AMFV
2014-08-27, 02:45 PM
Arcane Pilgrim
http://media-cache-ak0.pinimg.com/736x/16/84/94/16849445a19ea519f9d1984babb79659.jpg
One life is all we have and we live it as we believe in living it. But to sacrifice what you are and to live without belief, that is a fate more terrible than dying.
Sometimes a calling by the Gods is not simply a calling to be a Knight. Sometimes it is a call to study far beyond your home. Pilgrims are called as Paladins are. To travel the world and study the works of the Gods of good, and to defend the weak along their path. They are invested with Arcane Power from their years of study, and learn to combine it with the power of their calling. They are Holy Warriors of the Arcane.
Adventures: An Arcane Pilgrim adventures because she must. She is called to wander, and to protect others who wander.
Characteristics: An Arcane Pilgrim represents the unified calling as a Holy Warrior, and the casting of spells. It is a discipline that involves both intense study (religious and otherwise) and requires a deep and abiding spirit.
Alignment: Lawful Good
Religion: Arcane Pilgrims can follow the religion of any Lawful Good, Lawful Neutral, or Neutral Good deity. Their powers stem mostly from the forces of good and law in the abstract though, and many of them follow a mixture of religions or study several religions.
Races: Any race can be called to an Arcane Pilgrimage.
Other Classes: Arcane Pilgrims tend to get along best with other lawful religious classes. They have much in common with Paladins although, their methodology varies considerably. They also tend to have a good relationship with Wizards, since they are both interested in the same sort of studying. They do not get along well with classes that they consider irresponsible or frivolous.
Role: An Arcane Pilgrim is intended to fill a role as a secondary caster and melee fighter. There are circumstances where they will excel, beyond primary casters or fighters, but not under most circumstances, fighting Evil is their strong suite however, and this is where they excel.
GAME RULE INFORMATION
Arcane Pilgrims have the following game statistics.
Abilities: An Arcane Pilgrim will value Intelligence and Strength highly, since many of their abilities involve being in melee combat, and because Intelligence drives their Spellcasting. They also consider Charisma and Constitution to be significant, since one powers their Smiting and Divine Abilities and the other increases their survivability. After their early levels dexterity becomes less important as they develop the ability to cast spells without Arcane Spell Failure.
Alignment: Lawful Good
Hit Die: d8
Starting Age: As Wizard
Starting Gold: As Wizard
Class Skills
The Arcane Pilgrim's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
ARCANE PILGRIM
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Smite Evil 1/day, Detect Evil, Aura of Good, Spellcasting.
2nd
+1
+3
+0
+3
Divine Grace, Armored Caster (Swift), Spell Conversion.
3rd
+2
+3
+1
+3
Aura of Courage, Favored Enemy (Evil)
4th
+3
+4
+1
+4
Divine Health, Spell-Channeling Smite
5th
+3
+4
+1
+4
Smite Evil 2/day, Blessed Mount
6th
+4
+5
+2
+5
Armored Caster (Standard)
7th
+5
+5
+2
+5
Improved Spell-Channeling Smite
8th
+6/+1
+6
+2
+6
Bonus Feat (Devotion)
9th
+6/+1
+6
+3
+6
Favored Enemy (Evil) +4
10th
+7/+2
+7
+3
+7
Smite Evil 3/day
11th
+8/+3
+7
+3
+7
Armored Caster (All)
12th
+9/+4
+8
+4
+8
13th
+9/+4
+8
+4
+8
Greater Spell-Channeling Smite
14th
+10/+5
+9
+4
+9
Bonus Feat (Devotion), Favored Enemy (Evil) +6
15th
+11/+6/+1
+9
+5
+9
Smite Evil 4/day
16th
+12/+7/+2
+10
+5
+10
17th
+12/+7/+2
+10
+5
+10
Supreme Spell-Channeling Smite, 1/day
18th
+13/+8/+3
+11
+6
+11
19th
+14/+9/+4
+11
+6
+11
Favored Enemy (Evil) +8
20th
+15/+10/+5
+12
+6
+12
Smite Evil 5/day
Spells per Day
Level
0lvl
1st
2nd
3rd
4th
5th
6th
1st
1
-
-
-
-
-
-
2nd
2
0*
-
-
-
-
-
3rd
2
1
-
-
-
-
-
4th
2
1
0*
-
-
-
-
5th
2
2
1
-
-
-
-
6th
2
2
1
0*
-
-
-
7th
2
2
1
1
-
-
-
8th
2
2
2
1
-
-
-
9th
2
2
2
1
0*
-
-
10th
2
2
2
1
1
-
-
11th
2
2
2
2
1
0*
-
12th
2
2
2
2
1
1
-
13th
3
2
2
2
2
1
-
14th
3
3
2
2
2
1
0*
15th
3
3
3
2
2
1
1
16th
3
3
3
3
2
1
1
17th
3
3
3
3
3
2
1
18th
3
3
3
3
3
2
2
19th
3
3
3
3
3
3
2
20th
3
3
3
3
3
3
3
*Can Only Cast at this Level if the Arcane Pilgrim has a high enough intelligence to have bonus spells at this level
Class Features
All of the following are class features of the Arcane Pilgrim.
