Waker
2013-05-01, 07:08 PM
Among the servants of the gods, demon princes, elemental lords and the other rulers of the cosmos, few are as prized as the exarchs. Soldiers whose bodies have been imbued with incarnum and given purpose through their cause, they range across the planes acting as champions, mediators and warlords. Unlike a meldshaper, the exarch prefers to bathe the battlefield with the flow of incarnum.
Class Skills: The exarch's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis) Intimidate (Cha), Jump (Str), Knowledge (Arcana, Nobility, Religion, The Planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int) Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Alignment: Lawful Good, Chaotic Good, Neutral, Lawful Evil, Chaotic Evil
Hit Die: D10
Exarch
\n\n\tLevel\n\tBase Attack Bonus\n\tFort Save\n\tRef Save\n\tWill Save\n\tSpecial\Auras Known\n\tEssentia\n\tActive Auras
\n\n\n\t1st\n\t
+1\n\t
+2\n\t
+0\n\t
+2\n\tAura, Champion's Aura (Minor), Detect Opposition, Smite Opposition 1/day\n\t1\n\t1\n\t1
[/TD]\n\n\n\t2nd\n\t
+2\n\t
+3\n\t
+0\n\t
+3\n\tChampions Shield, Sapphire Soul1\n\t1\n\t\1
[/TD]\n\n\n\t3rd\n\t
+3\n\t
+3\n\t
+1\n\t
+3\n\tFoe-bane\n\t2\n\t2\n\t\1
[/TD]\n\n\n\t4th\n\t
+4\n\t
+4\n\t
+1\n\t
+4\n\tBonus Feat, Planar Tolerance2\n\t3\n\t\1
[/TD]\n\n\n\t5th\n\t
+5\n\t
+4\n\t
+1\n\t
+4\n\tSmite Opposition 2/day3\n\t4\n\t\1
[/TD]\n\n\n\t6th\n\t
+6,+1\n\t
+5\n\t
+2\n\t
+5\n\tChampion's Aura (Major)3\n\t4\n\t\1
[/TD]\n\n\n\t7th\n\t
+7,+2\n\t
+5\n\t
+2\n\t
+5\n\tChampion's Rampart 1/day4\n\t5\n\t\2
[/TD]\n\n\n\t8th\n\t
+8,+3\n\t
+6\n\t
+2\n\t
+6\n\tBonus Feat, Greater Champion's Aura4\n\t6\n\t\2
[/TD]\n\n\n\t9th\n\t
+9,+4\n\t
+6\n\t
+3\n\t
+6\n\t5\n\t7\n\t\2
[/TD]\n\n\n\t10th\n\t
+10,+5\n\t
+7\n\t
+3\n\t
+7\n\tSmite Opposition 3/day5\n\t7\n\t\2
[/TD]\n\n\n\t11th\n\t
+11,+6,+1\n\t
+7\n\t
+3\n\t
+7\n\t6\n\t8\n\t\2
[/TD]\n\n\n\t12th\n\t
+12,+7,+2\n\t
+8\n\t
+4\n\t
+8\n\tBonus Feat6\n\t9\n\t\2
[/TD]\n\n\n\t13th\n\t
+13,+8,+3\n\t
+8\n\t
+4\n\t
+8\n\tChampion's Aura (Grand)7\n\t10\n\t\3
[/TD]\n\n\n\t14th\n\t
+14,+9,+4\n\t
+9\n\t
+4\n\t
+9\n\t7\n\t10\n\t\3
[/TD]\n\n\n\t15th\n\t
+15,+10,+5\n\t
+9\n\t
+5\n\t
+9\n\tSmite Opposition 4/day8\n\t11\n\t\3
[/TD]\n\n\n\t16th\n\t
+16,+11,+6,+1\n\t
+10\n\t
+5\n\t
+10\n\tBonus Feat, Greater Champion's Aura8\n\t12\n\t\3
[/TD]\n\n\n\t17th\n\t
+17,+12,+7,+2\n\t
+10\n\t
+5\n\t
+10\n\tChampion's Rampart 2/day9\n\t13\n\t\3
[/TD]\n\n\n\t18th\n\t
+18,+13,+8,+3\n\t
+11\n\t
+6\n\t
+11\n\t9\n\t13\n\t\3
[/TD]\n\n\n\t19th\n\t
+19,+14,+9,+4\n\t
+11\n\t
+6\n\t
+11\n\t10\n\t14\n\t\4
[/TD]\n\n\n\t20th\n\t
+20,+15,+10,+5\n\t
+12\n\t
+6\n\t
+12\n\tBonus Feat, Smite Opposition 5/day10\n\t15\n\t\4\n\n
Class Features
All of the following area class features of the exarch.
