Phosphate
2012-04-16, 03:55 AM
Militant
Hit Die
d12.
Requirements
To qualify to become a militant, a character must fulfill all the following criteria.
Spells: Must be able to cast 2nd level divine spells.
Special: Must have a patron deity.
Special: Must have at least one domain slot, and access to the War domain.
Class Skills
The militant’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int)
Skill Points at Each Level
2 + Int modifier
Table: the Militant
{table=head]Level|BAB|Fort|Ref|Will|Special|Spells per Day
1st|+1|+0|+2|+2|Weapon Connoisseur|
2nd|+2|+0|+3|+3|Bonus Feat|+1 level of existing divine spellcaster class
3rd|+3|+1|+3|+3|Physical Edge|+1 level of existing divine spellcaster class
4th|+4|+1|+4|+4|War Readiness|+1 level of existing divine spellcaster class
5th|+5|+1|+4|+4|Bonus Feat|
6th|+6|+2|+5|+5||+1 level of existing divine spellcaster class
7th|+7|+2|+5|+5|Mental Edge|+1 level of existing divine spellcaster class
8th|+8|+2|+6|+6|Bonus Feat|+1 level of existing divine spellcaster class
9th|+9|+3|+6|+6|Greater Readiness|
10th|+10|+3|+7|+7|Soldier Under My Deity|+1 level of existing divine spellcaster class
[/table]
Class Features
All the following are Class Features of the militant prestige class.
Weapon and Armor Proficiency
Militants gain proficiency with a martial weapon of their choice and with tower shields.
Spells per Day/Spells Known
When a new militant level is gained, except levels 1, 5, and 9, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class in which he could cast 2nd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which he could cast 2nd-level spells before he became a militant, he must decide to which class he adds each level of bishop for the purpose of determining spells per day.
Weapon Connoisseur (Ex): A militant gains a free Martial Weapon Proficiency and Weapon Focus with that weapon every class level.
Bonus Feat: At levels 2, 5, and 8, a militant gains a feat from the bonus fighter feat list as a bonus feat. He needs to meet the prerequisites.
Physical Edge (Ex): At level 3, a militant adds his wisdom modifier to his melee damage rolls.
War Readiness: A level 4 or higher militant may cast spells from the War domain spontaneously, without having prepared them beforehand. This requires consuming a domain slot.
Mental Edge (Su): At level 7, a militant adds his wisdom modifier as untyped damage to his spells that deal damage dice.
Greater Readiness: A level 9 militant can cast spells from the War domain spontaneously by using up any spell slot.
Soldier Under My Deity: A level 10 militant can ask his deity directly to tweak his spells. While casting spells from the War domain that are not altered with metamagic, he may change the level of the spells by one step up or down. The spells are treated for all intents and purposes as their new level, including for determining what spell slot they use up.
Bishop
Hit Die
d6.
Requirements
To qualify to become a bishop, a character must fulfill all the following criteria.
Spells: Must be able to cast 3rd level divine spells.
Special: Must have a patron deity.
Class Skills
The bishop’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nobility and royalty), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int)
Skill Points at Each Level
2 + Int modifier
Table: the Bishop
{table=head]Level|BAB|Fort|Ref|Will|Special|Spells per Day
1st|+0|+0|+0|+2|Domain Resiliency|+1 level of existing divine spellcaster class
2nd|+1|+0|+0|+3|Bonus Domain|+1 level of existing divine spellcaster class
3rd|+1|+1|+1|+3||+1 level of existing divine spellcaster class
4th|+2|+1|+1|+4|Extra Slot|+1 level of existing divine spellcaster class
5th|+2|+1|+1|+4|Bonus Domain|+1 level of existing divine spellcaster class
6th|+3|+2|+2|+5||+1 level of existing divine spellcaster class
7th|+3|+2|+2|+5|Domain Channeling|+1 level of existing divine spellcaster class
8th|+4|+2|+2|+6|Bonus Domain|+1 level of existing divine spellcaster class
9th|+4|+3|+3|+6||+1 level of existing divine spellcaster class
10th|+5|+3|+3|+7|Servant Under My Deity|+1 level of existing divine spellcas
ter class
[/table]
Class Features
All the following are Class Features of the bishop prestige class.
