TEXT: A
  Legendary Classes
  Sacredote
  Carl CramÉr
  
  1
  Credits
  Author: Carl Cramér
  Additional Design: Mark Gedak, Julian Neale
  Editing: Carl Cramér, Perry Fehr, Mark Gedak
  Cover Design: Mark Gedak
  Cover Art: Gary Dupuis
  Porphyra Logo: Rick Hershey
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Role-
  playing Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for 
  more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does 
  not guarantee compatibility, and does not endorse this product.
  Legendary Classes: Sacredote is copyright 2015; Purple Duck Games.
  All Text is Open Game Content
  
  2
  Sacerdote
  The sacerdote is a divine spellcaster class that is power-
  ful and versatile enough to compete with the arcane 
  wizard. Specialized in magic, they are less practical than 
  clerics and are not leaders or warriors. Sacerdotes cast 
  cleric and domain spells and have a huge number of 
  spells per day. They rely on magic in combat and on 
  channeling their spells into devastating manifestations 
  of divine wrath. 
  Sacerdotes are focused miracle workers, completely 
  dedicated to serving their patron or creed. A sacerdote 
  focuses on channeling divine powers to the exclusion 
  of everything else. They work towards their goals by 
  invoking miracles and divine wrath. Their mastery of 
  domain spells exceeds that of clerics, letting them delve 
  deeply into the specific powers of their faith. 
  Background: Sacerdotes are students of divine knowl-
  edge, delving both deep and wide into the mysteries of 
  their faith. They study myths and legends to discover 
  hidden meaning and pattern, using this knowledge to 
  replicate miracles in a reliable way. Many have a back-
  ground as priests, teachers, or religious academics. The 
  sacerdote is an educated class and starting age is in the 
  oldest category. 
  Religion: Sacerdotes explore all the avenues available to 
  their faith. They often serve whole pantheons of many 
  gods, or have their own views of the divine that they 
  try to propagate. Yet others serve archdevils, demon 
  princes, spirits or other less-than-divine patrons, gener-
  ally several at once. Whatever creed they serve, they do 
  so in a pious and analytical way. Sacerdotes are rarely 
  fanatics or zealots. 
  Alignment: A sacerdote may be of any alignment, but 
  he cannot draw upon the divine power of a patron 
  who has an alignment opposed to his own, either on 
  the law-chaos or good-evil axis. See domains, below. 
  Sacerdotes of neutral alignment can serve gods of any 
  alignment, having studied many ethical viewpoints but 
  made none of them their own. Sacerdotes more dedi-
  cated to a certain alignment instead have the option to 
  befriend creatures who share their alignment.
  Adventurers: Each adventuring sacerdote has his own 
  reasons. Those who are part of a church may be sent 
  on missions into the world, those who strike out on 
  their own might be banished for their free-thinking 
  ways or just be forced to support themselves. Either 
  way, sacerdotes easily fit into most adventuring parties, 
  their wide repertoire of spells and powers making them 
  useful spellcasters, dangerous blasters, and good support 
  for all classes. 
  Relations: Sacerdotes find physical tasks demeaning, 
  and look down on the physical classes—while appreci-
  ating the service and security they provide, they would 
  never dirty their own hands with physical labor or 
  martial combat. This and their theoretical approach to 
  alignment and faith can put them at odds with clerics 
  and oracles, who feel they have a practical understand-
  ing of the divine as opposed to the sacerdotes' theology. 
  On the other hand, sacerdotes can also clash with wiz-
  ards and other learned classes, competing for academic 
  credibility. Still, their wisdom tells them that coopera-
  tion is of primary importance, rivalries are usually saved 
  for classrooms and debates. 
  Abilities: A sacerdote needs a Wisdom for his spells and 
  Intelligence for touch attacks, divine wrath, and skills. 
  A healthy Constitution gives a measure of security while 
  Dexterity allows them to call on divine power quickly 
  and accurately. 
  Hit Die: d6. 
  Starting Gold: 2d6 x 10 gp (average 70 gp).
  Name of the Class 
  Sacerdote, from latin sacerdos, priest. 
  Used in roman times to denote clergy and 
  augurs of the pre-christian religion, the 
  word survived conversion and still means 
  priest in Spanish, Italian, and Portuguese. 
  It is used as the name of the class because 
  it has a nice ring to it, alluding to things 
  sacred.
  
  3
  Class Skills
  The sacerdote's class skills (and the key ability for each 
  skill) are Craft (Int), Heal (Wis), Handle Animal (Cha), 
  Knowledge (History) (Int), Knowledge (Religion) (Int), 
  Knowledge (Planes) (Int), Linguistics (Int), Perform 
  (Cha), Profession (Wis), Sense Motive (Wis), and Spell-
  craft (Int). 
  Skill Ranks per Level: 2 + Int modifier. 
  Class Features
  All of the following are class features of the sacerdote. 
  Weapon and Armor Proficiency: Sacerdotes are profi-
  cient with the club, dagger, hanbo, and quarterstaff but 
  not with any type of armor or shield. A sacerdote that 
  wears armor or uses a shield risks arcane spell failure 
  on divine spells from the sacerdote class, see advanced 
  spellcasting below.
  Spells: A sacerdote casts divine spells, which are drawn 
  from the cleric spell list and from clerical domains. His 
  cleric spells and domain spells make up two different 
  spell lists, and a sacerdote prepares spells from each cate-
  gory separately. A sacerdote must choose and prepare his 
  spells in advance. His alignment may restrict him from 
  casting certain spells opposed to his moral or ethical 
  beliefs; see chaotic, evil, good, and lawful spells, below. 
  To prepare or cast a spell, a sacerdote must have a Wis-
  dom score equal to at least 10 + the spell level. The Dif-
  ficulty Class for a saving throw against a sacerdote's spell 
  is 10 + the spell level + the sacerdote's Wisdom modifier. 
  Like other spellcasters, a sacerdote can cast only a cer-
  tain number of spells of each spell level per day. His 
  base daily spell allotment is given on Table: Sacerdote. A 
  sacerdote prepares this many cleric spells and this many 
  domain spells each day. In addition, he receives bonus 
  cleric spells per day if he has a high Wisdom score. Do-
  main spells do not receive any bonus spells per day from 
  attributes. 
  Table 1.1: Sacerdote
  Level
  Base  
  Attack  
  Bonus
  Fort  
  Save
  Reflex  
  Save
  Will  
  Save Special
  Spells per Day 
  0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Advanced spellcasting, calculated 
  targeting, divine wrath, domains, 
  orisons 
  3 
  1+1 — — — — — — — — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Divine wrath +1d6 
  4 
  2+2 — — — — — — — — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Bonus feat 
  4 
  2+2 1+1 — — — — — — — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Divine wrath +2d6 
  5 
  3+3 2+2 — — — — — — — 
  5th 
  +2 
  +1 
  +1 
  +4 
  Manifestation 
  5 
  3+3 2+2 1+1 — — — — — — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Divine wrath +3d6 
  5 
  3+3 3+3 2+2 — — — — — — 
  7th 
  +3 
  +2 
  +2 
  +5 
  Bonus feat 
  6 
  4+4 3+3 2+2 1+1 — — — — — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Divine wrath +4d6 
  6 
  4+4 3+3 3+3 2+2 — — — — — 
  9th 
  +4 
  +3 
  +3 
  +6 
  Manifestation 
  6 
  4+4 4+4 3+3 2+2 1+1 — — — — 
  10th +5 
  +3 
  +3 
  +7 
  Divine wrath +5d6 
  6 
  4+4 4+4 3+3 3+3 2+2 — — — — 
  11th +5 
  +3 
  +3 
  +7 
  Bonus feat 
  6 
  5+5 4+4 4+4 3+3 2+2 1+1 — — — 
  12th +6/+1 +4 
  +4 
  +8 
  Divine wrath +6d6 
  6 
  5+5 4+4 4+4 3+3 3+3 2+2 — — — 
  13th +6/+1 +4 
  +4 
  +8 
  Manifestation 
  6 
  5+5 5+5 4+4 4+4 3+3 2+2 1+1 — — 
  14th +7/+2 +4 
  +4 
  +9 
  Divine wrath +7d6 
  6 
  5+5 5+5 4+4 4+4 3+3 3+3 2+2 — — 
  15th +7/+2 +5 
  +5 
  +9 
  Bonus feat 
  6 
  5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1 — 
  16th +8/+3 +5 
  +5 
  +10 Divine wrath +8d6 
  6 
  5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2 — 
  17th +8/+3 +5 
  +5 
  +10 Manifestation 
  6 
  5+5 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1 
  18th +9/+4 +6 
  +6 
  +11 Divine wrath +9d6 
  6 
  5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2 
  19th +9/+4 +6 
  +6 
  +11 Bonus feat 
  6 
  5+5 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 
  20th +10/+5 +6 
  +6 
  +12 Divine wrath +10d6 
  6 
  5+5 5+5 5+5 5+5 5+5 4+4 4+4 4+4 4+4 
  
  4
     Example: A third level sacerdote with a Wisdom of 12 
  can prepare two first-level and one second-level cleric 
  spells, and the same number of domain spells from 
  among those listed for his domains. In addition his wis-
  dom allows him to prepare an additional first-level cleric 
  spell. 
     Sacerdotes meditate for their spells. To prepare spells, 
  they must get eight hours of sleep and then spend 1 hour 
  in quiet contemplation to regain their daily allotment 
  of spells. A sacerdote may prepare and cast any spell on 
  their cleric and domain spell lists, provided that he can 
  cast spells of that level, but must prepare the proper 
  type of spell in cleric and domain slots respectively and 
  choose which spells to prepare during his daily medita-
  tion. See domains below for what domain spells each 
  sacredote has access to. 
  Advanced Spellcasting: Sacerdotes studying the di-
  vine do not adapt their spells to practical use the way 
  most divine spellcasters do. Their study of the divine is 
  deeply theoretical and has just as exacting requirements 
  as arcane magic. This includes having to rest before spell 
  preparation as noted in the spells ability above. Sacerdote 
  spells also have exacting somatic components. When 
  casting divine spells with somatic components while 
  wearing armor, a sacerdote is subject to arcane spell fail-
  ure just like an arcane caster would be. 
     Sacerdote spells are harder to learn than normal divine 
  spells, and this restricts which prestige classes they can 
  benefit from. A prestige class that improves the casting 
  of spells of any type improves the spellcasting abilities 
  of the sacerdote, but a prestige class that improves only 
  divine spells does not improve sacerdote spellcasting. 
  Bonus Languages: A sacerdote’s bonus language options 
  include all languages spoken by extraplanar outsiders, 
  including Celestial, Abyssal, Infernal, Auran, Aquan, 
  Ignan, and Terran (the languages of good, chaotic evil, 
  and lawful evil, air, water, fire and earth outsiders, re-
  spectively).
  Calculated Targeting (Ex): The sacerdote can add his 
  Intelligence bonus in addition to the attribute he would 
  normally use on attack rolls with spells or divine wrath 
  rays. This does not apply to physical attacks improved by 
  spells, only to attack rolls granted by the spell itself. As 
  an illustration, a sacerdote applies this bonus to divine 
  wrath rays and to attack rolls with spells like inflict light 
  wounds, searing light or spiritual weapon, but not to the 
  attacks of a weapon enhanced with magic weapon. 
     In addition, the sacerdote's mastery of magic gives 
  spells with a range of touch a very limited range. When 
  the sacerdote casts what is normally a melee touch at-
  tack spell, he can deliver it as a ranged touch attack with 
  range of 5 ft. times the sacerdote's Intelligence modifier. 
  It uses the sacerdote's Dexterity modifier (in addition to 
  his Intelligence bonus from the first part of this ability) 
  to calculate the attack bonus. If it misses the spell is lost, 
  the charge cannot be held. If the target is within the sac-
  erdote's natural reach, the spell can instead be delivered 
  normally as a melee touch attack. 
     A multiclass sacerdote cannot use this ability with 
  spells gained from other classes. 
  Chaotic, Evil, Good, and Lawful Spells: A sacerdote 
  can’t cast spells of an alignment opposed to his own. 
  Spells associated with particular alignments are indicated 
  by the chaotic, evil, good, and lawful descriptors in 
  their spell descriptions. Note that some spells take on an 
  alignment descriptor depending on how they are used, 
  such as summon monster spells that have alignment 
  descriptors that matches the summoned creature's align-
  ment subtypes. 
  Divine Focus: A sacerdote needs a divine focus to use 
  divine wrath and certain spells. As sacredotes commonly 
  worship several gods, they can use the divine focus of 
  any of the gods whose domains they use. Some sacer-
  dotes have one main god whose symbol they use con-
  stantly, others make a combination focus incorporating 
  elements of the divine focus of several gods they wor-
  ship, make an original symbol significant to their own 
  spirituality, or alternate between the divine foci of several 
  gods. 
  Domains: Sacerdotes study the divine in unique ways, 
  achieving both a breath and depth unavailable to cler-
  ics. Sacerdotes use the same domains clerics use, but no 
  granted powers from his domains focusing on domain 
  spells.
     Beside divine spells from the cleric list, sacerdotes have 
  access to a large number of domains and a separate but 
  equal daily limit on domain spells they can prepare (see 
  spells above). Each domain gives the sacerdote access to 
  a domain spell at each spell level he can cast, from 1st 
  on up. Combine all the spells granted by the sacerdote's 
  domains; these become his domain spell list. 
     Each sacerdote selects five domains among those of-
  fered by his patron(s). A sacerdotes that serves a pan-
  theon can draw upon the domains of all deities of his 
  
  5
  pantheon who are not of an alignment opposed to his 
  own, either on the law-chaos or good-evil axis. He can-
  not select an alignment domain (Chaos, Evil, Good, or 
  Law) unless he shares that alignment. A sacerdote who 
  follows a personal revelation can instead select any five 
  domains, but must still follow the limitation on align-
  ment domains. If the sacerdote learns a domain from 
  another class, such as cleric, inquisitor, or warpriest, the 
  domains must match as far as possible. 
     In addition, all sacerdotes know mage armor as a 1st 
  level domain spell. When the sacerdote casts mage armor 
  on himself, it is considered worn armor for the purpose 
  of spells cast on it, and can be used with armor-enhanc-
  ing spells like spiked armor and magic vestment. 
     Example: Asilah is a first level sacerdote with the 
  Charm, Community, Fire, Good, and Healing domains. 
  Her domain spell list consists of all the collected do-
  main spells of these domains, plus mage armor which all 
  sacerdotes know. This gives her a first level domain spell 
  list consisting of: bless, burning hands, charm person, cure 
  light wounds, mage armor, and protection from evil. She 
  uses this as her spell list when she prepares her 1st level 
  domain spells. All the domain spells of higher levels are 
  on her spell list as well, so she can use a wand or divine 
  scroll of fireball even tough she cannot prepare that spell 
  yet, since that spell is offered by the fire domain. 
     A sacerdote that grossly violates the tenets of a par-
  ticular patron or changes to an alignment opposed to a 
  patron loses any domains offered by that patron until he 
  atones. If he does not atone, the next time he advances 
  in level the sacerdote can choose replacement domains 
  from other powers of his pantheon whose alignment is 
  not opposed to his. A sacerdote who loses access to all 
  his domains also loses the ability to cast cleric spells or 
  use divine wrath until he recovers the use of at least one 
  domain. 
  Divine Wrath (Sp): As a standard action that triggers an 
  attack of opportunity, a sacredote may channel his spells 
  trough his divine focus to deal damage. 
     To use this ability, the sacerdote spends a standard ac-
  tion and sacrifices a sacerdote spell of level one or higher. 
  This can be a cleric or domain spell, but orisons cannot 
  be channeled. The spell is expended as if it was cast, but 
  has no effects besides powering the divine wrath ability. 
  The amount of damage dealt is 1d6 points per level of 
  the spell used. This damage increases as the sacerdote ad-
  vances in level. At level 2 and each even level thereafter 
  add another d6 damage, to a maximum of 10d6 addi-
  tional damage at level 20. For effects that counter magic, 
  this is equivalent to a spell of the same level as the spell 
  used to power the ability, and uses the sacerdote’s caster 
  level. Divine wrath is not subject to spell resistance.
     Example: A 13th level sacerdote channels a 4th level 
  spell into divine wrath. The damage is 4d6 for the spell 
  level and 6d6 for the class level, for a total damage of 
  10d6. 
     Divine wrath is divine energy that deals damage to 
  both undead and living creatures, but leaves constructs 
  and objects unharmed. Divine wrath does full damage 
  to incorporeal creatures. Death ward and similar abili-
  ties that protect from either positive or negative energy 
  will halve the damage from divine wrath and reduces 
  the damage to nothing with a successful saving throw. 
  The channel resistance monster ability applies to uses of 
  divine wrath that allow a saving throw. 
     Divine wrath can take two forms, a 20 ft. cone burst 
  or a ray. 
     A cone originates at the caster and bursts 20 ft. in a 
  quarter-circle in a direction designated by the sacredote. 
  Creatures that take damage from a divine wrath burst 
  receive a Will save to halve the damage. The DC of this 
  save is equal to 10 + the level of the spell channeled + 
  the sacredote's Intelligence modifier. As a burst, it does 
  not spread around walls or other cover, but as a Will-save 
  effect there are no cover modifiers to the saving throw. 
  Divine wrath channeled into a ray has medium range 
  (100 ft. + 10 ft./level). This is a ranged touch attack that 
  only affects a single target, but there is no saving throw 
  for half damage. 
     A sacerdote must be able to present his divine focus to 
  use this ability. Divine wrath is a variant of the cleric's 
  channel energy class feature and counts as channeled 
  energy of the same type and number of dice in situations 
  that can be triggered using channel energy, such as using 
  channeled energy against haunts, as a key to open a door, 
  or to trigger an event. 
  Orisons: Sacerdotes can prepare a number of orisons, or 
  0-level cleric spells, each day, as noted on Table: Sacer-
  dote under "Spells per day". These spells are treated like 
  any other spell, but they are not expended when cast and 
  may be used again. A sacerdote has no level zero domain 
  spells. 
  Bonus Feats: At level 3 and every 4 levels thereafter (at 
  3rd, 7th, 11th, 15th, and 19th level) a sacerdote gains 
  a bonus feat. At each such opportunity, he can choose 
  a metamagic feat, an item creation feat, or a wrath feat. 
  The sacerdote must meet all prerequisites for each bonus 
  
