dspeyer
2013-09-21, 10:16 AM
Continuing my somewhat delayed PrCs for the good gods series...
Serene Disciple
Prerequisites:
Concentration: 8 ranks
Alignment: Lawful Good
Divine 3rd level spells
{table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1|0|0|0|2|Code of Conduct, True Seeing|+1 of existing divine class
2|1|0|0|3|No Expectations|+1 of existing divine class
3|1|1|1|3|Aura of Calm|+1 of existing divine class
4|2|1|1|4|Pure Body|+1 of existing divine class
5|2|1|1|4|Ethereal Jaunt|+1 of existing divine class
6|3|2|2|5|Armored Mind|+1 of existing divine class
7|3|2|2|5|Holy Auras|+1 of existing divine class
8|4|2|2|6|Diamond Soul|+1 of existing divine class
9|4|3|3|6|Mass Heal|+1 of existing divine class
10|5|3|3|7|Decline to Suffer|+1 of existing divine class[/table]
Hit die: d4
Skills: 2+int
Class Skills: Concentration, Diplomacy, Knowledge(religion), Knowledge(the planes), Sense Motive, Spellcraft
Code of Conduct: A serene disciple can never act from anger, and can never harm a creature that is capable of choosing to be good. (Harm includes hit point damage, ability damage, or restraining the creature so that the disciple's comrades can do such damage. Nonlethal damage or restraining for its own sake are acceptable.) A serene disciple who violates this code loses all class features (but not casting) until he receives Atonement.
True Seeing(sla): A serene disciple has a continuous True Seeing effect.
No Expectations(ex): Having no expectations, a serene disciple never suffers from surprise (e.g. never flat-footed, can act in surprise rounds)
Aura of Calm(su): Coming without 20 feet of a serene disciple automatically ends rage and similar abilities. Anyone within 20 feet must make a will save (dc 12 + wis mod) to perform any violent act).
Pure Body(su): A serene disciple is immune to all diseases and poisons.
Ethereal Jaunt(sla): A serene disciple can use Ethereal Jaunt (as the spell) 3/day.
Armored Mind(su): A serene disciple gains +4 on will saves, and no compulsion or charm can cause him to violate his code.
Holy Auras(sla): A serene disciple and all allies within 60 feet are effected by continuous Holy Aura spells.
Diamond Soul(su): A serene disciple gains spell resistance equal to his hit dice plus 15.
Mass Heal(sla): A serene disciple can use the spell Heal, Mass at will.
Decline to Suffer(su): Once per day, when some circumstance would harm a serene disciple, even kill him, he may simply choose not to be affected. This can include being attacked with a weapon, having a boulder fall on him or being burned when he jumps into lava, but not the consequences of violating his code or displeasing his god.
Serene Disciple
Prerequisites:
Concentration: 8 ranks
Alignment: Lawful Good
Divine 3rd level spells
{table=head]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1|0|0|0|2|Code of Conduct, True Seeing|+1 of existing divine class
2|1|0|0|3|No Expectations|+1 of existing divine class
3|1|1|1|3|Aura of Calm|+1 of existing divine class
4|2|1|1|4|Pure Body|+1 of existing divine class
5|2|1|1|4|Ethereal Jaunt|+1 of existing divine class
6|3|2|2|5|Armored Mind|+1 of existing divine class
7|3|2|2|5|Holy Auras|+1 of existing divine class
8|4|2|2|6|Diamond Soul|+1 of existing divine class
9|4|3|3|6|Mass Heal|+1 of existing divine class
10|5|3|3|7|Decline to Suffer|+1 of existing divine class[/table]
Hit die: d4
Skills: 2+int
Class Skills: Concentration, Diplomacy, Knowledge(religion), Knowledge(the planes), Sense Motive, Spellcraft
Code of Conduct: A serene disciple can never act from anger, and can never harm a creature that is capable of choosing to be good. (Harm includes hit point damage, ability damage, or restraining the creature so that the disciple's comrades can do such damage. Nonlethal damage or restraining for its own sake are acceptable.) A serene disciple who violates this code loses all class features (but not casting) until he receives Atonement.
True Seeing(sla): A serene disciple has a continuous True Seeing effect.
No Expectations(ex): Having no expectations, a serene disciple never suffers from surprise (e.g. never flat-footed, can act in surprise rounds)
Aura of Calm(su): Coming without 20 feet of a serene disciple automatically ends rage and similar abilities. Anyone within 20 feet must make a will save (dc 12 + wis mod) to perform any violent act).
Pure Body(su): A serene disciple is immune to all diseases and poisons.
Ethereal Jaunt(sla): A serene disciple can use Ethereal Jaunt (as the spell) 3/day.
Armored Mind(su): A serene disciple gains +4 on will saves, and no compulsion or charm can cause him to violate his code.
Holy Auras(sla): A serene disciple and all allies within 60 feet are effected by continuous Holy Aura spells.
Diamond Soul(su): A serene disciple gains spell resistance equal to his hit dice plus 15.
Mass Heal(sla): A serene disciple can use the spell Heal, Mass at will.
Decline to Suffer(su): Once per day, when some circumstance would harm a serene disciple, even kill him, he may simply choose not to be affected. This can include being attacked with a weapon, having a boulder fall on him or being burned when he jumps into lava, but not the consequences of violating his code or displeasing his god.