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

Back to Prestige Classes main page



The Discordian



The Enforcer

Enforcers are holy warriors who serve Luthor, god of Law, and it shows in their purpose and actions. Their avowed purpose is to track down lawbreakers of all types, and bring them to whatever justice the law dictates in the locale the laws were broken. Since there are so many laws and lawbreakers, and so few Enforcers relative to that, they spend most of their time concentrating on high-profile criminals, such as successful thieves (especially guild thieves), assassins and murderers, and sometimes even other holy warriors- those who serve the Chaotic gods, naturally. In a world where Chaos is powerful and has seemingly already won the eternal battle with Law, Enforcers stand as proof that the battle is not yet over, doing their part to restore and keep order.

Hit Die: d10.

Requirements:

Class Skills: The Enforcer's class skills (and associated abilities) are Autohypnosis (WIS), Bully (STR), Concentration (CON), Craft (INT), Diplomacy (CHA), Gather Information (CHA), Intimidate (CHA), Knowledge (Religion or Streetwise) (INT), Listen (WIS), Profession (WIS), Sense Motive (WIS), Spot (WIS), Urban Lore (WIS), Use Rope (DEX), and Wilderness Lore (WIS).

Skill Points at each level: 4 + INT modifier.

The Enforcer
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Power Points/
Day
Powers Discovered
0 1 2 3
1st +1 +2 +0 +2 Detect Chaos, Divine Grace, Divine Fortitude 0 - - - -
2nd +2 +3 +0 +3 Aura of Truth, Stop Right There, Smite Chaos 0 1 - - -
3rd +3 +3 +1 +3 Neutralize Poison, two psionic combat modes 1 2 - - -
4th +4 +4 +1 +4 Neutralize Poison 2/week 2 2 1 - -
5th +5 +4 +1 +4 Divine Crystal, psionic combat mode 3 2 2 - -
6th +6 +5 +2 +5 Neutralize Poison 3/week, Pull Punches 6 3 2 1 -
7th +7 +5 +2 +5 Neutralize Poison 4/week, psionic combat mode 9 3 2 2 -
8th +8 +6 +2 +6 Hogtie 14 4 3 2 1
9th +9 +6 +3 +6 Neutralize Poison 5/week, psionic combat mode 19 4 3 3 2
10th +10 +7 +3 +7 Neutralize Poison 6/week, Juggernaut 24 5 4 4 3