Weapon and Armor Proficiency
Bishops gain no new weapon or armor proficiencies.
Spells per Day/Spells Known
When a new bishop level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class in which he could cast 3rd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which he could cast 3rd-level spells before he became a bishop, he must decide to which class he adds each level of bishop for the purpose of determining spells per day.
Domain Resiliency (Su): Gain a +2 bonus to the DC of the spells you cast in domain slots.
Bonus Domain: At levels 2, 5, and 8, a bishop gains an additional domain from the ones his deity possesses, and is granted the domain power. If he already has all the domains of his deity, and ONLY THEN, he can choose to gain an alignment domain instead. Naturally, it must not conflict with his alignment.
Extra Slot: At level 4, a bishop gains an additional domain slot for every spell level.
Domain Channeling (Su): By spending 5 minutes in meditation, a level 7 or higher bishop can change one of his non-domain spell slots into a domain slot.
Servant Under My Deity: A level 10 bishop can ask his deity directly to modify his spell repertoire. Once per hour, as a full round action, he can change all his prepared domain spells with new ones.
Cardinal
Hit Die
d8.
Requirements
To qualify to become a cardinal, a character must fulfill all the following criteria.
Spells: Must be able to cast 2nd level divine spells.
Special: Must have a patron deity.
Special: Must have at least one domain slot, and access to the Community domain.
Class Skills
The bishop’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Heal (Wis), Knowledge (all) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int)
Skill Points at Each Level
4 + Int modifier
Table: the Cardinal
{table=head]Level|BAB|Fort|Ref|Will|Special|Spells per Day
1st|+0|+2|+0|+2|Leadership|+1 level of existing divine spellcaster class
2nd|+1|+3|+0|+3|Aura of Hope|+1 level of existing divine spellcaster class
3rd|+2|+3|+1|+3|Aegis|+1 level of existing divine spellcaster class
4th|+3|+4|+1|+4|Regroup|
5th|+3|+4|+1|+4|Aura of Hope|+1 level of existing divine spellcaster class
6th|+4|+5|+2|+5||+1 level of existing divine spellcaster class
7th|+5|+5|+2|+5|Wise Diplomat|+1 level of existing divine spellcaster class
8th|+6|+6|+2|+6|Aura of Hope|
9th|+6|+6|+3|+6||+1 level of existing divine spellcaster class
10th|+7|+7|+3|+7|Leader Under My Deity|+1 level of existing divine spellcaster class
[/table]
Class Features
All the following are Class Features of the cardinal prestige class.
Weapon and Armor Proficiency
Cardinals gain no new weapon or armor proficiencies.
Spells per Day/Spells Known
When a new cardinal level is gained, except levels 4 and 8, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class in which he could cast 2nd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which he could cast 2nd-level spells before he became a cardinal, he must decide to which class he adds each level of cardinal for the purpose of determining spells per day.
Leadership: A cardinal gains Leadership as a bonus feat at level 1. He need not meet the prerequisites. If Leadership is banned in your campaign, he just gains a cohort.
Aura of Hope (Su): At level 2 a cardinal starts emitting an aura in a sphere with a radius of (class level+wis mod)*10 feet around him, providing benefits to all his allies and himself. As benefit, choose one from the following: +2 to a certain skill and it alone, +2 to attack rolls, +2 to damage rolls, +4 to will saves against fear, +2 to one save, DR 5/-, Resistance 5 to all energy types, and +5 feet to movement speed. All of these are treated as sacred modifiers. At level 5 and 8, he may choose an additional bonus provided by the aura. The same bonus can be selected twice.
Aegis (Sp): Up to 3 times per encounter, if an ally must make a save, the cardinal can roll for him. If the cardinal fails the same, the ally is still the one affected. Works within the Aura of Hope.
Regroup (Ex): A level 4 or higher cardinal may give up his round to give a bonus move action to up to wis mod targets within 200 feet of him.
Wise Diplomat (Ex): A level 7 or higher cardinal may use wisdom instead of charisma as a relevant modifier for Diplomacy.
Leader Under My Deity: A level 10 cardinal can rally his troops with the word of his deity. He may use Prayer at will as a spell-like ability, but with a radius equal to that of Aura of Hope instead of 40 feet.
