stalker
Windrider
Womb Guardian

Exemplars of Neutral-Faction Deities

Discordian
Enforcer
Forgemaster
Gambler
Holy Bard
Holy Guardian
Holy Sage
Mariner
Psi-Priest (Neutral)
Shifter
Shrouder
Vigilante
Warrior of Fate
Wayfaring Wanderer

Exemplars of Evil-Faction Deities

Antibard
Antipaladin
Blasphemer
Deathstroke
Despoiler
Ice Knight
Knight of Purity
Oozemaster
Psi-Priest (Evil)
Seductress
Serpent Soldier
Sharkmaster
Storm Knight
Terrorist
Trapmaster

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The Avenger

Avengers are holy warriors of Lady Justice, who fight to right wrongs, or punish wrongdoers in the case of unfixable wrongs. It is a lonely, and sometimes thankless life, but those with the courage and devotion to live it are the stuff legends are made of. When people in pain cry out for justice, the goddess hears their cry, and her Avengers rise to answer the call.

Hit Die: d10.

Requirements:

Class Skills: The Avenger's class skills (and associated abilities) are Appraise (INT), Climb (STR), Concentration (CON), Diplomacy (CHA), Disguise (CHA), Gather Information (CHA), Hide (DEX), Intimidate (CHA), Knowledge (History, Religion, and Streetwise) (INT), Listen (WIS), Move Silently (DEX), Profession (WIS), Search(INT), Sense Motive (WIS), Spellcraft (INT), Spot (WIS), Survival (WIS), Tumble (DEX), Urban Survival (WIS), and Use Rope (DEX).

Skill Points at each level: 2 + INT modifier.

The Avenger
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day
1 2 3 4
1st +1 +2 +0 +2 Evasion, Bonus Feat 0 - - -
2nd +2 +3 +0 +3 +1 Ability Bonus 1 - - -
3rd +3 +3 +1 +3 Bonus Feat 1 0 - -
4th +4 +4 +1 +4 +1 Ability Bonus 2 1 - -
5th +5 +4 +1 +4 Bonus Feat, Uncanny Dodge 2 1 0 -
6th +6 +5 +2 +5 +1 Ability Bonus 3 2 1 -
7th +7 +5 +2 +5 Bonus Feat 3 2 1 0
8th +8 +6 +2 +6 +1 Ability Bonus 4 3 2 1
9th +9 +6 +3 +6 Bonus Feat 4 4 3 2
10th +10 +7 +3 +7 +1 Ability Bonus, Improved Evasion 4 4 3 3

Class Features: All of the following are class features of the Avenger prestige class.
Weapon and Armor Proficiency: Avengers are proficient with all simple and martial weapons, shields, and all types of Light and Medium armor.
Spells: Avengers can cast a small number of Divine spells each day. To cast a spell, the character must have a Wisdom score of at least 10 + the spell's level. Avenger bonus spells and saving throws are based on Wisdom. An Avenger with 0 spells of a given level only gets bonus spells of that level, and cannot cast spells of that level at all if he or she has no bonus spells there. Avengers prepare and cast spells just like Clerics, though they cannot use the Spontaneous Casting ability of some Clerics to substitute Cure spells (or, for that matter, any other sort).
Evasion (Ex): Upon entering the prestige class, an Avenger gains Evasion. If exposed to any effect that would normally allow a Reflex saving throw for half damage (such as a damaging breath weapon), he or she takes no damage with a successful save. The Evasion ability can only be used if the character is wearing Light armor or no armor.
Bonus Feat: At 1st level, and every 2 levels after that, an Avenger gains a bonus feat. This feat must be selected from the same list of feats available to Fighters, with the addition of Armor Proficiency (Heavy). Avenger levels count as, and stack with, levels of Fighter for the purposes of meeting prerequisites of feats such as Weapon Specialization and Greater Weapon Specialization.
Ability Bonus (Ex): At 2nd level, and every 2 levels thereafter, an Avenger gains a permanent +1 bonus to an ability score, just like ability score increases gained at every 4th character level. If an Avenger gains this class-granted bonus on the same level that the character gets the normal ability increase, the Avenger may increase 2 scores (but is not allowed to spend both points on the same score). These bonuses come from the investment of power in the character by Justice herself, and are therefore lost if the character loses the other Avenger class abilities (see below). They otherwise count as permanent increases to ability scores, just like the increases granted at every 4th character level.
Uncanny Dodge (Ex): At 5th level, the Avenger gains the extraordinary ability to react to danger before his or her senses would normally allow the character to even be aware of it. The character retains his or her DEX bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. The Avenger still loses his or her DEX bonus if somehow immobilized. If the character already had Uncanny Dodge from another class (for instance, from Rogue levels), then the Avenger automatically gains Improved Uncanny Dodge (see below, in the Epic progression area).
Improved Evasion (Ex): At 10th level, the Avenger gains Improved Evasion. This ability works like Evasion (see above), except that the character now takes half damage even with a failed saving throw.

