shatterspike1
2016-01-15, 09:17 PM
Let's face it: in combat healing sucks. For the usual suspects that can do it (Clerics), their time is usually better spent making it more dead (or disabling it, or debuffing it, or summoning allies, etc.) For the one official class focused on it (Healers), well, there's a reason they're tier 5. Their abilities aren't just more narrowly focused than a Cleric's, they're focused in the least useful place. All they really can do is heal, with little to no ability to fight, buff, or do a million other useful things in combat. Not to mention their spellcasting depends on both their wisdom and charisma, and they get little good on their chassis to justify this ineffectiveness (Four skill points? That's two better than a Cleric!). Oh, but they got a unicorn companion and a few once-a-day abilities that can be duplicated by lower level spells. That's nice I suppose.
They should have just gone whole-hog and fully committed to the lack of combat capability.
The design goals with this pacifist class were threefold:
1. Create an in combat healer class that didn't suck
2. Create a pure pacifist class that was effective and didn't have the weird issues Vow of Nonviolence/Peace characters would have.
3. Make said class a solid high Tier 3.
Note that this class can function in an ordinary murder-happy party, provided the pacifist themself isn't doing the murdering and is good-aligned (if that has meaning in your campaign). In a social combat/skill heavy/murder is not the only option game, the pacifist should bring a lot to the table.
Pacifist
Game Rule Information
Pacifists have the following game statistics.
Abilities
Charisma determines how many spells the pacifist can cast, as well as the effectiveness of most of their class abilities. Constitution is important for a pacifist focusing on Interposing and taking hits for their allies, and Dexterity is important for a pacifist that doesn't want to get hit easily at early levels.
Alignment
Any good.
Hit Die
d8.
Class Skills
The pacifist's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level
(6 + Int modifier) x4.
Skill Points at Each Additional Level
6 + Int modifier.
Spells Per Day
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+2
+2
+2
White Fire, Armor of Peace 1, Guilt
3
3
—
—
—
—
—
—
—
—
2nd
+0
+3
+3
+3
Healing Reach, Blessing
4
4
—
—
—
—
—
—
—
—
3rd
+0
+3
+3
+3
Divine Grace, Armor of Peace 2
4
5
2
—
—
—
—
—
—
—
4th
+0
+4
+4
+4
Interpose, Blessing
5
6
3
—
—
—
—
—
—
—
5th
+0
+4
+4
+4
Armor of Peace 3
5
6
4
2
—
—
—
—
—
—
6th
+0
+5
+5
+5
Blessing
5
6
5
3
—
—
—
—
—
—
7th
+0
+5
+5
+5
Armor of Peace 4
6
6
6
4
2
—
—
—
—
—
8th
+0
+6
+6
+6
Improved Interpose, Blessing
6
6
6
5
3
—
—
—
—
—
9th
+0
+6
+6
+6
Armor of Peace 5
6
6
6
6
4
2
—
—
—
—
10th
+0
+7
+7
+7
Blessing
6
6
6
6
5
3
—
—
—
—
11th
+0
+7
+7
+7
Armor of Peace 6
6
6
6
6
6
4
2
—
—
—
12th
+0
+8
+8
+8
Greater Interpose, Blessing
6
6
6
6
6
5
3
—
—
—
13th
+0
+8
+8
+8
Armor of Peace 7
6
6
6
6
6
6
4
2
—
—
14th
+0
+9
+9
+9
Blessing
6
6
6
6
6
6
5
3
—
—
15th
+0
+9
+9
+9
Armor of Peace 8
6
6
6
6
6
6
6
4
2
—
16th
+0
+10
+10
+10
Superior Interpose, Blessing
6
6
6
6
6
6
6
5
3
—
17th
+0
+10
+10
+10
Armor of Peace 9
6
6
6
6
6
6
6
6
4
3
18th
+0
+11
+11
+11
Blessing
6
6
6
6
6
6
6
6
5
4
19th
+0
+11
+11
+11
Armor of Peace 10
6
6
6
6
6
6
6
6
6
5
20th
+0
+12
+12
+12
Supreme Grace
6
6
6
6
6
6
6
6
6
6
Class Features
All of the following are class features of the pacifist.
Weapon and Armor Proficiency
Pacifists are not proficient with any type of armor nor any type of weapon.
Spells
A pacifist casts divine spells which are drawn from the pacifist spell list given below. They may cast any spell they know without preparing it ahead of time. When a pacifist gains access to a new level of spells, they automatically know all the spells for that level on the pacifist's spell list. Essentially, their spell list is the same as their spells known list.
To cast a spell, a Pacifist must have a Charisma score of 10 + the spell's level. The difficulty class for a saving throw against a pacifist's spell is 10 + the spell's level + the pacifist's Charisma modifier. Like other spellcasters, a pacifist can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Pacifist. In addition, they receive bonus spells for a high Charisma score.