Class Features: All of the following are class features of the Enforcer prestige class.
Weapon and Armor Proficiency: Enforcers are proficient with simple and martial weapons, all types of armor, and shields.
Psionics: Beginning at 2nd level, an Enforcer begins to learn psionic powers placed in the character's mind by Luthor. To manifest a power, the character must have a Wisdom score of at least 10 + the power's level, and Enforcer powers always use Wisdom for determination of saving throw DCs regardless of their normal key ability scores. Enforcers, like Psychic Warriors, do not gain bonus power points.
Detect Chaos: At will, an Enforcer can Detect Chaos as a spell-like ability. This effect is identical to the spell of the same name.
Divine Grace: An Enforcer's Charisma modifier (if positive) is added as a bonus to all saving throws.
Divine Fortitude: Enforcers are immune to all poisons, including supernatural ones. Only an avatar of Venom himself can get around this ability, and he normally doesn't bother (since it's rare that he can't just Disintegrate an offending Enforcer anyway).
Aura of Truth: At 2nd level, an Enforcer begins to emit an aura of psionic power which prevents lying. Though the character can never lie once this ability is active, its benefit normally more than makes up for this drawback; it literally forces creatures within the area to tell the truth, the whole truth, and nothing but the truth. A Will save vs. DC 15 + the Enforcer's class level + CHA modifier allows a creature within the Aura to resist spilling out everything it knows, but nothing except the Domain power of Concealment can allow a creature to knowingly lie within the Aura. The Aura of Truth extends to a radius of 10 feet per Enforcer level, and is always centered on the Enforcer's person. Psionic Static Zones also cancel out the Aura of Truth, since it is psionic in nature, but the Aura cannot otherwise be dispelled or negated.
Stop Right There: An Enforcer can paralyze targets by touch, much like a Ghoul can. To use this power, the Enforcer must declare the attempt, and make a touch attack on the intended target. If the attack succeeds, the target must make a Will save vs. DC 15 + the Enforcer's WIS modifier or become paralyzed for 1d10 + 10 minutes. An Enforcer may use this power any number of times per day, but can never have more than one creature per Enforcer level paralyzed at the same time. If an Enforcer has the maximum number of creatures paralyzed and attempts to paralyze another, the attempt fails even if the attack succeeds.
Smite Chaos: Once per day, an Enforcer of 2nd level or higher may attempt to Smite Chaos with one normal melee attack. If the attack hits, it deals the Enforcer'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-Chaotic target, the attempt has no effect and is wasted for the day. This is a supernatural ability.
Neutralize Poison: Beginning at 3rd level, an Enforcer can Neutralize Poison as a spell-like ability (otherwise identical to the spell) once per week. The ability can be used more often as the Enforcer advances in level.
Divine Crystal: An Enforcer of 5th level or higher may gain a psicrystal as Psions do. However, the character must pay 500 gp to make the crystal, rather than the usual 100, and the crystal's personality is not split off from the Enforcer's own, but is instead the spirit of a Lawful Neutral outsider ordered by Luthor to serve the Enforcer in all possible ways. The psicrystal so granted gains powers using the Enforcer level in place of Psion levels; if the character has any Psion levels, they now stack with Enforcer levels to determine psicrystal powers. A character who already has a psicrystal cannot summon a Divine one without losing the original crystal, and taking the usual penalties in XP for doing so.
Pull Punches: Beginning at 6th level, an Enforcer can choose to deal subdual damage instead of regular damage with any physical blow he or she strikes, without taking the normal -4 penalty to the attack roll.
Hogtie: At 8th level, the Enforcer gains preternatural insight into tying people up, and gains a +10 competence bonus on Use Rope checks for binding opponents.
Juggernaut: At 10th level, an Enforcer is so suffused with the holy power of Luthor that he or she becomes completely immune to supernatural stunning or paralysis, and gains a +6 lawful bonus on any Will or Fortitude save made to avoid becoming unconscious, or to recover from being unconscious.

Code of Conduct: An Enforcer must always be Lawful Neutral in alignment, and loses all class abilities (including all psionic powers gained from this class, and the Divinely-gifted psicrystal) if he or she ever willingly or knowingly commits a chaotic act. In addition, an Enforcer is required to respect authority, track down any lawbreakers designated by superiors in the Church of Luthor (or the god himself), and bring them to trial alive (unless tracking orders explicitly state otherwise).
Associates: Enforcers may adventure with characters of any lawful alignment, but is not allowed to knowingly associate with chaotic or neutral (with respect to Law and Chaos) characters or creatures. Further, Enforcers are expected to discontinue association with persons who consistently offend their code, even if those persons are acting under orders from superiors when doing so. Enforcers may only hire henchmen or accept followers of Lawful Neutral alignment.
Multiclassing: Enforcers may not advance any class levels after becoming an Enforcer, other than their Enforcer class levels, until becoming 10th level Enforcers. The path of Luthor's holy warriors requires unswerving dedication, and Luthor does not grant powers to his followers lightly (after all, many of them break normal rules of reality). Enforcers who break this restriction may never again advance their Enforcer levels, though they may advance their other classes freely, and still retain their current Enforcer abilities as long as they maintain the code of conduct detailed above. Of course, should they ever break the code of conduct, they are likely to offend current members of the Enforcer hierarchy, and have former compatriots-in-Luthor coming after them for justice!

Power List:



The Forgemaster



The Gambler



The Holy Bard



The Holy Guardian

Holy Guardians are the holy warriors of Helm, god of Observation and Guardianship. As his champions, they diligently set themselves to guard anything they are told to guard, and make sure it stays safe and sound. While their numbers are small, they do hire their services out to those who can afford them. Since their divinely-gifted senses and powers make them the best guardians money can buy, they always have plenty of opportunity for work. Regardless of the aims of those they grant their services to, Holy Guardians always stand vigilant over their charges, ready to lay down life and limb to protect it (or them) if necessary.

Hit Die: d12.