Code of Conduct: Avengers must always be Lawful Good in alignment, and lose all class abilities (including the ability score bonuses gained from Avenger levels) if they ever willingly commit evil acts. In addition, an Avenger is required to respect authority wherever possible, always acting in concert with local police or constables if not directly opposed by them. Above both of those, however, Avengers must help innocents in need, and punish those who harm or threaten them, whatever the cost (and whether or not local authorities like it). Avengers are sent to right wrongs, or failing that avenge them, and they are expected to place their calling from Lady Justice above everything else. In fact, they are frequently called to quests by the goddess, in such a way that they know only where to go, but do not know what to do before they reach their destinations and start investigating. Failure to pursue such a call when it comes results in loss of Avenger class abilities until an Atonement is cast, unless the Avenger is genuinely prevented from pursuing the call for some reason (such as being locked in a jail by a ruthless tyrant). Usually, however, Justice will not send a call unless there is some way the Avenger can respond to it, so Avengers always try to follow their calls when they get them.
Associates: Avengers may adventure with characters of any good or neutral alignment, but are not allowed to knowingly associate with evil characters or creatures unless using them to gain information about others of their ilk. Avengers may never hire henchmen, or have any followers who are not Avengers themselves, though adventuring companions are not considered either of these categories even if they are considerably less powerful.

Spell List:

Avenger Epic Progression

The Epic Avenger
Class
Level
Special
11th Bonus feat
12th +1 Ability Bonus
13th Bonus feat
14th  
15th Bonus feat, Improved Uncanny Dodge
16th +1 Ability Bonus
17th Bonus feat
18th  
19th Bonus feat
20th +1 Ability Bonus

Ability Bonus (Ex): An Epic Avenger continues to gain ability score bonuses, exactly like those gained at earlier levels with the exception that the character gains them at 12th level and every 4th level after that (rather than every 2nd level as before).
Improved Uncanny Dodge (Ex): At 15th level, the Epic Avenger can no longer be flanked, since he or she can react to opponents on opposite sides as easily as a single attacker. This ability denies Rogues (and others with the Sneak Attack ability) the ability to Sneak Attack the Avenger with flanking attacks. The exception to this is that a Rogue at least 4 levels higher than the Avenger can flank the character (and thus Sneak Attack him or her). If the Avenger already had Uncanny Dodge from another class (for instance, from Rogue levels), then the levels from those classes stack with Avenger levels to determine the minimum Rogue level required to flank him or her.
Bonus Feats: The Epic Avenger gains a bonus feat (selected from the following list) at every 2nd level past 9th.
    Epic Avenger Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Polyglot, Reflect Arrows, Self-Concealment, Spellcasting Harrier, Spell Opportunity, Spontaneous Spell, Storm of Throws, Superior Initiative, Swarm of Arrows, Tenacious Magic, Two-Weapon Rend, Uncanny Accuracy.

The Exalted Jester



The Freedom Knight

Freedom Knights are Damok's holy warriors, and as their name suggests, they are the bane of tyrants and oppression wherever they go. Their mission is to do everything they can do undermine the power base of those who misuse their power, by whatever means necessary. Some people question whether the god of Kings really needs to be chipping away at his own domain this way, but for those who truly understand Damok and his followers, there is no contradiction in the behavior of the Freedom Knights- only heroism.

Hit Die: d10.

Requirements:

Class Skills: The Freedom Knight's class skills (and associated abilities) are Balance (DEX), Bluff (CHA), Concentration (CON), Craft (INT), Diplomacy (CHA), Disguise (CHA), Escape Artist (DEX), Gather Information (CHA), Heal (WIS), Hide (DEX), Innuendo (WIS), Knowledge (All) (INT), Listen (WIS), Profession (WIS), Scry (INT), Sense Motive (WIS), Spot (WIS), and Tumble (DEX).

Skill Points at each level: 2 + INT modifier.

The Freedom Knight
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day
1 2 3 4
1st +1 +2 +0 +2 Detect Evil, Flight, Divine Freedom, Speed +10 - - - -
2nd +2 +3 +0 +3 Divine Grace, Smite Evil 0 - - -
3rd +3 +3 +1 +3 Divine Purpose, Speed +10, Turn Undead 1 - - -
4th +4 +4 +1 +4 Freedom of Movement 1 0 - -
5th +5 +4 +1 +4 Divine Purpose +4, Speed +10 1 1 - -
6th +6 +5 +2 +5 Improved Flight 2 1 0 -
7th +7 +5 +2 +5 Immune to Charm and Compulsion, Speed +10 2 1 1 -
8th +8 +6 +2 +6 Dimension Door 3 2 1 0
9th +9 +6 +3 +6 Subversion, Speed +10 3 2 2 1
10th +10 +7 +3 +7 Divine Aura 4 3 3 2