Unlike a cleric or wizard, a pacifist need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not used up their spells per day for that spell level.
White Fire (Su)
A pacifist's healing abilities are particularly potent. Whenever a pacifist restores hit points and the amount of hit points restored is greater than necessary to restore a creature to full hit points, one half of the remainder of the healing is applied as temporary hit points, appearing as an aura of white flame around the creature. Temporary hit points gained this way last for a total of 10 minutes per class level. Temporary hit points gained this way don't stack with themselves or other sources of temporary hit points; only the highest amount of temporary hit points gained from a single healing ability apply.
Armor of Peace (Su)
The pacifist is supernaturally protected by their unwillingness to do harm. At 1st level, the pacifist gains a +1 bonus to armor class (this bonus applies against all attacks), a damage reduction of 1/—, and a resistance to fire, electricity, poison, acid, cold, sonic, and negative energy equal to 1. The armor class bonus, damage reduction, and resistances increase by 1 at 3rd level, and every odd level thereafter. In addition to this, the pacifist adds their Charisma bonus to their Dexterity bonus for the purposes of calculating armor class.
Guilt (Su)
As a swift or standard action once per turn, the pacifist begins attempting to convince another creature not to fight with them. The other creature need not necessarily understand the language that the pacifist is speaking, just that the pacifist's attention is directed toward them. This creature must make a will saving throw, DC 15 + one-half the pacifist's class level + the pacifist's Charisma modifier. If the saving throw is successful, the creature receives a +10 bonus on saving throws versus further attempts to use Guilt on the creature for the next 24 hours in addition to the ability having no effect. If the saving throw is failed, the creature receives penalty to attack roll equal to half the pacifist's class levels (round up), a penalty to damage rolls equal to the pacifist's class levels, and a penalty to save DC's equal to half the pacifist's class levels (round up); these penalties apply when fighting against the pacifist or their allies. This ability doesn't work against mindless creatures, and may not work against particularly evil creatures (such as Outsiders with the Evil subtype) at the DM's discretion. The effects of this ability wear off in 24 hours, and stops applying against any creature that attacks the target.
Healing Reach (Ex)
The pacifist has learned not to waste time in combat. At 2nd level, any spell with a range of touch on the pacifist's class list is instead treated as having a range of close (25 ft. + 5 ft./2 class levels). If the target does not wish to get hit, the pacifist must succeed at a ranged touch attack to hit with the spell.
Blessings
At 2nd level and every even-numbered level thereafter except for 20th level, the pacifist may choose a blessing from the list of blessings below. The pacifist also gains a pool of blessing points equal to their one-half their class level + their charisma bonus, which refills to full after an extended rest. Unless otherwise noted, each use of a blessing costs one blessing point. If multiple blessings could be used at the same time, all of them may be used. Every even-numbered level, the pacifist may also choose to retrain one of their blessings. Any blessings which duplicate the effects of spells function as if the pacifist had cast the spell.
Aegis of Peace (Su)
The pacifist may use this blessing to augment any single-target spell they cast. The pacifist may select an additional number of targets up to their Charisma bonus, but they must include themselves as a target. No two targets may be more than 30 feet apart from each other. If the spell has any additional blessings applied to it, those are included in the effect on each creature. The pacifist must be 6th level or greater to take this blessing.
Armoring Spell (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient of the spell also receives a bonus to their armor class equal to one-third the pacifist's class levels (minimum +1). This bonus lasts for one minute per pacifist class levels.
Cure-All (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient is affected as if by a Panacea spell. The pacifist must be 8th level or greater to take this blessing.
Curse Annihilator (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient is affected as if by a Break Enchantment spell. The pacifist must be 10th level or greater to take this blessing.
Curse Destroyer (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient is affected as if by a Remove Curse spell. The pacifist must be 6th level or greater to take this blessing.
Detoxify (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient is affected as if by a Neutralize Poison spell. The pacifist must be 8th level or greater to take this blessing.
Energy Slow (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient is affected as if by a Protection from Energy spell with the energy type chosen by the pacifist. The pacifist must be 6th level or greater to take this blessing.
Energy Stop (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient is affected as if by an Energy Immunity spell with the energy type chosen by the pacifist. The pacifist must be 12th level or greater to take this blessing.
Failure of Violence (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient receives a 20% miss chance that lasts for a number of minutes equal to the pacifist's class level. If the pacifist expends an additional blessing point when using this blessing, the miss chance increases to 50%. This is not an illusion; weapons and blows just pass harmlessly through the target. The pacifist must be 6th level or greater to take this blessing.
Fearless Soul (Ex)
The pacifist is immune to fear effects. This blessing is always active and does not require the use of blessing points. The pacifist must be 4th level or greater to take this blessing.