  6
  feat. 
  Manifestations (Ex): At 5th level, the sacerdote learns 
  to manifest his divine wrath ability in new ways. Select 
  one of the following manifestations at 5th level. Every 
  four levels after 5th (level 5, 9, 13, and 17) add another 
  manifestation. 
  • 
  Cylinder: A cylindrical burst (20-ft. radius, 10-ft. 
  high per level) within medium range (100 ft + 10 ft./
  level). This manifestation can be selected twice, the 
  second time it gets long range (400 ft. + 40 ft/level).
  • 
  Forked Ray: A split ray, affecting two targets at 
  short range (25 ft. + 5 ft./2 caster levels). Roll to 
  hit each target separately. This cannot strike the 
  same target several times. This manifestation can be 
  selected several times, each time adds an additional 
  target. 
  • 
  Line: A 90 ft. line. This manifestation can be selected 
  several times, each additional time adds 30 ft. to the 
  line.
  • 
  Long Cone: A 60 ft cone, extending the range of the 
  basic cone. This manifestation can be selected several 
  times, each additional time adds 20 ft. to the cone. 
  • 
  Long Ray: A ray with long range (400 ft. + 40 ft/
  level) affecting a single target. 
  • 
  Snake Shape: A sinuous line that can be shaped as 
  desired. The sinuous line affects one 5-foot square 
  per caster level, and each square must be adjacent to 
  the previous square, starting at the sacerdote. This 
  manifestation can only be selected once. 
  Creatures that take damage from a divine wrath area at-
  tack receive a Will save to halve the damage. The DC of 
  this save is equal to 10 + the level of the spell channeled 
  + the sacerdote's Intelligence modifier. As a burst, it does 
  not spread around walls or other solid cover, but as a 
  Will-save effect there are no cover modifiers to the saving 
  throw. 
     In addition to the stated number of spells per day for 
  1st- through 9th-level spells, a sacerdote gets an equal 
  number of domain spells for each spell level, starting 
  at 1st. The "x+x" in the entries on this table represents 
  these additional spells. Bonus spells the sacerdote may 
  receive for having a high Wisdom score apply only to 
  cleric spells and not to domain spells. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever she gains a level as a sacerdote, the following 
  races have the option of choosing an alternate bonus 
  depending on their race. 
    Aasimar: Add +1 to the number of hit dice of outsid-
  ers of the good subtype the sacerdote can placate. No 
  individual outsider can have more hit dice than the 
  sacerdote’s class level.
     Anpur: Add 1/4 of a domain power of a domain the 
  sacredote knows, as if he were a cleric with this domain..
  The sacerdote must learn domain powers in order. 
  Domain powers that only grant class skills (such as the 
  initial ability of the trickery domain) are ignored for this 
  ability.
     Dhamphir: Add +1 to the number of hit dice of 
  undead the sacerdote can placate. No individual undead 
  can have more hit dice than the sacerdote’s class level. 
     Dragonblood: Add 1/2 new spell from the scalykind 
  domain to the sacerdote’s domain spell list, beginning 
  with level 1 and working up. Cannot be picked if the 
  sacerdote already knows this domain. 
     Drow: Add 1/5 to the number of targets of divine 
  wrath manifested as a forked ray.
     Dwarf: Select one item creation feat known by the 
  sacerdote. Whenever he crafts an item using that feat, 
  the amount of progress he makes in an 8-hour period in-
  creases by 200 gp (50 gp if crafting while adventuring). 
  This does not reduce the cost of the item; it just increases 
  the rate at which the item is crafted. 
     Elf: Gain 1/6 of a new manifestation. 
     Erkunae: Add +1 to the number of hit dice of outsid-
  ers the sacerdote can placate. No individual outsider can 
  have more hit dice than the sacerdote’s class level. 
     Gnome: Add 1/2 new spell from the magic domain 
  to the sacerdote's domain spell list, beginning with level 
  1 and working up. Cannot be picked if the sacerdote 
  already knows this domain. 
     Half-Elf: When casting harmless sacerdote spells, add 
  1/3 to the effective caster level, but only for the purpose 
  of determining duration. Instantaneous and permanent 
  spells are not affected. 
     Half-Orc: Add +1/2 to the damage of the sacerdote's 
  divine wrath. 
     Halfling: Add 1/2 new spell from the travel domain 
  to the sacerdote domain spell list, beginning with level 
  1 and working up. Cannot be picked if the sacerdote 
  already knows this domain. 
     Human: Pick any one domain the sacerdote does not 
  already know. Add 1/2 new spell from this domain to 
  
  7
  your domain spell list, beginning with level 1 and work-
  ing up. 
     Samsaran: Add 1/2 new spell from the repose domain 
  to the sacerdote domain spell list, beginning with level 
  1 and working up. Cannot be picked if the sacerdote 
  already knows this domain. 
     Tiefling: Add +1 to the number of hit dice of outsiders 
  of the evil subtype the sacerdote can placate. No individ-
  ual outsider can have more hit dice than the sacerdote's 
  class level. 
  Cyris Falleen (CR 10; XP 9,600)
  Male furnace elf sacerdote 11
  NG Medium humanoid (elf)
  Init +6; Senses low-light vision; Perception +12
  Defense
  AC 14, touch 13, flat-footed 11 
  (+2 Dex, +1 dodge, +1 natural)
  hp 85 (11d6+44)
  Fort +10, Ref +9, Will +13; +2 vs enchantment spells 
  and effects
  Immunity sleep
  Offense
  Speed 30 ft.
  Melee mwk quarterstaff +6 (1d6)
  Ranged divine wrath ray +10 touch (varies)
  Special Attacks calculated targeting (+3; 15 ft. range), 
  divine wrath (+5d6; W-DC 15 + spell level, DC 20 with 
  Heightened Divine Wrath; 60 ft. cone, 210 ft. ray, or 55 
  ft. snake shape)
  Spell-Like Abilities (CL 11th; concentration +9)
     1/day—comprehend languages, detect magic, detect poi-
  son, read magic
  Spells Prepared (CL 11th; concentration +15)
     6th—antilife shell, find the pathD
     5th—dispel evil, fickle windsUM, spell resistanceD, true 
  seeingD
     4th—cure critical wounds (2), debilitating portentUC (2; 
  W-DC 18), fire shieldD, holy smiteD (2; W-DC 18)
     3rd—blessing of the moleUM, bestow curse (2; W-DC 
  17), cure serious wounds (2), dispel magicD (2), magic circle 
  against evilD (2)
     2nd—bear’s endurance (2), heat metalD (4), cure moder-
  ate wounds (2), silence (W-DC 16)
     1st—cure light wounds (2), divine favor, eraseD, identi-
  fyD (2), protection from evilD (2), shield of faith (2), sum-
  mon monster I
     0th (at will)—bleed (F-DC 14), detect magic, detect 
  poison, light, mending, stabilize
  Domains Good, Knowledge, Magic, Rune, Sun
  Statistics
  Str 10, Dex 14, Con 16, Int 16, Wis 18, Cha 6
  Base Atk +5; CMB +5; CMD 17
  Feats Combat Casting, Dodge, Great Fortitude, Height-
  ened Divine Wrath, Improved Divine Wrath, Improved 
  Initiative, Lightning Reflexes, Quickened Wrath, Tough-
  ness
  Skills Diplomacy +9, Heal +10, Knowledge (religion, 
  planes) +17, Perception +12, Sense Motive +7, Spellcraft 
  +17 (+19 to identify magic item properties); Racial 
  Modifiers +1 Disable Device and +1 Knowledge (engi-
  neering)
  Languages Common, Draconic, Elven, Infernal, Orc
  SQ advanced spellcasting, craftsman, elven immunities, 
  elven magic, envoy, greed, manifestation (long cone, 
  snake shape), master tinker, weapon familiarity (furnace 
  elf)
  Gear masterwork quarterstaff, amulet of natural armor 
  +1, belt of mighty constitution +2, cloak of protection +2, 
  hat of disguise, headband of inspired wisdom +2, silver 
  holy symbol, spell component pouch, pouch with 219 
  gp worth of mixed coins and gems
  Demographics
  Faith Deist (Paletius, Neria)
  Homeland Azag-Ithiel
  Domain Spell List
     6th—antimagic field, blade barrier, find the path, fire 
  seeds, greater glyph of warding
     5th—dispel evil, flame strike, lesser planar binding, spell 
  resistance, true seeing
     4th—divination, explosive runes, fire shield, holy smite, 
  imbue with spell ability
     3rd—dispel magic, glyph of warding, magic circle against 
  evil, searing light, speak with dead
     2nd—align weapon (good only), detect thoughts, heat 
  metal, magic mouth, secret page
     1st—comprehend languages, endure elements, erase, iden-
  tify, mage armor, protection from evil
  Cyris runs a small temple to the Oracle of Fate and the 
  All-Seeing Eye on the edge of Khambir. One of the few 
  furnace elves in the city, Cyris is well regarded for his 
  wisdom and insight. Many seek his council about their 
  future plans. Before he ran a temple he provided support 
  to the troops placed along the Porphyrite border with 
  the Jheriak Contiuance.
  
  8
  Sacerdote Archetypes
  These archetypes explore cultural and theological vari-
  ants of the sacerdote. For the sample archetypes sample 
  characters, many have mage armor or magic vestments or 
  both included in their calculated Armor Class.
  Augur 
  The augur is a sacredote focused on determining the will 
  of fate and the powers. Augurs divine the future, petition 
  for good fortune, and answer questions great and small. 
  Through their innate understanding of omens and how 
  to read them, an augur can even coax fate. 
  Class Skills
  The augur's class skills (and the key ability for each skill) 
  are Craft (Int), Intimidate (Cha), Knowledge (All) (Int), 
  Perform (Cha), Profession (Wis), and Spellcraft (Int). 
  Skill Points per Level: 2 + Int modifier. 
  Class Features
  This archetype has all normal class features, except as 
  noted. 
  Augury Domain: The augur gains augury as one of his 
  domains. This replaces one of the augur's domains, but 
  he need not have a patron that provides this domain. He 
  does not gain any of the domain powers of this domain. 
  These are the domain spell of the augury domain: 
     Domain Spells: 1st—identify, 2nd—see invisiblity, 
  3rd—clairaudience/clairvoyance, 4th—divination, 5th—
  commune, 6th—find the path, 7th—legend lore, 8th—dis-
  cern location, 9th—foresight. 
  Good Omens (Su): By reading and interpreting omens, 
  an augur can coax fate. As an immediate action that 
  expends a prepared spell, the augur can add an insight 
  bonus equal to the level of the spell expended to the 
  result of a check. This modifier cannot be greater than 
  the augur's Intelligence modifier. Good omens is used 
  after the result of the roll is determined, likely changing 
  the outcome of the roll. Good omens can modify at-
  tack rolls, caster level checks, saving throws, skill checks, 
  and attribute checks. The augur must see the target to 
  be benefited and be within long range (400 ft + 40 ft./
  caster level). The spell used can be either a cleric spell or 
  a domain spell and is expended as if cast without having 
  any of its normal effect. This replaces divine wrath and 
  all bonus dice of divine wrath damage. 
  Bonus Feats: At level 2 and every 4 levels thereafter (at 
  2nd, 6th, 10th, 14th, and 18th level) a sacredote gains 
  a bonus feat. At each such opportunity, he can choose a 
  metamagic feat, an item creation feat, Divination Guide, 
  Diviner's Delving, Greater Spell Focus (Divination) or 
  Spell Focus (Divination). The augur must meet all pre-
  requisites for each bonus feat.
  Expiratory Divination (Su): At 4th level, when a divina-
  tion spell is cast and the result is unfavorable or unsat-
  isfactory, the augur can cast the spell an additional time 
  and gain a second result. Only one additional attempt 
  at each spell is allowed. This works even with divina-
  tion spells that like augury and divination that normally 
  have the same result on repeated castings. In the case of 
  commune, this allows the augur to ask another deity or 
  power, who may be more or less knowledgeable. Spells 
  like scrying that the target is normally immune to for 
  a period of time after a successful save can be cast an 
  additional time within this period. The second casting 
  works normally, and may fail or yield the same result as 
  the first. 
  Bad Omens (Su): Gained at 8th level, this is the same as 
  good omens above, except that it subtracts from a check 
  result instead of adding. This replaces manifestation 
  from level 9. 
  Role-Playing Omens
  Players and GMs both are encouraged to come 
  up with ominous portents for this ability as 
  a way to narrate the action, but this is not a 
  requirement and in no way changes the effect of 
  the ability. Observations like “she sheds a sud-
  den unconscious tear looking at you”, “you step 
  on his shadow”, “you see a black cat reflected in 
  his polished shield”, “a laurel leaf blows over her 
  head”, “he was the first one illuminated by the 
  rising sun” and the like can be atmospheric or 
  just feel like a waste of time, depending on the 
  tastes of your gaming group. 
  