Weapon and Armor Proficiencies:
Arcane Pilgrims are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light). Additionally an Arcane Pilgrim never suffers from Arcane Spell Failure when wearing light armor.
Spells:
An Arcane Pilgrim casts arcane spells which are drawn from the sorcerer/wizard spell list. A Arcane Pilgrim must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the Arcane Pilgrim must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Arcane Pilgrim's spell is 10 + the spell level + the Arcane Pilgrim’s Intelligence modifier.
Like other spellcasters, an Arcane Pilgrim can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the Table. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, an Arcane Pilgrim may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Arcane Pilgrim decides which spells to prepare.
Spellbook:
An Arcane Pilgrim must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic and detect evil, which all Arcane Pilgrim's can prepare from memory.
An Arcane Pilgrim begins play with a spellbook containing all 0-level wizard spells. At each new Arcane Pilgrim level, she gains two new spells of any spell level or levels that she can cast (based on her new Arcane Pilgrim level) for her spellbook. At any time, An Arcane Pilgrim can also add spells found in other wizards’ spellbooks to her own.
Code of Conduct:
An Arcane Pilrgim must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, an Arcane Pilgrim's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Finally, an Arcane Pilgrim, is forbidden from ever establishing a permanent home, she must wander fighting Evil and protecting the innocent for as long as she is called to her Pilgrimage, which can be for some a life sentence, for others it is substantially less.
Associates
Unlike a Paladin an Arcane Pilgrim may associate with those of Evil Alignment, provided that she is attempting to redeem them or that there is dire circumstances. However most Arcane Pilgrims find this at best distasteful and at worst extremely dubious.
Smite Evil (Su):
Once per day, an Arcane Pilgrim may attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per Arcane Pilgrim level. If the Arcane Pilgrim accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the Arcane Pilgrim may smite evil one additional time per day, as indicated on the table to a maximum of five times per day at 20th level.
Aura of Good (Ex):
The power of an Arcane Pilgrim's aura of good (see the detect good spell) is equal to her Arcane Pilgrim level.
Detect Evil (Sp):
At will, an Arcane Pilgrim can use detect evil, as the spell.
Armored Caster
At 2nd Level an Arcane Disciple no longer suffers from Arcane Spell Failure when casting Arcane Pilgrim spells with a casting time less than one standard action.
At 6th Level this ability improves, and the Arcane Pilgrim may cast any Arcane Pilgrim spell with a casting time of one standard action or less without suffering from Arcane Spell Failure.
At 11th Level, this ability again improves, and as long as the Arcane Pilgrim is casting spells obtained as an Arcane Pilgrim, she suffers no Arcane Spell Failure regardless of the casting time of the spell.
Divine Grace(Su):
At 2nd level, an Arcane Pilgrim gains a bonus equal to her Charisma modifier (if positive) on all saving throws.
Spell Conversion (Su):
At 2nd Level an Arcane Pilgrim better learns to understand the unity between the Arcane and the Divine. They learn to take advantage of this unity in the following way. They may sacrifice spells in order to gain additional uses of the smite ability. This choice may be made at any point following the preparation of spells, and the gained Smites per day last until the Arcane Pilgrim prepares spells the following day. For each level of spell, the Pilgrim exchanges, she obtains 1/2 of a smite per day. So an Arcane Pilgrim could sacrifice two level 1 spells, or one 2nd level spell to gain an extra smite. This conversion process requires a full round of concentration to achieve.