Class Features: All of the following are class features of the Freedom Knight prestige class.
Weapon and Armor Proficiency: Freedom Knights are proficient with simple and martial weapons, light and medium armors, and shields.
Spells: Freedom Knights of 2nd level or higher can cast a small number of Divine spells daily. To cast a spell, the character must have a Charisma score of at least 10 + the spell's level. Freedom Knight bonus spells and saving throws are based on Charisma. A character with 0 spells of a given level only gets bonus spells of that level, and cannot cast spells of that level at all if he or she has no bonus spells there. Freedom Knights otherwise prepare and cast spells just like Clerics.
Detect Evil: At will, a Freedom Knight can Detect Evil as a spell-like ability. This effect is identical to the spell of the same name.
Flight: A Freedom Knight of any level can Fly as the spell, for up to 1 hour + 10 minutes per level, per day. This time can be split between several flights if desired, as long as the total flight time does not exceed the maximum. A Freedom Knight caught in the air, during a flight, when the maximum time runs out, floats toward the ground at 60 feet per round (the maximum safe speed) until landing. Unlike the normal Fly spell, a Freedom Knight is never in danger of a damaging fall from this special class power, as it is not a spell, but a sign of Damok's own divine favor.
Divine Freedom: No Freedom Knight can ever be held against his or her will for long. Damok is a very meddlesome god, and as the Freedom Knights are his chosen servants, he personally sees to it that they always live up to their name. In any situation where a Freedom Knight is captured, held, bound, or imprisoned, there will be an opportunity for the character to escape, within 24 hours. No power short of constant attention by another god can prevent this from happening- Damok has even been known to stop time and directly teleport Freedom Knights out of captivity. Note that this does not necessarily remove the Freedom Knights from harm's way; it is often more dangerous for prison escapees than it would be if they stayed in prison!
Speed: As they gain levels, Freedom Knights gain the ability to move faster, much like Monks do. Upon gaining a level of Freedom Knight which is marked with a Speed bonus, the character immediately has the listed amount added to his or her base movement rate. This is an extraordinary ability.
Divine Grace: A 2nd level or higher Freedom Knight's Charisma modifier, if positive, is added as a bonus to all saving throws.
Smite Evil: Once per day, a Freedom Knight of 2nd level or higher may attempt to Smite Evil with one normal melee attack. If the attack hits, it deals the character's Charisma modifier (if positive) plus character level as extra damage, in addition to bonuses from high Strength or other sources such as magical enhancement bonuses. If the attack misses, or is used on a non-evil target, the attempt has no effect and is wasted for the day. This is a supernatural ability.
Divine Purpose: Due to intense commitment to the principles of freedom, a 3rd level Freedom Knight gains a +2 bonus to all saving throws vs. Charm and Compulsion abilities and powers. At 5th level this bonus improves to +4. This is a supernatural ability.
Turn Undead: Freedom Knights of 3rd or higher level can Turn Undead as Clerics of level equal to their Freedom Knight level minus 2. If such a character has Cleric levels, the levels stack with these for determining the limits and effects of Turn Undead attempts.
Freedom of Movement: At 4th level, a Freedom Knight is able to move and attack as if under a permanent Freedom of Movement spell. This is a supernatural ability.
Improved Flight: At 6th level, the Freedom Knight's Flight ability grants Perfect maneuverability instead of Good.
Immune to Charm and Compulsion: At 7th level, the Freedom Knight's sense of divine purpose is so strong that he or she is completely immune to all Charm and Compulsion effects. This replaces the Divine Purpose ability.
Dimension Door: At 8th level, the Freedom Knight can Dimension Door once per day as a spell-like ability, as if cast by a Wizard of the same level.
Subversion: By spending 5 minutes in conversation with a creature under the influence of a Charm or Compulsion effect, a Freedom Knight of 9th level or higher can help that creature break free of the effect. As a full-round action, the Freedom Knight touches the enchanted creature (making a touch attack roll if necessary), and invokes the divine power within him/herself. The enchanted/compelled creature immediately gains a new saving throw, using its original save bonus plus the Freedom Knight's CHA bonus. If the save is successful, the effect ends immediately, and cannot reinstate itself even if it would normally be able to do so. This is a supernatural ability.
Divine Aura: At 10th level, a Freedom Knight is so suffused with Damok's holy power that he or she gains a permanent +4 enhancement bonus to CHA.

Code of Conduct: A Freedom Knight must always be Chaotic Good in alignment, and loses all class abilities (including the ability to always escape) if he or she ever willingly commits an evil act. Freedom Knights must also watch for authorities misusing their power, and do their best to free those caught under the thumb of such tyrants from the grip of oppression. Of course, being Chaotic, they're allowed some discretion in how to fulfill that second criterion, so in practice as long as they don't deliberately run from tyranny or allow it to continue when they're in a position to bring it down, they're fulfilling their purpose.
Associates: Freedom Knights may adventure with characters of any good or neutral alignment, but are not allowed to associate with creatures or people of Evil alignment aside from trying to change that Evil to Neutral or Good. Freedom Knights may hire henchmen or accept followers of any of the allowed alignments.
Multiclassing: Freedom Knights may not advance any class levels after becoming a Freedom Knight, other than the Freedom Knight class levels, or Clerics (of Damok), Mage-Priests (same thing), or Wizards, until becoming 10th level Freedom Knights. Damok isn't as restrictive as other gods when it comes to bestowing his blessings, but he does prefer to keep things "in the family" as it were. Freedom Knights who break this restriction may never again advance their Freedom Knight levels, though they may advance their other classes freely, and still retain their current Freedom Knight abilities as long as they maintain the code of conduct detailed above.

Spell List:



The Holy Cropmaster



The Holy Ranger

Holy Rangers are holy warriors who serve Gaeya, Mother Nature. They leave civilization behind, pursuing the beauty of Nature above all else, and defend it militantly (even more so than most Druids of Gaeya do). However, their alignment means that rather than being aggressive in this defense, they instead endeavor to show the misguided peoples of civilized societies what Nature has to offer, and how working wth it to heal the world helps to heal them (and the problems of their societies) as well.

Hit Die: d8.

Requirements:

Class Skills: The Holy Ranger's class skills (and associated abilities) are Animal Empathy (CHA), Climb (STR), Concentration (CON), Craft (INT), Handle Animal (CHA), Heal (WIS), Hide (DEX), Intuit Direction (WIS), Jump (STR), Knowledge (Nature) (INT), Listen (WIS), Move Silently (DEX), Search(INT), Spot (WIS), Swim (STR), and Wildnerness Lore (WIS).

Skill Points at each level: 4 + INT modifier.

