Sir_Chivalry
2010-05-25, 04:25 PM
Base thread for sanding out my ideas: http://www.giantitp.com/forums/showthread.php?t=149641
Hello all again. This time, I'm taking a walk on the good side, and doing a two-fold homebrew project. There are no angelic paragons, and due to certain restrictions, I can't use archangels, so I'm creating both angelic paragons and PrCs for those from whole cloth. This is the second of the bunch, the Ascendant of Agapeil! Fluff for the angelic paragon coming soon, but I'll start with the basics now. And yes, this is influenced an borrowed heavily from the Kensai class.
Agapeial (Eh-gaep-il) is the paragon of astral devas, the angels that watch over the portals to the transitive planes. He resides on the Beastlands, not in a fortress like his fellow angelic paragons, but in a travelling band of astral devas and awakened animals simply called the Farseeing. They travel all the Beastlands looking for intruders and evil creatures, expelling them where they can and killing when they must. The band sometimes numbers hundreds strong when a dire threat is posed by the fiends or the armies of the transitive planes, but usually most of his awakened animals are on their own in the plane, and most of his astral devas are fighting the githyanki of the Astral Plane, the ethergaunts of the Ethereal Plane, or the shadar-kai of the Shadow Plane.
These fights do sometimes claim the lives of his astral devas, and though they can't truly die, they must still wait for 99 years before reforming, and so Agapeial has devised a way for them to contribute to the effort even in pseudo-death. He binds the spirits of slain angels into the weapons and armour of his armies, thus making each wave more potent then the last.
Agapeial stands 11 feet tall, with copper skin and white feathery wings. His mignight blue hair and beard both reach down to his stomach and his skin is speckled with flecks of green, yellow, olive and tan miniature plates. All about him transparent images flow, little spirits dancing around him in wheels. He wears no armour or garments, but instead is clad in a cloak of dire polarbear skin, complete with fur. He obtained the cloak from a mighty celestial dire polarbear he defeated in single combat, who gave itself up to gard the angelic paragon. Legend says that the cloak is impenetrable to all mortal and most immortal weapons. When battle comes to him, or if he must venture onto the transitive planes, Agapeial wields both a greataxe and a longbow to fight.
Agapeial is a frequent visitor to the Grove of Unicorns on Krigala in the Beastlands, the domain of Ehlonna. He meets with the goddess of nature there, and some rumour that they are lovers. This does seem to have some substance to it, as clerics and druids of Ehlonna are often directed by their goddess to aid the Order of the Farseeing. The other nature gods give Agapeial a lesser, but still varying, response. Obad-hai and the various minor nature gods of neutrality mostly ignore Agapeial in his crusades, since his war is upon the transitive planes and not nature. Many of the evil deities of nature attempt to thwart his Order when possible, seeking to limit the celestial influence in what they see as the otherwise terrible beauty of nature. Servants of certain "nature-based" demon lords such as Zuggtmoy also may oppose the works of Agapeial, seeking to sow destruction, not caring for natural or celestial grace in any fashion.
The mortal Order of the Farseeing concerns itself mainly with Agapeial's two open-ended mandates when the order was founded; "be vigilant to evil" and "deliver innocence from ravage". Most members of the order spend great amounts of time in the wilderness seeking to discover evil before it harms the innocent, fulfilling both mandates, but all members remember these two things in everything they do. Agapeial's symbol is a nine-pointed star, three points black, three gray and three white, set into a circle of some metal.
Ascendant of Agapeial
Requirements
To qualify to become an ascendant of Agapeial, a character must fulfill all the following criteria.