Weapon and Armor Proficiencies: A exarch is proficient with all simple and martial weapons. An exarch is proficient with all armor (heavy, medium and light) and shields (including tower shields).
Aura: As a exarch, you have a particularly powerful aura corresponding to your alignment (see the detect evil spell for details). The type of bonuses and penalties that an exarch grant are dependent upon their alignment. A Lawful Good or Chaotic Good exarch effects are Sacred, while a Lawful Evil or Chaotic Evil exarch's are Profane. A neutral exarch decides to use sacred or profane at level 1.
Smite Opposition (Su):Once per day you can channel the power of your incarnum-fueled convictions to attempt to smite a foe with a melee or ranged attack within 60ft. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per exarch level. These bonuses apply only against creatures whose alignment opposes at least one component of yours—a lawful good exarch smites chaotic and evil foes (any creature whose alignment includes either chaos or evil), while a chaotic good exarch smites lawful and evil foes. A neutral exarch can smite any creature with an alignment of Lawful Good, Chaotic Good, Lawful Evil or Chaotic Evil. If you accidentally smite a creature of the wrong alignment, the smite has no effect, but the ability is still used up for that day.
At 5th level and every five levels thereafter, you can smite opposition one additional time per day to a maximum of five times per day at 20th level.
Detect Opposition (Sp): At will, you can attempt to detect the presence of creatures whose alignment is opposite your own. This ability works like the detect evil spell, except that it detects any alignments opposed to your own. For example, a lawful good exarch can detect chaotic/evil, while a chaotic good exarch can detect law/evil. A neutral exarch detects creatures that have any alignment other than neutral.
Champion's Aura (Su): Unlike most meldshapers whose abilities turn inward, an exarch's most powerful tool bathes the battlefield with his spiritual energies. The exarch has access to two types of auras: Allied and Opposition. Allied auras can only affect allied characters, while opposition auras can only affect those the exarch has deemed an enemy.
The power of an exarch's aura is subject to the amount of essentia invested in it. An aura without essentia invested in it provides no benefit. Projecting an aura is a swift action, during which time you may also invest essentia as part of the action. The aura remains in effect until the exarch uses a free action to dismiss it or activates another aura. An exarch can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the exarch takes his first turn. Unless otherwise noted, an exarch's aura affects all allies (including himself) or enemies within 60 feet . An ally must share at least one alignment component with the exarch, while an enemy must oppose at least one component of the exarch's alignment. In the case of neutral exarchs, Opposition Auras can only affect enemies who possess a Lawful Good, Chaotic Good, Lawful Evil or Chaotic evil alignment. An exarch's aura is dismissed if he is dazed, unconscious, stunned or paralyzed.
An exarch begins play knowing one aura of his choice. As his exarch level increases, he gains access to new auras as detailed in the Aura List at the bottom of this post.
All bonuses granted by an exarch's auras are sacred or profane bonuses that do not stack with each other.
At 7th level, the exarch gains the ability to activate a second aura. This requires another swift action and essentia investment as normal. The second aura must be different than the the first with the exception of Mentor or Resistance (though a different skill or energy type must be chosen as applies). The exarch can activate a third aura at level 13 and a fourth at level 19.