Aura of Courage(Su):
Beginning at 3rd level, an Arcane Pilgrim is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the Arcane Pilgrim is conscious, but not if she is unconscious or dead.
Spell-Channeling Smite (Su):
At 4th Level, when an Arcane Pilgrim delivers a successful smiting attack, she may cast one of her prepared Arcane Pilgrim spells as an immediate action following the smite. This spell must be at least two levels lower than the highest level spell she may cast through her Arcane Pilgrim Levels.
Also for the purposes of the Armored Caster (Swift), the casting time is treated as Immediate and therefore the Spell-Channeling Smite never incurs Arcane Spell Failure.
Divine Health (Ex):
At 4th level, an Arcane Pilgrim gains immunity to all diseases, including supernatural and magical diseases.
Favored Enemy Evil (Su):
At 3rd Level, an Arcane Pilgrim, gains Evil enemies as a favored enemy, this ability functions similarly to and is equivalent (for purposes of prerequisites) to a Rangers favored enemy ability. Giving her +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Evil Creatures. However unlike the ranger's favored enemy, she gets a +2 bonus on to-hit rolls against Evil creatures. This increases to +4 at level at 9, +6 at level 14, and +8 at level 19.
If the Arcane Pilgrim has Favored Enemy (Evil) from a different class the bonus to skills against the class does not stack, however to bonuses to to-hit and to damage will both apply in that case.
Blessed Mount(Sp):
At 5th Level the Arcane Pilgrim is granted the services of a Blessed Mount. A creature which is treated both a Special Mount and as a familiar. It advances it's abilities as both, however the advancement is treated as four levels lower than normal for the Familiar abilities. For example a 10th level Arcane Pilgrim's Blessed Mount would have the abilities of a 6th Level Wizard's Familiar and a 10th Paladin's Special Mount. The Intelligence Bonuses and Natural Armor Bonuses are not cumulative, the highest total should be taken for any given level
Improved Spell-Channeling Smite(Su):
At 7th Level, an Arcane Pilgrim's Spell-Channeling smite ability improves. Allowing her to cast any prepared Arcane Pilgrim Spell, at least one level below the maximum level she can cast, after achieving a successful Smite.
Bonus Feat (Devotion):
At 8th Level and 14th, an Arcane Pilgrim's study of her deities religious works improves and she obtains the benefits of her greater devotion. She may select one dmoai nfeat as a bonus feat, for which she meets the prerequisites. The domain Feat must be one of the domains her deity offers as a domain, or must be related to her ideals if she does not follow a deity.
An Arcane Pilgrim may always select the Knowledge and Good domains regardless of their deity. Additionally if the feat allows a turn attempt to be expended in order to fuel additional use per day, an Arcane Pilgrim may convert one of her Smite attempts into an additional use.
Greater Spell-Channeling Smite (Su):
At level 13, an Arcane Pilgrim's Spell-Channeling smite ability improves again. Now, when she performs a Spell-Channeling Smite, she may cast as an immediate action any of her prepared Arcane Pilgrim Spells regardless of level.
Supreme Spell-Channeling Smite(Su):
At level 17, an Arcane Pilgrim, learns to perfectly unify her spell casting and her swordplay in the service of her ideals. Once per day, while executing a Smite as part of a full attack action, she may (if the smite is successful), not only channel a single prepared Arcane Pilgrim spell, but also one spell one level lower than her maximum casting level, and one two levels lower. If the Smite fails, this ability is not expended for the day. These spells are all cast as a single immediate action.
Edit/Changelog:
Shifted Spell-Channeling Smite to 4th Level and Favored Enemy Evil to 3rd, since spell Channeling Smite needs at least 2nd level spells to function initially
8/29/2014 - Fixed some grammar errors. Added the ability to convert spell energy to smites. Added a few additional always permitted Domain feats to the bonus Domain feat list and added the ability to convert Smite Energy to fuel them if they had a Turn Undead fuel option. Also modified the Blessed Mount so that it uses the Arcane Pilgrim Level as a full Paladin level rather than at Paladin Level -4. Lastly, added a clause allowing casting in light armor to the proficiency section
8/29/2014 - Mark 2 - Readdressed the unclear bit about Armored Casting, it should finally be clear and not totally unreadable now.
http://media-cache-ak0.pinimg.com/736x/16/84/94/16849445a19ea519f9d1984babb79659.jpg
One life is all we have and we live it as we believe in living it. But to sacrifice what you are and to live without belief, that is a fate more terrible than dying.