Alignment: Any good
Skills: Concentration 4 ranks, Handle Animal 8 ranks, Listen 6 ranks, Spot 6 ranks
Feats: Acolyte of the Archangels (Agapeial), Spirit Sense, Weapon Focus (any weapon)
Class Features: Evasion
Ascendant of Agapeial
hit dice:d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+0|
+2|Forge of Spirit
2nd|
+2|
+0|
+0|
+3|Transcendence
3rd|
+3|
+1|
+1|
+3|Astral state
4th|
+4|
+1|
+1|
+4|Spirit projection (half)
5th|
+5|
+1|
+1|
+4|Withstand
6th|
+6|
+2|
+2|
+5| Ethereal state
7th|
+7|
+2|
+2|
+5|Spirit projection (full)
8th|
+8|
+2|
+2|
+6| Instill spirit bond
9th|
+9|
+3|
+3|
+6| Shadow state
10th|
+10|
+3|
+3|
+7|Spirit warlord [/table]
Class Skills
The ascendant of Agapeial’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points
6 + Int modifier
Forge of Spirit: The ascendant of Agapeial chooses one of his weapons (it must be one for which he has the Weapon Focus feat) to become a spirit weapon. If the weapon is manufactured, it must be masterwork in quality.
Upon qualifying for this class, Agapeial sends the ascendant the spirit of one of his fallen warriors to bind into the weapon. This forms a link between the ascendant and the weapon, which the ascendant then uses to bind a portion of his life force into the weapon, making it more deadly in his hands, and his hands alone. As the ascendant gains levels, he uses the spirits of opponents he has defeated to establish this link again at each new level, showing respect for honourable opponents and laying to rest dishonourable ones.
The process for imbuing a weapon with power is a simple one. The character must find a quiet, safe spot to meditate for 24 hours upon his victories and losses, the enemies and friends who have gone on to their rightful rest.
If the ritual is interrupted, it can be begun again at any time, but it must run for the full 24 hours for the spirit weapon to be imbued. The XP cost isn’t paid until the ritual is completed.
The spirit weapon has a caster level of 10+the character’s class level.
If the weapon is damaged or stolen and it must be repaired or recovered. In the case of recovering the weapon, if the ascendant cannot recover the weapon, he cannot advance in this class until he obtains an atonement spell and then reforges his weapon anew, paying XP as appropriate. If the weapon is damaged, the ascendant must repair it with Craft (weapon-smithing).
The ascendant gains different abilities at each level, as noted on the table below.
{table=head]Level|Spirit Weapon Ability
1st|
While wielding the spirit weapon, the ascendant gains the favoured enemy class feature against one creature type per encounter. The ascendant adds +2 to his damage rolls, as well as his Bluff, Listen, Sense Motive, Spot and Survival checks. The type is chosen at the beginning of the encounter as a swift action. This bonus stacks with other favoured enemy bonuses against the same type.
2nd|
The weapon's hardness increases by 5.
3rd|
The spirit weapon gains ascendant's choice of the ghost touch ability, a permanant gravestrike spell, or a permanent golem strike spell.
4th|
The weapon's hit points increase by 20.
5th|
The bonus gained from the spirit weapon's favoured enemy bonus increases to +4.
6th|
The spirit weapon gains ascendant's choice of the ghost touch ability, a permanant gravestrike spell, or a permanent golem strike.
7th|
Once per day, the ascendant can ignore the DR of an opponent for one round.
8th|
The spirit weapon's crit range doubles. If the ascendant has the Improved Critical feat or the keen weapon ability, the weapon instead is treated as one size larger on a critical hit.
9th|
The spirit weapon gains ascendant's choice of the ghost touch ability, a permanant gravestrike spell, or a permanent golem strike spell.
10th|
The bonus gained from the spirit weapon's favoured enemy bonus increases to +6. [/table]
Transcendence: At 2nd level, an ascendant of Agapeial gains the ability to make a DC 15 Concentration check as a move action to focus his energy and spirit. If he succeeds, he gains +8 sacred bonus to his Strength for a number of rounds equal to one half his class level. Each time after the first that an ascendant attempts to use this ability in a single 24-hour period, the check DC increases by 5.
Astral State: The great beasts of the material plane exist in endless varieties, but they all perpetuate to a small group of paragons, many of whom reside on the Beastlands. An ascendant of Agapeial can access these mighty spirits with a vision quest, allowing him to bond with a spirit and gain advantages. At 3rd level, an ascendant of Agapeial can cast his mind out on to the Astral Plane. The vision quest can be short (3d20 minutes), medium (2d12 hours) or long (1d6 days). The DM rolls the exact time in secret. For the length of the vision quest, the ascendant cannot eat, drink or sleep, though the quest can be ended without penalty. At the end of the vision quest, the ascendant take 1d4 points of Wisdom damage.