Champions Shield (Su): The conviction of an exarch hardens not only their mind, but their very body. Starting at 2nd level, an exarch gains damage reduction equal to half their level rounded down. This damage reduction is overcome by both of it's opposed alignment components. Thus a level 5 exarch would have DR 2/Chaotic and Evil. A neutral exarch instead gains DR 1/- for every two levels.
In addition an exarch's devotion to their cause grants them the strength to stand against their foes. Against spells that possess a descriptor opposes to one of their alignment components they gain a +1 sacred or profane bonus on AC and saves. This benefit also applies to the spell-like abilities and supernatural abilities of any creature who possess an opposed alignment subtype. A neutral exarch receives this benefit against any spell with an alignment descriptor or against the abilities of a creature with an alignment subtype.
An exarch can invest essentia to increase the effectiveness of both powers. For each essentia invested, the exarch's DR increases by 1 as well as their ac and saves against magical effects. A neutral exarch investing essentia in this ability does not increase the granted DR.
Sapphire Soul (Su): Incarnum flow through the body of all things both living and dead. An exarch can repair the damaged flows within a body or flood it with a destructive flow. At-will as a standard action, an exarch can make a touch attack against a target and heal or damage it for 1d8 (per essentia invested)+(exarch level). This energy is neither positive nor negative, but rather incarnum and thus affects living and undead targets equally. A creature can halve the effect by making a successful Will save (DC=10+1/2 exarch level+Cha mod). As constructs are neither living nor undead, this ability has no effect on them, nor does it work on inanimate objects. Sapphire Soul can be used on Living Constructs.
Foe-bane: In the hands of an exarch even the most humble weapon becomes a divine instrument of their will. At 3rd level any natural weapons, unarmed strikes or manufactured weapon wielded by an exarch becomes infused with the traits of their alignment for the purposes of overcoming damage reduction. Thus the weapons of a Lawful Good exarch are treated as both lawful and good for the purposes of DR. Should an exarch wield a weapon with an alignment enchantment (Anarchic, Axiomatic, Evil, Good) that matches their own, the damage dealt against opposed creatures is +3d6 rather than +2d6. A neutral exarch does not imbue their weapons with any alignment qualities. Ranged weapons imbue their ammunition with this trait when fired.
In addition, the exarch gains a +2 bonus on Bluff, Intimidate, Listen, Sense Motive and Spot checks per essentia invested against creatures whose possess at least one opposing alignment.
Bonus Feats: At 4th level and every four levels thereafter, the exarch gains a bonus feat. He must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. The bonus feats are drawn from this list: Combat Expertise, Combat Reflexes, Dodge, Extra Aura*, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mounted Combat, Point Blank Shot, Power Attack, Powerful Aura*, Weapon Finesse, Weapon Focus as well as any feat with the Incarnum tag .
* refers to two feats listed in the next post.
Planar Tolerance (Su): The path of an exarch is long and winding, taking him to the most exotic of locales. When the exarch would be subjected to a negative planar trait based on alignment, he may ignore any traits derived from his opposed alignment components. Thus a Lawful Good exarch would suffer no ill effects on a plane with Chaotic or Evil traits. A neutral exarch is unaffected by any alignment-based planar traits. This ability does not extend to planar traits not associated with alignment.
Champion's Rampart (Su): At level 7, the exarch learns to project a special aura once per day. All allies within 60ft of the exarch who share at least one alignment component with him gain the benefits of Champion's Shield. Any changes in the essentia investment for this ability immediately take effect on the DR and the bonus to ac and saves for allies. He may project this aura for 1 + Charisma Modifier rounds (minimum 1 round). This ability does not count towards his limit on active auras.
At level 17, the exarch may use Champion's Bulwark twice per day.
Greater Aura: At level 8, the essentia limit on all of your Champion's Auras is increased by 1.