Freeing Spell (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient is affeted as if by a Freedom of Movement spell. The pacifist must be 8th level or greater to take this blessing.
Healing Spell (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the pacifist heals the target for an additional 10 hit points. For the expenditure of additional blessing points, the pacifist may heal an additional 10 hit points per additional blessing point spent.
Improved Armor of Peace (Su)
The pacifist gains a +4 armor bonus to armor class. This blessing is always active and does not require the use of blessing points.
Invincible Mind (Ex)
The pacifist is immune to charm and compulsion effects. This blessing is always active and does not require the use of blessing points. The pacifist must be 4th level or greater to take this blessing.
Mass Impulse (Su)
The pacifist may apply blessings that ordinarily only augment single-target spells to spells with multiple targets. This blessing is always active and does not require the use of blessing points. The pacifist must be 12th level or greater to take this blessing.
Natural Might (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient receives a +2 bonus to any one ability score of the pacifist's choosing. For the expenditure of additional blessing points, the pacifist may improve this bonus by another +2 for each additional blessing point spent, to a maximum bonus of +8. This bonus lasts for a number of minutes equal to the pacifist's class level. The pacifist must be 4th level or greater to take this blessing.
Peace Talks (Su)
The pacifist may use Diplomacy to influence attitudes as a standard action, even being able to influence attitudes when it would otherwise be inappropriate (such as in the middle of combat). Additionally, while using this blessing, the pacifist may influence the attitudes of animals and magical beasts with Diplomacy.
Pure Positivity (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient receives the benefit of Death Ward spell. The pacifist must be 8th level or greater to take this blessing.
Purified Body (Ex)
The pacifist is immune to all diseases, mundane and supernatural. This blessing is always active and does not require the use of blessing points. The pacifist must be 4th level or greater to take this blessing.
Restorative Energy (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient receives the benefit of a Restoration spell. The pacifist must be 8th level or greater to take this blessing.
Resurrecting Spell (Su)
The pacifist may use this blessing to augment any single-target spell they cast. When targeting this spell, the target must be a creature slain a number of rounds no greater than the pacifist's class level. In addition to the effect of the spell, the creature is revived without loss of level and with 40 hit points. This ability requires the expenditure of two blessing points. The pacifist must be 12th level or greater to take this blessing.
Sense Restoration (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient is cured of any blindness or deafness they might have. The pacifist must be 4th level or greater to take this blessing.
Shaming the Mob (Su)
The pacifist may use this blessing to improve their Guilt ability so that they may target a number of additional creatures equal to half their class level + their Charisma bonus.
Shattering Interpose (Su)
The pacifist may use this blessing to augment their Interpose ability so that any non-magical weapon that would damage them during their interpose instead shatters into harmless dust. If the weapon in question is magical, the pacifist may still use this ability, but must expend a number of additional blessing points equal to the weapon's overall modifier, and the weapon gets a Will saving throw to avoid shattering, DC 10 + half the pacifist's class levels + the pacifists Charisma modifier. The weapon uses its own will save or its wielder's, whichever is better. This ability does not work against natural weapons. The pacifist must be 6th level or greater to take this blessing.
Startling Interpose (Su)
The pacifist may use this blessing to augment their Interpose ability so that the attacker must re-roll their attack roll to even hit the pacifist. If the attacker hits, they deal damage as they would during a normal interpose; otherwise, the attacker is startled enough to miss the pacifist as well. The pacifist must be 4th level or greater to take this blessing.
Undying Peace (Su)
The pacifist is immune to death effects, death spells, energy drain, and any negative energy effects. This blessing is always active and does not require the use of blessing points. The pacifist must be 18th level or greater to take this blessing.
Weaponry Repulsion (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient gains damage reduction equal to half the pacifist's class levels. This damage reduction lasts for one minute per the pacifist's class levels.
Divine Grace (Su)
At 3rd level, a pacifist gains a bonus equal to their Charisma bonus on all saving throws.
Interpose (Su)
The pacifist takes hits so you don't have to. At 4th level, the pacifist gains this ability. Once per round, without consuming any action, the pacifist may interpose themselves between another creature and an attack that would otherwise hit that creature. That creature must be within 20 feet of the pacifist. The pacifist instantaneously moves between the creature and the source of the attack, appearing in the nearest unoccupied square afterward. The pacifist is automatically hit by the attack instead. The pacifist may make a reflex save against a DC equal the attacker's attack roll to half the damage (damage reduction applies before this halving of damage). Immediately after the interpose resolves, the pacifist may use Guilt on the attacker as an immediate action.
Improved Interpose (Su)
At 8th level, the pacifist may use Interpose twice per round, and the distance between the creature and the pacifist may be as large as close (25 ft. + 5 ft./2 class levels). Additionally, the pacifist also gains a +4 to reflex saves for the purposes of halving the damage against the attack.