Use the following table to determine which Spirit answered the ascendent. If he was on a Short quest, roll a random Totem. A Medium quest grants the choice of two rolls, while a Long quest lets the ascendant choose the spirit. See the table below:
{table=head]d8|Spirit|Bonus
1|
Bear|
+4 on checks to resist special attacks (bull rush, overrun, disarm, trip, grapple, feint)
2|
Boar|
+10 hp on threshold before dying, i.e. doesn't die until -20 hp
3|
Eagle|
+2 bonus on Reflex saves and +4 bonus on grapple checks
4|
Hare|
+50’ land speed when running (added after multiplication of base land speed) and +3 bonus on Initiative checks
5|
Lion|
+2 bonus on Will saves and enemies take a -2 penalty on attacks and saves for one round after you charge
6|
Rat|
+2 bonus on Fortitude saves and +4 to feint opponents and sleight of hand checks to conceal weapons
7|
Shark|
Any creature that attacks you with a natural weapon takes 1d4 points of damage. Any creature thus damaged takes a -3 penalty to AC against your attacks for one round.
8|
Wolf|
+2 bonus on attacks and damage for each ally who is adjacent to you or flanking the enemy you are attacking. [/table]
Once the spirit is present, the ascendant can attempt a Handle Animal check against a DC of 20 with 10 minutes of meditation. If this check fails, the ascendant can retry by spending another 10 minutes in meditation. Once successful, the ascendant gains the listed bonus for 2 days per ascendant of Agapeial level. Once this time has expired, the ascendant may go on a new Vision Quest.
Spirit Projection: An ascendant of Agapeial uses his connection to the spirits of his foes and allies who have fallen, allowing him to also influence the minds of the living in a small way. At 4th level and higher, an ascendant of Agapeial adds one-half his class level (round down) to any Bluff, Diplomacy, Gather Information, or Intimidate checks he makes. At 7th level and higher, the ascendant adds his full class level to such checks.
Withstand: When a 5th level or higher ascendant of Agapeial is forced to make a Reflex save to avoid damage from an area effect, he can make a Concentration check instead of a Reflex save to resist taking full damage. Evasion (and improved evasion, if possesed) apply on this Concentration check as well. Unlike a normal skill check, the roll automatically fails on a 1, and automatically succeeds on a 20.
Ethereal State: When going on a vision quest, a 6th level ascendant of Agapeial may instead connect with the Ethereal Plane as opposed to the Astral Plane. This causes the damage taken to instead become 1d4 Wisdom damage and 1d4 Strength damage, but the bonuses and maximum values are doubled.
Instill Spirit Bond: Once per day, an 8th level or higher ascendant of Agapeial may take a full-round action to make a Concentration check (DC 15+target’s HD or character level) to impart some of his own ability into a willing ally he can touch. The ascendant then transfers some of his power to the ally: He subtracts up to 1 point per class level from his base attack bonus and/or any or all of his base save bonus and transfers the same amount to the recipient. The ascendant regains the instilled power 1 hour later, when it transfers back out of the ally. If the ally dies before the instilled power is transferred back, the ascendant must make a Fortitude save (DC 10+target’s HD or character level) or die as well. If he succeeds, he immediately gets his instilled powers back.
Shadow State: When going on a vision quest, a 9th level ascendant of Agapeial may instead connect with the Shadow Plane as opposed to the Astral Plane. This causes the damage taken to instead become 1d4 Wisdom damage, 1d4 Strength damage and 1d4 Constitution damage, but the bonuses and maximum values are tripled.
Spirit Warlord: A 10th level ascendant of Agapeial grants a +3 morale bonus on Will saves, Concentration checks and attack rolls to all allies within 30ft. Also, the time it takes to go on a vision quest is reduced to half (rounded up).
And the Acolyte of the Archangels feat
Acolyte of the Archangels (Agapeial) [Exalted]
You swear fealty to Agapeial, binder of spirits and master of vigilance.
Benefit: At will, you may use the detect evil spell as a spell-like ability. As well, you gain the ability to sense spirits (incorporeal undead, fey, elementals, see spirit shaman) within 60ft as if you had blindsense.
Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat, Knight of the Stars or the Favored of the Companions feat. Your allegiance is only yours to give once.
Hello all again. This time, I'm taking a walk on the good side, and doing a two-fold homebrew project. There are no angelic paragons, and due to certain restrictions, I can't use archangels, so I'm creating both angelic paragons and PrCs for those from whole cloth. This is the second of the bunch, the Ascendant of Agapeil! Fluff for the angelic paragon coming soon, but I'll start with the basics now. And yes, this is influenced an borrowed heavily from the Kensai class.
Agapeial (Eh-gaep-il) is the paragon of astral devas, the angels that watch over the portals to the transitive planes. He resides on the Beastlands, not in a fortress like his fellow angelic paragons, but in a travelling band of astral devas and awakened animals simply called the Farseeing. They travel all the Beastlands looking for intruders and evil creatures, expelling them where they can and killing when they must. The band sometimes numbers hundreds strong when a dire threat is posed by the fiends or the armies of the transitive planes, but usually most of his awakened animals are on their own in the plane, and most of his astral devas are fighting the githyanki of the Astral Plane, the ethergaunts of the Ethereal Plane, or the shadar-kai of the Shadow Plane.
These fights do sometimes claim the lives of his astral devas, and though they can't truly die, they must still wait for 99 years before reforming, and so Agapeial has devised a way for them to contribute to the effort even in pseudo-death. He binds the spirits of slain angels into the weapons and armour of his armies, thus making each wave more potent then the last.
Agapeial stands 11 feet tall, with copper skin and white feathery wings. His mignight blue hair and beard both reach down to his stomach and his skin is speckled with flecks of green, yellow, olive and tan miniature plates. All about him transparent images flow, little spirits dancing around him in wheels. He wears no armour or garments, but instead is clad in a cloak of dire polarbear skin, complete with fur. He obtained the cloak from a mighty celestial dire polarbear he defeated in single combat, who gave itself up to gard the angelic paragon. Legend says that the cloak is impenetrable to all mortal and most immortal weapons. When battle comes to him, or if he must venture onto the transitive planes, Agapeial wields both a greataxe and a longbow to fight.
Agapeial is a frequent visitor to the Grove of Unicorns on Krigala in the Beastlands, the domain of Ehlonna. He meets with the goddess of nature there, and some rumour that they are lovers. This does seem to have some substance to it, as clerics and druids of Ehlonna are often directed by their goddess to aid the Order of the Farseeing. The other nature gods give Agapeial a lesser, but still varying, response. Obad-hai and the various minor nature gods of neutrality mostly ignore Agapeial in his crusades, since his war is upon the transitive planes and not nature. Many of the evil deities of nature attempt to thwart his Order when possible, seeking to limit the celestial influence in what they see as the otherwise terrible beauty of nature. Servants of certain "nature-based" demon lords such as Zuggtmoy also may oppose the works of Agapeial, seeking to sow destruction, not caring for natural or celestial grace in any fashion.
The mortal Order of the Farseeing concerns itself mainly with Agapeial's two open-ended mandates when the order was founded; "be vigilant to evil" and "deliver innocence from ravage". Most members of the order spend great amounts of time in the wilderness seeking to discover evil before it harms the innocent, fulfilling both mandates, but all members remember these two things in everything they do. Agapeial's symbol is a nine-pointed star, three points black, three gray and three white, set into a circle of some metal.
Ascendant of Agapeial
Requirements
To qualify to become an ascendant of Agapeial, a character must fulfill all the following criteria.
Alignment: Any good
Skills: Concentration 4 ranks, Handle Animal 8 ranks, Listen 6 ranks, Spot 6 ranks
Feats: Acolyte of the Archangels (Agapeial), Spirit Sense, Weapon Focus (any weapon)
Class Features: Evasion
Ascendant of Agapeial
hit dice:d8
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+0|
+0|
+2|Forge of Spirit
2nd|
+2|
+0|
+0|
+3|Transcendence
3rd|
+3|
+1|
+1|
+3|Astral state
4th|
+4|
+1|
+1|
+4|Spirit projection (half)
5th|
+5|
+1|
+1|
+4|Withstand
6th|
+6|
+2|
+2|
+5| Ethereal state
7th|
+7|
+2|
+2|
+5|Spirit projection (full)
8th|
+8|
+2|
+2|
+6| Instill spirit bond
9th|
+9|
+3|
+3|
+6| Shadow state
10th|
+10|
+3|
+3|
+7|Spirit warlord [/table]
Class Skills
The ascendant of Agapeial’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape artist (Dex), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
Skill Points
6 + Int modifier
Forge of Spirit: The ascendant of Agapeial chooses one of his weapons (it must be one for which he has the Weapon Focus feat) to become a spirit weapon. If the weapon is manufactured, it must be masterwork in quality.