Hit Die
d12.
Requirements
To qualify to become a militant, a character must fulfill all the following criteria.
Spells: Must be able to cast 2nd level divine spells.
Special: Must have a patron deity.
Special: Must have at least one domain slot, and access to the War domain.
Class Skills
The militant’s class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int)
Skill Points at Each Level
2 + Int modifier
Table: the Militant
{table=head]Level|BAB|Fort|Ref|Will|Special|Spells per Day
1st|+1|+0|+2|+2|Weapon Connoisseur|
2nd|+2|+0|+3|+3|Bonus Feat|+1 level of existing divine spellcaster class
3rd|+3|+1|+3|+3|Physical Edge|+1 level of existing divine spellcaster class
4th|+4|+1|+4|+4|War Readiness|+1 level of existing divine spellcaster class
5th|+5|+1|+4|+4|Bonus Feat|
6th|+6|+2|+5|+5||+1 level of existing divine spellcaster class
7th|+7|+2|+5|+5|Mental Edge|+1 level of existing divine spellcaster class
8th|+8|+2|+6|+6|Bonus Feat|+1 level of existing divine spellcaster class
9th|+9|+3|+6|+6|Greater Readiness|
10th|+10|+3|+7|+7|Soldier Under My Deity|+1 level of existing divine spellcaster class
[/table]
Class Features
All the following are Class Features of the militant prestige class.
Weapon and Armor Proficiency
Militants gain proficiency with a martial weapon of their choice and with tower shields.
Spells per Day/Spells Known
When a new militant level is gained, except levels 1, 5, and 9, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class in which he could cast 2nd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which he could cast 2nd-level spells before he became a militant, he must decide to which class he adds each level of bishop for the purpose of determining spells per day.
Weapon Connoisseur (Ex): A militant gains a free Martial Weapon Proficiency and Weapon Focus with that weapon every class level.
Bonus Feat: At levels 2, 5, and 8, a militant gains a feat from the bonus fighter feat list as a bonus feat. He needs to meet the prerequisites.
Physical Edge (Ex): At level 3, a militant adds his wisdom modifier to his melee damage rolls.
War Readiness: A level 4 or higher militant may cast spells from the War domain spontaneously, without having prepared them beforehand. This requires consuming a domain slot.
Mental Edge (Su): At level 7, a militant adds his wisdom modifier as untyped damage to his spells that deal damage dice.
Greater Readiness: A level 9 militant can cast spells from the War domain spontaneously by using up any spell slot.
Soldier Under My Deity: A level 10 militant can ask his deity directly to tweak his spells. While casting spells from the War domain that are not altered with metamagic, he may change the level of the spells by one step up or down. The spells are treated for all intents and purposes as their new level, including for determining what spell slot they use up.
Bishop
Hit Die
d6.
Requirements
To qualify to become a bishop, a character must fulfill all the following criteria.
Spells: Must be able to cast 3rd level divine spells.
Special: Must have a patron deity.
Class Skills
The bishop’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (nobility and royalty), Knowledge (history) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int)
Skill Points at Each Level
2 + Int modifier
Table: the Bishop
{table=head]Level|BAB|Fort|Ref|Will|Special|Spells per Day
1st|+0|+0|+0|+2|Domain Resiliency|+1 level of existing divine spellcaster class
2nd|+1|+0|+0|+3|Bonus Domain|+1 level of existing divine spellcaster class
3rd|+1|+1|+1|+3||+1 level of existing divine spellcaster class
4th|+2|+1|+1|+4|Extra Slot|+1 level of existing divine spellcaster class
5th|+2|+1|+1|+4|Bonus Domain|+1 level of existing divine spellcaster class
6th|+3|+2|+2|+5||+1 level of existing divine spellcaster class
7th|+3|+2|+2|+5|Domain Channeling|+1 level of existing divine spellcaster class
8th|+4|+2|+2|+6|Bonus Domain|+1 level of existing divine spellcaster class
9th|+4|+3|+3|+6||+1 level of existing divine spellcaster class
10th|+5|+3|+3|+7|Servant Under My Deity|+1 level of existing divine spellcas
ter class
[/table]
Class Features
All the following are Class Features of the bishop prestige class.