  9
  World of Signs (Ex): As he grows in power, omens come 
  spontaneously to the augur. At 12th level the augur can 
  call upon a spontaneous omen, one that is obvious and 
  which he need not spend an action interpreting. Once 
  per day, the augur can use good omens without it being 
  an action. This can be done at any time, outside the ac-
  tion economy, and regardless of surprise or conditions 
  that would hinder an immediate action. At 20th level, 
  the augur can do this twice a day, even two times in the 
  same round if desired. This replaces manifestation from 
  level 13 and 19. 
  Greater Omen (Su): At level 16, when a group of 
  people all need to make a die roll in response to an event 
  or as part of a collective effort, the augur can use good 
  omens (above), and add the level of the spell expended 
  to the check each ally makes, as long as the rolls are all 
  made in the same round. This can help with things like 
  saving throws against spells with multiple targets, Swim 
  Table 1.2: Augur
  Level
  Base  
  Attack  
  Bonus
  Fort  
  Save
  Reflex  
  Save
  Will  
  Save Special
  Spells per Day 
  0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Advanced spellcasting, augur 
  spells, domains, calculated target-
  ing, good omens, orisons 
  3 
  1+1 — — — — — — — — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Bonus feat 
  4 
  2+2 — — — — — — — — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  — 
  4 
  2+2 1+1 — — — — — — — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Expiratory Divination 
  5 
  3+3 2+2 — — — — — — — 
  5th 
  +2 
  +1 
  +1 
  +4 
  — 
  5 
  3+3 2+2 1+1 — — — — — — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Bonus feat 
  5 
  3+3 3+3 2+2 — — — — — — 
  7th 
  +3 
  +2 
  +2 
  +5 
  — 
  6 
  4+4 3+3 2+2 1+1 — — — — — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Bad omens 
  6 
  4+4 3+3 3+3 2+2 — — — — — 
  9th 
  +4 
  +3 
  +3 
  +6 
  — 
  6 
  4+4 4+4 3+3 2+2 1+1 — — — — 
  10th +5 
  +3 
  +3 
  +7 
  Bonus feat 
  6 
  4+4 4+4 3+3 3+3 2+2 — — — — 
  11th +5 
  +3 
  +3 
  +7 
  — 
  6 
  5+5 4+4 4+4 3+3 2+2 1+1 — — — 
  12th +6/+1 +4 
  +4 
  +8 
  World of signs 
  6 
  5+5 4+4 4+4 3+3 3+3 2+2 — — — 
  13th +6/+1 +4 
  +4 
  +8 
  — 
  6 
  5+5 5+5 4+4 4+4 3+3 2+2 1+1 — — 
  14th +7/+2 +4 
  +4 
  +9 
  Bonus feat 
  6 
  5+5 5+5 4+4 4+4 3+3 3+3 2+2 — — 
  15th +7/+2 +5 
  +5 
  +9 
  — 
  6 
  5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1 — 
  16th +8/+3 +5 
  +5 
  +10 Greater omen 
  6 
  5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2 — 
  17th +8/+3 +5 
  +5 
  +10 — 
  6 
  5+5 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1 
  18th +9/+4 +6 
  +6 
  +11 World of signs (2/day) 
  6 
  5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2 
  19th +9/+4 +6 
  +6 
  +11 — 
  6 
  5+5 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 
  20th +10/+5 +6 
  +6 
  +12 Bonus feat 
  6 
  5+5 5+5 5+5 5+5 5+5 4+4 4+4 4+4 4+4 
  Game-Mastering Expiratory Divination 
  Besides allowing retries on the randomness 
  inherent to some divination spells, the game 
  world itself may change when an augur divines 
  an issue. When the GM has not decided what 
  the augur sought beforehand and resolves 
  it randomly, and the augur uses expiratory 
  divination to get a new divination result, the 
  GM is encouraged to re-roll the random result. 
  For example, a sacerdote uses locate object to 
  find a comb in a ruin. The GM decides there is 
  a 50% chance there is a comb in range of the 
  spell. The roll fails, making locate object fail. 
  If the augur uses expiratory divination in this 
  case, the GM may decide to re-roll whether 
  there is a comb present, or just be lenient and 
  decide there is. 
  
  10
  checks to survive a tidal wave, or Strength checks to lift 
  an immense weight. All affected allies must be within 
  medium range (100 ft. + 10 ft./level). This replaces 
  manifestation from level 17. 
  Whispering Wind (CR 6; XP 2,400)
  Female anpur sacerdote (augur) 7
  NE Medium humanoid (gnoll)
  Init +2; Senses darkvision 60 ft.; Perception +11
  Defense
  AC 18, touch 12, flat-footed 16 
  (+5 armor, +2 Dex, +1 natural)
  hp 41 (7d6+14)
  Fort +6, Ref +5, Will +10; +2 vs fear
  Offense
  Speed 30 ft.
  Melee +1 heavy flail +5 (1d10+2/19-20)
  Special Attacks calculated targeting (+2; 10 ft. range), 
  good omens (680 ft. range)
  Spells Prepared (CL 7th; concentration +11)
     4th—death ward, heroismD, sending
     3rd—dispel magic, magic vestment (2), suggestionD (2; 
  W-DC 18)
     2nd—aidD, calm emotionsD (W-DC 17), bull’s strength 
  (2), cure moderate wounds (2), enthrall (W-DC 17), see 
  invisibilityD
     1st—charm personD (2; W-DC 16), divine favor (2), 
  mage armorD (2), magic weapon, shield of faith (2)
     0—create water, detect magic, purify food and drink, 
  read magic, stabilize, virtue
  Domains Augury, Charm, Knowledge, Luck, Nobility
  Statistics
  Str 12, Dex 14, Con 12, Int 14, Wis 18, Cha 8
  Base Atk +3; CMB +4; CMD 16
  Feats Brew Potion, Combat Casting, Craft Wand, Great 
  Fortitude, Spell Focus (enchantment), Toughness
  Skills Knowledge (geography, religion) +12, Perception 
  +11, Sense Motive +4, Spellcraft +12
  Languages Common, Gnoll, Ignan, Old Porphyran, 
  Terran
  SQ advanced spellcasting, ancestor worship, desert run-
  ner, expiratory divination, fearless, weapon familiarity 
  (anpur)
  Combat Gear wands of cure light wounds (30 charges); 
  Gear +1 heavy flail, amulet of natural armor +1, cloak 
  of protection +1, silver holy symbol, spell component 
  pouch, pouch with 204 gp worth of mixed coins and 
  gems
  Demographics
  Faith Elementalist (Firelord Mal’eket, Najim, S’sluun 
  the Naga Empress, Wind of Jewel)
  Homeland Wastes of Simoon
  Domain Spell Lists
     4th—discern lies, divination, freedom of movement, 
  heroism
     3rd—clairaudience/clairvoyance, magic vestment, protec-
  tion from energy, speak with dead, suggestion
     2nd—aid, calm emotions, detect thoughts, enthrall, see 
  invisibility
     1st—charm person, comprehend languages, divine favor, 
  identify, mage armor, true strike 
  Deep within the Glass Sea in the Wastes of Simoon, the 
  female anpur known as the Whispering Wind dwells 
  among the ruins of her former homeland. Her ances-
  tors had long spoken of the fall of the Elemental Lords 
  during the NewGod Wars, and though many anpur have 
  turned away from the Elemental Lords for the worship 
  of Shankhil, the Doorman of Eternity, the Whispering 
  Wind’s faith remained strong.
     Many zendiqi pilgrims will brave the dangers of the 
  Glass Sea including random attacks by crystal serpents, 
  irrinja, and silicacharadons (see Monsters of Porphyra II 
  patreon) to speak with the Whispering Wind and receive 
  her visions. Though inhuman in form, few zendiqi can 
  question the Whispering Wind’s devotion to the El-
  emental Lords because she provide obediant service to all 
  four elements in her auguries. 
     Recently her divinations have led her to believe that 
  one of the greater elemental petitioners defeated during 
  the NewGod Wars is imprisoned deep below Mount Ard 
  along the Coast of Bones. Though too fragile to make 
  the journey on her own through its cavernous tunnels, 
  the Whispering Wind has been using sending recently to 
  contact the faithful who have used her services before to 
  try to recruit help to free the forgotten petitioner of the 
  Wind of Jewels. 
     Imamadu Zahn, a zendiqi mahdi from the Siwathi 
  Desert has agreed to gather a party to investigate the site.  
  If the Will of the Four wishes for the petitioner to be 
  freed then Imamdu Zahn will ensure that the Whisper-
  ing Wind’s divination comes to fruition.
  
  11
  Druid Sacerdote
  A druid sacerdote is a druid from a tradition that has ad-
  opted the methods of the sacerdote. While firmly rooted 
  in druidic tradition, he is scholarly in his approach to 
  nature magic and focused on casting druid spells rather 
  than on being one with nature. He learns many of the 
  abilities of the druid, but isn't as practical and his trans-
  formations don't last as long. 
  Class Skills
  The class skills of a druid sacerdote are: Fly (Dex), Han-
  dle Animal (Cha), Heal (Wis), Knowledge (geography) 
  (Int), Knowledge (Nature) (Int), Knowledge (Religion) 
  (Int), Perform (Cha), Profession (Wis), Ride (Dex), 
  Spellcraft (Int), Survival (Wis), and Swim (Str). 
  Skill Points per Level: 2 + Int modifier. 
  Class Features
  This archetype has all sacredote class features, except as 
  noted. 
  Armor Proficiency: Druid sacerdotes are proficient with 
  light armor but not with shields. Druid sacerdotes are 
  prohibited from wearing metal armor or shields; thus, 
  they may wear only padded, leather, or hide armor. A 
  druid sacerdote may also wear wooden armor that has 
  been altered by the ironwood spell so that it functions 
  as though it were steel (See the ironwood spell descrip-
  tion.) and other armor specifically noted to be usable by 
  druids. 
     A druid sacerdote who wears prohibited armor or uses 
  a prohibited shield is unable to use class abilities (except 
  weapon and armor proficiency) or cast either druid or 
  domain spells while doing so and for 24 hours thereafter. 
  Druid sacerdotes do not suffer arcane spell failure for 
  their class spell when wearing allowed armor. This is a 
  modification to armor proficiency and advanced casting. 
  Bonus Languages: A druid sacerdote's bonus language 
  options include Aquam (the language of water elemen-
  tals), Auram (air elementals), Ignam (fire elementals), 
  Sylvan (forest creatures and fey), and Terram (earth 
  elementals). This choice is in addition to the bonus lan-
  guages available to the character because of his race. 
     A druid sacerdote also knows druidic, a secret language 
  known only to druids, which he learns upon becoming 
  a 1st-level druid sacerdote. Druidic is a free language for 
  a druid sacerdote; that is, he knows it in addition to his 
  regular allotment of languages and it doesn't take up a 
  language slot. Druidic has its own alphabet. Druid sacer-
  dotes are forbidden to teach this language to non-druids. 
  This replaces the sacerdote's bonus languages. 
  Spells: A druid sacerdote casts divine spells, which are 
  drawn from the druid spell list and from domains (see 
  below). His druid spells and domain spells make up two 
  different spell lists, and a druid sacerdote prepares spells 
  from each category separately. This is a modification to 
  the sacerdote's spells ability.
  Domains: The druid sacerdote knows five domains. He 
  can select from these cleric domains: Air, Animal, Earth, 
  Fire, Plant, Water, or Weather. If subdomains are in use, 
  the druid sacerdote can choose one of the subdomains of 
  these domains. Druid sacerdotes also have access to Ani-
  mal and Terrain DomainsUM if these are allowed in the 
  campaign. Druid sacerdotes only learn spells from these 
  domains, they do not gain any domain powers. This is a 
  modification of the domains ability.
  Force of Nature (Ex): The druid sacerdote adds his 
  Intelligence modifier (in addition to the normal attribute 
  modifier) to attack rolls with natural attacks he acquires 
  from the transformations gained from the nature avatar 
  ability, below. 
  Nature Avatar (Su): Add the following spells to the 
  druid sacerdote's domain spell list at the indicated levels. 
  He can channel stored spell energy into these spells even 
  if he hasn't prepared them ahead of time. He can “lose” 
  a prepared spell in order to cast any of these spells of the 
  same level or lower. He can use either a druid or domain 
  spell to power this ability. 
  1. Stone fistAPG, youthful appearanceUM. 
  2. Animal aspectACG, elemental touchAPG. 
  3. Beast shape I, gaseous form. 
  4. Animal aspect (greater)ACG, beast shape II, elemen-
  tal body I. 
  5. Beast shape III, elemental body II, plant shape I. 
  6. Beast shape IV, elemental body III, fluid formAPG, 
  plant shape II. 
  7. Elemental body IV, giant form I, ice bodyAPG, 
  statue. 
  8. Giant form II, iron body. 
  9. Fiery bodyAPG, shapechange
   
  Nature's avatar and wild empathy replaces divine wrath. 
  
  12
  Nature's Summons: A druid sacerdote can channel 
  stored spell energy into summoning spells that he hasn't 
  prepared ahead of time. He can “lose” a prepared spell 
  in order to cast any summon nature's ally spell of the 
  same level or lower. He can use either a druid spell or a 
  domain spell to do this. Summon nature's ally spells have 
  a casting time of one standard action and a duration of 
  one minute per level for a druid sacerdote, both when 
  prepared and when substituted using this ability. This 
  replaces all manifestation abilities. 
  Wild Empathy (Ex): A druid sacerdote can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check made to improve the attitude of a per-
  son. The druid sacerdote rolls 1d20 and adds his druid 
  sacerdote level and his Charisma modifier to determine 
  the wild empathy check result. 
     The typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the druid sacerdote and the animal 
  must be able to study each other, which means that they 
  must be within 30 feet of one another under normal 
  conditions. Generally, influencing an animal in this way 
  takes 1 minute but, as with influencing people, it might 
  take more or less time. 
     A druid sacerdote can also use this ability to influence 
  a magical beast with an Intelligence score of 1 or 2, but 
  he takes a –4 penalty on the check. 
  Resist Nature's Lure (Ex): Starting at 4th level, a druid 
  sacerdote gains a +4 bonus on saving throws against the 
  spell-like and supernatural abilities of fey. This bonus 
  also applies to spells and effects that target plants, such 
  as blight, entangle, spike growth, and warp wood. This 
  replaces the bonus feat gained at level 3. 
  Woodland Stride (Ex): Starting at 8th level, a druid sac-
  erdote may move through any sort of undergrowth (such 
  as natural thorns, briars, overgrown areas, and similar 
  Table 1.3: Druid Sacerdote
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save Special
  Spells per Day 
  0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Calculated targeting, domains, force 
  of nature, nature avatar, nature's 
  summons, orisons, wild empathy 
  3 1+1 — — — — — — — — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  — 
  4 2+2 — — — — — — — — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  — 
  4 2+2 1+1 — — — — — — — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Resist nature's lure 
  5 3+3 2+2 — — — — — — — 
  5th 
  +2 
  +1 
  +1 
  +4 
  — 
  5 3+3 2+2 1+1 — — — — — — 
  6th 
  +3 
  +2 
  +2 
  +5 
  — 
  5 3+3 3+3 2+2 — — — — — — 
  7th 
  +3 
  +2 
  +2 
  +5 
  — 
  6 4+4 3+3 2+2 1+1 — — — — — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Woodland stride 
  6 4+4 3+3 3+3 2+2 — — — — — 
  9th 
  +4 
  +3 
  +3 
  +6 
  — 
  6 4+4 4+4 3+3 2+2 1+1 — — — — 
  10th +5 
  +3 
  +3 
  +7 
  — 
  6 4+4 4+4 3+3 3+3 2+2 — — — — 
  11th +5 
  +3 
  +3 
  +7 
  — 
  6 5+5 4+4 4+4 3+3 2+2 1+1 — — — 
  12th +6/+1 
  +4 
  +4 
  +8 
  Trackless step 
  6 5+5 4+4 4+4 3+3 3+3 2+2 — — — 
  13th +6/+1 
  +4 
  +4 
  +8 
  — 
  6 5+5 5+5 4+4 4+4 3+3 2+2 1+1 — — 
  14th +7/+2 
  +4 
  +4 
  +9 
  — 
  6 5+5 5+5 4+4 4+4 3+3 3+3 2+2 — — 
  15th +7/+2 
  +5 
  +5 
  +9 
  — 
  6 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1 — 
  16th +8/+3 
  +5 
  +5 
  +10 Venom immunity 
  6 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2 — 
  17th +8/+3 
  +5 
  +5 
  +10 — 
  6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1 
  18th +9/+4 
  +6 
  +6 
  +11 — 
  6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2 
  19th +9/+4 
  +6 
  +6 
  +11 — 
  6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 
  20th +10/+5 +6 
  +6 
  +12 Timeless body 
  6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 4+4 4+4 
  
