Excerpts 10/04/2003


Book of Exalted Deeds
By James Wyatt, Christopher Perkins, Darrin Drader



from Chapter 5: Prestige Classes

Apostle of Peace

In a world where conflict usually means violence, where good and evil meet regularly on the field of battle, where might too often makes right and power is measured in gold pieces, the apostle of peace is a lone voice crying in the wilderness, calling for a change of heart. Having completely forsworn violence in any form, the apostle of peace is an advocate for nonviolent resolution of conflict. He is a powerful font of divine magic, but his spells are all aimed toward healing, calming hostility, and aiding his allies.

Members of all classes can qualify to become apostles of peace, though barbarians, fighters, and rogues have difficulty meeting the skill prerequisites and are usually too oriented toward martial exploits to be interested. Clerics, bards, and druids often develop pacifistic philosophies and gravitate toward this class, but any character can experience a conversion of sorts and become an apostle of peace.

Apostles of peace are usually solitary wanderers or even hermits. Many nonplayer character (NPC) apostles are far removed from the violent struggles of the adventuring life, but may serve as resources of knowledge, spells, or spiritual guidance for adventuring PCs. Apostle of peace PCs are unusual but not impossible; see Waging Peace in Chapter 2 for advice about using such characters in the game.

Hit Die: d4.

Requirements

To qualify to become an apostle of peace, a character must fulfill all the following criteria.

Alignment: Any good.

Base Save Bonuses: Will +5.

Skills: Concentration 10 ranks, Diplomacy 6 ranks.

Feats: Sacred Vow, Vow of Nonviolence, Vow of Peace, Vow of Poverty.

Class Skills

The apostle of peace's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Wis), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (none), Spellcraft (Int), and Spot (Wis). See Chapter 4 of the Player's Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Table 5-2: The Apostle of Peace

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +2 +2 Turn undead 4 2 -- -- -- -- -- -- -- --
2nd +1 +3 +3 +3 Pacifying touch 5 3 0 -- -- -- -- -- -- --
3rd +1 +3 +3 +3 5 3 1 0 -- -- -- -- -- --
4th +2 +4 +4 +4 Censure fiends 6 3 2 1 0 -- -- -- -- --
5th +2 +4 +4 +4 6 3 3 2 1 0 -- -- -- --
6th +3 +5 +5 +5 6 3 3 3 2 1 0 -- -- --
7th +3 +5 +5 +5 6 4 3 3 3 2 1 0 -- --
8th +4 +6 +6 +6 6 4 4 3 3 3 2 1 0 --
9th +4 +6 +6 +6 6 5 4 4 4 4 3 2 1 0
10th +5 +7 +7 +7 6 5 5 4 4 4 4 3 2 1

Class Features

All of the following are class features of the apostle of peace prestige class.

Weapon and Armor Proficiency: Apostles of peace gain no proficiency with any weapon or armor.

As part of their sacred vows, apostles of peace forswear the use of armor, though they may wear magic items that protect them (such as a ring of protection or bracers of armor). An apostle of peace who wears any armor is unable to cast apostle of peace spells or use any of his supernatural class abilities while doing so and for 24 hours thereafter.

Spells: An apostle of peace has the ability to cast a number of divine spells. To cast an apostle of peace spell, the apostle must have a Wisdom score of at least 10 + the spell's level, so an apostle with a Wisdom of 10 or lower cannot cast these spells. Apostle of peace bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the apostle of peace's Wisdom modifier. When the apostle of peace gets 0 spells per day of a given spell level (for instance, 2nd-level spells for a 2nd-level apostle), he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The apostle of peace's spell list appears below. An apostle of peace prepares and casts spells just as a cleric does.

To determine the caster level of an apostle of peace, add the character's apostle levels to one-half of his caster levels in other spellcasting classes.

Spontaneous Casting: An apostle of peace can channel stored spell energy into healing spells that the apostle did not prepare ahead of time. An apostle can "lose" any prepared apostle spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

Turn Undead (Su): An apostle of peace can turn undead as a good cleric of his apostle of peace level would. If he is also a cleric (or paladin), he adds his apostle levels to his effective cleric levels to determine his turning capability.