Upon qualifying for this class, Agapeial sends the ascendant the spirit of one of his fallen warriors to bind into the weapon. This forms a link between the ascendant and the weapon, which the ascendant then uses to bind a portion of his life force into the weapon, making it more deadly in his hands, and his hands alone. As the ascendant gains levels, he uses the spirits of opponents he has defeated to establish this link again at each new level, showing respect for honourable opponents and laying to rest dishonourable ones.
The process for imbuing a weapon with power is a simple one. The character must find a quiet, safe spot to meditate for 24 hours upon his victories and losses, the enemies and friends who have gone on to their rightful rest.
If the ritual is interrupted, it can be begun again at any time, but it must run for the full 24 hours for the spirit weapon to be imbued. The XP cost isn’t paid until the ritual is completed.
The spirit weapon has a caster level of 10+the character’s class level.
If the weapon is damaged or stolen and it must be repaired or recovered. In the case of recovering the weapon, if the ascendant cannot recover the weapon, he cannot advance in this class until he obtains an atonement spell and then reforges his weapon anew, paying XP as appropriate. If the weapon is damaged, the ascendant must repair it with Craft (weapon-smithing).
The ascendant gains different abilities at each level, as noted on the table below.
{table=head]Level|Spirit Weapon Ability
1st|
While wielding the spirit weapon, the ascendant gains the favoured enemy class feature against one creature type per encounter. The ascendant adds +2 to his damage rolls, as well as his Bluff, Listen, Sense Motive, Spot and Survival checks. The type is chosen at the beginning of the encounter as a swift action. This bonus stacks with other favoured enemy bonuses against the same type.
2nd|
The weapon's hardness increases by 5.
3rd|
The spirit weapon gains ascendant's choice of the ghost touch ability, a permanant gravestrike spell, or a permanent golem strike spell.
4th|
The weapon's hit points increase by 20.
5th|
The bonus gained from the spirit weapon's favoured enemy bonus increases to +4.
6th|
The spirit weapon gains ascendant's choice of the ghost touch ability, a permanant gravestrike spell, or a permanent golem strike.
7th|
Once per day, the ascendant can ignore the DR of an opponent for one round.
8th|
The spirit weapon's crit range doubles. If the ascendant has the Improved Critical feat or the keen weapon ability, the weapon instead is treated as one size larger on a critical hit.
9th|
The spirit weapon gains ascendant's choice of the ghost touch ability, a permanant gravestrike spell, or a permanent golem strike spell.
10th|
The bonus gained from the spirit weapon's favoured enemy bonus increases to +6. [/table]
Transcendence: At 2nd level, an ascendant of Agapeial gains the ability to make a DC 15 Concentration check as a move action to focus his energy and spirit. If he succeeds, he gains +8 sacred bonus to his Strength for a number of rounds equal to one half his class level. Each time after the first that an ascendant attempts to use this ability in a single 24-hour period, the check DC increases by 5.
Astral State: The great beasts of the material plane exist in endless varieties, but they all perpetuate to a small group of paragons, many of whom reside on the Beastlands. An ascendant of Agapeial can access these mighty spirits with a vision quest, allowing him to bond with a spirit and gain advantages. At 3rd level, an ascendant of Agapeial can cast his mind out on to the Astral Plane. The vision quest can be short (3d20 minutes), medium (2d12 hours) or long (1d6 days). The DM rolls the exact time in secret. For the length of the vision quest, the ascendant cannot eat, drink or sleep, though the quest can be ended without penalty. At the end of the vision quest, the ascendant take 1d4 points of Wisdom damage.