  13
  terrain) at his normal speed and without taking damage 
  or suffering any other impairment. Thorns, briars, and 
  overgrown areas that have been magically manipulated 
  to impede motion, however, still affect him. This replaces 
  the bonus feat at level 7. 
  Trackless Step (Ex): Starting at 12th level, a druid sac-
  erdote leaves no trail in natural surroundings and cannot 
  be tracked. He may choose to leave a trail if so desired. 
  This replaces the bonus feat gained at level 11. 
  Venom Immunity (Ex): At 16th level, a druid sacerdote 
  gains immunity to all poisons. This replaces the bonus 
  feat gained at level 15. 
  Timeless Body (Ex): After attaining 20th level, a druid 
  sacerdote no longer takes ability score penalties for aging 
  and cannot be magically aged. Any penalties he may 
  have already incurred, however, remain in place. Bonuses 
  still accrue, and the druid sacerdote still dies of old age 
  when his time is up. This replaces the bonus feat gained 
  at level 19. 
  Acobb Stahl (CR 4; XP 1,200)
  Male atheling sacerdote (druid sacerdote) 5
  NG Medium humanoid (human)
  Init +4; Senses Perception +3
  Defense
  AC 14, touch 10, flat-footed 14 
  (+4 armor)
  hp 30 (5d6+10)
  Fort +3, Ref +2, Will +8; +4 vs entangle and spell-like 
  and supernatural abilities of fey
  Defensive Abilities resist nature’s lure
  Offense
  Speed 30 ft.
  Melee mwk quarterstaff +6 (1d6+4)
  Special Attacks calculated targeting (+2; 10 ft. range), 
  force of nature (+2), nature avatar, nature’s summons
  Spells Prepared (CL 5th; concentration +8)
     3rd—dominate animalD (W-DC 16), fungal infestatio-
  nUM (F-DC 16), resinous skinUC
     2nd—barkskinD (2), bear’s endurance, bull’s strength (2)
     1st—entangleD (R-DC 14), faerie fire (2), feather ste-
  pAPG, mage armorD (2), pass without trace
     0th—know direction, light, purify food and drink, resis-
  tance, stabilize
  Domains Air, Animal, Earth, Plant, Weather
  Statistics
  Str 16, Dex 10, Con 12, Int 14, Wis 16, Cha 8
  Base Atk +2; CMB +5; CMD 15
  Feats Combat Casting, Improved Initiative, Toughness
  Skills Knowledge (geography, nature) +10, Perception 
  +3, Profession (herbalist) +11, Sense Motive +7, Survival 
  +12; Racial Modifiers +2 Sense Motive, +2 Profession 
  (herbalist)
  Languages Common (dialect), Druidic
  SQ advanced spellcasting, eye for talent, heart of the 
  fields, skilled, wild empathy +4
  Combat Gear wands of cure light wounds (50 charges) 
  and tar ballUM (15 charges); Gear mwk quarterstaff, 
  cloak of protection +1, silver holy symbol, spell compo-
  nent pouch, pouch with 19 gp worth of mixed coins
  Demographics
  Faith Deist (Aleria, Gerana, Ithreia, Veiloaria).
  Homeland Geranland
  Domain Spell Lists
     3rd—beast shape I, call lightning, dominate animal, gas-
  eous form, plant growth, stone shape, summon monster III
     2nd—animal aspectACG, barkskin, elemental touchAPG, 
  fog cloud, hold animal, summon monster II, soften earth 
  and stone, wind wall
     1st—calm animals, entangle, mage armor, magic stone, 
  obscuring mist, stone fistAPG, summon monster I, youthful 
  appearanceUM
  Hailing from a small rural village in backwoods Geran-
  land, Acobb lead something of a double life as a youth; 
  on one hand he was the prodigy of the local seminar de-
  voted to Gerana, on the other he was a practicing mem-
  ber of the druidic faith of Ithreia. Seeing the obvious 
  abilities of the boy, both faiths tried to sway him, and 
  indulged his desire to remain in the other congregation. 
  Young Acobb became a meld of the two, and growing 
  up with more than one faith, he had little trouble adding 
  Aleria and Veiloaria to his daily worship. 
     Though he and his brethren are no longer part of the 
  “World-That-Was”, Acobb maintains the worship of 
  Lady Justice. Through his reverence of Aleria, Ithreia, 
  and Veiloraria he can introduce non-Geranites to Lady 
  Justice’s worship and tries to show Geranites the value 
  of other faiths. During the festival known as Gerana’s 
  Dawn, Acobb often volunteers as a scrutineer during the 
  Wit-Puzzler’s Circle to make sure all the contestants are 
  competing fairly.
  
  14
  Elemental Sacerdote
  Elemental sacerdotes focus on the powers of one or more 
  elements, channeling spells into elemental bursts rather 
  than divine energy. 
  Alignment: Any. Elemental sacerdotes tend to be neu-
  tral, avoiding the entanglements of alignment. 
  Class Skills
  The elemental sacerdote's class skills (and the key ability 
  for each skill) are Craft (Int), Heal (Wis), Knowledge 
  (Nature) (Int), Knowledge (Religion) (Int), Knowledge 
  (Planes) (Int), Perform (Cha), Profession (Wis), Sense 
  Motive (Wis), and Spellcraft (Int). 
  Skill Points per Level: 2 + Int modifier. 
  Class Features
  This archetype has all sacredote class features, except as 
  noted. 
  Elemental Domain: A sacerdote must chose one or 
  more elemental domains, and must gain access to these 
  domains in the normal way; from a patron or creed 
  with the elemental domain. The elemental domains are 
  air, earth, fire, and water (including their subdomains 
  if they are used). Like a regular sacerdote, the elemental 
  sacerdote does not gain any domain powers from his 
  domains. This is a restriction on the domains ability. 
  Elemental Wrath (Sp): Elemental channel elemental 
  energies through their divine focus. This is similar to 
  the sacerdote's divine wrath ability, but deals a different 
  type of damage depending on the elemental domain(s) 
  Table 1.4: Elemental Sacerdote
  Level
  Base  
  Attack  
  Bonus
  Fort  
  Save
  Reflex  
  Save
  Will  
  Save Special
  Spells per Day 
  0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Advanced spellcasting, calculated tar-
  geting, elemental domains, elemental 
  wrath, orisons 
  3 1+1 — — — — — — — — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Elemental wrath +1d6, placate el-
  ementals 
  4 2+2 — — — — — — — — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Bonus feat 
  4 2+2 1+1 — — — — — — — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Elemental wrath +2d6 
  5 3+3 2+2 — — — — — — — 
  5th 
  +2 
  +1 
  +1 
  +4 
  Energy mastery, manifestation 
  5 3+3 2+2 1+1 — — — — — — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Elemental wrath +3d6 
  5 3+3 3+3 2+2 — — — — — — 
  7th 
  +3 
  +2 
  +2 
  +5 
  Bonus feat 
  6 4+4 3+3 2+2 1+1 — — — — — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Elemental wrath +4d6 
  6 4+4 3+3 3+3 2+2 — — — — — 
  9th 
  +4 
  +3 
  +3 
  +6 
  Manifestation 
  6 4+4 4+4 3+3 2+2 1+1 — — — — 
  10th +5 
  +3 
  +3 
  +7 
  Elemental wrath +5d6, energy mas-
  tery (x2) 
  6 4+4 4+4 3+3 3+3 2+2 — — — — 
  11th +5 
  +3 
  +3 
  +7 
  Bonus feat 
  6 5+5 4+4 4+4 3+3 2+2 1+1 — — — 
  12th +6/+1 +4 
  +4 
  +8 
  Elemental wrath +6d6 
  6 5+5 4+4 4+4 3+3 3+3 2+2 — — — 
  13th +6/+1 +4 
  +4 
  +8 
  Manifestation 
  6 5+5 5+5 4+4 4+4 3+3 2+2 1+1 — — 
  14th +7/+2 +4 
  +4 
  +9 
  Elemental wrath +7d6 
  6 5+5 5+5 4+4 4+4 3+3 3+3 2+2 — — 
  15th +7/+2 +5 
  +5 
  +9 
  Bonus feat, energy mastery (x3) 
  6 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1 — 
  16th +8/+3 +5 
  +5 
  +10 Elemental wrath +8d6 
  6 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2 — 
  17th +8/+3 +5 
  +5 
  +10 Manifestation 
  6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1 
  18th +9/+4 +6 
  +6 
  +11 Elemental wrath +9d6 
  6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2 
  19th +9/+4 +6 
  +6 
  +11 Bonus feat 
  6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 
  20th +10/+5 +6 
  +6 
  +12 
  Elemental wrath +10d6, energy 
  mastery (x4) 
  6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 4+4 4+4 
  
  15
  the elemental sacerdote has access to; air (electricity), 
  earth (acid), fire (fire), and water (cold). If the elemental 
  sacerdotes has access to several elemental domains, he 
  must choose what type of damage he does each time he 
  uses this ability. 
     Elemental energy does half (instead of full) damage 
  to incorporeal foes and is subject to elemental vulner-
  ability, resistance and immunity (but see energy mastery 
  below). It can damage objects and constructs. Channel 
  resistance offers no protection. Elemental wrath area 
  attacks are spreads, allowing them to go around corners. 
  Saving throws against elemental wrath are Reflex saves 
  and cover modifiers apply. If used with wrath feats with 
  placate or rebuke in the name that allow a saving throw, 
  that saving throw remains as described in the feat and is 
  not a Reflex save. 
     This is a modification to the divine wrath ability and 
  counts as that ability for prerequisites.
  Placate Elementals: At 2nd level, the elemental sac-
  erdote gains the Placate Outsiders feat as a bonus feat, 
  and it applies to each subtype of outsider he shares an 
  elemental domain with (air, earth, fire, and/or water).
  Energy Mastery (Su): At level 5 the elemental sacerdote 
  gains resistance to the energy type associated with his el-
  emental domain(s), see elemental wrath. Depending on 
  how many elemental domains the elemental sacerdote 
  has, the resistance varies; if he has 1 elemental domain 
  his resistance is 10 points. If he has 2, his resistance is 5 
  points to each. If he has 3, his resistance is 3 points, and 
  with four elemental domains his resistance is 2 points. At 
  level 10, this elemental resistance doubles. At level 15, it 
  triples. At level 20, it quadruples. 
     Elemental wrath is not fully material, it has a com-
  ponent of divine power that is not subject to energy 
  resistance. An elemental sacerdote using elemental wrath 
  bypasses an amount of damage resistance or immunity 
  equal to his resistance from energy mastery. This resis-
  tance bypass is applied before subtracting for resistance 
  or immunity. The damage is then reduced by any re-
  maining energy resistance. Targets with damage resis-
  tance less than or equal to this figure are not allowed to 
  apply their resistance at all; those with greater resistance 
  have their effective resistance reduced by this amount. 
  Against targets with immunity, this much damage will 
  bypass the immunity. 
  Example: Ignitz is a 12th level elemental sacerdote 
  with the fire domain and no other elemental do-
  mains. He has fire resistance 20. When he uses 
  elemental wrath, he bypasses the first 20 points of 
  fire resistance the target may have. He does 40 points 
  of fire damage to a creature with fire resistance 30. 
  First 20 points of fire resistance is bypassed and has 
  no effect. That leaves 10 points of fire resistance that 
  reduces the damage of his attack. The final damage 
  inflicted is 30. Against a target immune to fire, he 
  can do up to 20 points of damage, but no more. 
  Rakizia (CR 6; XP 2,400)
  Female half-cyclops sacerdote (elemental sacerdote) 7
  NE Medium humanoid (gnoll)
  Init +1; Senses low-light vision; Perception +10 (+12 
  vision-based)
  Defense
  AC 18, touch 12, flat-footed 16 
  (+5 armor, +1 Dex, +1 dodge, +1 natural)
  hp 41 (7d6+14)
  Fort +6, Ref +4, Will +9
  Defensive Abilities energy resistance; Resist acid 2, cold 
  2, electricity 2, fire 2
  Offense
  Speed 30 ft.
  Melee +1 glaive +7 (1d10+5/x3) 
  Ranged elemental wrath ray +6 touch (varies)
  Special Attacks calculated targeting (+2; 10 ft. range), 
  elemental wrath (+3d6; W-DC 15 + spell level; 60 ft. 
  cone or 170 ft. ray)
  Spell-Like Abilities (CL 7th; concentration +5)
     1/day—augury
  Spells Prepared (CL 7th; concentration +10)
     4th—aura of doom (W-DC 17), dimension doorD, 
  divine power
     3rd—fireballD (R-DC 16), flyD, invisibility purge, magic 
  vestment (2)
     2nd—bear’s endurance (2), bull’s strength (2), fog cloudD 
  (2), wind wallD
     1st—divine favor (2), longstriderD (2), mage armorD (2), 
  sanctuary (W-DC 14), shield of faith (2)
     0th—create water, light, mending, read magic, stabilize, 
  virtue
  Domains Air, Earth, Fire, Travel, Water 
  Statistics
  Str 17, Dex 13, Con 12, Int 14, Wis 16, Cha 6
  Base Atk +3; CMB +6; CMD 17
  Feats Combat Casting, Dodge, Great Fortitude, Im-
  proved Divine Wrath, Placate Elementals, Selective 
  Divine Wrath, Toughness
  
  16
  Skills Fly +1 (+8 when fly cast), Intimidate +10, Knowl-
  edge (nature, planes) +12, Perception +10 (+12 vision-
  based); Racial Modifiers +2 Perception (vision-based)
  Languages Common, Cyclops (dialect), Dwarf, Gnoll
  SQ advanced spellcasting, cyclops foresight, intimidat-
  ing, keen insight, manifestation (long cone), weapon 
  familiarity (half-cyclops)
  Combat Gear wands of cure light wounds (30 charges); 
  Gear +1 glaive, amulet of natural armor +1, cloak of pro-
  tection +1, silver holy symbol, spell component pouch, 
  pouch with 211 gp worth of mixed coins and gems
  Demographics
  Faith Elementalist (Ashamar Shining, Najim, Poison 
  Wave, Wind of Jewels)
  Homeland Hinterlands of Kesh
  Domain Spell List
     4th—air walk, control water, dimension door, spike 
  stones, wall of fire
     3rd—fireball, fly, gaseous form, stone shape, water 
  breathing
     2nd—fog cloud, locate object, produce flame, soften earth 
  and stone, wind wall 
     1st—burning hands, longstrider, mage armor, magic 
  stone, obscuring mist
  A student with all the passion of a cleric and the quest-
  ing mind of a wizard, Rakazia looked for the easiest 
  route to power and found it in bargains with the waning 
  Elemental Lords. She deliberately sought out as many as 
  possible, pulling on all avenues of power she could reach, 
  looking for patrons as opportunistic as she is.
     Powered by the waning might of the Elemental Lords, 
  Rakazia has made it her life’s mission to disrupt the work 
  of deists wherever they live. First and foremost she has 
  enlisted the aid of a band of brigands to disrupt the flow 
  of porphyrite from the Last Kingdom to the west. If por-
  phyrite cannot reach the Sea of Grass in the Hinterlands 
  of Kesh, then missionaries of the All-Seeing Eye will 
  have a more difficult time breaching the Porphyrite 
  border and spreading their deist philosophy to the 
  tribes of the polkan.
     Still, slowing the spread of deist teachings is 
  only a first step. If Rakazia is to truly attain the 
  power she wants by restoring the might of 
  the Elemental Lords, she is going to need 
  to expand the power of all half-cyclops 
  in the Hinterlands of Kesh. The power of 
  the half-cyclops race must be feared as it was in the time 
  before the NewGods War. 
     Her hope is to influence Derghruk Farseer to give up 
  his hopes of mining expansion and turn the Tower of 
  the Eye toward the subjugation of the hobgoblins to the 
  east. With the aid of a stado of polkan who have recently 
  formed treaty with the half-cyclops, she is sure that the 
  a small assault force of half-cyclops and polkan could 
  make raids into the Varshol region, capture a number 
  of hobgoblin slaves, and escape through the porphyrite 
  border without being noticed.
     Of course if anything goes wrong, the whole operation 
  can be hung on their polkan allies. It is just a matter of 
  time, a few surgical strikes and the Tower of the Eye will 
  again be able cast a wide and fearsome stare yet again. 
  With the strength of the Tower behind her, Rakazia is 
  sure that restoring the Elemental Lords with be a rela-
  tively simple task as no deist force will be able to stand 
  against the Tower.
  