Requirements:

Class Skills: The Holy Guardian's class skills (and associated abilities) are Autohypnosis (WIS), Balance (DEX), Bully (STR), Concentration (CON), Craft (INT), Diplomacy (CHA), Innuendo (WIS), Intimidate (CHA), Intuit Direction (WIS), Listen (WIS), Profession (WIS), Read Lips (INT), Sense Motive (WIS), Spot (WIS), and Swim (STR).

Skill Points at each level: 2 + INT modifier.

The Holy Guardian
Class
Level
Base Attack
Bonus
Fortitude
Save
Reflex
Save
Will
Save
Special Spells Per Day
1 2 3 4
1st +1 +2 +2 +2 Darkvision, Dedicated Guardian +1, Vigilant - - - -
2nd +2 +3 +3 +3 Combat Reflexes, Harm's Way 0 - - -
3rd +3 +3 +3 +3 Dedicated Guardian +2, Deflect Arrows, Locate Object 1 - - -
4th +4 +4 +4 +4 Blindsight, Locate Object 2/week 1 0 - -
5th +5 +4 +4 +4 Dedicated Guardian +3, Hold the Line 1 1 - -
6th +6 +5 +5 +5 Deflect Attack, Locate Object 3/week 2 1 0 -
7th +7 +5 +5 +5 Dedicated Guardian +4, Locate Object 4/week, Tremorsense 2 1 1 -
8th +8 +6 +6 +6 Superior Deflection 3 2 1 0
9th +9 +6 +6 +6 Dedicated Guardian +5, Locate Object 5/week 3 2 2 1
10th +10 +7 +7 +7 Locate Object 6/week, True Sight 4 3 3 2