Pacifying Touch (Su): At 2nd level, an apostle of peace gains the ability to pacify hostile or angry creatures by touch. The effect is similar to the calm emotions spell. The apostle can affect only a single target with each use of the ability, and must touch the target. A touched creature receives no saving throw and spell resistance does not apply. The pacifying touch does not suppress positive emotions, just anger, rage, and hostility. The apostle of peace can make a level check as if casting dispel magic, using his character level as his caster level, to dispel certain mind-affecting spells affecting the target. The pacifying touch can only dispel spells that incite violent emotions in the target, such as fear or rage.

Censure Fiends (Su): A 4rd-level apostle of peace can censure fiends, much as good clerics turn undead. Channeling holy power from the celestial planes, he can make demons, devils, and other outsiders with the evil subtype recoil. Make a Charisma check for the apostle and consult Table 8-9 in the Player's Handbook, using the apostle's character level to determine the most powerful fiend he can censure. Roll 2d6 + the apostle of peace's level + his Charisma modifier for censuring damage. Using both the apostle's character level and his class level in this manner means that he is more likely to affect a single powerful fiend, but unlikely to censure more than one of them.

A censured fiend is stunned by the apostle's holy power for 1d4+1 rounds. If an apostle of peace attacks a censured fiend, the stunning ends immediately and the fiend can act normally on its next turn.

If the apostle of peace's character level is at least twice the fiend's Hit Dice, he banishes the affected fiend back to its home plane. An apostle of peace can make a number of censuring attempts per day equal to 3 + his Charisma modifier. These attempts are separate from any attempts to turn undead.

Apostle of Peace Spell List

Apostles of peace choose their spells from the following list:

0 Level: create water, cure minor wounds, detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, resistance, virtue.

1st Level: bless, bless water, command, comprehend languages, cure light wounds, detect evil, detect undead, endure elements, entropic shield, eyes of the avoral*, invisibility to undead, obscuring mist, protection from evil, ray of hope*, remove fear, sanctuary, shield of faith, vision of heaven*.

2nd Level: aid, augury, bear's endurance, calm emotions, consecrate, cure moderate wounds, delay poison, eagle's splendor, ease pain*, enthrall, glorious apparel*, lesser restoration, make whole, owl's wisdom, remove paralysis, resist energy, shield other, silence, status, yoke of mercy*, zone of truth.

3rd Level: blessed sight*, create food and water, cure serious wounds, dispel magic, helping hand, invisibility purge, magic circle against evil, magic vestment, meld into stone, prayer, protection from energy, refreshment*, remove blindness/deafness, remove curse, remove disease, remove nausea*, water breathing, water walk, wind wall.

4th Level: air walk, blood of the martyr*, control water, cure critical wounds, death ward, discern lies, dismissal, divination, freedom of movement, good hope, greater status*, imbue with spell ability, lesser aspect of the deity*, lesser planar ally, neutralize poison, remove fatigue*, repel vermin, restoration, sending, spell immunity, sustain*, tongues.

5th Level: atonement, break enchantment, commune, mass cure light wounds, dispel evil, energetic healing*, greater command, hallow, mark of justice, plane shift, raise dead, sacred guardian*, scrying, spell resistance, symbol of sleep, true seeing, wall of stone.

6th Level: antilife shell, aspect of the deity*, banishment, mass bear's endurance, celestial blood*, mass cure moderate wounds, mass eagle's splendor, forbiddance, geas/quest, greater dispel magic, heal, heroes' feast, mass owl's wisdom, planar ally, symbol of persuasion, wind walk, word of recall.

7th Level: bastion of good*, control weather, ethereal jaunt, greater restoration, greater scrying, mass cure serious wounds, refuge, regenerate, repulsion, resurrection, shield of the archons*.

8th Level: antimagic field, discern location, greater planar ally, holy aura, mass cure critical wounds.

9th Level: astral projection, end to strife*, etherealness, gate, greater aspect of the deity*, mass heal, miracle, true resurrection.

*New spell described in Chapter 6 of the Book of Exalted Deeds.

Exalted Arcanist

Tales say that sorcerers gain their innate magical ability from draconic blood, and many sorcerers (especially kobold sorcerers) loudly champion this legend. Aasimar sorcerers, meanwhile, smile to themselves, knowing that dragons are not the only source of spontaneous arcane power. Among both sorcerers and bards, some trace the source of their power back to celestial influence, either bloodline or simply favor. These are the exalted arcanists, spontaneous spellcasters who gain access to spells that channel celestial energy.