  17
  Table 1.5: Invoker
  Level
  Base  
  Attack  
  Bonus
  Fort  
  Save
  Reflex  
  Save
  Will  
  Save Special
  Spells per Day 
  0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Advanced spellcasting, calculated 
  targeting, fast summons, invocation, 
  domains, orisons 
  3 1+1 — — — — — — — — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Bonus feat 
  4 2+2 — — — — — — — — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Placate domain allies 
  4 2+2 1+1 — — — — — — — 
  4th 
  +2 
  +1 
  +1 
  +4 
  5 3+3 2+2 — — — — — — — 
  5th 
  +2 
  +1 
  +1 
  +4 
  5 3+3 2+2 1+1 — — — — — — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Bonus feat 
  5 3+3 3+3 2+2 — — — — — — 
  7th 
  +3 
  +2 
  +2 
  +5 
  6 4+4 3+3 2+2 1+1 — — — — — 
  8th 
  +4 
  +2 
  +2 
  +6 
  6 4+4 3+3 3+3 2+2 — — — — — 
  9th 
  +4 
  +3 
  +3 
  +6 
  6 4+4 4+4 3+3 2+2 1+1 — — — — 
  10th +5 
  +3 
  +3 
  +7 
  Bonus feat 
  6 4+4 4+4 3+3 3+3 2+2 — — — — 
  11th +5 
  +3 
  +3 
  +7 
  6 5+5 4+4 4+4 3+3 2+2 1+1 — — — 
  12th +6/+1 +4 
  +4 
  +8 
  6 5+5 4+4 4+4 3+3 3+3 2+2 — — — 
  13th +6/+1 +4 
  +4 
  +8 
  6 5+5 5+5 4+4 4+4 3+3 2+2 1+1 — — 
  14th +7/+2 +4 
  +4 
  +9 
  Bonus feat 
  6 5+5 5+5 4+4 4+4 3+3 3+3 2+2 — — 
  15th +7/+2 +5 
  +5 
  +9 
  6 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1 — 
  16th +8/+3 +5 
  +5 
  +10 
  6 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2 — 
  17th +8/+3 +5 
  +5 
  +10 
  6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1 
  18th +9/+4 +6 
  +6 
  +11 Bonus feat 
  6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2 
  19th +9/+4 +6 
  +6 
  +11 
  6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 
  20th +10/+5 +6 
  +6 
  +12 
  6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 4+4 4+4 
  Invoker 
  An invoker is a sacerdote focused on summoning. Rather 
  than channeling his spells into destructive outbursts of 
  wrath, he invokes pacts with servants of his faith. 
  Class Features
  This archetype has all sacredote class features, except as 
  noted. 
  Bonus Languages: An invoker's bonus language options 
  include Abyssal (the language of chaotic evil outsiders) 
  Aquam (water elementals), Auram (air elementals), Ce-
  lestial (good outsiders) Ignam (fire elementals), Infernal 
  (lawful evil outsiders), and Terram (earth elementals). 
  This choice is in addition to the bonus languages avail-
  able to the character because of his race.  This replaces 
  the sacerdote's bonus languages. 
  Extended Summons: If any deity in the invoker's pan-
  theon gives the ability to summon additional types of 
  creatures with the summon monster spell, the invoker 
  can use this ability. At the GM's discretion, the invoker 
  has access to all additions to the creatures listed for the 
  summon monster spell, even if those additional options 
  are restricted to a certain group (like the followers of a 
  certain faith). 
  Fast Summons: Depending on the domains the in-
  voker has selected, the casting time of summon spells 
  used to summon certain classes of creatures are reduced. 
  Check each domain in the table below. Summon spells 
  that normally have a casting time of one round used to 
  summon creatures of types and subtypes specified have a 
  casting time of one standard action, both when prepared 
  and when substituted using invocation. This replaces all 
  manifestations. 
     There are creature types in Table 1.6: Fast Summons 
  
  18
  which cannot be summoned with any current summon 
  monster spell. Future publications may add additional 
  creatures to the summon monster tables. Also see placate 
  domain allies, below.  
  Table 1.6: Fast Summons  
  Domain 
  Creatures 
  Air Domain 
  Air subtype 
  Animal Domain 
  Animal type 
  Artifice Domain 
  Construct type 
  Chaos Domain 
  Chaotic subtype 
  Darkness Domain 
  Kyton subtype 
  Charm Domain 
  Fey type 
  Death Domain 
  Undead type 
  Destruction Domain 
  Ooze and vermin types 
  Earth Domain 
  Earth subtype 
  Evil Domain 
  Evil subtype 
  Fire Domain 
  Fire subtype 
  Good Domain
  Good subtype
  Law Domain 
  Lawful subtype 
  Luck Domain 
  Fey type 
  Madness Domain 
  Aberration type 
  Plant Domain 
  Plant type 
  Repose Domain 
  Psychopomp subtype 
  Strength Domain 
  Giant subtype 
  Trickery Domain 
  Fey type 
  Void Domain 
  Aberration type 
  War Domain 
  Monstrous humanoid type 
  Water Domain 
  Water subtype
  Invocation: An invoker can channel stored spell energy 
  into summoning spells that he hasn't prepared ahead of 
  time. He can “lose” a prepared spell in order to cast any 
  summon monster spell of the same level or lower. He 
  can use either a cleric or a domain spell to do so. Note 
  that the limitations of the chaotic, evil, good, and lawful 
  spells ability may prevent an invoker from summoning 
  certain creatures. This replaces divine wraith and all ad-
  ditional dice of damage. 
  Bonus Feats: At level 2 and every 4 levels thereafter (at 
  2nd, 6th, 10th, 14th, and 18th level) an invoker gains 
  a bonus feat. At each such opportunity, he can choose 
  a metamagic feat or an item creation feat. The invoker 
  must meet the prerequisites of these feats. The invoker 
  can also select his bonus feats from the following list, 
  and ignores the prerequisites of these feats: Augment 
  Summoning, Improved Placate, Moonlight SummonsUM, 
  Placid Words, Skeleton SummonerUM, Starlight Sum-
  monsUM, Sunlight SummonsUM, and Superior Summon-
  ingUM.
  Placate Domain Allies (Sp): At third level, an invoker 
  can channel stored spell energy to charm creatures of any 
  type he could use fast summons with. He can use either 
  a cleric or a domain spell to do this. He can never charm 
  a creature of an alignment opposed to his own, either on 
  the law-chaos or good-evil axis.
     This affects all creatures within 30 ft. of the invoker. 
  Creatures of relevant (sub)type(s) must make a Will save 
  (DC 10 + the level of the channeled spell + the invoker’s 
  Intelligence modifier). Affected creatures that fail their 
  saves become his close allies, as if under the effects of 
  dominate monster with a duration of one hour per level 
  of the spell channeled. Immunity or resistance to mind-
  affecting or compulsion effects does not protect against 
  this. The invoker can control any number of creatures, so 
  long as their total Hit Dice do not exceed his sacredote 
  level. He can release a creature from his control as a free 
  action. Creatures that fail their saving throws but are in 
  excess of the hit dice limit gain a neutral attitude to the 
  sacerdote and his party, they will neither aid nor attack 
  unless further provoked, such as by entering an area they 
  are guarding. Creatures with an Intelligence of 7 or more 
  receive a new saving throw each hour to resist the effect.
   
  Jazon Roel (CR 6; XP 2,400)
  Male human sacerdote (invoker) 7
  CE Medium humanoid (human)
  Init +5; Senses Perception +10
  Defense
  AC 17, touch 11, flat-footed 16 
  (+5 armor, +1 Dex, +1 natural)
  hp 48 (7d6+21)
  Fort +7, Ref +4, Will +9
  Offense
  Speed 30 ft.
  Melee dagger +2 (1d4-1/19-20)
  Special Attacks calculated targeting (+2; 10 ft. range), 
  fast summons (affects fey, ooze and vermin types, chaos 
  and evil subtypes), invocation, placate domain allies 
  (max 14 HD total, 7 HD individual; W-DC 12 + spell 
  level)
  Spells Prepared (CL 7th; concentration +10)
     4th—aura of doom (W-DC 17), blessing of fervorAPG, 
  confusionD (W-DC 17)
  
  19
  It is Jazon’s role to make that journey easier for anyone 
  who wishes it, and convince those that do not.
     3rd—magic circle against goodD, magic vestment (2), 
  protection from energy, rageD
     2nd—bear’s endurance (2), owl’s wisdom (2), touch of 
  idiocyD (3)
     1st—bless (3), lesser confusionD (2; W-DC 14), mage 
  armorD (2), shield of faith (2)
     0th—bleed (W-DC 13), detect poison, guidance, light, 
  spark, virtue
  Domains Chaos, Destruction, Evil, Madness, Trickery
  Statistics
  Str 8, Dex 12, Con 15, Int 14, Wis 16, Cha 10
  Base Atk +3; CMB +2; CMD 13
  Feats Augment Summoning, Great Fortitude, Improved 
  Initiative, Improved Placate, Skill Focus (Fly), Superior 
  SummoningUM, Toughness
  Skills Fly +11 (+18 when fly cast), Knowledge (planes) 
  +12, Perception +10, Sense Motive +13
  Languages Abyssal, Common, Giant
  SQ advanced spellcasting, heart of the sun
  Combat Gear necklace of fireballs (type II), wand of cure 
  light wounds (10 charges); Gear masterwork dagger, 
  amulet of natural armor +1, cloak of protection +1, silver 
  holy symbol, spell component pouch, pouch with 117 
  gp worth of mixed coins and gems
  Demographics
  Faith Deist (Mâl, Vortain)
  Homeland Mount Xoa
  Domain Spell Lists
     4th—chaos hammer, confusion, inflict critical wounds, 
  unholy blight
     3rd—magic circle against good/law, nondetection, rage    
     2nd—align weapon (chaos or evil), shatter, invisibility, 
  touch of idiocy
     1st—disguise self, lesser confusion, mage armor, protection 
  from good/law, true strike.
  As student of theology, Jazon squandered his studies 
  through drug abuse and fell deeper and deeper into the 
  clutches of Vortain. Becoming a conduit and focus for 
  demented spirits, he was sliding into oblivion fast when 
  he was touched by the most unlikely of rescuers— Mâl. 
  The god of annihilation gave him a purpose and a prom-
  ise of final release. 
     Now a prophet of the end, Jazon gladly invites the resi-
  dents of his drugged dreams into the world. The most 
  fertile grounds for welcoming strangers into his dreams 
  is along the Great Road. Though many embark upon 
  Great Road with a sense of adventure in their hearts, the 
  road is long and it is just easier for people to submit to 
  their own selfish desires or their own self-annihilation. 
  Symbol of Vortain
  Symbol of Mâl
  
  20
  Healing Sacerdote
  Some sacerdotes focus on healing, channeling divine 
  benevolence rather than divine wrath.
   
  Alignment: The healing sacerdote must be non-evil. 
  Class Skills
  The healing sacerdote's class skills (and the key ability for 
  each skill) are Craft (Int), Diplomacy (Cha), Heal (Wis), 
  Knowledge (Local) (Int), Knowledge (History) (Int), 
  Knowledge (Religion) (Int), Perform (Cha), Profession 
  (Wis), Sense Motive (Wis), and Spellcraft (Int). 
  Skill Points per Level: 2 + Int modifier. 
  Class Features
  This archetype has all sacredote class features, except as 
  noted. 
  Divine Weal (Sp): A healing sacerdote can release a 
  wave of healing energy by channeling the power of his 
  spells through his divine focus. Divine weal uses posi-
  tive energy to heal damage to living creatures instead of 
  divine energy. It has no effect on non-living creatures, 
  undead, or objects. 
     To use this ability, the sacerdote spends a standard ac-
  tion and sacrifices a sacerdote spell of level one or higher. 
  Orisons cannot be channeled. This can be a cleric or 
  domain spell and is expended as if it was cast, but has 
  Table 1.6: Healing Sacerdote
  Level
  Base  
  Attack  
  Bonus
  Fort  
  Save
  Reflex  
  Save
  Will  
  Save Special
  Spells per Day 
  0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Advanced spellcasting, divine weal, 
  domains, healing domain, orisons 
  3 1+1 — — — — — — — — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Channeled mercy, (fatigued, shaken, 
  sickened), healing mind 
  4 2+2 — — — — — — — — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Bonus feat 
  4 2+2 1+1 — — — — — — — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Divine weal +1d6 
  5 3+3 2+2 — — — — — — — 
  5th 
  +2 
  +1 
  +1 
  +4 
  Master healer 
  5 3+3 2+2 1+1 — — — — — — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Channeled mercy (dazed, diseased, 
  staggered)
  5 3+3 3+3 2+2 — — — — — — 
  7th 
  +3 
  +2 
  +2 
  +5 
  Bonus feat 
  6 4+4 3+3 2+2 1+1 — — — — — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Divine weal +2d6 
  6 4+4 3+3 3+3 2+2 — — — — — 
  9th 
  +4 
  +3 
  +3 
  +6 
  Manifestation 
  6 4+4 4+4 3+3 2+2 1+1 — — — — 
  10th +5 
  +3 
  +3 
  +7 
  Channeled mercy (cursed, fright-
  ened, nauseated, poisoned)
  6 4+4 4+4 3+3 3+3 2+2 — — — — 
  11th +5 
  +3 
  +3 
  +7 
  Bonus feat 
  6 5+5 4+4 4+4 3+3 2+2 1+1 — — — 
  12th +6/+1 +4 
  +4 
  +8 
  Divine weal +3d6 
  6 5+5 4+4 4+4 3+3 3+3 2+2 — — — 
  13th +6/+1 +4 
  +4 
  +8 
  Manifestation 
  6 5+5 5+5 4+4 4+4 3+3 2+2 1+1 — — 
  14th +7/+2 +4 
  +4 
  +9 
  Channeled mercy (blinded, deaf-
  ened, paralyzed, stunned) 
  6 5+5 5+5 4+4 4+4 3+3 3+3 2+2 — — 
  15th +7/+2 +5 
  +5 
  +9 
  Bonus feat 
  6 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1 — 
  16th +8/+3 +5 
  +5 
  +10 Divine weal +4d6 
  6 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2 — 
  17th +8/+3 +5 
  +5 
  +10 Manifestation 
  6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1 
  18th +9/+4 +6 
  +6 
  +11 
  Channeled mercy (confused, cower-
  ing, drugged, energy drained, mad, 
  petrified) 
  6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2 
  19th +9/+4 +6 
  +6 
  +11 Bonus feat 
  6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 
  20th +10/+5 +6 
  +6 
  +12 Divine weal +5d6 
  6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 4+4 4+4 
  
  21
  no effects besides powering the divine weal ability. The 
  amount of damage healed is 1d6 points per level of spell.    
  At level 4 and each every 4 levels thereafter add another 
  d6 of healing, to a maximum of 5d6 additional healing 
  at level 20. 
  Example: A 13 level healing sacerdote channels a 4th 
  level spell. The healing is 4d6 for the spell level and 
  3d6 for the class level, for a total of 7d6 points of 
  healing. 
     Divine weal can take two forms, a 40 ft. cone burst 
  or a ray.  A cone originates at the caster and bursts 40 
  ft. in a quarter-circle in a direction designated by the 
  sacredote. As an alternative, the sacerdote can focus 
  the energy into a ray with medium range (100 ft. + 10 
  ft./level). This only affects a single target, but each die 
  automatically rolls the maximum result. Both versions 
  only affect willing targets, and there is no saving throw 
  or attack roll. 
  Example: The 13th level healing sacerdote from the 
  example above can channel his 4th level spell as a 40 
  ft. cone burst healing each creature in the burst 7d6 
  hit points, or he can make it into a ray that heals one 
  creature for the maximum result, 42 points. 
  It is possible to use wrath feats with divine weal, but not 
  ones that do damage. A healing sacerdote must be able 
  to present his divine focus to use this ability. This replac-
  es divine wrath and the additional dice of divine wrath 
  gained at level 4, 8, 12, 16, and 20. 
  Healing Domain: A sacerdote must chose the healing 
  domain as one of his domains, and must gain access to 
  this domain in the normal way; from a patron with the 
  healing domain, from a philosophy, pantheon, dualistic 
  faith, or monotheistic deity with the healing domain, or 
  from a personal creed. This is a restriction on the do-
  mains ability. 
  Healing Mind: At 2nd level and above, when the healing 
  sacerdote makes a caster level check to remove a harm-
  ful effect or condition, as with break enchantment, dispel 
  magic, remove curse and similar spells, he adds his Intel-
  ligence bonus (if positive) to his caster level check. The 
  player (or GM for NPCs) is the final arbiter of which 
  conditions are harmful; even tough a creature might not 
  think it is being harmed by charm person, healing mind 
  can still help remove a charm effect. 
     In addition, the healing sacerdote's mastery of magic 
  gives spells with a range of touch a very limited range. 
  When the sacerdote casts a spell with a range of touch, 
  he can deliver it as a ranged touch attack with range of 
  5 ft. times the healing sacerdote's Intelligence modifier. 
  It uses the sacerdote's Dexterity modifier to calculate the 
  attack bonus. If it misses the spell is lost, the charge can-
  not be held. If the target is within the sacerdote's natural 
  reach, the spell can instead be delivered normally.  This 
  replaces calculated targeting. 
  Channeled Mercy (Su): At 2nd level, a healing sacerdote 
  who uses divine weal also removes one or more harmful 
  conditions. The healing sacerdote chooses one of the fol-
  lowing harmful conditions at 2nd level: fatigued, shaken, 
  or sickened. He can remove the chosen condition from 
  all living creatures that he heals with divine weal. 
     At 6th level, he can choose one condition from the op-
  tion at level 2 and another choice among the following 
  conditions: dazed, diseased, or staggered. He can remove 
  up to two of these conditions from all those he heals 
  with divine weal. 
     At level 10, he gains all the benefits from level 6 again 
  with new choices, as well as the ability to cure one of 
  the following conditions: cursed, exhausted, frightened, 
  nauseated, or poisoned. If he already has all the available 
  choices from a set of conditions available at a certain 
  level, that benefit is lost. He can remove up to three 
  conditions at once. 
     At 14th level, he gains all the benefits from level 10, 
  as well as the ability to cure one of the following condi-
  tions: blinded, deafened, paralyzed, or stunned. He can 
  remove up to four conditions. 
     At 18th level, he gains all the benefits from level 14, 
  as well as the ability to cure one of the following condi-
  tions: confused, cowering, drugged, energy drained, 
  mad, or petrified. He can remove up to five conditions 
  at once. This ability replaces the additional divine wrath 
  dice at level 2, 6, 10, 14, and 18. 
  Master Healer (Su): At 5th level, when a healing sacer-
  dote uses divine weal, he can choose to apply the benefits 
  of channeled mercy or to treat any 1s rolled as 6s when 
  determining how much damage he heals with divine 
  weal. He must choose which benefit to take before he 
  rolls to see how much damage he heals. This replaces the 
  manifestation ability a sacerdote gains at level 5. 
  Manifestation: Gained at 9th level, this is the same as 
  the sacerdote ability of the same name except that it af-
  