At level 16, the essentia limit is increased by an additional 1.
Allied
Armored- +2 bonus to AC per essentia invested
Destruction- +2 bonus on damage rolls per essentia invested
Freedom- +1 bonus to initiative and movement speed X5 per essentia invested
Guidance-+1 to ranged attack rolls and +2 bonus on ranged attack damage per essentia invested
Mastery- +3 bonus on disarm, feint, trip, bull rush, and sunder checks used by or against allies per essentia invested
Mentor- At time of activation, choose a skill in which you have at least one rank. Affected allies gain a +2 bonus per invested essentia. This does not allow allies to make skill checks untrained. Alternatively the Exarch can grant knowledge of one language they know to their allies for the duration of the aura.
Recovery- Fast Healing 1 per essentia invested
Reactive- +2 bonus to reflex saves per essentia invested
Resistance- Choose an energy type during activation Resistance to chosen energy type equal to 5 × invested essentia.
Retribution- Enemies striking affected allies with melee attacks are damaged by an amount equal to invested essentia.
Stamina- +2 bonus to fortitude saves per essentia invested
Surety- +1 bonus on melee attack rolls per essentia invested
Temperance- +2 bonus to will saves per essentia invested
Opposition
Disorientation- -1 penalty to attack rolls per essentia invested
Dissonance- Enemies take a -2 to all skill checks per essentia invested.
Dominance- -1 penalty to Will per essentia invested
Malaise- -1 penalty to Fortitude per essentia invested
Torpor- -1 penalty to Reflex per essentia invested
Wrath- -2 penalty to AC per essentia invested
Minor
Major
Grand
Ex-Exarchs
If you change alignment, you lose most of your class abilities unless your new alignment is compatible with the exarch class. If it is not, you lose your aura, champion's aura, champion's shield, detect opposition, smite opposition, foe-bane, and planar tolerance abilities. You may not progress any further in levels as a exarch. You regain all your abilities and advancement potential if you return to your previous alignment. If your alignment shift still qualifies you for the class—a change from lawful evil to lawful good, for example—you retain your exarch levels and your class features change to match your new alignment.
Class Skills: The exarch's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis) Intimidate (Cha), Jump (Str), Knowledge (Arcana, Nobility, Religion, The Planes) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int) Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Alignment: Lawful Good, Chaotic Good, Neutral, Lawful Evil, Chaotic Evil
Hit Die: D10
Exarch
\n\n\tLevel\n\tBase Attack Bonus\n\tFort Save\n\tRef Save\n\tWill Save\n\tSpecial\Auras Known\n\tEssentia\n\tActive Auras
\n\n\n\t1st\n\t
+1\n\t
+2\n\t
+0\n\t
+2\n\tAura, Champion's Aura (Minor), Detect Opposition, Smite Opposition 1/day\n\t1\n\t1\n\t1
[/TD]\n\n\n\t2nd\n\t
+2\n\t
+3\n\t
+0\n\t
+3\n\tChampions Shield, Sapphire Soul1\n\t1\n\t\1
[/TD]\n\n\n\t3rd\n\t
+3\n\t
+3\n\t
+1\n\t