Only characters who spontaneously cast arcane spells can become exalted arcanists, which means that in most campaigns the class is limited to sorcerers and bards.

Exalted arcanists are very often adventurers, using the power they consider a gift to the purpose for which it was intended: to help combat evil. They gravitate to places where their ability to cover a battlefield with holy smite spells is useful, so they are rarely found in cities or placid villages. They frequently join forces with other exalted adventurers, much less frequently with other exalted arcanists.

Hit Die: d4.

Requirements

To qualify to become an exalted arcanist, a character must fulfill all the following criteria.

Alignment: Any good.

Base Save Bonuses: Will +5.

Skills: Knowledge (arcana) 9 ranks, Knowledge (religion) 4 ranks.

Feats: Consecrate Spell, Purify Spell.

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

Class Skills

The exalted arcanist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha). See Chapter 4 of the Player's Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Table 5-9: The Exalted Arcanist

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st +0 +0 +0 +2 Exalted spell list (3rd), spell knowledge --
2nd +1 +0 +0 +3 Exalted spell list (5th), faster consecrate +1 level of existing class
3rd +1 +1 +1 +3 Bonus exalted feat, exalted spell list (7th) +1 level of existing class
4th +2 +1 +1 +4 Exalted spell list (9th), faster purify +1 level of existing class
5th +2 +1 +1 +4 Bonus exalted feat, sanctified spells +1 level of existing class

Class Features

All of the following are class features of the exalted arcanist prestige class.

Weapon and Armor Proficiency: Exalted arcanists gain no proficiency with any weapon or armor.

Exalted Spell List: An exalted arcanist gains access to spells that do not normally appear on arcane spellcasters' spell lists. The exalted arcanist's spell list additions appear below. At 1st level, an exalted arcanist adds the spells of up to 3rd level to her spell list, and each additional exalted arcanist level grants her access to two more spell levels on the spell list. She does not automatically know these spells, but can choose them as spells known.

Spell Knowledge (Ex): At 1st level, an exalted arcanist learns two new arcane spells of any level up to the maximum spell level she can cast. These can be spells from her normal spell list or from the exalted spell list that appears below. She does not gain any extra spell slots at this level.

Faster Consecrate (Ex): At 2nd level, an exalted arcanist can spontaneously cast spells with the Consecrate Spell feat without extending the spells' casting time.

Spells per Day/Spells Known: At each exalted arcanist level after the first, the character gains new spells per day and spells known as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (bardic music abilities, improved familiar abilities, and so on), though she does retain the ability to exchange spells known with every even-numbered equivalent sorcerer or bard level. If the character had more than one arcane spellcasting class before becoming an exalted arcanist, she must decide to which class she adds each exalted arcanist level for the purpose of determining spells per day and spells known.

Bonus Exalted Feat: At 3rd level, and again at 5th level, an exalted arcanist gains a bonus feat. This feat must be chosen from the exalted feats that appear in Chapter 4.

Faster Purify (Ex): At 4th level, an exalted arcanist can spontaneously cast spells with the Purify Spell feat without extending the spells' casting time.

Sanctified Spells: A 5th-level exalted arcanist can use sanctified spells as though they were among her spells known.

Exalted Arcanist Spell List

Exalted arcanists choose their spells from the following list or from their normal spell list:

1st Level: bless, vision of heaven*
2nd Level: consecrate, zone of truth
3rd Level: helping hand, searing light
4th Level: holy smite, lesser aspect of the deity*, lesser planar ally, sword of conscience*
5th Level: crown of flame*, hallow, heavenly lightning*, mark of justice
6th Level: aspect of the deity*, bolt of glory*, planar ally
7th Level: heavenly lightning storm*,holy word, righteous smite*
8th Level: greater planar ally, holy aura
9th Level: greater aspect of the deity*

*New spell described in Chapter 6 of the Book of Exalted Deeds.

Lion of Talisid

The undisputed ruler of the guardinals, Talisid the Celestial Lion is an enormously powerful force for good -- and good alone, undiluted by concerns of law or chaos. He is also a mighty druid, and his mortal and guardinal champions are druids and rangers who share both his fierce hatred of evil and his passionate love of the natural world and its creatures. Called the lions of Talisid, these protectors of nature and champions of good emulate their celestial patron in more concrete ways: adopting feline animal companions, assuming great cat forms with their wild shape ability, and eventually roaring like a leonal.