Weapon and Armor Proficiency
Bishops gain no new weapon or armor proficiencies.
Spells per Day/Spells Known
When a new bishop level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class in which he could cast 3rd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which he could cast 3rd-level spells before he became a bishop, he must decide to which class he adds each level of bishop for the purpose of determining spells per day.
Domain Resiliency (Su): Gain a +2 bonus to the DC of the spells you cast in domain slots.
Bonus Domain: At levels 2, 5, and 8, a bishop gains an additional domain from the ones his deity possesses, and is granted the domain power. If he already has all the domains of his deity, and ONLY THEN, he can choose to gain an alignment domain instead. Naturally, it must not conflict with his alignment.
Extra Slot: At level 4, a bishop gains an additional domain slot for every spell level.
Domain Channeling (Su): By spending 5 minutes in meditation, a level 7 or higher bishop can change one of his non-domain spell slots into a domain slot.
Servant Under My Deity: A level 10 bishop can ask his deity directly to modify his spell repertoire. Once per hour, as a full round action, he can change all his prepared domain spells with new ones.
Cardinal
Hit Die
d8.
Requirements
To qualify to become a cardinal, a character must fulfill all the following criteria.
Spells: Must be able to cast 2nd level divine spells.
Special: Must have a patron deity.
Special: Must have at least one domain slot, and access to the Community domain.
Class Skills
The bishop’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Forgery (Int), Heal (Wis), Knowledge (all) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int)
Skill Points at Each Level
4 + Int modifier
Table: the Cardinal
{table=head]Level|BAB|Fort|Ref|Will|Special|Spells per Day
1st|+0|+2|+0|+2|Leadership|+1 level of existing divine spellcaster class
2nd|+1|+3|+0|+3|Aura of Hope|+1 level of existing divine spellcaster class
3rd|+2|+3|+1|+3|Aegis|+1 level of existing divine spellcaster class
4th|+3|+4|+1|+4|Regroup|
5th|+3|+4|+1|+4|Aura of Hope|+1 level of existing divine spellcaster class
6th|+4|+5|+2|+5||+1 level of existing divine spellcaster class
7th|+5|+5|+2|+5|Wise Diplomat|+1 level of existing divine spellcaster class
8th|+6|+6|+2|+6|Aura of Hope|
9th|+6|+6|+3|+6||+1 level of existing divine spellcaster class
10th|+7|+7|+3|+7|Leader Under My Deity|+1 level of existing divine spellcaster class
[/table]
Class Features
All the following are Class Features of the cardinal prestige class.
Weapon and Armor Proficiency
Cardinals gain no new weapon or armor proficiencies.
Spells per Day/Spells Known
When a new cardinal level is gained, except levels 4 and 8, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class in which he could cast 2nd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which he could cast 2nd-level spells before he became a cardinal, he must decide to which class he adds each level of cardinal for the purpose of determining spells per day.
Leadership: A cardinal gains Leadership as a bonus feat at level 1. He need not meet the prerequisites. If Leadership is banned in your campaign, he just gains a cohort.
Aura of Hope (Su): At level 2 a cardinal starts emitting an aura in a sphere with a radius of (class level+wis mod)*10 feet around him, providing benefits to all his allies and himself. As benefit, choose one from the following: +2 to a certain skill and it alone, +2 to attack rolls, +2 to damage rolls, +4 to will saves against fear, +2 to one save, DR 5/-, Resistance 5 to all energy types, and +5 feet to movement speed. All of these are treated as sacred modifiers. At level 5 and 8, he may choose an additional bonus provided by the aura. The same bonus can be selected twice.
Aegis (Sp): Up to 3 times per encounter, if an ally must make a save, the cardinal can roll for him. If the cardinal fails the same, the ally is still the one affected. Works within the Aura of Hope.
Regroup (Ex): A level 4 or higher cardinal may give up his round to give a bonus move action to up to wis mod targets within 200 feet of him.
Wise Diplomat (Ex): A level 7 or higher cardinal may use wisdom instead of charisma as a relevant modifier for Diplomacy.
Leader Under My Deity: A level 10 cardinal can rally his troops with the word of his deity. He may use Prayer at will as a spell-like ability, but with a radius equal to that of Aura of Hope instead of 40 feet.