The Holy Ranger
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day
1 2 3 4 5
1st +0 +0 +2 +2 Ambidexterity/Multidexterity, Animal Companion 0 - - - -
2nd +1 +0 +3 +3 Nature Sense, Woodland Stride 1 - - - -
3rd +2 +1 +3 +3 Speak With Animals, Two-/Multi-Weapon Fighting 1 0 - - -
4th +3 +1 +4 +4 Nature's Strength, Trackless Step 2 1 - - -
5th +4 +1 +4 +4 Nature's Cure 2 1 0 - -
6th +5 +2 +5 +5 Speak With Plants 3 2 1 - -
7th +6 +2 +5 +5 Wild Shape 1/day 3 2 1 0 -
8th +7 +2 +6 +6 Improved Two-/Multi-Weapon Fighting 3 3 2 1 -
9th +8 +3 +6 +6 Wild Shape 2/day 3 3 2 1 0
10th +9 +3 +7 +7 Natural Communion 3 3 3 2 1

Class Features: All of the following are class features of the Holy Ranger prestige class.
Weapon and Armor Proficiency: Holy Rangers are proficient with all simple and martial weapons, light and medium armor, and shields.
Spells: Holy Rangers can cast a small number of Divine spells daily. To cast a spell, the character must have a Wisdom score of at least 10 + the spell's level. Holy Ranger bonus spells and saving throws are based on Wisdom. A character with 0 spells of a given level only gets bonus spells of that level, and cannot cast spells of that level at all if he or she has no bonus spells there. Holy Rangers prepare and cast spells just like Druids.
Ambidexterity/Multidexterity: A Holy Ranger gains Ambidexterity (or Multidexterity, if the character has more than two arms) as a bonus feat at 1st level, if he or she doesn't already have it.
Animal Companion: At 1st level, the Holy Ranger automatically receives an animal companion, as if the Animal Friendship spell had been used. This animal has the same hit dice limit as normal animals affected by that spell, but do not count against the limit attainable by actual castings of the spell; that is, if the Holy Ranger already has an animal companion through his or her previous classes, the new animal companion comes as a bonus and does not interfere with the existing bond(s) in any way. If the character does not have other animal companions equal to the normal limit, he or she may aquire further companions up to the limit normally.
Nature Sense: A Holy Ranger of 2nd level or higher can identify animals and plants, along with all of their traits, with perfect accuracy. Furthermore, the character can also identify whether water is safe to drink or dangerous, and the reason why, if it is dangerous.
Woodland Stride: At 2nd level, a Holy Ranger may move through briars, thorns, overgrown areas, and other natural obstacles at normal speed, and suffers no damage or other impairment for doing so. Magically or psionically manipulated thorns, etc. still affect the character normally, however.
Speak With Animals: At 3rd level, a Holy Ranger is close enough to Nature herself to be able to Speak With Animals as the spell, at will.
Two-/Multi-Weapon Fighting: The Holy Ranger gains the Two-Weapon Fighting feat, or Multi-Weapon Fighting if appropriate, if he or she doesn't already have it.
Nature's Strength: At 4th level, the Holy Ranger is so in tune with natural forces that the character gains incredible resistance against natural poisons and diseases. The Holy Ranger gains a +6 natural bonus to all saves against natural poisons and diseases.
Trackless Step: Starting at 4th level, a Holy Ranger leaves no trail in natural surroundings, and cannot be tracked.
Nature's Cure: At 5th level, the Holy Ranger's natural healing accelerates to double the normal rate, if in natural surroundings- he or she regains 2 hit points per character level per day, instead of 1. If the character can find or make a shelter for bed rest, the rate goes to 3 points per day (2 × 1.5). This is a supernatural ability.
Speak With Plants: At 6th level, the Holy Ranger's connection to Nature deepens to the point that the character can Speak With Plants, as the spell, at will.
Wild Shape: At 7th level, the Holy Ranger can Polymorph Self into an animal of the same size category or one step smaller (for instance, a Human would be able to become a Small or Medium-Size animal), and back to normal form, once per day. Unlike the normal spell, the Holy Ranger may only adopt one form with this ability when it is used, staying in that form until choosing to return to normal. Changing forms causes natural healing as if from one day of rest, as normal; however, this does not stack with the Nature's Cure ability above, so the Holy Ranger only gains 1 hit point per level. This ability is essentially the same as a Druid's Wild Shape ability. At 9th level, the Holy Ranger may use Wild Shape 2 times per day.
Improved Two-/Multi-Weapon Fighting: If the character does not already have it, he or she gains the Improved Two-Weapon (or Multiweapon, if appropriate) Fighting feat for free, upon gaining the 8th Holy Ranger level.
Natural Communion: A 10th level Holy Ranger is so in tune with Nature that the character becomes immune to all natural poisons and diseases, and furthermore may read the memories of the land itself while travelling, which translates to a +4 circumstance bonus to all Search, Spot, and Listen rolls made in natural surroundings. Furthermore, the character gains a +10 bonus to all Wilderness Lore checks, as Nature itself responds directly to help the character get what he or she wants.