Class Features: All of the following are class features of the Holy Guardian prestige class.
Weapon and Armor Proficiency: Holy Guardians are proficient with simple and martial weapons, all types of armor, and shields.
Darkvision: A Holy Guardian of any level has Darkvision. If the character would not otherwise have Darkvision, the range of the ability is 60 feet; if the character already had Darkvision from race or class, the existing range is extended by 60 feet.
Dedicated Guardian: Holy Guardians typically hire themselves out under contract to guard items for patrons, or occasionally people or creatures as bodyguards (that work, being more dangerous, tends to carry a much higher price tag of course). To aid them in being the best guards they can be, Helm grants them a lawful bonus to all saving throws, skill checks, and attack rolls (or other combat rolls besides damage, such as grapple checks or trip checks) made in the course of guarding the contracted item or creature. The bonus granted starts at +1, and goes up by +1 every two levels thereafter, so (for instance) a 5th level Holy Guardian receives a +3 bonus. The DM should note that only rolls which count directly in defense or recovery (should it be stolen) of the contracted object of guardianship get this bonus; for instance, a Holy Guardian would get the bonus on a save against a Fireball launched by a Wizard who is there to take the guarded object, but would not receive the bonus if the same wizard was actually there to kill the Holy Guardian because of some past grudge unrelated to the current contract.
Vigilant: Holy Guardians do not require sleep or rest while on a guardian contract, and can stay awake constantly with no fatigue. They receive a +4 bonus to their saving throws against spells or effects which would fatigue them, or put them to sleep, such as the Sleep spell. While under contract (and thus having this ability active), a Holy Guardian character heals hit points and ability damage every 24 hours as if he or she had bed rest for a full day. The effects of poison and disease are similarly treated as though the character had full bed rest. This is an extraordinary ability.
Combat Reflexes: At 2nd level, the Holy Guardian receives the Combat Reflexes feat for free, even if the character does not meet the prerequisites for it. Characters who already have Combat Reflexes upon attaining 2nd level in the Holy Guardian prestige class gain no benefit from this ability.
Harm's Way: Beginning at 2nd level, a Holy Guardian 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 Holy Guardian 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 Holy Guardian may switch places with that character and receive the attack as if it had been aimed at the Holy Guardian 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. The designated target need not be a person or creature named in the guardian contract the character is currently under (if any), but when a Holy Guardian is contracted to guard a creature, that creature is most often the one designated when it becomes relevant.
Spells: Beginning at 2nd level, a Holy Guardian 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 Guardian bonus spells and saving throws are based on Wisdom. A Holy Guardian 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 Guardians 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.
Deflect Arrows: At 3rd level, a Holy Guardian receives the Deflect Arrows feat for free, even if the character does not possess the prerequisites for it. Characters who already have Deflect Arrows upon attaining 3rd level in the Holy Guardian prestige class gain no benefit from this ability.
Locate Object: Beginning at 3rd level, a Holy Guardian can Locate Object as a spell-like ability, any object he or she is under contract to guard once per week. Aside from the restriction on valid targets, this ability is identical to the spell of the same name. The ability can be used more often as the Holy Guardian advances in level.
Blindsight: At 4th level, the Holy Guardian receives a special gift of superior senses from Helm, and gains Blindsight in a 30-foot radius. If the character already had Blindsight from race or class, then the range of the existing ability is extended 30 feet.
Hold the Line: At 5th level, a Holy Guardian receives the Hold the Line feat for free, even if the character does not possess the prerequisites for it. Characters who already have Hold the Line upon attaining 5th level in the Holy Guardian prestige class gain no benefit from this ability.
Deflect Attack: At 6th level, the Holy Guardian's ability to protect allies in combat improves to the point that the Holy Guardian can attempt to parry an attack against his or her charge, even without switching places as described for Harm's Way above. The Holy Guardian 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 Holy Guardian may make a Reflex saving throw against DC 20 (a magical enhancement bonus on the weapon or shield counts as a bonus to this save). If the save succeeds, the Holy Guardian deflects the attack as a free action, causing it to miss. The Holy Guardian must be aware of the attack, and not flat-footed, to use this ability.
Tremorsense: A 7th level Holy Guardian receives another sensory gift from Helm, gaining Tremorsense within a 60-foot radius. Characters who already had Tremorsense from race or class have the existing ability extended by 60 feet.
Superior Deflection: At 8th level, the Holy Guardian's Deflect Arrows ability improves, granting the supernatural ability to deflect any ranged attack at all (not just those which can be deflected by Deflect Arrows). For instance, the character can now deflect a Lightning Bolt spell, or a beam from a technological weapon, if the Deflect attempt succeeds. Deflecting objects that cannot normally be deflected by Deflect Arrows, however, requires a save against DC 25 + the spell or power level (if appropriate), rather than the usual DC 20. Attacks which are successfully deflected in this way cannot be deflected onto another target; they are simply deflected away from the Holy Guardian. A Holy Guardian with this ability is able to use it in conjunction with the Deflect Attack special ability detailed above; in such a case, the saving throw to Deflect an attack away from the Guardian's charge is the same as if the Guardian were deflecting it away from him or herself.
True Sight: At 10th level, the Holy Guardian's senses are so acutely tuned and enhanced by Helm's holy power that he or she is effectively under a True Seeing spell at all times, even while within a Dead Magic or Psionic Static zone (though it won't often matter in such places). This is a supernatural ability, but is a direct grant of divine energy by Helm, and cannot be dispelled or removed from the character in any way short of direct intervention by another god.

Code of Conduct: A Holy Guardian must always be true Neutral in alignment, and loses all class abilities if he or she becomes a different alignment. In addition, a Holy Guardian is required to hold to any guardianship contracts he or she takes above all other obligations, for as long as the contract remains unbroken by the other side. If the charge of the contract is lost or stolen, the Holy Guardian must do everything in his or her power to restore it to its proper place; failure to do so causes loss of all class abilities and powers, and prevents level advancement in the Holy Guardian class, until atoned for via an Atonement spell cast by a Cleric of Helm.
Associates: Holy Guardians may adventure with characters of any alignment, but are not allowed to knowingly associate with characters who attempt to steal or destroy an item or creature that the Guardian is under contract to guard. If an associate of the Guardian tries to do so, he or she is expected to discontinue association with that person or entity until proper restitution is made, requiring at the minimum the return of the contract charge in the same condition it was taken in. Failure to do so is punished in the same manner as failure to uphold a contract. If a Holy Guardian takes on followers or cohorts, those characters or creatures must be of true Neutral alignment.
Multiclassing: Helm is not as prohibitive as other gods with holy warrior orders, when it comes to devotion to the order- he recognizes that a mixture of talents is very useful to any guardian. However, he does require that they keep their senses as sharply tuned as possible- so, Holy Guardians may gain and advance levels in classes other than Holy Guardian, but only in classes which have both Spot and Listen as class skills. For instance, Psion (Seer) is allowed, but Wizard is not. Furthermore, if advancing levels in such a class, the character must spend at least one skill point each in Spot and Listen with every such level gained. Breaking either restriction before the character has attained 10th level in the Holy Guardian prestige class prevents him or her from ever gaining another level of Holy Guardian, though he or she can still take contracts and keeps all class abilities previously gained, as long as the code of conduct above is maintained.