Greater Interpose (Su)
At 12th level, the pacifist may use Interpose three times per round, and the distance between the creature and the pacifist may be as large as medium (100 ft. + 10 ft./class level). Additionally, the pacifist's bonus from Improved Interpose to reflex saves increases to +8.
Superior Interpose (Su)
At 16th level, the pacifist may use Interpose four times per round, and the distance between the creature and the pacifist may be as large as long (400 ft. + 40 ft./class level). Additionally, the pacifist no longer needs to make reflex saves to half the damage of an attack blocked this way, instead, the damage is always halved.
Supreme Grace
At 20th level, the pacifist approaches apotheosis. They may select one option from the choices below.
Determined (Su)
Once per day, when the pacifist would otherwise ordinarily die, the pacifist instead is healed to full hit points and becomes immune to all damage, mind-affecting effects, death spells and effects, negative levels, acts as if under the effects of a Freedom of Movement spell, and may cast spells and use magical class abilities in anti-magic fields and other places of dead magic. These effects last for a number of rounds equal to the pacifist's Charisma bonus (minimum 1).
Protector (Su)
With this ability, the pacifist may block not only attacks with Interpose, but spells targeting an area. Any damage they would take by blocking these spells is quartered, and any negative status conditions they would gain only last for one round. If a spell generates multiple areas of effect, such as meteor swarm, the pacifist blocks all of them.
Redeemer (Su)
With this ability, the pacifist can see the faint spark of good in creatures, and can cause it to flare up. When using the Guilt class feature on a creature that has already failed one saving throw against Guilt and that creature fails a second saving throw, the creature ceases attacking and taking hostile action altogether for a number of rounds equal to the pacifist's Charisma bonus + the pacifist's class level. If the creature fails any single saving throw against Guilt during this period of non-hostility, the creature will attempt to leave the battlefield. They will no longer attempt to fight the pacifist or their allies. If the affected creature is a player character, this effect wears off after a number of days equal to the pacifist's Charisma bonus + the pacifist's class level. If the affected creature is not a player character, their alignment changes to one step further away from evil, and they will not ever attack or hamper the pacifist again. At any point, if the pacifist or their allies attack the creature before their alignment change, the effect is broken. Any creature immune to Guilt is immune to this ability.
Code of Conduct
A pacifist must be of good alignment and may not progress in the class if they are not of good alignment.
Additionally, a pacifist must never bring intentional harm to another creature, with the exception of mindless creatures, undead, and evilly aligned Outsiders with the Evil subtype.
Ex-Pacifists
A pacifist that willingly and intentionally brings harm to another creature that isn't mindless, undead, or an evilly aligned Outsider with the Evil subtype loses all pacifist spells and abilities. They may not progress any farther in levels as a pacifist. They may regain their abilities if the harm commited was in a desperate situation (DM's discretion) and they atone for their actions (see the atonement spell description), as appropriate.
Pacifist Spell List
Pacifists choose their spells from the following list.
0 Level: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance
1st Level: Bless, Bless Water, Calm Animals, Cure Light Wounds, Deathwatch, Detect Evil, Detect Undead, Endure Elements, Entropic Shield, Hide from Undead, Protection from Evil, Remove Fear, Sanctuary, Speak with Animals, Shield of Faith, Lesser Vigor(SpC)
2nd Level: Barkskin, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Find Traps, Fox's Cunning, Gentle Repose, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Lesser Restoration, Shield Other, Silence, Status
3rd Level: Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Dispel Magic, Helping Hand, Locate Object, Magic Circle against Evil, Magic Vestment, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Speak with Plants, Vigor(SpC), Mass Lesser Vigor(SpC), Water Breathing, Water Walk
4th Level: Air Walk, Cure Critical Wounds, Mass Cure Light Wounds, Death Ward, Freedom of Movement, Neutralize Poison, Panacea (SpC), Restoration, Revenance (SpC), Sending, Spell Immunity, Tongues
5th Level: Atonement, Breath of Life(PFS), Break Enchantment, Mass Cure Moderate Wounds, Hallow, Plane Shift, Raise Dead, Spell Resistance, Stoneskin, True Seeing, Greater Vigor (SpC)
6th Level: Mass Bear's Endurance, Mass Bull's Strength, Mass Cure Serious Wounds, Greater Dispel Magic, Mass Eagle's Splendor, Energy Immunity(SpC), Find the Path, Mass Fox's Cunning, Heal, Heroes' Feast, Mass Owl's Wisdom, Vigorous Circle(SpC), Wind Walk, Word of Recall
7th Level: Mass Cure Critical Wounds, Mass Death Ward(SpC), Ethereal Jaunt, Fortunate Fate(SpC), Refuge, Regenerate, Greater Restoration, Resurrection
8th Level: Discern Location, Mass Heal, Mind Blank, Holy Aura, Greater Spell Immunity
9th Level: Astral Projection, Disjunction, Etherealness, Freedom, Fire of Life, True Resurrection
(SpC): Spell Compendium
(PFS): Pathfinder spell, imported here
They should have just gone whole-hog and fully committed to the lack of combat capability.