Code of Conduct: A Holy Ranger must always be Neutral Good in alignment, and loses all class abilities if he or she ever willingly commits an evil act. Furthermore, the character must respect nature in all its forms, and do everything possible to ensure its protection. Those who deliberately despoil or destroy natural places must be found and punished, unless the Holy Ranger can get them to see the error of their ways and help to repair the damage.
Associates: Holy Rangers may adventure with characters of any alignment, provided that they respect nature. Holy Rangers must immediately break off association with people who knowingly desecrate, despoil, or destroy natural places after meeting him or her. Though they are not required to do so, Holy Rangers who hire henchman or accept followers of sentient species normally only hire or accept those of Neutral Good alignment.
Multiclassing: Holy Rangers may not advance any class levels after becoming a Holy Ranger, other than in Holy Ranger, Ranger, or Druid. Upon reaching 10th level as a Holy Ranger, this restriction is lifted, but before then it is absolute. Gaeya requires great devotion from those she grants her holiest powers to. Holy Rangers who break this restriction may never again advance their Holy Ranger levels, though they may advance their other classes freely, and still retain their current Holy Ranger abilities as long as they maintain the code of conduct detailed above.

Spell List:



The Master of Inner Light

The Master of Inner Light is an Epic-level prestige class, and is fully detailed in the Epic Prestige Classes document.

The Paladin

Paladins are holy warriors who serve Thero, and as his chosen champions work to defeat evil and mayhem wherever they find it. Few have the devotion to walk this path, but those who do are granted great powers of protection, healing, and smiting evil. To those besieged by the pains and horrors of a broken world, Paladins stand as the shining beacon of hope and light, that never dies.

Hit Die: d10.

Requirements:

Class Skills: The Paladin's class skills (and associated abilities) are Concentration (CON), Craft (INT), Diplomacy (CHA), Handle Animal (CHA), Heal (WIS), Knowledge (Nobility & Royalty, Religion, and War) (INT), Listen (WIS), Lucid Dreaming (WIS), Profession (WIS), Ride (DEX), Sense Motive (WIS), and Spot (WIS).

Skill Points at each level: 2 + INT modifier.

The Paladin
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day
1 2 3 4
1st +1 +2 +0 +2 Detect Evil, Divine Grace, Smite Evil 1/day - - - -
2nd +2 +3 +0 +3 Aura of Courage, Divine Health, Lay on Hands 0 - - -
3rd +3 +3 +1 +3 Remove Disease, Smite Evil 2/day, Turn Undead 1 - - -
4th +4 +4 +1 +4 Special Mount 1 0 - -
5th +5 +4 +1 +4 Remove Disease 2/week, Smite Evil 3/day 1 1 - -
6th +6 +5 +2 +5 Harm's Way 2 1 0 -
7th +7 +5 +2 +5 Remove Disease 3/week, Smite Evil 4/day 2 1 1 -
8th +8 +6 +2 +6 Deflect Attack 3 2 1 0
9th +9 +6 +3 +6 Remove Disease 4/week, Smite Evil 5/day 3 2 2 1
10th +10 +7 +3 +7 Divine Life 4 3 3 2

Class Features: All of the following are class features of the Paladin prestige class.
Weapon and Armor Proficiency: Paladins are proficient with simple and martial weapons, all types of armor, and shields.
Detect Evil (Sp): At will, a Paladin can use Detect Evil, as the spell.
Divine Grace (Su): A Paladin's Charisma modifier (if positive) is added as a bonus to all saving throws.
Smite Evil (Su): Once per day, a Paladin may attempt to Smite Evil with one normal melee attack. The character's CHA modifier, if positive, is added to the attack roll, and if the attack hits, it deals 1 extra point of damage per character level, in addition to bonuses from high Strength or other sources such as magical enhancement. If the attack misses, or is used on a non-evil target, the attempt has no effect and is wasted for the day. At 3rd level, and every 2nd level thereafter, the Paladin may Smite Evil one additional time per day.
Aura of Courage (Su): At 2nd level, a Paladin becomes immune to all Fear effects, magical or otherwise. Allies within 10 feet of the Paladin receive a +4 morale bonus on saves against such effects.
Divine Health (Ex): Paladins of 2nd level or higher are immune to all diseases, including magical and psionic ones such as mummy rot or lycanthropy. Only an avatar of Nexus himself can get around this ability, and he normally considers such intervention a waste of time, even if in combat with one or more Paladins.
Lay on Hands (Su): A Paladin of 2nd or higher level with a CHA score of 12 or higher can heal wounds by touch, up to a maximum number of hit points per day. This number is equal to the Paladin's character level multiplied by his or her Charisma bonus. For example, a 7th-level Fighter/2nd-level Paladin with a CHA score of 14 can heal a maximum of 18 points of damage per day. The healing can be spread among multiple recipients, or not, as the Paladin chooses, and it doesn't have to be used all at once. These points may be used to harm undead and other creatures damaged by Cure Wounds spells. Using Lay on Hands is a standard action.
Spells: Beginning at 2nd level, a Paladin can cast a small number of Divine spells daily. To cast a spell, the character must have a Wisdom score of at least 10 + the spell's level. Paladin bonus spells and saving throws are based on Wisdom. A Paladin with 0 spells of a given level only gets bonus spells of that level, and cannot cast spells of that level at all if he or she has no bonus spells there. Paladins prepare and cast spells just like Clerics, though they cannot use the Spontaneous Casting ability of some Clerics to substitute Cure spells (or, for that matter, any other sort).
Remove Disease (Sp): Beginning at 3rd level, a Paladin can Remove Disease as a spell-like ability (otherwise identical to the spell) once per week. The character gains one additional use per week at every 2nd level thereafter.
Turn Undead (Su): Paladins of 3rd level or higher can Turn Undead as Clerics equal to their character level minus 3. This ability may be used a number of times per day equal to 3 + the character's Charisma modifier. Paladins of this level or higher may take the Extra Turning feat, just like Clerics can, as well as Divine feats which require the ability to Turn Undead.