Spell List:



The Holy Sage



The Mariner



The Psi-Priest



The Shifter

Annoyed by stratified codes and hierarchies, and beset by Lawfully-aligned warriors of order-minded gods, Paradox decided to start his own order (so to speak) of holy knights many centuries ago. These Shifters (as they are called) are the ultimate champions of change, working actively to cause it in some form or another wherever they go. Some people consider them crazy, others (especially Lawful-aligned churches and people) dangerous- but to the congregations who gather in Paradox's name, they are shining beacons of courage and selfless dedication to the cause of destabilization, in a world that often seems to be slowly freezing up in a sleepy, boring, and worst of all unchanging existence. They are held up as the ultimate examples of how to live, even though no two Shifters have ever behaved exactly alike. Though their numbers are small, and their names largely unknown, Shifters always leave their mark on the lands somehow- that is, after all, the entire point of their existence.

Hit Die: d8.

Requirements:

Class Skills: The Shifter's class skills (and associated abilities) are Bluff (CHA), Concentration (CON), Craft (INT), Decipher Script (INT), Diplomacy (CHA), Disguise (CHA), Escape Artist (DEX), Forgery (INT), Gather Information (CHA), Hide (DEX), Innuendo (WIS), Knowledge (Nobility & Royalty, Races & Cultures) (INT), Mimicry (CHA), Move Silently (DEX), Perform (CHA), Profession (WIS), Read Lips (INT), Sense Motive (WIS), Speak Language (None), Spellcraft (INT), and Tumble (DEX).

Skill Points at each level: 2 + INT modifier.

The Shifter
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 Alter Self 1/day, Detect Law, Mysterious Traveller 0 - - - -
2nd +1 +0 +3 +3 Nondetection, Smite Law 1 - - - -
3rd +2 +1 +3 +3 Alter Self 3/day, Polymorph Other 1 0 - - -
4th +3 +1 +4 +4 Contortionist, Blink 1/day 2 1 - - -
5th +4 +1 +4 +4 Alter Self 5/day, Polymorph Other 2/week 2 1 0 - -
6th +5 +2 +5 +5 Freedom of Movement 3 2 1 - -
7th +6 +2 +5 +5 Alter Self at will, Polymorph Other 3/week 3 2 1 0 -
8th +7 +2 +6 +6 Dimension Strike, Blink 2/day 3 3 2 1 -
9th +8 +3 +6 +6 Polymorph Other 4/week 3 3 2 1 0
10th +9 +3 +7 +7 Shapechange 3 3 3 2 1