The design goals with this pacifist class were threefold:
1. Create an in combat healer class that didn't suck
2. Create a pure pacifist class that was effective and didn't have the weird issues Vow of Nonviolence/Peace characters would have.
3. Make said class a solid high Tier 3.
Note that this class can function in an ordinary murder-happy party, provided the pacifist themself isn't doing the murdering and is good-aligned (if that has meaning in your campaign). In a social combat/skill heavy/murder is not the only option game, the pacifist should bring a lot to the table.
Pacifist
Game Rule Information
Pacifists have the following game statistics.
Abilities
Charisma determines how many spells the pacifist can cast, as well as the effectiveness of most of their class abilities. Constitution is important for a pacifist focusing on Interposing and taking hits for their allies, and Dexterity is important for a pacifist that doesn't want to get hit easily at early levels.
Alignment
Any good.
Hit Die
d8.
Class Skills
The pacifist's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level
(6 + Int modifier) x4.
Skill Points at Each Additional Level
6 + Int modifier.
Spells Per Day
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+0
+2
+2
+2
White Fire, Armor of Peace 1, Guilt
3
3
—
—
—
—
—
—
—
—
2nd
+0
+3
+3
+3
Healing Reach, Blessing
4
4
—
—
—
—
—
—
—
—
3rd
+0
+3
+3
+3
Divine Grace, Armor of Peace 2
4
5
2
—
—
—
—
—
—
—
4th
+0
+4
+4
+4
Interpose, Blessing
5
6
3
—
—
—
—
—
—
—
5th
+0
+4
+4
+4
Armor of Peace 3
5
6
4
2
—
—
—
—
—
—
6th
+0
+5
+5
+5
Blessing
5
6
5
3
—
—
—
—
—
—
7th
+0
+5
+5
+5
Armor of Peace 4
6
6
6
4
2
—
—
—
—
—
8th
+0
+6
+6
+6
Improved Interpose, Blessing
6
6
6
5
3
—
—
—
—
—
9th
+0
+6
+6
+6
Armor of Peace 5
6
6
6
6
4
2
—
—
—
—
10th
+0
+7
+7
+7
Blessing
6
6
6
6
5
3
—
—
—
—
11th
+0
+7
+7
+7
Armor of Peace 6
6
6
6
6
6
4
2
—
—
—
12th
+0
+8
+8
+8
Greater Interpose, Blessing
6
6
6
6
6
5
3
—
—
—
13th
+0
+8
+8
+8
Armor of Peace 7
6
6
6
6
6
6
4
2
—
—
14th
+0
+9
+9
+9
Blessing
6
6
6
6
6
6
5
3
—
—
15th
+0
+9
+9
+9
Armor of Peace 8
6
6
6
6
6
6
6
4
2
—
16th
+0
+10
+10
+10
Superior Interpose, Blessing
6
6
6
6
6
6
6
5
3
—
17th
+0
+10
+10
+10
Armor of Peace 9
6
6
6
6
6
6
6
6
4
3
18th
+0
+11
+11
+11
Blessing
6
6
6
6
6
6
6
6
5
4
19th
+0
+11
+11
+11
Armor of Peace 10
6
6
6
6
6
6
6
6
6
5
20th
+0
+12
+12
+12
Supreme Grace
6
6
6
6
6
6
6
6
6
6
Class Features
All of the following are class features of the pacifist.
Weapon and Armor Proficiency
Pacifists are not proficient with any type of armor nor any type of weapon.
Spells
A pacifist casts divine spells which are drawn from the pacifist spell list given below. They may cast any spell they know without preparing it ahead of time. When a pacifist gains access to a new level of spells, they automatically know all the spells for that level on the pacifist's spell list. Essentially, their spell list is the same as their spells known list.
To cast a spell, a Pacifist must have a Charisma score of 10 + the spell's level. The difficulty class for a saving throw against a pacifist's spell is 10 + the spell's level + the pacifist's Charisma modifier. Like other spellcasters, a pacifist can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Pacifist. In addition, they receive bonus spells for a high Charisma score.
Unlike a cleric or wizard, a pacifist need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not used up their spells per day for that spell level.
White Fire (Su)
A pacifist's healing abilities are particularly potent. Whenever a pacifist restores hit points and the amount of hit points restored is greater than necessary to restore a creature to full hit points, one half of the remainder of the healing is applied as temporary hit points, appearing as an aura of white flame around the creature. Temporary hit points gained this way last for a total of 10 minutes per class level. Temporary hit points gained this way don't stack with themselves or other sources of temporary hit points; only the highest amount of temporary hit points gained from a single healing ability apply.