Sometimes a calling by the Gods is not simply a calling to be a Knight. Sometimes it is a call to study far beyond your home. Pilgrims are called as Paladins are. To travel the world and study the works of the Gods of good, and to defend the weak along their path. They are invested with Arcane Power from their years of study, and learn to combine it with the power of their calling. They are Holy Warriors of the Arcane.
Adventures: An Arcane Pilgrim adventures because she must. She is called to wander, and to protect others who wander.
Characteristics: An Arcane Pilgrim represents the unified calling as a Holy Warrior, and the casting of spells. It is a discipline that involves both intense study (religious and otherwise) and requires a deep and abiding spirit.
Alignment: Lawful Good
Religion: Arcane Pilgrims can follow the religion of any Lawful Good, Lawful Neutral, or Neutral Good deity. Their powers stem mostly from the forces of good and law in the abstract though, and many of them follow a mixture of religions or study several religions.
Races: Any race can be called to an Arcane Pilgrimage.
Other Classes: Arcane Pilgrims tend to get along best with other lawful religious classes. They have much in common with Paladins although, their methodology varies considerably. They also tend to have a good relationship with Wizards, since they are both interested in the same sort of studying. They do not get along well with classes that they consider irresponsible or frivolous.
Role: An Arcane Pilgrim is intended to fill a role as a secondary caster and melee fighter. There are circumstances where they will excel, beyond primary casters or fighters, but not under most circumstances, fighting Evil is their strong suite however, and this is where they excel.
GAME RULE INFORMATION
Arcane Pilgrims have the following game statistics.
Abilities: An Arcane Pilgrim will value Intelligence and Strength highly, since many of their abilities involve being in melee combat, and because Intelligence drives their Spellcasting. They also consider Charisma and Constitution to be significant, since one powers their Smiting and Divine Abilities and the other increases their survivability. After their early levels dexterity becomes less important as they develop the ability to cast spells without Arcane Spell Failure.
Alignment: Lawful Good
Hit Die: d8
Starting Age: As Wizard
Starting Gold: As Wizard
Class Skills
The Arcane Pilgrim's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
ARCANE PILGRIM
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Smite Evil 1/day, Detect Evil, Aura of Good, Spellcasting.
2nd
+1
+3
+0
+3
Divine Grace, Armored Caster (Swift), Spell Conversion.
3rd
+2
+3
+1
+3
Aura of Courage, Favored Enemy (Evil)
4th
+3
+4
+1
+4
Divine Health, Spell-Channeling Smite
5th
+3
+4
+1
+4
Smite Evil 2/day, Blessed Mount
6th
+4
+5
+2
+5
Armored Caster (Standard)
7th
+5
+5
+2
+5
Improved Spell-Channeling Smite
8th
+6/+1
+6
+2
+6
Bonus Feat (Devotion)
9th
+6/+1
+6
+3
+6
Favored Enemy (Evil) +4
10th
+7/+2
+7
+3
+7
Smite Evil 3/day
11th
+8/+3
+7
+3
+7
Armored Caster (All)
12th
+9/+4
+8
+4
+8
13th
+9/+4
+8
+4
+8
Greater Spell-Channeling Smite
14th
+10/+5
+9
+4
+9
Bonus Feat (Devotion), Favored Enemy (Evil) +6
15th
+11/+6/+1
+9
+5
+9
Smite Evil 4/day
16th
+12/+7/+2
+10
+5
+10
17th
+12/+7/+2
+10
+5
+10
Supreme Spell-Channeling Smite, 1/day
18th
+13/+8/+3
+11
+6
+11
19th
+14/+9/+4
+11
+6
+11
Favored Enemy (Evil) +8
20th
+15/+10/+5
+12
+6
+12
Smite Evil 5/day
Spells per Day
Level
0lvl
1st
2nd
3rd
4th
5th
6th
1st
1
-
-
-
-
-
-
2nd
2
0*
-
-
-
-
-
3rd
2
1
-
-
-
-
-
4th
2
1
0*
-
-
-
-
5th
2
2
1
-
-
-
-
6th
2
2
1
0*
-
-
-
7th
2
2
1
1
-
-
-
8th
2
2
2
1
-
-
-
9th
2
2
2
1
0*
-
-
10th
2
2
2
1
1
-
-
11th
2
2
2
2
1
0*
-
12th
2
2
2
2
1
1
-
13th
3
2
2
2
2
1
-
14th
3
3
2
2
2
1
0*
15th
3
3
3
2
2
1
1
16th
3
3
3
3
2
1
1
17th
3
3
3
3
3
2
1
18th
3
3
3
3
3
2
2
19th
3
3
3
3
3
3
2
20th
3
3
3
3
3
3
3
*Can Only Cast at this Level if the Arcane Pilgrim has a high enough intelligence to have bonus spells at this level
Class Features
All of the following are class features of the Arcane Pilgrim.