+3\n\tFoe-bane\n\t2\n\t2\n\t\1
[/TD]\n\n\n\t4th\n\t
+4\n\t
+4\n\t
+1\n\t
+4\n\tBonus Feat, Planar Tolerance2\n\t3\n\t\1
[/TD]\n\n\n\t5th\n\t
+5\n\t
+4\n\t
+1\n\t
+4\n\tSmite Opposition 2/day3\n\t4\n\t\1
[/TD]\n\n\n\t6th\n\t
+6,+1\n\t
+5\n\t
+2\n\t
+5\n\tChampion's Aura (Major)3\n\t4\n\t\1
[/TD]\n\n\n\t7th\n\t
+7,+2\n\t
+5\n\t
+2\n\t
+5\n\tChampion's Rampart 1/day4\n\t5\n\t\2
[/TD]\n\n\n\t8th\n\t
+8,+3\n\t
+6\n\t
+2\n\t
+6\n\tBonus Feat, Greater Champion's Aura4\n\t6\n\t\2
[/TD]\n\n\n\t9th\n\t
+9,+4\n\t
+6\n\t
+3\n\t
+6\n\t5\n\t7\n\t\2
[/TD]\n\n\n\t10th\n\t
+10,+5\n\t
+7\n\t
+3\n\t
+7\n\tSmite Opposition 3/day5\n\t7\n\t\2
[/TD]\n\n\n\t11th\n\t
+11,+6,+1\n\t
+7\n\t
+3\n\t
+7\n\t6\n\t8\n\t\2
[/TD]\n\n\n\t12th\n\t
+12,+7,+2\n\t
+8\n\t
+4\n\t
+8\n\tBonus Feat6\n\t9\n\t\2
[/TD]\n\n\n\t13th\n\t
+13,+8,+3\n\t
+8\n\t
+4\n\t
+8\n\tChampion's Aura (Grand)7\n\t10\n\t\3
[/TD]\n\n\n\t14th\n\t
+14,+9,+4\n\t
+9\n\t
+4\n\t
+9\n\t7\n\t10\n\t\3
[/TD]\n\n\n\t15th\n\t
+15,+10,+5\n\t
+9\n\t
+5\n\t
+9\n\tSmite Opposition 4/day8\n\t11\n\t\3
[/TD]\n\n\n\t16th\n\t
+16,+11,+6,+1\n\t
+10\n\t
+5\n\t
+10\n\tBonus Feat, Greater Champion's Aura8\n\t12\n\t\3
[/TD]\n\n\n\t17th\n\t
+17,+12,+7,+2\n\t
+10\n\t
+5\n\t
+10\n\tChampion's Rampart 2/day9\n\t13\n\t\3
[/TD]\n\n\n\t18th\n\t
+18,+13,+8,+3\n\t
+11\n\t
+6\n\t
+11\n\t9\n\t13\n\t\3
[/TD]\n\n\n\t19th\n\t
+19,+14,+9,+4\n\t
+11\n\t
+6\n\t
+11\n\t10\n\t14\n\t\4
[/TD]\n\n\n\t20th\n\t
+20,+15,+10,+5\n\t
+12\n\t
+6\n\t
+12\n\tBonus Feat, Smite Opposition 5/day10\n\t15\n\t\4\n\n
Class Features
All of the following area class features of the exarch.
Weapon and Armor Proficiencies: A exarch is proficient with all simple and martial weapons. An exarch is proficient with all armor (heavy, medium and light) and shields (including tower shields).
Aura: As a exarch, you have a particularly powerful aura corresponding to your alignment (see the detect evil spell for details). The type of bonuses and penalties that an exarch grant are dependent upon their alignment. A Lawful Good or Chaotic Good exarch effects are Sacred, while a Lawful Evil or Chaotic Evil exarch's are Profane. A neutral exarch decides to use sacred or profane at level 1.
Smite Opposition (Su):Once per day you can channel the power of your incarnum-fueled convictions to attempt to smite a foe with a melee or ranged attack within 60ft. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per exarch level. These bonuses apply only against creatures whose alignment opposes at least one component of yours—a lawful good exarch smites chaotic and evil foes (any creature whose alignment includes either chaos or evil), while a chaotic good exarch smites lawful and evil foes. A neutral exarch can smite any creature with an alignment of Lawful Good, Chaotic Good, Lawful Evil or Chaotic Evil. If you accidentally smite a creature of the wrong alignment, the smite has no effect, but the ability is still used up for that day.
At 5th level and every five levels thereafter, you can smite opposition one additional time per day to a maximum of five times per day at 20th level.