Armor of Peace (Su)
The pacifist is supernaturally protected by their unwillingness to do harm. At 1st level, the pacifist gains a +1 bonus to armor class (this bonus applies against all attacks), a damage reduction of 1/—, and a resistance to fire, electricity, poison, acid, cold, sonic, and negative energy equal to 1. The armor class bonus, damage reduction, and resistances increase by 1 at 3rd level, and every odd level thereafter. In addition to this, the pacifist adds their Charisma bonus to their Dexterity bonus for the purposes of calculating armor class.
Guilt (Su)
As a swift or standard action once per turn, the pacifist begins attempting to convince another creature not to fight with them. The other creature need not necessarily understand the language that the pacifist is speaking, just that the pacifist's attention is directed toward them. This creature must make a will saving throw, DC 15 + one-half the pacifist's class level + the pacifist's Charisma modifier. If the saving throw is successful, the creature receives a +10 bonus on saving throws versus further attempts to use Guilt on the creature for the next 24 hours in addition to the ability having no effect. If the saving throw is failed, the creature receives penalty to attack roll equal to half the pacifist's class levels (round up), a penalty to damage rolls equal to the pacifist's class levels, and a penalty to save DC's equal to half the pacifist's class levels (round up); these penalties apply when fighting against the pacifist or their allies. This ability doesn't work against mindless creatures, and may not work against particularly evil creatures (such as Outsiders with the Evil subtype) at the DM's discretion. The effects of this ability wear off in 24 hours, and stops applying against any creature that attacks the target.
Healing Reach (Ex)
The pacifist has learned not to waste time in combat. At 2nd level, any spell with a range of touch on the pacifist's class list is instead treated as having a range of close (25 ft. + 5 ft./2 class levels). If the target does not wish to get hit, the pacifist must succeed at a ranged touch attack to hit with the spell.
Blessings
At 2nd level and every even-numbered level thereafter except for 20th level, the pacifist may choose a blessing from the list of blessings below. The pacifist also gains a pool of blessing points equal to their one-half their class level + their charisma bonus, which refills to full after an extended rest. Unless otherwise noted, each use of a blessing costs one blessing point. If multiple blessings could be used at the same time, all of them may be used. Every even-numbered level, the pacifist may also choose to retrain one of their blessings. Any blessings which duplicate the effects of spells function as if the pacifist had cast the spell.
Aegis of Peace (Su)
The pacifist may use this blessing to augment any single-target spell they cast. The pacifist may select an additional number of targets up to their Charisma bonus, but they must include themselves as a target. No two targets may be more than 30 feet apart from each other. If the spell has any additional blessings applied to it, those are included in the effect on each creature. The pacifist must be 6th level or greater to take this blessing.
Armoring Spell (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient of the spell also receives a bonus to their armor class equal to one-third the pacifist's class levels (minimum +1). This bonus lasts for one minute per pacifist class levels.
Cure-All (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient is affected as if by a Panacea spell. The pacifist must be 8th level or greater to take this blessing.
Curse Annihilator (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient is affected as if by a Break Enchantment spell. The pacifist must be 10th level or greater to take this blessing.
Curse Destroyer (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient is affected as if by a Remove Curse spell. The pacifist must be 6th level or greater to take this blessing.
Detoxify (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient is affected as if by a Neutralize Poison spell. The pacifist must be 8th level or greater to take this blessing.
Energy Slow (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient is affected as if by a Protection from Energy spell with the energy type chosen by the pacifist. The pacifist must be 6th level or greater to take this blessing.
Energy Stop (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient is affected as if by an Energy Immunity spell with the energy type chosen by the pacifist. The pacifist must be 12th level or greater to take this blessing.
Failure of Violence (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient receives a 20% miss chance that lasts for a number of minutes equal to the pacifist's class level. If the pacifist expends an additional blessing point when using this blessing, the miss chance increases to 50%. This is not an illusion; weapons and blows just pass harmlessly through the target. The pacifist must be 6th level or greater to take this blessing.
Fearless Soul (Ex)
The pacifist is immune to fear effects. This blessing is always active and does not require the use of blessing points. The pacifist must be 4th level or greater to take this blessing.
Freeing Spell (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient is affeted as if by a Freedom of Movement spell. The pacifist must be 8th level or greater to take this blessing.
Healing Spell (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the pacifist heals the target for an additional 10 hit points. For the expenditure of additional blessing points, the pacifist may heal an additional 10 hit points per additional blessing point spent.
Improved Armor of Peace (Su)
The pacifist gains a +4 armor bonus to armor class. This blessing is always active and does not require the use of blessing points.
