View Full Version : Spark of Goodness [3.5 PRC, PEACH]

2012-04-26, 11:57 PM
Spark of Goodness

All things strive

The desire to be good is not limited to living beings. But the stones and branches need a little help. There are those who specialize in providing that help.

Turn Undead
Smite Evil
Any item-crafting feat
Any Good alignment
Knowledge(religion): 8 ranks

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Spellcasting
1st|1|2|0|2|exalt tiny object|
2nd|2|3|0|3|exalt small object|+1 level of existing class
3rd|3|3|1|3|exalt armor, exalt medium object|
4th|4|4|1|4|exalt large object, exalt distant medium object|+1 level of existing class
5th|5|4|1|4|exalt weapon, exalt large distant object|+1 level of existing class[/table]
Hit die: d8
Skills: 2+int
Class Skills: Craft, Concentration, Diplomacy, Knowledge(any), Ride, Sense Motive, Spellcraft

If you have more than one spellcasting class before entering, choose one to advance.

Exalt Object:

Select a nonmagical inanimate object. Spend one turn-undead attempt to bring forth its inner goodness into activity. The object gains the construct type, with int, wis and cha all equal to 6 and other abilities based on the table below:

{table]size|hit dice|hit points|natural armor|slam damage|str|dex
The "cha" in the str and dex columns refers to your charisma.

The constructs are not loyal to you, but do share your alignment.

Note that most objects already have damage reduction. They keep this. Also, if the object was or included a weapon, it can use that instead of its slam attack.

At first, you must touch the item, but starting at 4th level you can effect any item you can clearly see.

The object remains active for 5 rounds after you exalt it.

Exalt Armor

Simply from being in contact with you so much, your armor becomes helpful. It no longer inflicts armor check or arcane spellcasting penalties. Also, if you are unable to move, it will carry you, usually to safety (armor lugging a person has a walk speed of 10, and an effective str and dex of 4). If you put on a new suit of armor that you have not worn before, it takes one day for this to take effect. If you take off your armor, the power remains in it for an hour.

Exalt Weapon

Similarly, any weapon you wield comes to life. The weapon becomes intelligent, with int, wis and cha equal to 10. It may speak any language, glow brightly or dimly at will (including brightly enough to dazzle viewers, as a daylight spell), and detect alignments. It also has +10 spot and listen modifiers. When used as a weapon, it qualifies as holy. The weapon may refuse to harm innocent people, unless you can convince it that this is truly necessary.