Class Features: All of the following are class features of the Shifter prestige class.
Weapon and Armor Proficiency: Shifters are proficient with all simple and martial weapons, light and medium armor, and shields.
Spells: Shifters 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. Shifter 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. Shifters prepare and cast spells just like Clerics, aside from the different key ability score.
Alter Self: A Shifter can use Alter Self as a spell-like ability once per day. This effect is identical to the spell of the same name, and the caster level is equal to the Shifter class level. At 3rd level, the Shifter can use this ability 3 times per day; at 5th level, the character gains a total of 5 uses per day. Finally, at 7th level, the Shifter can use this ability at will.
Detect Law: At will, a Shifter can Detect Law as a spell-like ability. This effect is identical to the spell of the same name.
Mysterious Traveller: A Shifter is constantly surrounded by a strange effect which subtlely distorts the memories of people he or she interacts with. Any time the Shifter strikes up a conversation with a person, or does something notable within view of a person, that person must make a Will save (DC 11 + the Shifter's class level + his or her CHA modifier, if positive), or have the memories of the event altered. While affected people do not forget the event or interaction, nor do they forget any more details than would normally be forgotten, their memories of the Shifter him/herself are strangely fuzzy. Each person will remember a different detail about the Shifter, and no two witnesses will recall exactly the same thing. In general, this will make it impossible for any investigators relying on witness interviews to positively identify the Shifter from descriptions those people provide. Also, in most cases, affected people will not remember the Shifter should he or she meet or interact with them again in the future- or at least, will not associate the character with the original event or interaction. This is a supernatural ability.
Nondetection: At 2nd level, a Shifter becomes protected by a continuous Nondetection ability, as if by the spell of the same name. This ability requires no components, nor an action to activate, and cannot be deactivated by the Shifter. It can be dispelled normally (as if using a Caster Level equal to the Shifter's class level), but if it is, the effect returns and reasserts itself after 1d4 rounds. It is suppressed while in Dead Magic or Anti-Magic areas, but that won't usually matter in such places. This is a supernatural ability.
Smite Law: Once per day, a Shifter of 2nd level or higher may attempt to Smite Law with one normal melee attack. If the attack hits, it deals the Shifter'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-lawful target, the attempt has no effect and is wasted for the day. This is a supernatural ability.
Polymorph Other: A Shifter of 3rd or higher level can use Polymorph Other as a spell-like ability once per week. This effect is identical to the spell of the same name, and the caster level is equal to the Shifter class level. Every two levels after 3rd, the Shifter gains an additional weekly use of this ability.
Contortionist: A Shifter of 4th level or higher is able to twist his or her body (in any form) into impossible shapes, and accordingly receives a +6 enhancement bonus to Escape Artist checks. This is an extraordinary ability.
Blink: A Shifter of 4th or higher level can use Blink as a spell-like ability once per day. This effect is identical to the spell of the same name, and the caster level is equal to the Shifter class level. Every four levels after 4th, the Shifter gains an additional daily use of this ability.
Freedom of Movement: At 5th level, a Shifter is granted chaotic energy from Paradox which allows the character to continually act as if under a Freedom of Movement spell. This ability requires no components, nor an action to activate, and cannot be deactivated by the Shifter. It can be dispelled normally (as if using a Caster Level equal to the Shifter's class level), but if it is, the effect returns and reasserts itself after 1d4 rounds. It is suppressed while in Dead Magic or Anti-Magic areas. This is a supernatural ability.
Dimension Strike: At 8th level, the Shifter can use Dimension Strike as a spell-like ability once per day. This effect is identical to the psionic power of the same name, and the manifester level (when it matters) is equal to the Shifter class level.
Shapechange: A 10th-level Shifter is so suffused with the power of Paradox's changes that he or she can use Shapechange as a spell-like ability once per day. This effect is identical to the spell of the same name, and the caster level is equal to the Shifter class level.

Code of Conduct: A Shifter must always be Chaotic Neutral in alignment, and loses all class abilities if he or she ever willingly commits a Lawful act. Furthermore, the character must seek out places where stagnation is setting in, and do everything possible to trick, bully, or persuade the people in such places to change their ways. Exactly how their ways are changed doesn't really matter, as long as things don't stay the same.
Associates: Shifters may adventure with characters of any non-Lawful alignment. They must immediately break off association with people who knowingly enforce or seek to enforce laws and authority, or who try to stop any change the Shifter is trying to instigate. Though they are not required to do so, Shifters who hire henchman or accept followers of sentient species normally only hire or accept those of Chaotic Neutral alignment; certainly, the vast majority of other-sligned people wouldn't want to be so closely associated with a Shifter.
Multiclassing: Shifters may not advance any class levels after becoming a Shifter, unless they gain exactly one level in each such class. Upon reaching 10th level as a Shifter, this restriction is lifted, but before then it is absolute. Paradox appreciates diversity, arguably more than any other Taeran deity, but Shifters who do more than dabble in anything except the service of Paradox have clearly changed their focus, and no longer deserve further attention from the god. Shifters who break this restriction may never again advance their Shifter levels, though they may advance their other classes freely, and still retain their current Shifter abilities as long as they maintain the code of conduct detailed above.

Spell List:



The Shrouder



The Vigilante



The Warrior of Fate

The Warrior of Fate is an Epic-level prestige class, and is fully detailed in the Epic Prestige Classes document.

The Wayfaring Wanderer