Invincible Mind (Ex)
The pacifist is immune to charm and compulsion effects. This blessing is always active and does not require the use of blessing points. The pacifist must be 4th level or greater to take this blessing.
Mass Impulse (Su)
The pacifist may apply blessings that ordinarily only augment single-target spells to spells with multiple targets. This blessing is always active and does not require the use of blessing points. The pacifist must be 12th level or greater to take this blessing.
Natural Might (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient receives a +2 bonus to any one ability score of the pacifist's choosing. For the expenditure of additional blessing points, the pacifist may improve this bonus by another +2 for each additional blessing point spent, to a maximum bonus of +8. This bonus lasts for a number of minutes equal to the pacifist's class level. The pacifist must be 4th level or greater to take this blessing.
Peace Talks (Su)
The pacifist may use Diplomacy to influence attitudes as a standard action, even being able to influence attitudes when it would otherwise be inappropriate (such as in the middle of combat). Additionally, while using this blessing, the pacifist may influence the attitudes of animals and magical beasts with Diplomacy.
Pure Positivity (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient receives the benefit of Death Ward spell. The pacifist must be 8th level or greater to take this blessing.
Purified Body (Ex)
The pacifist is immune to all diseases, mundane and supernatural. This blessing is always active and does not require the use of blessing points. The pacifist must be 4th level or greater to take this blessing.
Restorative Energy (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient receives the benefit of a Restoration spell. The pacifist must be 8th level or greater to take this blessing.
Resurrecting Spell (Su)
The pacifist may use this blessing to augment any single-target spell they cast. When targeting this spell, the target must be a creature slain a number of rounds no greater than the pacifist's class level. In addition to the effect of the spell, the creature is revived without loss of level and with 40 hit points. This ability requires the expenditure of two blessing points. The pacifist must be 12th level or greater to take this blessing.
Sense Restoration (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient is cured of any blindness or deafness they might have. The pacifist must be 4th level or greater to take this blessing.
Shaming the Mob (Su)
The pacifist may use this blessing to improve their Guilt ability so that they may target a number of additional creatures equal to half their class level + their Charisma bonus.
Shattering Interpose (Su)
The pacifist may use this blessing to augment their Interpose ability so that any non-magical weapon that would damage them during their interpose instead shatters into harmless dust. If the weapon in question is magical, the pacifist may still use this ability, but must expend a number of additional blessing points equal to the weapon's overall modifier, and the weapon gets a Will saving throw to avoid shattering, DC 10 + half the pacifist's class levels + the pacifists Charisma modifier. The weapon uses its own will save or its wielder's, whichever is better. This ability does not work against natural weapons. The pacifist must be 6th level or greater to take this blessing.
Startling Interpose (Su)
The pacifist may use this blessing to augment their Interpose ability so that the attacker must re-roll their attack roll to even hit the pacifist. If the attacker hits, they deal damage as they would during a normal interpose; otherwise, the attacker is startled enough to miss the pacifist as well. The pacifist must be 4th level or greater to take this blessing.
Undying Peace (Su)
The pacifist is immune to death effects, death spells, energy drain, and any negative energy effects. This blessing is always active and does not require the use of blessing points. The pacifist must be 18th level or greater to take this blessing.
Weaponry Repulsion (Su)
The pacifist may use this blessing to augment any single-target spell they cast. In addition to the effects of the spell, the recipient gains damage reduction equal to half the pacifist's class levels. This damage reduction lasts for one minute per the pacifist's class levels.
Divine Grace (Su)
At 3rd level, a pacifist gains a bonus equal to their Charisma bonus on all saving throws.
Interpose (Su)
The pacifist takes hits so you don't have to. At 4th level, the pacifist gains this ability. Once per round, without consuming any action, the pacifist may interpose themselves between another creature and an attack that would otherwise hit that creature. That creature must be within 20 feet of the pacifist. The pacifist instantaneously moves between the creature and the source of the attack, appearing in the nearest unoccupied square afterward. The pacifist is automatically hit by the attack instead. The pacifist may make a reflex save against a DC equal the attacker's attack roll to half the damage (damage reduction applies before this halving of damage). Immediately after the interpose resolves, the pacifist may use Guilt on the attacker as an immediate action.
Improved Interpose (Su)
At 8th level, the pacifist may use Interpose twice per round, and the distance between the creature and the pacifist may be as large as close (25 ft. + 5 ft./2 class levels). Additionally, the pacifist also gains a +4 to reflex saves for the purposes of halving the damage against the attack.
Greater Interpose (Su)
At 12th level, the pacifist may use Interpose three times per round, and the distance between the creature and the pacifist may be as large as medium (100 ft. + 10 ft./class level). Additionally, the pacifist's bonus from Improved Interpose to reflex saves increases to +8.