Weapon and Armor Proficiencies:
Arcane Pilgrims are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light). Additionally an Arcane Pilgrim never suffers from Arcane Spell Failure when wearing light armor.
Spells:
An Arcane Pilgrim casts arcane spells which are drawn from the sorcerer/wizard spell list. A Arcane Pilgrim must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the Arcane Pilgrim must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Arcane Pilgrim's spell is 10 + the spell level + the Arcane Pilgrim’s Intelligence modifier.
Like other spellcasters, an Arcane Pilgrim can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the Table. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, an Arcane Pilgrim may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Arcane Pilgrim decides which spells to prepare.
Spellbook:
An Arcane Pilgrim must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic and detect evil, which all Arcane Pilgrim's can prepare from memory.
An Arcane Pilgrim begins play with a spellbook containing all 0-level wizard spells. At each new Arcane Pilgrim level, she gains two new spells of any spell level or levels that she can cast (based on her new Arcane Pilgrim level) for her spellbook. At any time, An Arcane Pilgrim can also add spells found in other wizards’ spellbooks to her own.
Code of Conduct:
An Arcane Pilrgim must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, an Arcane Pilgrim's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Finally, an Arcane Pilgrim, is forbidden from ever establishing a permanent home, she must wander fighting Evil and protecting the innocent for as long as she is called to her Pilgrimage, which can be for some a life sentence, for others it is substantially less.
Associates
Unlike a Paladin an Arcane Pilgrim may associate with those of Evil Alignment, provided that she is attempting to redeem them or that there is dire circumstances. However most Arcane Pilgrims find this at best distasteful and at worst extremely dubious.
Smite Evil (Su):
Once per day, an Arcane Pilgrim may attempt to smite evil with one normal melee attack. She adds her Charisma modifier (if positive) to her attack roll and deals 1 extra point of damage per Arcane Pilgrim level. If the Arcane Pilgrim accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the Arcane Pilgrim may smite evil one additional time per day, as indicated on the table to a maximum of five times per day at 20th level.
Aura of Good (Ex):
The power of an Arcane Pilgrim's aura of good (see the detect good spell) is equal to her Arcane Pilgrim level.
Detect Evil (Sp):
At will, an Arcane Pilgrim can use detect evil, as the spell.
Armored Caster
At 2nd Level an Arcane Disciple no longer suffers from Arcane Spell Failure when casting Arcane Pilgrim spells with a casting time less than one standard action.
At 6th Level this ability improves, and the Arcane Pilgrim may cast any Arcane Pilgrim spell with a casting time of one standard action or less without suffering from Arcane Spell Failure.
At 11th Level, this ability again improves, and as long as the Arcane Pilgrim is casting spells obtained as an Arcane Pilgrim, she suffers no Arcane Spell Failure regardless of the casting time of the spell.
Divine Grace(Su):
At 2nd level, an Arcane Pilgrim gains a bonus equal to her Charisma modifier (if positive) on all saving throws.
Spell Conversion (Su):
At 2nd Level an Arcane Pilgrim better learns to understand the unity between the Arcane and the Divine. They learn to take advantage of this unity in the following way. They may sacrifice spells in order to gain additional uses of the smite ability. This choice may be made at any point following the preparation of spells, and the gained Smites per day last until the Arcane Pilgrim prepares spells the following day. For each level of spell, the Pilgrim exchanges, she obtains 1/2 of a smite per day. So an Arcane Pilgrim could sacrifice two level 1 spells, or one 2nd level spell to gain an extra smite. This conversion process requires a full round of concentration to achieve.