The Paladin's Mount

The Paladin's mount is superior to a normal mount of its kind and has special powers, as described in the "Paladin's Mount" sidebar on page 45 of the Player's Handbook, except as shown below. The standard mount for a Large Paladin is a Tauren Horse, for a Medium Paladin, a heavy warhorse, and for a Small one, a warpony. Your DM may work with you to select another kind of mount, such as a riding dog (for a gnome) or shark (for an aquatic character). The mount is creature type Magical Beast, rather than Animal, for any effects which depend on its type (though it retains the features of the Animal type for other purposes, such as hit dice and saves). The mount improves based on the Paladin's level, as shown on the table.

Paladin
Level
Bonus
HD
Natural
Armor
STR INT Special
4th-5th +2 +4 +1 6 Empathic Link, Improved Evasion, Share Spells, Share Saving Throws
6th-7th +4 +6 +2 7 Improved Speed
8th-9th +6 +8 +3 8 Command creatures of its kind
10th +8 +10 +4 9 Spell Resistance

The mount's Command ability, once gained, may be used once per day per two character levels of its master. The mount's Spell Resistance (SR) is equal to its master's character level + 5, and its Power Resistance (PR) is equal to its master's character level.
Special Mount (Sp): A Paladin of 4th level or higher may call an unusually intelligent, strong, and loyal steed to serve him or her in the crusade against evil. Once per day, as a full-round action, the Paladin may magically call his or her mount from the celestial realm in which it normally resides. The mount immediately appears adjacent to the Paladin and remains for 2 hours per character level of the Paladin; it may be dismissed at any time as a free action. It is the same creature each time it is called, but the character may release a particular mount from service if desired. Each time the mount is called, it arrives in full health, regardless of any damage it may have previously taken, and retains whatever gear it had when it was last dismissed. If the mount is killed, it vanishes immediately, leaving all it was carrying or wearing behind. As punishment for not protecting his or her divinely-granted ally, the Paladin whose mount dies may not call another for 30 days or until gaining a new Paladin level, whichever comes first, even if the original mount is somehow returned from the dead. During this period, the Paladin takes a -1 penalty on attack and damage rolls. Summoning a mount is a Conjuration (Calling) effect.
Harm's Way (Ex): Beginning at 6th level, a Paladin can designate a single ally at the start of a combat to defend. Whenever an attack is about to hit the protected person, and the Paladin is within his or her natural reach (usually 5 feet, but Minotaurs and some other races larger than Medium-Size have 10-foot reach or more) the Paladin may switch places with that character and receive the attack as if it had been aimed at the Paladin all along. The switch must be declared before the attack roll is made. Only one charge may be declared per combat, and it cannot be switched from one character to another for the duration of that fight- but the ability to switch positions with the chosen charge may be used as many times as it is triggered, should the Paladin be willing and able to do so.
Deflect Attack (Ex): At 8th level, the Paladin's ability to protect allies in combat improves to the point that he or she can attempt to parry an attack against his or her charge, even without switching places as described for Harm's Way above. The Paladin must still be within reach of the protected character, and must be holding a melee weapon or shield, to attempt a Deflection. When an attack would hit the charge, the Paladin may make a Reflex saving throw against a DC equal to the attacker's attack roll minus ten (for example, if the attack roll was a 36, the save DC is 26). A magical enhancement bonus on the weapon or shield used to parry counts as a bonus to this save. If the save succeeds, the Paladin deflects the attack as a free action, causing it to miss. The Paladin must be aware of the attack, and not flat-footed, to use this ability.
Divine Life (Su): At 10th level, a Paladin is so suffused with the holy power of Thero that he or she becomes completely immune to supernatural instant-death attacks such as Finger of Death or Disintegrate. Nonmagical and nonpsionic attacks which can cause instant death, such as trauma from massive damage, or a Sphere of Annihilation, can still affect the character.

Code of Conduct: A Paladin must always be Lawful Good in alignment, and loses all class abilities if he or she ever willingly commits an evil act. In addition, a Paladin is required to respect legitimate authority, always act with honor (no lying or cheating, never use poison, etc.), help those who need it (provided they aren't trying to use the help for evil or extremely chaotic ends), and punish those who harm or threaten innocents. Finally, a Paladin must worship Thero, so Clerics who multiclass into the Paladin class must already be Theronites, or switch their allegiance (which could make their former patron upset).
Associates: Paladins may adventure with characters of any good or neutral alignment, but is not allowed to knowingly associate with evil characters or creatures. Further, Paladins are expected to discontinue association with persons who consistently offend their moral code. Paladins may only hire henchmen or accept followers of Lawful Good alignment.
Multiclassing: Paladins may not advance any class levels after becoming a Paladin, other than their Paladin class levels, until becoming 10th level Paladins. The path of Thero's holy warriors requires a constant heart, and Thero does not grant powers to his followers lightly. Paladins who break this restriction may never again advance their Paladin levels, though they may advance their other classes freely, and still retain their current Paladin abilities as long as they maintain the code of conduct detailed above.