Druids and rangers most commonly become lions of Talisid, and only a character with an animal companion can enter the class. Multiclass druid/rangers also commonly adopt the class, and less commonly, fighter/druids or cleric/rangers.

Like their guardinal patron, lions of Talisid usually work alone or in small groups of close companions, rarely with other lions. NPC lions of Talisid can be found wandering the wilderness, fighting any who would defile the natural world with evil. They are particularly concerned with areas where some evil presence corrupts nature itself, manifesting evil weather and vile corrupted creatures.

Hit Die: d8.

Requirements

To qualify to become a lion of Talisid, a character must fulfill all the following criteria.

Alignment: Neutral good.

Base Attack Bonus: +4.

Skills: Knowledge (nature) 9 ranks, Survival 9 ranks.

Feats: Favored of the Companions.

Spells: Able to cast summon nature's ally II.

Special: The character must have an animal companion as a class feature.

Class Skills

The lion of Talisid's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Listen (Wis), Knowledge (nature) (Int), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). See Chapter 4 of the Player's Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.

Table 5-12: The Lion of Talisid

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st +0 +2 +0 +2 Animal companion, lion's courage +1 level of existing class
2nd +1 +3 +0 +3 Scent +1 level of existing class
3rd +2 +3 +1 +3 Wild shape (1/day) +1 level of existing class
4th +3 +4 +1 +4 Exalted Companion, wild shape (2/day) +1 level of existing class
5th +3 +4 +1 +4 Lion's pounce, wild shape (3/day) +1 level of existing class
6th +4 +5 +2 +5 Wild shape (Large) +1 level of existing class
7th +5 +5 +2 +5 Lion's swiftness +1 level of existing class
8th +6 +6 +2 +6 Wild shape (4/day) +1 level of existing class
9th +6 +6 +3 +6 Wild shape (Tiny) +1 level of existing class
10th +7 +7 +3 +7 Leonal's roar +1 level of existing class

Class Features

All of the following are class features of the lion of Talisid prestige class.

Weapon and Armor Proficiency: Lions of Talisid gain no proficiency with any weapon or armor.

Animal Companion (Ex): A lion of Talisid can add his lion of Talisid levels to his effective druid level (his actual druid level or one-half his ranger level) to determine the capabilities of his animal companion.

Lion's Courage (Ex): A lion of Talisid is immune to fear (magical or otherwise) and gains a +4 sacred bonus on Will saves against other mind-affecting spells and effects.

Spells per Day: At each level, a lion of Talisid gains new spells per day as if he had also gained a level in a divine spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If the character had more than one divine spellcasting class before becoming a lion of Talisid, the player must decide to which class to add each lion of Talisid level for the purpose of determining spells per day.

Scent (Ex): At 2nd level, a lion of Talisid gains the scent special quality. He can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Wild Shape (Su): At 3rd level, a lion of Talisid gains the ability to turn himself into any Small or Medium animal and back again once per day. This works exactly as the druid's wild shape ability. Lions of Talisid prefer the shape of great cats (cheetahs or leopards at lower levels), but are not limited to such forms.

The lion of Talisid can use this ability more times per day at 4th, 5th, and 8th level, as noted on Table 5-12. In addition, he gains the ability to take the shape of a Large animal at 6th level, and a Tiny animal at 9th level.

A lion of Talisid who is also a druid can add his lion of Talisid level -2 to his druid levels to determine his wild shape ability. For example, an 8th-level druid/6th-level lion of Talisid can wild shape as a 12th-level druid, and can thus assume plant forms as well as Large and Tiny animal forms, and can use this ability 4 times per day.

Exalted Companion: At 4th level, a lion of Talisid gains the Exalted Companion feat as a bonus feat.

Lion's Pounce (Ex): At 5th level, a lion of Talisid can make a full attack at the end of a charge.

Lion's Swiftness (Ex): When he reaches 7th level, a lion of Talisid can act as if under the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.

Leonal's Roar (Su): Three times a day, a 10th-level lion of Talisid can issue a roar that duplicates the effects of the leonal's roar spell (new spell described in Chapter 6 of this book). The saving throw DC is 20 + the lion of Talisid's Charisma modifier.

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