Aura of Courage(Su):
Beginning at 3rd level, an Arcane Pilgrim is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the Arcane Pilgrim is conscious, but not if she is unconscious or dead.
Spell-Channeling Smite (Su):
At 4th Level, when an Arcane Pilgrim delivers a successful smiting attack, she may cast one of her prepared Arcane Pilgrim spells as an immediate action following the smite. This spell must be at least two levels lower than the highest level spell she may cast through her Arcane Pilgrim Levels.
Also for the purposes of the Armored Caster (Swift), the casting time is treated as Immediate and therefore the Spell-Channeling Smite never incurs Arcane Spell Failure.
Divine Health (Ex):
At 4th level, an Arcane Pilgrim gains immunity to all diseases, including supernatural and magical diseases.
Favored Enemy Evil (Su):
At 3rd Level, an Arcane Pilgrim, gains Evil enemies as a favored enemy, this ability functions similarly to and is equivalent (for purposes of prerequisites) to a Rangers favored enemy ability. Giving her +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Evil Creatures. However unlike the ranger's favored enemy, she gets a +2 bonus on to-hit rolls against Evil creatures. This increases to +4 at level at 9, +6 at level 14, and +8 at level 19.
If the Arcane Pilgrim has Favored Enemy (Evil) from a different class the bonus to skills against the class does not stack, however to bonuses to to-hit and to damage will both apply in that case.
Blessed Mount(Sp):
At 5th Level the Arcane Pilgrim is granted the services of a Blessed Mount. A creature which is treated both a Special Mount and as a familiar. It advances it's abilities as both, however the advancement is treated as four levels lower than normal for the Familiar abilities. For example a 10th level Arcane Pilgrim's Blessed Mount would have the abilities of a 6th Level Wizard's Familiar and a 10th Paladin's Special Mount. The Intelligence Bonuses and Natural Armor Bonuses are not cumulative, the highest total should be taken for any given level
Improved Spell-Channeling Smite(Su):
At 7th Level, an Arcane Pilgrim's Spell-Channeling smite ability improves. Allowing her to cast any prepared Arcane Pilgrim Spell, at least one level below the maximum level she can cast, after achieving a successful Smite.
Bonus Feat (Devotion):
At 8th Level and 14th, an Arcane Pilgrim's study of her deities religious works improves and she obtains the benefits of her greater devotion. She may select one dmoai nfeat as a bonus feat, for which she meets the prerequisites. The domain Feat must be one of the domains her deity offers as a domain, or must be related to her ideals if she does not follow a deity.
An Arcane Pilgrim may always select the Knowledge and Good domains regardless of their deity. Additionally if the feat allows a turn attempt to be expended in order to fuel additional use per day, an Arcane Pilgrim may convert one of her Smite attempts into an additional use.
Greater Spell-Channeling Smite (Su):
At level 13, an Arcane Pilgrim's Spell-Channeling smite ability improves again. Now, when she performs a Spell-Channeling Smite, she may cast as an immediate action any of her prepared Arcane Pilgrim Spells regardless of level.
Supreme Spell-Channeling Smite(Su):
At level 17, an Arcane Pilgrim, learns to perfectly unify her spell casting and her swordplay in the service of her ideals. Once per day, while executing a Smite as part of a full attack action, she may (if the smite is successful), not only channel a single prepared Arcane Pilgrim spell, but also one spell one level lower than her maximum casting level, and one two levels lower. If the Smite fails, this ability is not expended for the day. These spells are all cast as a single immediate action.
Edit/Changelog:
Shifted Spell-Channeling Smite to 4th Level and Favored Enemy Evil to 3rd, since spell Channeling Smite needs at least 2nd level spells to function initially
8/29/2014 - Fixed some grammar errors. Added the ability to convert spell energy to smites. Added a few additional always permitted Domain feats to the bonus Domain feat list and added the ability to convert Smite Energy to fuel them if they had a Turn Undead fuel option. Also modified the Blessed Mount so that it uses the Arcane Pilgrim Level as a full Paladin level rather than at Paladin Level -4. Lastly, added a clause allowing casting in light armor to the proficiency section
8/29/2014 - Mark 2 - Readdressed the unclear bit about Armored Casting, it should finally be clear and not totally unreadable now.