Superior Interpose (Su)
At 16th level, the pacifist may use Interpose four times per round, and the distance between the creature and the pacifist may be as large as long (400 ft. + 40 ft./class level). Additionally, the pacifist no longer needs to make reflex saves to half the damage of an attack blocked this way, instead, the damage is always halved.
Supreme Grace
At 20th level, the pacifist approaches apotheosis. They may select one option from the choices below.
Determined (Su)
Once per day, when the pacifist would otherwise ordinarily die, the pacifist instead is healed to full hit points and becomes immune to all damage, mind-affecting effects, death spells and effects, negative levels, acts as if under the effects of a Freedom of Movement spell, and may cast spells and use magical class abilities in anti-magic fields and other places of dead magic. These effects last for a number of rounds equal to the pacifist's Charisma bonus (minimum 1).
Protector (Su)
With this ability, the pacifist may block not only attacks with Interpose, but spells targeting an area. Any damage they would take by blocking these spells is quartered, and any negative status conditions they would gain only last for one round. If a spell generates multiple areas of effect, such as meteor swarm, the pacifist blocks all of them.
Redeemer (Su)
With this ability, the pacifist can see the faint spark of good in creatures, and can cause it to flare up. When using the Guilt class feature on a creature that has already failed one saving throw against Guilt and that creature fails a second saving throw, the creature ceases attacking and taking hostile action altogether for a number of rounds equal to the pacifist's Charisma bonus + the pacifist's class level. If the creature fails any single saving throw against Guilt during this period of non-hostility, the creature will attempt to leave the battlefield. They will no longer attempt to fight the pacifist or their allies. If the affected creature is a player character, this effect wears off after a number of days equal to the pacifist's Charisma bonus + the pacifist's class level. If the affected creature is not a player character, their alignment changes to one step further away from evil, and they will not ever attack or hamper the pacifist again. At any point, if the pacifist or their allies attack the creature before their alignment change, the effect is broken. Any creature immune to Guilt is immune to this ability.
Code of Conduct
A pacifist must be of good alignment and may not progress in the class if they are not of good alignment.
Additionally, a pacifist must never bring intentional harm to another creature, with the exception of mindless creatures, undead, and evilly aligned Outsiders with the Evil subtype.
Ex-Pacifists
A pacifist that willingly and intentionally brings harm to another creature that isn't mindless, undead, or an evilly aligned Outsider with the Evil subtype loses all pacifist spells and abilities. They may not progress any farther in levels as a pacifist. They may regain their abilities if the harm commited was in a desperate situation (DM's discretion) and they atone for their actions (see the atonement spell description), as appropriate.
Pacifist Spell List
Pacifists choose their spells from the following list.
0 Level: Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink, Read Magic, Resistance
1st Level: Bless, Bless Water, Calm Animals, Cure Light Wounds, Deathwatch, Detect Evil, Detect Undead, Endure Elements, Entropic Shield, Hide from Undead, Protection from Evil, Remove Fear, Sanctuary, Speak with Animals, Shield of Faith, Lesser Vigor(SpC)
2nd Level: Barkskin, Bear's Endurance, Bull's Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Find Traps, Fox's Cunning, Gentle Repose, Make Whole, Owl's Wisdom, Remove Paralysis, Resist Energy, Lesser Restoration, Shield Other, Silence, Status
3rd Level: Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Dispel Magic, Helping Hand, Locate Object, Magic Circle against Evil, Magic Vestment, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Speak with Plants, Vigor(SpC), Mass Lesser Vigor(SpC), Water Breathing, Water Walk
4th Level: Air Walk, Cure Critical Wounds, Mass Cure Light Wounds, Death Ward, Freedom of Movement, Neutralize Poison, Panacea (SpC), Restoration, Revenance (SpC), Sending, Spell Immunity, Tongues
5th Level: Atonement, Breath of Life(PFS), Break Enchantment, Mass Cure Moderate Wounds, Hallow, Plane Shift, Raise Dead, Spell Resistance, Stoneskin, True Seeing, Greater Vigor (SpC)
6th Level: Mass Bear's Endurance, Mass Bull's Strength, Mass Cure Serious Wounds, Greater Dispel Magic, Mass Eagle's Splendor, Energy Immunity(SpC), Find the Path, Mass Fox's Cunning, Heal, Heroes' Feast, Mass Owl's Wisdom, Vigorous Circle(SpC), Wind Walk, Word of Recall
7th Level: Mass Cure Critical Wounds, Mass Death Ward(SpC), Ethereal Jaunt, Fortunate Fate(SpC), Refuge, Regenerate, Greater Restoration, Resurrection
8th Level: Discern Location, Mass Heal, Mind Blank, Holy Aura, Greater Spell Immunity
9th Level: Astral Projection, Disjunction, Etherealness, Freedom, Fire of Life, True Resurrection
(SpC): Spell Compendium
(PFS): Pathfinder spell, imported here