Spell List:

Paladin Epic Progression

The Epic Paladin
Class
Level
Special
11th Remove Disease 5/week
12th Smite Evil 6/day
13th Bonus feat, Remove Disease 6/week
14th  
15th Remove Disease 7/week, Smite Evil 7/day
16th Bonus feat
17th Remove Disease 8/week
18th Smite Evil 8/day
19th Bonus feat, Remove Disease 9/week
20th  

Remove Disease (Sp): An Epic Paladin continues to gain more weekly uses of Remove Disease, at 11th level and every 2nd level thereafter.
Smite Evil (Su): The Epic Paladin continues to gain more daily uses of the Smite Evil power, but at a slower rate than in nonepic levels. The character gains a new daily use of Smite Evil at 12th level, and every 3rd level after it.
Special Mount (Sp): The Epic Paladin's mount continues to improve at every even-numbered level. Each time it improves, it gains another +2 HD, +2 natural armor, and +1 to both STR and INT. Its SR and PR, as well as its ability to Command others of its kind, continue to keep pace with the Paladin's character level.
Bonus Feats: The Epic Paladin gains a bonus feat (selected from the following list) at every 3rd level past 10th.
    Epic Paladin Bonus Feat List: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Holy Strike, Improved Aura of Courage, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Spectral Strike, Spontaneous Spell, Widen Aura of Courage.

The Paramour



The Psi-Priest



The Shadowcat Reveller



The Sunchild

Sunchildren are the holy warriors of Chlimbia, goddess of Magma and the Sun of Arite, the world on the inside of the hollow sphere that is Taera. Chlimbia gives life to that realm in much the same way that Luumpho gives life and light to the surface world of Taera; without her, nothing could grow or live. The fact that volcanoes, although destructive, leave the most fertile soil in the wake of that destruction, is seen as further proof of the lava goddess's devotion to the well-being of her world and followers. As Chlimbia is the most powerful goddess of the realm of Arite, it is fitting that she has her own order (so to speak) of ordained warriors who serve her causes, a group of people who are more devoted to her than any others, and so more blessed by her. As she is called mother of the world, these devoted followers are her children, and thus called the Sunchildren. Sunchildren watch the communities and places of the Hollow World of Arite, giving warning to those who could be destroyed by any of the numerous natural calamities that happen in Arite, sometimes with distressing regularity. Sunchildren are wanderers, living so in tune with the land that they are able to predict when disasters are about to strike, and warn people away so that they might survive. Deep in the magma sun of Arite, Chlimbia sees all that transpires in the world, and woe to those who ignore the predictions of her most blessed disciples!

Hit Die: d10.

Requirements:

Class Skills: The Sunchild's class skills (and associated abilities) are Concentration (CON), Craft (INT), Diplomacy (CHA), Handle Animal (CHA), Heal (WIS), Intimidate (CHA), Knowledge (Religion or Nature) (INT), Listen (WIS), Ride (DEX), Sense Motive (WIS), Spot (WIS), and Wilderness Lore (WIS).

Skill Points at each level: 4 + INT modifier.

The Sunchild
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Power Points/
Day
Spells Per Day Powers Discovered
1 2 0 1 2
1st +1 +2 +0 +2 Fire Resistance 10, two Psionic Combat Modes +1 - - 1 - -
2nd +2 +3 +0 +3 Improved Evasion, Nature Sense +1 0 - 1 - -
3rd +3 +3 +1 +3 Psionic Combat Mode, Weather Sense +1 1 - 2 - -
4th +4 +4 +1 +4 Fire Resistance 20, Channel Power +3 1 - 2 1 -
5th +5 +4 +1 +4 Earth Womb, Psionic Combat Mode +3 2 0 3 1 -
6th +6 +5 +2 +5 Tremorsense +3 2 1 3 2 -
7th +7 +5 +2 +5 Fire Resistance 30, Psionic Combat Mode +5 3 1 3 2 1
8th +8 +6 +2 +6 Solar Power +5 3 2 3 3 1
9th +9 +6 +3 +6 Control Magma, Psionic Combat Mode +5 3 2 3 3 2
10th +10 +7 +3 +7 Fire Immunity, Predict +7 3 3 3 3 3