Detect Opposition (Sp): At will, you can attempt to detect the presence of creatures whose alignment is opposite your own. This ability works like the detect evil spell, except that it detects any alignments opposed to your own. For example, a lawful good exarch can detect chaotic/evil, while a chaotic good exarch can detect law/evil. A neutral exarch detects creatures that have any alignment other than neutral.
Champion's Aura (Su): Unlike most meldshapers whose abilities turn inward, an exarch's most powerful tool bathes the battlefield with his spiritual energies. The exarch has access to two types of auras: Allied and Opposition. Allied auras can only affect allied characters, while opposition auras can only affect those the exarch has deemed an enemy.
The power of an exarch's aura is subject to the amount of essentia invested in it. An aura without essentia invested in it provides no benefit. Projecting an aura is a swift action, during which time you may also invest essentia as part of the action. The aura remains in effect until the exarch uses a free action to dismiss it or activates another aura. An exarch can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the exarch takes his first turn. Unless otherwise noted, an exarch's aura affects all allies (including himself) or enemies within 60 feet . An ally must share at least one alignment component with the exarch, while an enemy must oppose at least one component of the exarch's alignment. In the case of neutral exarchs, Opposition Auras can only affect enemies who possess a Lawful Good, Chaotic Good, Lawful Evil or Chaotic evil alignment. An exarch's aura is dismissed if he is dazed, unconscious, stunned or paralyzed.
An exarch begins play knowing one aura of his choice. As his exarch level increases, he gains access to new auras as detailed in the Aura List at the bottom of this post.
All bonuses granted by an exarch's auras are sacred or profane bonuses that do not stack with each other.
At 7th level, the exarch gains the ability to activate a second aura. This requires another swift action and essentia investment as normal. The second aura must be different than the the first with the exception of Mentor or Resistance (though a different skill or energy type must be chosen as applies). The exarch can activate a third aura at level 13 and a fourth at level 19.
Champions Shield (Su): The conviction of an exarch hardens not only their mind, but their very body. Starting at 2nd level, an exarch gains damage reduction equal to half their level rounded down. This damage reduction is overcome by both of it's opposed alignment components. Thus a level 5 exarch would have DR 2/Chaotic and Evil. A neutral exarch instead gains DR 1/- for every two levels.
In addition an exarch's devotion to their cause grants them the strength to stand against their foes. Against spells that possess a descriptor opposes to one of their alignment components they gain a +1 sacred or profane bonus on AC and saves. This benefit also applies to the spell-like abilities and supernatural abilities of any creature who possess an opposed alignment subtype. A neutral exarch receives this benefit against any spell with an alignment descriptor or against the abilities of a creature with an alignment subtype.
An exarch can invest essentia to increase the effectiveness of both powers. For each essentia invested, the exarch's DR increases by 1 as well as their ac and saves against magical effects. A neutral exarch investing essentia in this ability does not increase the granted DR.
Sapphire Soul (Su): Incarnum flow through the body of all things both living and dead. An exarch can repair the damaged flows within a body or flood it with a destructive flow. At-will as a standard action, an exarch can make a touch attack against a target and heal or damage it for 1d8 (per essentia invested)+(exarch level). This energy is neither positive nor negative, but rather incarnum and thus affects living and undead targets equally. A creature can halve the effect by making a successful Will save (DC=10+1/2 exarch level+Cha mod). As constructs are neither living nor undead, this ability has no effect on them, nor does it work on inanimate objects. Sapphire Soul can be used on Living Constructs.
Foe-bane: In the hands of an exarch even the most humble weapon becomes a divine instrument of their will. At 3rd level any natural weapons, unarmed strikes or manufactured weapon wielded by an exarch becomes infused with the traits of their alignment for the purposes of overcoming damage reduction. Thus the weapons of a Lawful Good exarch are treated as both lawful and good for the purposes of DR. Should an exarch wield a weapon with an alignment enchantment (Anarchic, Axiomatic, Evil, Good) that matches their own, the damage dealt against opposed creatures is +3d6 rather than +2d6. A neutral exarch does not imbue their weapons with any alignment qualities. Ranged weapons imbue their ammunition with this trait when fired.