  22
  fects divine weal rather than divine wrath. The healing 
  sacerdote gets additional manifestations at level 13 and 
  17. 
  Glyliath Evershade (CR 10; XP 9,600)
  Female elf sacerdote (healing sacerdote) 11
  CG Medium humanoid (elf)
  Init +7; Senses low-light vision; Perception +12
  Defense
  AC 21, touch 14, flat-footed 17 
  (+6 armor, +3 Dex, +1 dodge, +1 natural)
  hp 63 (11d6+22)
  Fort +8, Ref +10, Will +13
  Offense
  Speed 30 ft.
  Melee mwk quarterstaff +6 (1d6)
  Ranged divine weal ray +11 touch (varies)
  Special Attacks channeled mercy, divine weal (+2d6; 40 
  ft. cone, 210 ft. ray, or 55 ft. snake shape), healing mind 
  (15 ft. range), master healer
  Spells Prepared (CL 11th; concentration +15)
     6th—fire seedsD (R-DC 20), heal
     5th—breath of lifeD, flame strike (2; R-DC 19), spell 
  resistanceD, summon monster V
     4th—cure critical wounds (3), dimensional anchor, fire 
  shieldD (2), freedom of movementD
     3rd—cure serious wounds (3), magic vestment (2), sear-
  ing lightD (4)
     2nd—cure moderate wounds (5), remove paralysisD (2), 
  shield otherD (2)
     1st—comprehend languages, mage armorD (2), protection 
  from evil (3), remove fearD, sanctuaryD (2; W-DC 15), 
  shield of faith (2)
     0th—detect poison, light, mending, purify food and 
  drink, stabilize, virtue
  Domains Healing, Liberation, Protection, Repose, Sun
  Statistics
  Str 10, Dex 16, Con 12, Int 16, Wis 18, Cha 8
  Base Atk +5; CMB +5; CMD 18
  Feats Brew Potion, Combat Casting, Craft Wand, 
  Dodge, Great Fortitude, Improved Initiative, Lightning 
  Reflexes, Selective Divine Wrath, Toughness
  Skills Diplomacy +13, Heal +18, Knowledge (local, 
  religion) +14, Perception +12, Sense Motive +7, Spell-
  craft +17 (+19 to identify magic item properties); Racial 
  Modifiers +2 Perception
  Languages Celestial, Common, Elven, Gnome, Sylvan
  SQ advanced spellcasting, arcane focus, channeled mercy 
  (fatigued, shaken, staggered), dreamspeaker, elven magic, 
  keen senses, magical training, manifestation (snake 
  shape), sociable
  Combat Gear oils of magic weapon (4), wands of bless 
  (50 charges) and cure light wounds (50 charges); Gear 
  masterwork quarterstaff, amulet of natural armor +1, belt 
  of mighty constitution +2, cloak of protection +2, headband 
  of inspired wisdom +2, silver holy symbol, spell compo-
  nent pouch, pouch with 319 gp worth of mixed coins 
  and gems
  Demographics
  Faith Protean (Amaelianesses, Kekissendri, Zaelendris).
  Homeland Purple Mountain
  Domain Spell List 
     6th—antimagic field, fire seeds, greater dispel magic, 
  heal, undeath to death
     5th—break enchantment, breath of life, flame strike, slay 
  living, spell resistance 
     4th—cure critical wounds, death ward, fire shield, free-
  dom of movement, spell immunity
     3rd—cure serious wounds, protection from energy, remove 
  curse, searing light, speak with dead
     2nd—cure moderate wounds, gentle repose, heat metal, 
  remove paralysis, shield other
     1st—cure light wounds, deathwatch, endure elements, 
  mage armor, remove fear, sanctuary. 
  Always a champion of the oppressed of the world, Glyli-
  ath tried to rouse her fellow elves against the injustices 
  of the world—the injustice of death, the injustice of the 
  night, the injustice of fate. Marked as a madwoman even 
  among the elves of City State of Iluriel, her rants attract-
  ed the attention of not one but several of the Protean 
  Lords, giving her the power to make her visions reality, 
  if only temporarily. It was at that point that Sheriff Janar 
  strongly suggested that it might be time for her to move 
  along, as most elves strongly associate the Protean Lords 
  with their cruel erkunae masters of old.
     So when she proclaimed her allegiance to the proteans, 
  she was exiled. Glad to be freed from their conservatism, 
  she went forth to spread the light of freedom in the 
  world. Far from home, near the Purple Mountain she 
  made her home. The mountain’s dangers and treasures 
  are a magnet for adventurers seeking an opportunity to 
  become rich, famous, or even ascendant as immortals. 
  Glyliath now has a near endless supply of free spirits 
  with which to conciliate, converse, convert, and cooper-
  ate. She has never been happier than she is now, exiled 
  from her elven homeland.
  
  23
  Proselytizer
  Some sacerdotes strive to lead the faithful, be it to wage 
  holy war, spread the faith, expunge sin or heresy, or some 
  other grand project. Whatever the cause, the prosely-
  tizer involves other people and bolsters their efforts. 
  Proselytizers strike allies and enemies with divine wrath 
  indiscriminately, trusting their patron to smite foes and 
  fortify friends.
  Class Skills
  The proselytizer's class skills (and the key ability for each 
  skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), 
  Intimidate (Cha), Knowledge (Local) (Int), Knowledge 
  (Religion) (Int), Perform (Cha), Profession (Wis), Sense 
  Motive (Wis), and Spellcraft (Int). 
  Skill Points per Level: 2 + Int modifier. 
  Class Features
  This archetype has all sacredote class features, except as 
  noted. 
  Blessed Charisma (Ex): Replace all references to Intel-
  ligence in the calculated targeting ability, the divine 
  wrath ability, and wrath feats to Charisma when used by 
  a proselytizer. 
  Community Domain: A proselytizer must choose the 
  Community domain (not a subdomain) and may do so 
  even if his patron(s) do not ordinarily offer this domain. 
  The proselytizer does not gain any domain powers from 
  the community domain. This is a modification to the 
  domains class feature. 
  Selective Wrath (Ex): At third level the proselytizer 
  gains Selective Wrath as a bonus feat. Note that the 
  effect of all wrath feats are based on Charisma for the 
  proselytizer, see blessed charisma, above. At level 5 and 
  every two levels thereafter, add one to the number of 
  targets the proselytizer can exclude when he uses divine 
  wrath as an area effect. This replaces the sacerdote's third 
  Table 1.7: Proselytizer
  Level
  Base  
  Attack  
  Bonus
  Fort  
  Save
  Reflex  
  Save
  Will  
  Save Special
  Spells per Day 
  0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Advanced spellcasting, divine wrath, 
  charismatic wrath, domains, orisons 3 1+1 — — — — — — — — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Divine wrath +1d6 
  4 2+2 — — — — — — — — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Selective wrath 
  4 2+2 1+1 — — — — — — — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Divine wrath +2d6 
  5 3+3 2+2 — — — — — — — 
  5th 
  +2 
  +1 
  +1 
  +4 
  Flexible manifestation 
  5 3+3 2+2 1+1 — — — — — — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Divine wrath +3d6 
  5 3+3 3+3 2+2 — — — — — — 
  7th 
  +3 
  +2 
  +2 
  +5 
  Bolstering wrath 
  6 4+4 3+3 2+2 1+1 — — — — — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Divine wrath +4d6 
  6 4+4 3+3 3+3 2+2 — — — — — 
  9th 
  +4 
  +3 
  +3 
  +6 
  Flexible manifestation 
  6 4+4 4+4 3+3 2+2 1+1 — — — — 
  10th +5 
  +3 
  +3 
  +7 
  Divine wrath +5d6 
  6 4+4 4+4 3+3 3+3 2+2 — — — — 
  11th +5 
  +3 
  +3 
  +7 
  Invigorating wrath 
  6 5+5 4+4 4+4 3+3 2+2 1+1 — — — 
  12th +6/+1 +4 
  +4 
  +8 
  Divine wrath +6d6 
  6 5+5 4+4 4+4 3+3 3+3 2+2 — — — 
  13th +6/+1 +4 
  +4 
  +8 
  Flexible manifestation 
  6 5+5 5+5 4+4 4+4 3+3 2+2 1+1 — — 
  14th +7/+2 +4 
  +4 
  +9 
  Divine wrath +7d6 
  6 5+5 5+5 4+4 4+4 3+3 3+3 2+2 — — 
  15th +7/+2 +5 
  +5 
  +9 
  Heroic wrath 
  6 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1 — 
  16th +8/+3 +5 
  +5 
  +10 Divine wrath +8d6 
  6 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2 — 
  17th +8/+3 +5 
  +5 
  +10 Flexible manifestation 
  6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 2+2 1+1 
  18th +9/+4 +6 
  +6 
  +11 Divine wrath +9d6 
  6 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 2+2 
  19th +9/+4 +6 
  +6 
  +11 Channel zeal 
  6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 3+3 3+3 
  20th +10/+5 +6 
  +6 
  +12 Divine wrath +10d6 
  6 5+5 5+5 5+5 5+5 5+5 4+4 4+4 4+4 4+4 
  
  24
  level bonus feat. 
  Flexible Manifestation (Ex): At 5th level and every 4 
  levels thereafter when the proselytizer learns a new mani-
  festation, he can choose to take a bonus feat instead. He 
  can choose a metamagic feat, an item creation feat, or a 
  wrath feat. The proselytizer must meet all prerequisites 
  of each bonus feat. 
  Bolstering Wrath (Su): At 7th allies in the area of the 
  proselytizer's divine wrath ability and selected to be im-
  mune with Selective Wrath immediately gain a new Will 
  saving throw against any lasting effect that allows a sav-
  ing throw. If this saving throw is passed, the effect works 
  as if the initial saving throw was successful. Spells with 
  an instantaneous duration are not affected. This replaces 
  the sacerdote's 7th level bonus feat. 
  Invigorating Wrath (Su): At 11th level, the benefits of 
  bolstering wrath extends to effects that allow a Fortitude 
  or Reflex save as well. This replaces the sacerdote's 11th 
  level bonus feat. 
  Heroic Wrath (Su): At 15th level, bolstering wrath also 
  gives each beneficiary one temporary hit point for each 
  die of damage the divine wrath ability does to enemies. 
  These temporary hit points last for 1 minute. Note that 
  temporary hit points do not stack. This replaces the sac-
  erdote's 15th level bonus feat. 
  Channel Zeal (Su): At 19th level, the beneficiaries of 
  bolstering wrath can take an immediate action to make 
  either a move or a standard attack action. This is in ad-
  dition to previous benefits and replaces the sacerdote's 
  19th level bonus feat. 
  The Voice (CR 4; XP 1,200)
  Male geralite sacerdote (proselytizer) 5
  LG Medium outsider (native)
  Init +4; Senses darkvision 60 ft.; Perception +8
  Defense
  AC 14, touch 10, flat-footed 14 
  (+4 armor)
  hp 40 (5d6+20)
  Fort +5, Ref +4, Will +8
  Resist acid 5, cold 5, electricity 5
  Offense
  Speed 30 ft.
  Melee quarterstaff +1 (1d6-1)
  Ranged divine wrath ray +4 touch (varies)
  Special Attacks calculated targeting (+2; 10 ft. range), 
  divine wrath (+2d6; W-DC 14 + spell level; 20 ft. cone, 
  150 ft. ray)
  Spell-Like Abilities (CL 5th; concentration +7)
     1/day—continual flame
  Spells Prepared (CL 5th; concentration +8)
     3rd—magic circle against evilD, magic vestment (2)
     2nd—cure moderate wounds (2), bear’s endurance, shield 
  otherD (2)
     1st—blessD, cure light wounds (2), mage armorD (2), 
  shield of faith (2)
     0th—detect magic, purify food and drink, resistance, 
  stabilize, virtue
  Domains Artifice, Community, Glory, Good, Law
  Statistics
  Str 8, Dex 10, Con 16, Int 12, Wis 17, Cha 14
  Base Atk +2; CMB +1; CMD 11
  Feats Improved Divine Wrath, Improved Initiative, 
  Lightning Reflexes, Selective Wrath, Toughness
  Skills Diplomacy +10, Intimidate +7, Knowledge (reli-
  gion) +9, Perception +8, Sense Motive +8; Racial Modi-
  fiers +2 Intimidate, +2 Sense Motive
  Languages Common
  SQ advanced spellcasting, blessed charisma, flame of 
  heaven, flexible manifestation (Improved Divine Wrath), 
  lawbringer, scion of humanity 
  Combat Gear wands of cure light wounds (50 charges) 
  and cure moderate wounds (17 charges); Gear +1 quar-
  terstaff, cloak of protection +1, silver holy symbol, spell 
  component pouch, pouch with 139 gp worth of mixed 
  coins and gems
  Demographics
  Faith Deist (Gerana, Neria,Toma Thule)
  Homeland Middle Kingdoms
  Domain Spell List
     3rd—magic circle against chaos/evil, prayer, searing light, 
  stone shape
     2nd—align weapon (good or law only), bless weapon, 
  shield other, wood shape
     1st—animate rope, bless, mage armor, protection from 
  chaos/evil, shield of faith
  The Voice speaks for all good people of the Middle King-
  doms who value law over the anarchy of the Birdman 
  Mountains to the north. The Voice recognizes the Divine 
  Right of the High Codion and supports the Codionic 
  Knights in all their endeavors. The Voice rarely tolerates 
  questions from the underclasses. 
  