Class Features: All of the following are class features of the Sunchild prestige class.
Weapon and Armor Proficiency: Sunchildren are proficient with all simple weapons, martial weapons considered Light for that character, all types of bows, and shields. They gain no proficiency in any armor types.
Psionic Powers: Sunchildren are psionic, and gain psionic powers as they gain levels. The table lists the power points added to the character's total upon gaining each class level. Sunchildren start with 2 psionic combat modes (attacks or defenses), and gain more at every second level after 1st. Finally, Sunchildren discover psionic powers, which are taken from their own class power list below rather than the Psion or Psychic Warrior lists. A Sunchild character must have the listed ability score at at least 10 + the power's level, to learn any given psionic power. Also, a Sunchild's power point cost to manifest these powers is based on the Sunchild level rather than the power's normal level; for instance, a Sunchild uses Biofeedback for free as a Talent, rather than paying 1 power point to activate it as other psionic classes must do. If a Sunchild has levels in another psionic class, and that class has a Sunchild class power at a different level, than use whichever level is lower for determining the power point cost and saving throw DC.
Fire Resistance: As favored disciples of the goddess of Magma, Sunchildren are highly resistant to heat and flame. At 1st level, a Sunchild gains Fire resistance 10; if the character already had Fire Resistance from race or class levels, then the Resistance number increases by 10. At later levels, the Sunchild's resistance increases further- at 4th, it increases to 20, and at 7th, to 30.
Spells: Beginning at 2nd level, a Sunchild can cast a small number of Divine spells daily. To cast a spell, the character must have a Wisdom score of at least 10 + the spell's level. Sunchild bonus spells and saving throws are based on Wisdom. A Sunchild with 0 spells of a given level only gets bonus spells of that level, and cannot cast spells of that level at all if he or she has no bonus spells there. Sunchildren prepare and cast spells just like Clerics, though they cannot use the Spontaneous Casting ability of some Clerics to substitute Cure (or, for that matter, any other sort) spells for others. Sunchild spells are cast at the caster's character level minus 2.
Improved Evasion: At 2nd level, a Sunchild gains the Improved Evasion ability, even if the character did not previously have Evasion. A successful saving throw against an attack allowing a Reflex save to reduce or avoid it deals no damage rather than half, and a failed saving throw only deals half damage, rather than full damage.
Nature Sense: A Sunchild of 2nd level or higher can identify animals and plants, along with all of their traits, with perfect accuracy. Furthermore, the character can also identify whether water is safe to drink or dangerous, and the reason why, if it is dangerous.
Weather Sense: 3rd level Sunchildren can sense weather patterns well in advance of actual manifestation of their effects. The character is constantly aware of future weather conditions for his or her local area, up to 1 day/level in the future. Sunchildren most often use this ability to warn travellers and small settlements of impending dangerous weather, such as sand or ash storms.
Channel Power: At 4th level, a Sunchild's magical and psionic ability have been mingling long enough to be able to support each other. Without spending time to meditate or rest, a Sunchild with this ability may exchange psionic power points for spell slots, and vice versa. A 1st-level spell slot may be exchanged for 1 power point, and a 2nd-level spell slot may be exchanged for 3. By spending like amounts of power points, the character may "recharge" spell slots, though he or she still needs to take time to actually prepare spells in those slots.
Earth Womb: 5th level Sunchildren are close enough to the land that they are able to actually merge with it for a time, in order to gain temporary safety or to heal. When a Sunchild uses this ability, he or she appears to descend into the ground as if the earth literally opens up and swallows the character. A Sunchild in the Earth Womb stays 10 feet below the surface, and is able to breathe easily, though movement is difficult enough to prevent casting spells with somatic components, and nothing on the surface can be seen or heard. The character can stay in the Earth Womb for up to 2 hours per level (after which the bubble rises to the surface and forces him or her back out), but can also will the bubble to rise prematurely and end the effect. This is a spell-like ability that may be used once/day.
Tremorsense: A 6th level Sunchild can sense earth shifts and stress, being able to feel local earthquakes before they happen (as much as 1 day/level in advance). As an extension of this ability, the character gains the ability to sense the position of all mobile creatures and objects which are in contact with the ground within 60 feet, exactly like the Tremorsense ability of some creatures.
Solar Power: At 8th level, a Sunchild's bond with Chlimbia becomes so strong that the character is able to regain power points (and via the Channel Power ability, spell slots as well) simply by being in direct sunlight. For every 10 minutes spent in the glare of Arite's crimson sun, the character gains 1 power point if he or she is below the daily maximum; once the character reaches the maximum number of power points, the "recharging" stops. To gain the benefit, the character's time in the sunlight must be uninterrupted- even a 1-round trip into an area of Darkness, for example, resets the 10-minute clock to zero, and the character will need to wait 10 minutes in sunlight again to gain the power point. Sunchildren with this ability have a notable physical sign of it- their skin turns completely black if it wasn't already, and the character's eyes glow orange-yellow, while gathering energy from sunlight.
Control Magma: A 9th level Sunchild is high enough in Chlimbia's favor to be granted a measure of control over her element. This ability works exactly like the spell Control Water, except that it only works on lava, magma, boiling mud (as from a geyser), or other superheated, liquid Earth material. Sunchildren most often use this ability to protect areas from the flows from volcanic eruptions.
Fire Immunity: At 10th level, the Sunchild's Fire Resistance ability is replaced with total immunity to Fire damage, a direct sign of Chlimbia's highest favor.
Predict: 10th level Sunchildren are able to sense so many things in the future that they can use View Future (in the View Place mode only) up to 3 times/day.

Code of Conduct: A Sunchild must always be Chaotic Good in alignment, and loses all class abilities (including spells and psionic powers) if he or she ever willingly commits an evil act. Sunchildren also have a responsibility to watch for disasters about to hit communities or settlements, and warn them before they happen. Of course, being Chaotic, they're allowed some discretion in how to fulfill that duty, and as long as they deliver warnings, their purpose is fulfilled. Community inhabitants who have been warned don't have to listen to those warnings, and some don't- but as noted in the beginning description of Sunchildren, they always do so at their peril.
Associates: Sunchildren may adventure with characters of any good or neutral alignment, but are not allowed to associate with creatures or people of Lawful alignment aside from trying to change that Lawful to Neutral or Chaotic. Sunchildren may never hire henchmen or accept followers, not even of the allowed alignments- they are eternal loners.
Multiclassing: Sunchildren may not advance any class levels after becoming a Sunchild, other than the Sunchild class levels, or Clerics (of Chlimbia), Rangers (of the Wilderness kind), or Psychic Warriors, until becoming 10th level Sunchildren. Chlimbia isn't as restrictive as other gods when it comes to bestowing her blessings, but Sunchildren who take the time to advance other classes lose the special connection with the natural world that is critical to maintaining and advancing their powers. Sunchildren who break this restriction may never again advance their Sunchild levels, though they may advance their other classes freely, and still retain their current Sunchild abilities as long as they maintain the code of conduct detailed above.

Spell List:

Power List:



The Swamp Stalker



The Windrider



The Womb Guardian