Use the following table to determine which Spirit answered the ascendent. If he was on a Short quest, roll a random Totem. A Medium quest grants the choice of two rolls, while a Long quest lets the ascendant choose the spirit. See the table below:
{table=head]d8|Spirit|Bonus
1|
Bear|
+4 on checks to resist special attacks (bull rush, overrun, disarm, trip, grapple, feint)
2|
Boar|
+10 hp on threshold before dying, i.e. doesn't die until -20 hp
3|
Eagle|
+2 bonus on Reflex saves and +4 bonus on grapple checks
4|
Hare|
+50’ land speed when running (added after multiplication of base land speed) and +3 bonus on Initiative checks
5|
Lion|
+2 bonus on Will saves and enemies take a -2 penalty on attacks and saves for one round after you charge
6|
Rat|
+2 bonus on Fortitude saves and +4 to feint opponents and sleight of hand checks to conceal weapons
7|
Shark|
Any creature that attacks you with a natural weapon takes 1d4 points of damage. Any creature thus damaged takes a -3 penalty to AC against your attacks for one round.
8|
Wolf|
+2 bonus on attacks and damage for each ally who is adjacent to you or flanking the enemy you are attacking. [/table]
Once the spirit is present, the ascendant can attempt a Handle Animal check against a DC of 20 with 10 minutes of meditation. If this check fails, the ascendant can retry by spending another 10 minutes in meditation. Once successful, the ascendant gains the listed bonus for 2 days per ascendant of Agapeial level. Once this time has expired, the ascendant may go on a new Vision Quest.
Spirit Projection: An ascendant of Agapeial uses his connection to the spirits of his foes and allies who have fallen, allowing him to also influence the minds of the living in a small way. At 4th level and higher, an ascendant of Agapeial adds one-half his class level (round down) to any Bluff, Diplomacy, Gather Information, or Intimidate checks he makes. At 7th level and higher, the ascendant adds his full class level to such checks.
Withstand: When a 5th level or higher ascendant of Agapeial is forced to make a Reflex save to avoid damage from an area effect, he can make a Concentration check instead of a Reflex save to resist taking full damage. Evasion (and improved evasion, if possesed) apply on this Concentration check as well. Unlike a normal skill check, the roll automatically fails on a 1, and automatically succeeds on a 20.
Ethereal State: When going on a vision quest, a 6th level ascendant of Agapeial may instead connect with the Ethereal Plane as opposed to the Astral Plane. This causes the damage taken to instead become 1d4 Wisdom damage and 1d4 Strength damage, but the bonuses and maximum values are doubled.
Instill Spirit Bond: Once per day, an 8th level or higher ascendant of Agapeial may take a full-round action to make a Concentration check (DC 15+target’s HD or character level) to impart some of his own ability into a willing ally he can touch. The ascendant then transfers some of his power to the ally: He subtracts up to 1 point per class level from his base attack bonus and/or any or all of his base save bonus and transfers the same amount to the recipient. The ascendant regains the instilled power 1 hour later, when it transfers back out of the ally. If the ally dies before the instilled power is transferred back, the ascendant must make a Fortitude save (DC 10+target’s HD or character level) or die as well. If he succeeds, he immediately gets his instilled powers back.
Shadow State: When going on a vision quest, a 9th level ascendant of Agapeial may instead connect with the Shadow Plane as opposed to the Astral Plane. This causes the damage taken to instead become 1d4 Wisdom damage, 1d4 Strength damage and 1d4 Constitution damage, but the bonuses and maximum values are tripled.
Spirit Warlord: A 10th level ascendant of Agapeial grants a +3 morale bonus on Will saves, Concentration checks and attack rolls to all allies within 30ft. Also, the time it takes to go on a vision quest is reduced to half (rounded up).
And the Acolyte of the Archangels feat
Acolyte of the Archangels (Agapeial) [Exalted]
You swear fealty to Agapeial, binder of spirits and master of vigilance.
Benefit: At will, you may use the detect evil spell as a spell-like ability. As well, you gain the ability to sense spirits (incorporeal undead, fey, elementals, see spirit shaman) within 60ft as if you had blindsense.
Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat, Knight of the Stars or the Favored of the Companions feat. Your allegiance is only yours to give once.