  25
  Spirit Sacerdote
  A spirit sacredote does not have a patron or even a phi-
  losophy to provide powers for him. Rather, his powers 
  are fueled by temporary alliances he makes with various 
  spirit sponsors. 
  Class Skills
  The sacredote's class skills (and the key ability for each 
  skill) are Bluff (Cha), Diplomacy (Cha), Heal (Wis), 
  Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge 
  (Nature) (Int), Knowledge (Religion) (Int), Knowledge 
  (Planes) (Int), Perform (Cha), Sense Motive (Wis), and 
  Spellcraft (Int). 
  Skill Points per Level: 2 + Int modifier. 
  Class Abilities
  This archetype has all sacredote class features, except as 
  noted. 
  Blessed Charisma (Ex): Replace all references to Intel-
  ligence in the calculated targeting ability, the divine 
  wrath ability, and wrath feats to Charisma when used by 
  a spirit sacerdote. 
  Sponsored Domains: A spirit sacredote can change 
  domains. A spirit sacredote can have up to five domains 
  simultaneously and begins play with any five domains 
  of his choice. Upon gaining a new domain, a sacredote 
  must drop an old domain,immediately losing all domain 
  spells. Spells the sacredote does not gain from any other 
  domain are no longer considered to be on his spell list 
  and if they are already prepared, they are lost. 
     To change domains, a spirit sacredote must make a 
  connection with a creature with powers related to the 
  domain he wishes to adopt and of a challenge rating 
  equal to his level or higher. This is usually a monster 
  with an appropriate theme and origins, see Table: Spon-
  sors. A single sponsor can contribute several domains 
  if it has the appropriate type and powers. Changing 
  domains is done as a part of spell preparation and in the 
  presence of a cooperative sponsor. Humanoid creatures 
  can never be sponsors. 
     With a functional, intelligent creature, the bargain is 
  stuck with the creature itself. A creature will bargain for 
  its services, demanding wealth, aid, payment, alliance, 
  or even just mercy if it is helpless. A creature the spirit 
  sacerdote already helped might become a sponsor from 
  simple gratitude. A charmed, placated dominated, or 
  helpful creature will act as a sponsor for free. 
  Non-intelligent and even dead creatures can still be 
  bargained with; in this case the spirit sacredote uses the 
  creature as a link to the spirit of its kind rather than 
  negotiating with the creature itself. At the game masters' 
  discretion it is also possible to get in touch with a spirit 
  sponsor at a site linked to that domain, such as an old 
  battlefield for the war domain or an altar sacred to a god 
  that offers the domain. A spirit sponsor always demands 
  payment, generally in the form of a service or promise. 
  Such tasks can seem whimsical to humans, but are of 
  great import to the sponsor. The GM and player should 
  agree on some minor task or prohibition. For example, a 
  giant centipede spirit might offer the decay sub-domain 
  of the plant domain to a spirit sacredote in exchange for 
  a promise to never wash as long as he retains the domain 
  while a whale spirit may demand that the sacerdote 
  remove a nest of nearby troll whalers. A spirit sacredote 
  that breaks an agreement with a sponsor loses access to 
  that sponsor's domain(s) for 24 hours. If the spirit sacer-
  dote takes a feat that has a domain as a prerequisite, he 
  can only use that feat when he can use that domain. 
  Gamemastering Sponsors 
  What kinds of creatures make appropriate 
  sponsors is ultimately up to the game master 
  and is based on the type, subtype, and abili-
  ties of the creature. At a minimum, Table 1.9: 
  Sponsors gives certain types and subtypes that 
  can be sponsors for certain domains, but this is 
  just a starting point. Game masters are encour-
  aged to consider the nature and abilities of each 
  creature and be generous. A fire giant grants the 
  fire and strength domains because of its type 
  and subtype, but it is also a craftsman and thus 
  grants the artifice domain. A dryad grants the 
  charm, luck, and trick domains because it is a 
  fey but also the plant domain because of her 
  powers. A mite is a fey, but can't sponsor either 
  the charm or luck domain, tough it might grant 
  a subdomain such as lust or curse if these are in 
  use. And so on. 
     Game masters are encouraged to use this as 
  an adventure hook. In addition to making the 
  domain available, the spirit sacredote and his 
  companions receive normal experience points 
  (and possibly loot and other rewards) for fulfill-
  ing an obligation to a sponsor. 
  
  26
  Table 1.9: Sponsors 
  Domain 
  Creatures 
  Air Domain 
  Air subtype 
  Animal Domain 
  Animal type 
  Artifice Domain 
  Construct type 
  Chaos Domain 
  Chaotic subtype 
  Darkness Domain 
  Kyton subtype 
  Charm Domain 
  Fey type 
  Death Domain 
  Undead type 
  Destruction Domain 
  Ooze and vermin types 
  Earth Domain 
  Earth subtype 
  Evil Domain 
  Evil subtype 
  Fire Domain 
  Fire subtype 
  Good Domain
  Good subtype
  Law Domain 
  Lawful subtype 
  Luck Domain 
  Fey type 
  Madness Domain 
  Aberration type 
  Plant Domain 
  Plant type 
  Repose Domain 
  Psychopomp subtype 
  Strength Domain 
  Giant subtype 
  Trickery Domain 
  Fey type 
  Void Domain 
  Aberration type 
  War Domain 
  Monstrous humanoid type 
  Water Domain 
  Water subtype 
  Tumbledown Scarineth (CR 8; XP )
  Female gnome sacerdote (spirit sacerdote) 9
  CN Small humanoid (gnome)
  Init +6; Senses low-light vision; Perception +10
  Defense
  AC 20, touch 13, flat-footed 18; +4 dodge vs giants 
  (+6 armor, +2 Dex, +1 natural, +1 size)
  hp 61 (9d6+27)
  Fort +7, Ref +9, Will +11; +2 vs illusions
  Offense
  Speed 20 ft.
  Melee quarterstaff +4 (1d4-1)
  Ranged divine wrath ray +10 touch (varies)
  Special Attacks calculated targeting (+3; 15 ft. range), 
  divine wrath (+2d6; W-DC 15 + spell level; 60 ft. cone, 
  190 ft. ray, or forked ray [2 targets] 45 ft.)
  Spell-Like Abilities (CL 9th; concentration +12)
     1/day—dancing lights, ghost sound (W-DC 13), presti-
  digitation, speak with animals
  Spells Prepared (CL 9th; concentration +12)
     5th—major curseUM (W-DC 20), overland flightD
     4th—confusionD (2; W-DC 17), poison (2; F-DC 19)
     3rd—blindness/deafness (3; F-DC 18), magic vest  
  mentD (2), nondetectionD, protection from energy
     2nd—bear’s endurance (2), eagle’s splendor, hold animalD 
  (2; W-DC 15), invisibilityD (2), owl’s wisdom, undetect-
  able alignment
     1st—disguise selfD (2), mage armorD (2), sanctuary (W-
  DC 14), shield of faith (2), summon monster I (2)
     0th—bleed (W-DC 13), guidance, purify food and 
  drink, mending, spark, stabilize
  Domains Animal, Chaos, Strength, Trickery, Void
  Statistics
  Str 8, Dex 14, Con 14, Int 8, Wis 16, Cha 16
  Base Atk +4; CMB +2; CMD 14
  Feats Improved Divine Wrath, Greater Spell Focus 
  (Necromancy), Improved Initiative, Lightning Reflexes, 
  Scribe Scroll, Spell Focus (Necromancy), Toughness
  Skills Bluff +11, Fly +2 (+10 when overland flight cast), 
  Knowledge (arcana) +5, Knowledge (nature, planes, 
  religion) +3, Perception +10, Sense Motive +8; Racial 
  Modifiers +1 Disable Device, +2 Knowledge (arcana), +1 
  Knowledge (engineering), +2 Perception
  Languages Common, Gnome, Sylvan
  SQ academician, advanced spellcasting, blessed charisma, 
  gnome magic, keen senses, manifestation (Forked Ray, 
  Long Cone), master tinker, weapon familiarity (gnome)
  Combat Gear wands of cure light wounds (50 charges) 
  and obscuring mist (50 charges); Gear quarterstaff, amu-
  let of natural armor +1, cloak of protection +2, eyes of the 
  eagle, silver holy symbol, spell component pouch, pouch 
  with 19 gp worth of mixed coins
  Demographics
  Faith Animist
  Homeland Gardens of Meynon
  Domain Spell List 
     5th—beast shape III (animals only), dispel law, false vi-
  sion, overland flight, righteous might
     4th—chaos hammer, confusion, lesser planar binding, 
  spell immunity, summon nature’s ally IV (animals only)
     3rd—dominate animal, fly, magic circle against law, 
  magic vestment, nondetection
     2nd—align weapon (chaos only), bull’s strength, hold 
  animal, invisibility, levitate 
     1st—calm animals, disguise self, enlarge person, feather 
  fall, mage armor, protection from law. 
  A shaman’s apprentice fascinated by the small and weak, 
  Tumbledown felt herself a giant in the world of ants, 
  mice, and voles. With the touch of her hand, she could 
  act like a goddess in their small world, and she attracted 
  
  27
  the devotion of these simple spirits in turn. Jumping at 
  the power offered, she has since made allies of all kinds 
  of spirits, moving on when they have had enough of her 
  divine power.
     Within the Gardens of Meynon, Tumbledown is a 
  eccentric figure. Most of the garden’s inhabitants are 
  devote followers of the Aleria, but Tumbledown claims 
  there is a deeper faith within the land, one that does not 
  reside with the Gods, Elemental Lord, or even the preni-
  cious Protean Lords but is instead a part of all things. A 
  vital spirit or odic from which all life derives it essence.
     Further Tumbledown contends, for those that are 
  willing to listen, that it was Mey’s own connection to 
  the spiritual world and this odic force that caused the 
  land of the gardens to spring to the defense of its people. 
  That is why the plants and the animals of the land rose 
  up and defended the territory so vigorously against the 
  zendiqi raids during the NewGod Wars and it was not 
  by the divine intervention of the Love of Life. However 
  Tumbledown is not so proud as to say that Aleria was 
  not involved in the restoration of the land when the war 
  was over.
  Theurgist
  Not all sacerdotes are religious – some view the divine 
  from an entirely theoretical viewpoint. Studying astral 
  powers as arcana rather than theology, these scholars 
  are sometimes called astral magicians. They refuse the 
  limitations faith would place on their powers and have 
  a spellbook rather than divine inspiration. Religious 
  institutions and especially inquisitors are suspicious of 
  theurgists and may condemn them as heretics.
  Class Skills
  The theurgist's class skills (and the key ability for each 
  skill) are Craft (Int), Heal (Wis), Knowledge (arcana) 
  (Int), Linguistics (Int), Profession (Wis), Sense Motive 
  (Wis), and Spellcraft (Int). 
  Skill Points per Level: 2 + Int modifier. 
  Class Abilities
  This archetype has all sacredote class features, except as 
  noted. 
  Access All Domains: A theurgist has access to all spells 
  on any domain's list of spells, and can learn and cast 
  these spells as domain spells, in addition to mage armor. 
  They can learn spells from any alignment domain. A 
  theurgist must add the mage armor spell to his spellbook 
  in the normal fashion, he does not automatically begin 
  play knowing it but it is on the domain spell list and he 
  can pick it as one of his starting domain spells if desired. 
  This is a modification to the domains ability. 
     Note that a theurgist does not actually have any do-
  mains (he just has access to all domain spells), and thus 
  cannot take any feats for which a specific domain is a 
  prerequisite. 
  Alignment and Code of Conduct: A theurgist is not 
  religious, follows no religious dogma, and has no code 
  of conduct. They can use spells and domains regardless 
  of alignment. Casting an aligned spell is still an ac-
  tion of that alignment, and doing so a lot can cause an 
  alignment change, just as it can for any spellcaster. This 
  replaces Chaotic, Evil, Good, and Lawful Spells. 
  Arcane Spells: Theurgists cast arcane spells. A theurgist 
  can prepare and cast any spell in his spellbook. Other-
  wise this works exactly like a sacerdote's spellcasting. Be-
  cause of the theurgist specializes in the study of the astral 
  plane, their magic resembles that of clerics rather than 
  
  28
  wizards, but the way they study and use magic marks 
  them as arcane casters. Theurgists are familiar with how 
  divine magic works and can use both arcane and divine 
  spell-completion items (scrolls) as long as the spell is on 
  either their cleric or domain spell list. 
     Since he is an arcane spellcaster, a theurgist does not 
  use a divine focus. He can use the divine wrath ability 
  (often called arcane wrath by theurgists) without any 
  special implement.  This replaces advanced spells. 
  Spellbook: The theurgist keeps two separate spellbooks, 
  like the wizard class feature. A level one theurgist starts 
  with a cleric spellbook with all of the standard level zero 
  cleric spells (orisons) and three level one spells from the 
  cleric spell list, plus a number of level one cleric spells 
  equal to his Intelligence modifier from personal research 
  and excellence as a student. He also starts with a domain 
  spellbook with an equal number of first level spells from 
  any domains of his choice or mage armor. Each level the 
  theurgist advances, he learns two new cleric spells and 
  two new domain spells for free, representing his theolog-
  ical study. Any additional spells must be scribed in the 
  same manner a wizard does. Theurgists can learn and use 
  the Spell Mastery feat with their class spells and can pre-
  pare read magic from memory alone, just like a wizard. 
  Kalvin Blackaxe (CR 8; XP 4,800)
  Male dwarf sacerdote (theurgist) 9
  NE Medium humanoid (dwarf)
  Init +5; Senses darkvision 60 ft.; Perception +13 (+15 vs 
  usual stonework)
  Defense
  AC 18, touch 11, flat-footed 17; +2 dodge vs aberrations
  (+6 armor, +1 Dex, +1 natural)
  hp 70 (9d6+36)
  Fort +8, Ref +8, Will +12
  SR 14
  Offense
  Speed 30 ft.
  Melee battleaxe +4 (1d8/x3)
  Ranged divine wrath ray +8 touch (varies)
  Special Attacks +1 on attack rolls vs elves and orcs, cal-
  culated targeting (+3; 15 ft. range), divine wrath (+4d6; 
  W-DC 15 + spell level; 60 ft. cone or 760 ft. ray)
  Spells Prepared (CL 9th; concentration +13)
     5th—greater command (W-DC 20), teleportD
     4th—aura of doom (W-DC 19), confusionD (W-DC 
  19), debilitating portentUC (2; W-DC 19), fire shieldD
     3rd—cure serious wounds (3), dispel magic, fireballD (3; 
  R-DC 17), magic vestment (2)
     2nd—barkskinD (2), bear’s endurance (2), darkness (2), 
  invisibilityD (2), undetectable alignment
     1st—detect good, liberating commandUC, longstriderD (2), 
  mage armorD (2), protection from good, shield of faith (2)
     0th—bleed (W-DC 15), detect magic, guidance, mend-
  ing, read magic, virtue
  Statistics
  Str 10, Dex 12, Con 16, Int 16, Wis 18, Cha 6
  Base Atk +4; CMB +4 (+6 to grapple aberrations); CMD 
  15 (19 vs bull rush and trip)
  Feats Improved Divine Wrath, Improved Initiative, 
  Lightning Reflexes, Quickened Divine Wrath, Spell 
  Focus (Enchantment, Necromancy), Toughness
  Skills Knowledge (arcana, religion) +15, Perception +13 
  (+15 vs usual stonework), Sense Motive +16, Spellcraft 
  +15
  Languages Common, Dwarven, Orc, Undercommon
  SQ access all domains, arcane spells, craftsman, deep 
  warrior, hatred, magic resistant, manifestation (Long 
  Cone, Long Ray), stability, stonecunning, weapon famil-
  iarity (dwarf)
  Gear quarterstaff, amulet of natural armor +1, cloak of 
  protection +2, headband of vast intelligence +2, silver holy 
  symbol, spellbooks, spell component pouch, pouch with 
  19 gp worth of mixed coins
  Demographics
  Faith Nihilist
  Homeland Frozen North
  Primary Spellbook
     5th—greater command, true seeing
     4th—aura of doom, debilitating portentUC, dimensional 
  anchor, lesser planar ally
     3rd—agonizeUM, cure serious wounds, dispel magic, 
  magic vestment
     2nd—bear’s endurance, darkness, delay poison, undetect-
  able alignment
     1st—ant haulAPG, clarion call, cultural adaptation, cure 
  light wounds, detect good, liberating commandUC, protec-
  tion from good, shield of faith 
     Orisons—All level zero cleric spells
  Domain Spellbook
     5th—charm monster, teleport
     4th—confusion, cure critical wounds, fire shield, spike 
  stones
     3rd—animate dead, deeper darkness, fireball, suggestion
     2nd—barkskin, invisibility, locate object, touch of idiocy
     1st—animate rope, bless, burning hands, charm person, 
  confusion (lesser), longstrider, obscuring mist, mage armor
  Kalvin knows that all divine magic is learnable skill.
  