In addition, the exarch gains a +2 bonus on Bluff, Intimidate, Listen, Sense Motive and Spot checks per essentia invested against creatures whose possess at least one opposing alignment.
Bonus Feats: At 4th level and every four levels thereafter, the exarch gains a bonus feat. He must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. The bonus feats are drawn from this list: Combat Expertise, Combat Reflexes, Dodge, Extra Aura*, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Mounted Combat, Point Blank Shot, Power Attack, Powerful Aura*, Weapon Finesse, Weapon Focus as well as any feat with the Incarnum tag .
* refers to two feats listed in the next post.
Planar Tolerance (Su): The path of an exarch is long and winding, taking him to the most exotic of locales. When the exarch would be subjected to a negative planar trait based on alignment, he may ignore any traits derived from his opposed alignment components. Thus a Lawful Good exarch would suffer no ill effects on a plane with Chaotic or Evil traits. A neutral exarch is unaffected by any alignment-based planar traits. This ability does not extend to planar traits not associated with alignment.
Champion's Rampart (Su): At level 7, the exarch learns to project a special aura once per day. All allies within 60ft of the exarch who share at least one alignment component with him gain the benefits of Champion's Shield. Any changes in the essentia investment for this ability immediately take effect on the DR and the bonus to ac and saves for allies. He may project this aura for 1 + Charisma Modifier rounds (minimum 1 round). This ability does not count towards his limit on active auras.
At level 17, the exarch may use Champion's Bulwark twice per day.
Greater Aura: At level 8, the essentia limit on all of your Champion's Auras is increased by 1.
At level 16, the essentia limit is increased by an additional 1.
Allied
Armored- +2 bonus to AC per essentia invested
Destruction- +2 bonus on damage rolls per essentia invested
Freedom- +1 bonus to initiative and movement speed X5 per essentia invested
Guidance-+1 to ranged attack rolls and +2 bonus on ranged attack damage per essentia invested
Mastery- +3 bonus on disarm, feint, trip, bull rush, and sunder checks used by or against allies per essentia invested
Mentor- At time of activation, choose a skill in which you have at least one rank. Affected allies gain a +2 bonus per invested essentia. This does not allow allies to make skill checks untrained. Alternatively the Exarch can grant knowledge of one language they know to their allies for the duration of the aura.
Recovery- Fast Healing 1 per essentia invested
Reactive- +2 bonus to reflex saves per essentia invested
Resistance- Choose an energy type during activation Resistance to chosen energy type equal to 5 × invested essentia.
Retribution- Enemies striking affected allies with melee attacks are damaged by an amount equal to invested essentia.
Stamina- +2 bonus to fortitude saves per essentia invested
Surety- +1 bonus on melee attack rolls per essentia invested
Temperance- +2 bonus to will saves per essentia invested
Opposition
Disorientation- -1 penalty to attack rolls per essentia invested
Dissonance- Enemies take a -2 to all skill checks per essentia invested.
Dominance- -1 penalty to Will per essentia invested
Malaise- -1 penalty to Fortitude per essentia invested
Torpor- -1 penalty to Reflex per essentia invested
Wrath- -2 penalty to AC per essentia invested
Minor
Major
Grand
Ex-Exarchs
If you change alignment, you lose most of your class abilities unless your new alignment is compatible with the exarch class. If it is not, you lose your aura, champion's aura, champion's shield, detect opposition, smite opposition, foe-bane, and planar tolerance abilities. You may not progress any further in levels as a exarch. You regain all your abilities and advancement potential if you return to your previous alignment. If your alignment shift still qualifies you for the class—a change from lawful evil to lawful good, for example—you retain your exarch levels and your class features change to match your new alignment.