  29
  Wrath Feats
  Wrath feats are a type of feats that modify the divine 
  wrath class feature of the sacerdote. Using a wrath feat is 
  an option; it is always possible to not use any particular 
  wrath feat. 
  Aligned Wrath (Wrath)
  You can direct divine wrath away from certain alignments. 
  Prerequisites: Divine wrath class feature, alignment 
  domain (chaos, evil, good, law).
  Benefit: When you use divine wrath, you can chose to 
  not damage those who share an alignment component 
  with an alignment domain you have. So, if you have the 
  law domain (or one of its subdomains), you can choose 
  to not harm those of lawful alignment. If you have 
  several alignment domains, you must choose one to use 
  each time you use this feat. 
  Diviner Delving
  Your keen magical intuition makes reading signs, portents, 
  and mystical clues quick and easy.
  Prerequisite: Spell Focus (divination).
  Benefit: You gain a +2 bonus on caster level checks with 
  divinations to overcome spell resistance or effects that 
  impede divination (for example, nondetection). When 
  using a divination spell that requires concentration, you 
  gain information from the spell 1 round sooner than 
  normal (so you gain information from the first 2 rounds 
  with 1 round of concentration, and information from 
  the third round in the second round of concentration).
  Extra Manifestation
  You are able to manifest your divine wrath in additional 
  ways.
  Prerequisites: Manifestation class feature. 
  Benefit: You learn an additional manifestation, as the 
  sacerdote class feature. 
  Special: You can take this feat several times.
  Heightened Divine Wrath (Wrath)
  Your divine wrath is attuned to your skill as a sacredote 
  instead of the spell you sacrificed.
  Prerequisites: Divine wrath class feature. 
  Benefit: Using divine wrath with this feat is a full-round 
  action. When you do so, the save DC of your divine 
  wrath is 10 + 1/2 your class level + your Intelligence 
  modifier. 
  Improved Divine Wrath (Wrath)
  Your divine wrath is more difficult to resist.
  Prerequisites: Divine wrath class feature. 
  Benefit: Increase the save DC of your divine wrath by 
  +2. 
  Improved Placate (Wrath)
  You are able to placate an impressive number of enemies.
  Prerequisites: Divine wrath class feature, wrath feat with 
  placate in the name. 
  Benefit: The maximum number of hit dice you can 
  placate at any one time is equal to twice your sacerdote 
  caster level. No individual creature can be of a higher hit 
  dice than your caster level. 
  Special: You can take this feat two times, with stacking 
  benefits.
  Placate Aberrations (Wrath)
  You are of one mind with creatures out of this world. 
  Prerequisites: Divine wrath class feature, madness or 
  void domain. 
  Benefit: You can befriend aberrations. The effect is the 
  same as that of Placate Outsiders. 
  Placate Animals (Wrath)
  You can find allies among animals. 
  Prerequisites: Divine wrath class feature, animal do-
  main. 
  Benefit: You can charm animals. You do not gain the 
  ability to talk to animals, but they will follow you 
  around and help you to the best of their ability. You can 
  use Handle Animal to instruct them as if they were do-
  mestic animals. The effect is otherwise the same as that 
  of Placate Outsiders. 
  Placate Native Outsiders (Wrath)
  You have allies among the spirits of your world. 
  Prerequisites: Divine wrath class feature. 
  Benefit: You can charm outsiders native to your plane of 
  origin. You cannot charm native outsiders of an align-
  ment opposed to your own, either on the law-chaos or 
  good-evil axis. The effect is otherwise the same as that of 
  Placate Outsiders. 
  
  30
  Placate Outsiders (Wrath)
  Calling on divine authority, you turn outsiders into allies. 
  Prerequisites: Divine wrath class feature, alignment or 
  elemental domain (air, chaos, earth, evil, fire, good, law, 
  or water). 
  Benefit: Select one subtype of outsider when you take 
  this feat, you must have the corresponding domain. You 
  can charm outsiders who have the chosen subtype. You 
  can never charm outsiders of an alignment opposed to 
  your own, either on the law-chaos or good-evil axis. You 
  target creatures normally like you do with divine wrath, 
  but gain no special benefit from ranged touch attacks. 
  Creatures of relevant (sub)type(s) must make a Will 
  save (DC 10 + the level of the channeled spell + your 
  Intelligence modifier). Affected creatures that fail their 
  saves become your close allies, as if under the effects of 
  charm monster with a duration of one hour per level of 
  the spell channeled. Immunity or resistance to mind-
  affecting or charm effects does not protect against this. 
  You can charm any number of creatures, so long as their 
  total Hit Dice do not exceed your sacredote level. You 
  can release a creature from your control as a free action. 
  Creatures that fail their saving throws but are in excess 
  of the hit dice limit gain a neutral attitude to you and 
  your party, they will neither aid nor attack unless further 
  provoked, such as by entering an area they are guarding. 
  Creatures with an Intelligence of 7 or more receive a new 
  saving throw each hour to resist the effect. 
  Special: You can take this feat several times. It does not 
  stack. Select a new subtype of outsider each time you 
  pick this feat. You must fulfill the requirements each 
  time you take the feat. 
  Placate Outsiders of Balance (Wrath)
  You have allies among the spirits of balance. 
  Prerequisites: Divine wrath class feature, neutral align-
  ment. 
  Benefit: You can charm outsiders of neutral alignment 
  who do not have the elemental subtype. The effect is 
  otherwise the same as Placate Outsiders. 
  Placate Plants (Wrath)
  You are an ally of nature. 
  Prerequisites: Divine wrath class feature, plant domain. 
  Benefit: You can charm creatures of the plant type, 
  bypassing their immunity to mind-affecting effects. You 
  cannot charm plants that are not creatures. This allows 
  you to communicate with plant creatures on an em-
  pathic level, and allows you to give even unintelligent 
  plant creatures simple instructions like follow, attack, or 
  stay. The effect is otherwise the same as that of Placate 
  Outsiders. 
  Placate Undead (Wrath)
  Using your affinity to negative energy, you bind undead into 
  service. 
  Prerequisites: Divine wrath class feature, non-good 
  alignment.
  Benefit: When you use divine wrath with this feat, 
  undead must make a Will save (DC 10 + the level of the 
  channeled spell + your Intelligence modifier). Undead 
  that fail their saves fall under your control, obeying your 
  commands to the best of their ability, as if under the 
  effects of control undead with a duration of one day per 
  level of the spell channeled. Intelligent undead receive 
  a new saving throw each day to resist your command. 
  You can control any number of undead, as long as their 
  total Hit Dice do not exceed your sacredote level—this 
  limitation works the same as that of Placate Outsiders. If 
  you use divine wrath in this way, it does no damage and 
  cannot power any other effect. If an undead creature is 
  under the control of another creature or you force the 
  undead to do something against its nature, you must 
  make an opposed Charisma check or your command will 
  be ignored. Using this ability is an evil action. 
  Placid Summons (Wrath)
  You can rapidly summon creatures you have a domain affin-
  ity for. 
  Prerequisites: Divine wrath class feature, wrath feat with 
  placate in the name. 
  Benefit: When you use a sacerdote summoning spell to 
  summon a creature of a type you can use a wrath feat 
  to placate, the casting time of the spell is one standard 
  action. 
  Placid Words (Wrath)
  You know the right ritual words and pacts to sway creatures 
  to your side. 
  Prerequisites: Divine wrath class feature, any wrath feat 
  with "placate" in the name. 
  Benefit: When a placate feat ability requires you to make 
  a Charisma check, you can make an Intelligence check 
  instead. 
  
  31
  Quickened Wrath (Wrath)
  You are gifted with quick divine wrath. 
  Prerequisites: Divine wrath class feature, divine wrath 
  bonus damage +5d6. 
  Benefit: You can use divine wrath as a swift action. 
  When you do, reduce the damage by 4d6 and the saving 
  throw DC by 4. Using quickened divine wrath does not 
  trigger an attack of opportunity. 
  Special: You cannot use Heightened Wrath and Quick-
  ened Wrath with the same use of divine wrath, but can 
  use one after the other in the same round. 
  Rebuke Constructs (Wrath)
  You can temporarily render constructs inanimate. 
  Prerequisites: Divine wrath class feature, artifice do-
  main. 
  Benefit: Constructs targeted by your divine wrath must 
  make a Will save (DC 10 + the level of the channeled 
  spell + your Intelligence modifier) or be dazed a number 
  of minutes equal to the number of dice of damage your 
  divine wrath inflicts. A construct receives a new save in 
  any round in which it takes damage, and a construct 
  with an Intelligence of 7 or more receive a new saving 
  throw each minute in any case. This is a transmutation 
  effect and not mind-affecting. If you use divine wrath in 
  this way, it does no damage and cannot power any other 
  effect. 
  Rebuke Outsiders (Wrath)
  Your connection to the divine can force outsiders away from 
  you. 
  Prerequisites: Divine wrath class feature. 
  Benefit: When you use divine wrath with this feat, 
  outsiders must make a Will save (DC 10 + the level of 
  the channeled spell + your Intelligence modifier) or flee 
  whenever they see you for 10 minutes level per level of 
  the spell channeled, as if frightened. Immunity or resis-
  tance to fear or mind-affecting effects does not offer any 
  protection. Outsiders able to teleport or plane travel to 
  get away may do so. Outsiders of Intelligence 7 or more 
  receive a new saving throw each minute to end the effect. 
  If you use divine wrath in this way, it does no damage 
  and cannot power any other effect. 
  Rebuke Undead (Wrath)
  Undead recoil when you channel divine wrath. 
  Prerequisites: Divine wrath class feature, non-evil align-
  ment. 
  Benefit: When you use divine wrath with this feat, 
  undead must make a Will save (DC 10 + the level of the 
  channeled spell + your Intelligence modifier) or flee from 
  you, as if frightened. Undead that fail their save flee 
  whenever they see you for 1 hour per level of the spell 
  channeled. Undead with an intelligence of 7 or more 
  receive a new saving throw each minute to end the effect. 
  If you use divine wrath in this way, it does no damage 
  and cannot power any other effect. 
  Restore The Living (Wrath)
  You can heal living creatures. 
  Prerequisites: Divine wrath class feature, good align-
  ment 
  Benefit: When you use a divine wrath ray with this feat, 
  you heal living creatures for the same amount you would 
  normally inflict. If used as an area effect, you only heal 
  half as much. If you use divine wrath in this way, it does 
  no damage and cannot power any other effect. 
  Restore Undead (Wrath)
  You can heal undead. 
  Prerequisites: Divine wrath class feature, non-good 
  alignment. 
  Benefit: When you use divine wrath with this feat, you 
  heal undead instead of causing damage. If used as an 
  area effect, you only heal half the amount you normally 
  would cause. If you use divine wrath in this way, it does 
  no damage and cannot power any other effect. 
  Selective Divine Wrath (Wrath)
  You can choose whom to affect when you channel divine 
  wrath. 
  Prerequisites: Divine wrath class feature. 
  Benefit: When you use divine wrath as an area effect, 
  you can choose a number of targets in the area up to 
  your Intelligence modifier. These targets are not affected 
  by your divine wrath. 
  Special: You can take this feat several times, each addi-
  tional time adds two more targets you can avoid. 
  
  32
  Tangible Wrath (Wrath)
  Your wrath affects constructs and objects. 
  Prerequisites: Divine wrath class feature 
  Benefit: Your divine wrath causes damage to constructs 
  and objects. Like most energy attacks, divine wrath 
  does only half damage to objects, and Hardness applies. 
  Objects carried or worn by a creature are not affected by 
  divine wrath unless the wearer rolls a "1" on its saving 
  throw to avoid the effect. See damaging objects in the 
  Pathfinder Core Rulebook. 
  Wrath of the Elements (Wrath)
  You channel the power of the elements. 
  Prerequisites: Elemental domain (air, earth, fire, or 
  earth). 
  Benefit: Select one type of energy that you have the 
  corresponding domain: acid (earth), cold (water), fire 
  (fire), electricity (air). You can choose to deal this type of 
  energy when you use divine wrath. 
     Elemental energy does half (instead of full) damage to 
  incorporeal foes and is subject to elemental vulnerability, 
  resistance and immunity. It can damage objects and con-
  structs. Channel resistance offers no protection. Wrath 
  of the elements area attacks are spreads, allowing them 
  to go around corners. Saving throws against elemental 
  wrath are Reflex saves and cover modifiers apply. 
  Special: You can take this feat several times. The effects 
  do not stack. Each time you pick this feat, you can pick 
  a different element you fulfill the prerequisites for. 
  Spells
  The following spells are listed in the theurgist archetype.
  Clarion Call
  School illusion
  Level bard 1, cleric 1, magus 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M (a piece of brass)
  Range touch
  Target creature touched
  Duration 10 minutes/level
  Saving Throw Fort negates (harmless)
  Spell Resistance yes (harmless)
  The subject of this spell gains two benefits. First, the af-
  fected creature gains the ability to create a sound like the 
  blast of a mighty horn or trumpet simply by miming the 
  action of sounding one. Second, the subject can speak in 
  a booming voice that carries easily over great distances, 
  lowering the DC of any check to hear what is said by 
  –15. This spell is particularly prized by battlefield com-
  manders and champions who wish to make themselves 
  clearly heard or gain the attention of their allies or foes.
  Cultural Adaptation
  School divination
  Level bard 1, cleric 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, M/DF (a document written in the 
  language of the culture to be emulated)
  Range personal
  Target you
  Duration 10 minutes per level
  When casting this spell, you must concentrate on the 
  culture to which you wish to adapt. If you speak the 
  native language of the culture in question, then for the 
  duration of this spell, you speak the language with a 
  native accent. The spell does not teach you the language 
  in question, but may be combined with tongues or a 
  similar spell. Your body language and gestures mark you 
  as a native of the culture, and you unconsciously make 
  small decisions that help you blend in. These combined 
  new traits give you a +2 on Diplomacy checks made to 
  influence members of the culture to which you have 
  adapted. You also gain a +2 circumstance bonus on 
  Disguise checks made to pass yourself off as a member 
  of the culture. Additionally, the DCs of enchantment 
  (charm) spells you cast against natives of the culture to 
  which you are attuned increase by +1.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Elemental Lords of Porphyra © 2013, Purple Duck Games; Author: Perry Fehr.
  Heroes of the Siwathi Desert, Copyright 2014, Purple Duck Games. Authors Perry 
  Fehr & Josh McCrowell.
  Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; 
  Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark 
  Moreland, David N. Ross, F. Wes-ley Schneider, Amber E. Scott, Tork Shaw, James 
  L. Sutter, Jerome Virnich.
  Pathfinder Companion: Adventurer’s Armory. Copyright 2010, Paizo Publishing, 
  LLC; Authors: Jonathan Keith, Hal Maclean, Jeff Quick, Christopher Self, JD Wiker, 
  and Keri Wiker.
  Pathfinder Player Companion: Humans of Golarion. © 2011, Paizo Publishing, 
  LLC; Authors: James Jacobs, Colin McComb, Sean K Reynolds, Amber Scott, and 
  Larry Wilhelm.
  Pathfinder Player Companion: Knights of the Inner Sea © 2012, Paizo Publishing, 
  LLC; Authors: Gareth Hanrahan, Steve Kenson, Patrick Renie, Tork Shaw, and 
  Jerome Virnich.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: 
  Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim 
  Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. 
  McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K 
  Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, 
  LLC; Authors: Den-nis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam 
  Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-
  MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Authors: 
  Jason Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost, James 
  Jacobs, Rob McCreary, Erik Mona, Sean K Reynolds, F. Wesley Schneider, Lisa Ste-
  phens, James L. Sutter, and Greg A. Vaughn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, 
  Joshua J. Frost, Tim Hitchcock, Bran-don Hodge, James Jacobs, Steve Kenson, Hal 
  MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, 
  Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Ja-son Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob 
  McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ 
  Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jes-se Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim 
  Hitchcock, Tracy Hurley, James Ja-cobs, Matt James, Rob McCreary, Jason Nelson, 
  Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, 
  Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis 
  Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan 
  Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, 
  Tork Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and 
  Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bul-mahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and 
  Russ Taylor.
  Protean Lords of Porphyra. Copyright 2015, Purple Duck Games. Author Todd 
  Stewart.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved.
  The Gods of Porphyra © 2012, Purple Duck Games; Authors: Christopher Kaiser, 
  Perry Fehr, Mark Gedak, August Hahn, John Hazen, Sean Holland, Sam Hing, 
  James H. Lewis, Chris Longhurst, Scott Messer, Sean O’Connor, David Nicholas 
  Ross, and Jeremy Whalen
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR.
  Legendary Classes: Sacredote. © 2015, Purple Duck Games; Author: Carl Cramér
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
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  license.
  
  34
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Legendary Classes - Sacredote.pdf